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deadsnake

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Posts posted by deadsnake


  1. The changelog:

    http://ggxrd.com/locatest.pdf

    f.S - the active duration increased from 5 to 7 frames; now staggers on counter-hit.

    Stroke the Big Tree HS (41236HS) - the blow back on hit is changed; now wall-splats in the corner; added the starter proration of 90.

    Sultry Performance HS (j.236HS) - changed the bounce-off on full hit; the max charge time is reduced.

    Sterilization Method (214HS) - the duration is increased; now invincible at the knees; no longer in the counter-hit state during recovery.

     

    just to be sure, the increased duration of 214HS is on the active frames or on the startup?

     

    anyway thx for the translate


  2. so, I just started learning I-no, felt like she's very hard to use in neutral. but nvm that for now, my question is, why can't I oki using anti depressant? every time I have a knock down from HCL with or wtihout VCL the green note is very slow and the opponent always manage to jump out of it very early. I can manage if it's a 2d knock down which is close but HCL/VCL is just impossible. 

     

    right now after a HCL/VCL knockdown I usually just hover j.k etc, it's kinda okay oki but I'm really curious on the antidepressant oki.


  3. it means that crush triggers moves are considered projectile... or is it just a few chars only?

    ======

    and in the earlier minutes, I see that u can delay crush trigger attack animation CMIIW, litchi baited zanshin

    =====

    and in a much more earlier moment, litchi kinda did a very late gattling from 5b[m] to 6a[m]

    I never knew we can do this unless it was only implemented on bbcp


  4. You can always learn by example such as, "Will 5b>5c get me DP'd? Yes? Don't do that" and vice versa and such, the other thing to learn is what move is + on block, but you can also figure that out when you're blocking peoples shit and you can't punish it because you're stuck in guard stun which at times can lead to frame traps if you are mashing.

    ehh...? I'm pretty sure that 5b[m]>5c[m] has no holes unless u delay the 5c

    5c[m]>3c[m] has a pretty big hole iirc but usually safe because of the distance

    5c[m]>3c[m] point blank got me houtenjin T^T

    5b[m]>3c[m] is suicide if the opponent is expecting it/point blank

    anyway, I pretty much know the knowledge but not good at applying it on real match, but if applying the knowledge is by not doing something... I should be able to at least do that :v


  5. after not playing for so long... I can't remember how I should combo hazama in the corner

    5b 2c 6d 236b 236a 236c 236a 236b reach.a 5a 5b [5d] 236c staff2 6d 3c 2d 6c itsuu.c j.c j.d[oki]

    but I can't seem to remember a route to kokushi oki....

    5b 2c 6d 236b 236a 236c 236a 236b reach.a 5a 5b [5d] 236c staff2 6d 5b 6c[1] kote j.b dj.b j.c j.d j.c[fall] dash6a[always whiff in here]

    where did I do wrong... :(

    IFGC is nect saturday and I'm not prepared at all


  6. You mean do what everyone else does naturally but do it better? I think there's potential here but the rules are the rules, and Between the game's rules and Litchi's Rules there may not be so much room for improvement. I'm not going to say there's no hope, but I'm not going to sit here, bullshit myself and and say we CS1 again.

    well...what I meant when I said "we" was all the litchi players...including the japs.. so yeah, wait till the japs invent something lol(specifically because bbcp only avail in jp)

    She still has meterless oki setups, don't sleep on them so much. Apart from her unique tools, Litchi has always had really strong, classic airdasher mixup.

    she has meterless oki, puff bal(crosses up on certain range), new normal, tsubame connects as a combo(though I really wanna see the proration rates for this). I think its a good start...

    and staff launch has always been a very good tool to assist litchi's pressure

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