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Everything posted by Nakkiel
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Riichi = 63214A/B/C while staffless, the most commonly used version is A Ippatsu = A/B/C while standing on the staff (after Riichi), Tanki Hatsu (IppatsuB) and Tanki Chun (IppatsuC) are just other names for it. If you see Ippatsu or Tanki Hatsu/Chun listed in a combo, always assume RiichiA was used before it. She is playable on pad, however you may have to use the claw-style holding where you use your index and middle finger on the pad, as if you were playing Tekken.
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BE stands for Blowback Edge, it's a Melty Blood term
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Mm, true. I didn't think to say it since I thought that was obvious but I realize that was stupid of me lol
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ItsuuA > 4kote > 6A > Kokushi isn't listed in the thread. That's pretty much it. Useful video for people who enjoy visually learning things.
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Do a fuzzy guard during it, lol.
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There's 3 Shadow Labrys' that have qualified for Tougeki. Reria, Kuushido and Tomo are the players. Here's the full list: http://romancancel.blogspot.com/2012/07/p4u-tougeki-lineup.html
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I'm playing this character.
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There's absolutely no reason to not do it, should the situation arise. You earn back your meter and you get 6K + oki. Sucks that I haven't found a way to do it without 6B bound starter, would be sweet
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Whoever was commentating Guilty Gear needs to never be allowed on the mic again. It was downright awful and disrespectful.
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Huh? Not even..It's a 5-5 matchup.
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2A/jump/backdash/throw
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Jumping out is only possible on IB, you shouldn't be hitting buttons after 6D if it's been IB'd at all unless it's someone with a 7f 2A.
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It's universal, just a little harder to time on characters with weird/smaller hitboxes, keep working at it.
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6B CH > (5B) > 2C > 6D(1) > dash 5C > 5D > Chun > staff2 > TK Chun > 66 2C > 4D > etc. is a stronger option for this case
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This requires zero yomi and no risk. If you have 50 heat and someone bursts your 6D they're absolutely screwed. It's incredibly easy to actually react to the burst because 6D is a level 5 move, just react to them being stuck in the burst animation and RC, press 6D again and do 5k.
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Yea the 6C(1) 4kote stuff (the specific kokushi enders and that combo part you linked) need quick inputs, just gotta get used to the low recovery of kote.
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It's actually not that hard but only possible very early on in the combo.
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The dash is buffered into the Itsuu, 412366D.
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As far as I know there are actually sometimes that 2D TK Hatsu (teching after Chun) won't work due to proration, IAD j.C 6D always works.
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Press C later when you're doing TK chun, you're not letting jump startup finish.
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You can't combo off TK Chun unless it's done relatively low, there's no efficient way to convert random air hits into damage. Also you need to dash buffer after TK chun to get your move to connect. That move is actually called Kokushi Musou or kokushi for shorthand. Kokushi > TK Chun > 6D > Haku > Hatsu > RiichiA > IppatsuA > B > 5D (slight hold) > Chun > 6D > Ender
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It's not even properly possible, I'm pretty sure.
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I'm not sure why you're having trouble finishing the ender, I may have made a mistake in what I gave you but I'll personally test it out when I get the chance. Until then you can just change your ender to 2C > 6D > 3C > 2D > 6C > 6D > 3C > 4kote The 5B/2C in the combo though is for when you need extra time for staff2 to return and connect with the opponent. Most of the time, yes. It's intended to avoid repeat proration on her rekkas. It depends on what you want to do. The 6A ender will give you the most damage but you don't get as much flexibility in what kind of oki you want to do. There are 2 other enders that you should worry about learning: xxx 6D > 3C > 2D > 6C > 6D > 3C > 4kote: This is commonly used for meterless oki (5D > j.B option select j.C airdash/land low/throw) xxx 6D > 5D > 6A > 6Bfeint > ItsuuC > j7.CD/Hatsu > Chun: j7.CD ender is another meterless oki setup, Hatsu > Chun is used against Tager/Hakumen to put them into an unfavorable 50/50 mixup that doesn't cost meter to capitalize off of.
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Don't immediately release D when doing 5D > Haku, hold it briefly and then release. This gives Litchi time to recover from the animation of summoning the staff. I'm a little too preoccupied atm to give a full answer to your neutral question, maybe someone else will or I'll get back to you later. Quickest lazy answer though is just to play more, find strong players and fight them. Watch high level players and try to emulate what they do in neutral and think about why they do it.
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ItsuuB > 6C(1) > 6kote > 3C > Haku > Hatsu > RiichiA > IppatsuA > B > [3C > 2D > TK Hatsu > Chun > 6C > ItsuuC > j.C > Hatsu > Chun] / [5D > Chun > 5B/2C > TK Chun > 2C > 6D > 5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > dash 6A]