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Mightfo

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Everything posted by Mightfo

  1. Mightfo

    [CP] Litchi Faye Ling - Changelog

    Do you mean 2d with staff or without? I was referring to with staff version, where she places it, and in that case no, because 22f is more than almost every normal's blockstun, so while placing during pressure can set up decent ranged situations(6c[m] 2d might leave you in a good situation now) it wont really set up situations where it is hard to DP. If you meant staffless D, where she launches the staff, I didnt look at those but maybe I should have.(you can already act really quickly after launching the staff anyway) Did you have some particular string in mind?
  2. Mightfo

    [CP] Litchi Faye Ling - Changelog

    yesss finally looks like 2d[m] is a few frames faster. maybe just 22-24f total? kind of hard to tell exactly when the animation ends but it definitely does not seem to add up to the 27f it was before corner combos involve the two new moves..is this the primary reason they were added? combo fodder? still hoping we'll see more kanchan used in neutral to deal with certain things, doesnt seem to have blockstring use. i wonder if staff version is any different than staffless in that regard.. itsuuB into four winds is really cool finally seeing some tech for daisharin, especially if you have meter. looks like you'll be able to get good damage off staff pokes with it, although im not sure if it will be possible with say, max/almost max range 5b 5c without meter. i hope she has more fun new stuff aside from that, new toys pretty much all being based around spending your burst in hit confirms is a bit shakey imo would be nice if max/almost max range 5b[m] could go into good damage via OD since that would help use the main strength of that move(the nice hitbox) instead of just off hits that anybody's 5b could do(except ours is slower) (plus that would make it more exceptional than doing 5b 2c rapid sort of stuff) still wondering what sort of pressure she could set up with it(especially if you somehow drop it or activated it when you were out of range, lol) in any case being able to turn a "normal" staff hit into strong damage and a good situation with daisharin is nice still really want to see 6b[m] CH combos and if you can do itsuu in blockstrings
  3. Mightfo

    [CP] Litchi Faye Ling - Changelog

    there's two versions of kokushi now, that's just the..i dunno, useless version? i dunno what the hell that's for.
  4. Mightfo

    [CP] Litchi Faye Ling - Changelog

    crush trigger seems about even on block. lol spending 25 meter for 30f move outside of combos (or maybe during projectile oki if you can put them in danger state...?) 4b helps you get some decent combos after thing like j.b[m] CH air to air land 5b 4b, or off anti air 5a, or off air counterhit staff return into 5b 4b Have we actually seen this in a video? Would this require crouching for 6b[m] 6c[m] to work?
  5. Mightfo

    [CP] Litchi Faye Ling - Changelog

    It hits twice on hit, but sometimes when the opponent gets hit they're out of range of the second hit, strangely. No second hit on block, is like -4 or something on block. I think i saw the same footage you did.... litchi autoguarded another litchi's 6b but the second hit didnt combo. However, I saw the B followup combo in corner, so at least it works sometimes.
  6. Mightfo

    [CP] News & Gameplay Discussion (Old)

    Yeah, it seems like more hits in combo=less meter gain per hit over the combo. Very noticeable when you compare, say, the meter gain of Litchi/Hazama in combos versus before. I really dont know why they changed it. I geuss just downgrading importance of longer combo tech? It probably works as a nerf to some characters like Litchi.(maybe hazama too? i dont know if he's as dependent on hotenjin for damage as he was before)
  7. Mightfo

    [CP] Litchi Faye Ling - Changelog

    i heard litchi 6b[m] CH doesnt wallbounce anymore, is this true Well, something being nerfed to where it is less central only is an unimportant nerf if other buffs compensate and create different emphasis for the character. I wonder if part of why they nerfed kokushii and felt meter gain nerf was fine is because now you can do daisharin any time you knockdown since it is an overdrive. Combo->Daisharin setup->Combo->Enough meter for kokuushi->another combo, then dead? I dont like the idea of that being dependent on burst gauge(especially since it doesnt seem like she got a damage, neutral or pressure buff to compensate for being less of a momentum character), though, and we still dont really know if daisharin combos are good or if some aspect of it has been nerfed... :/ I wonder if daisharin is good enough that you could transform any basic string into 2-3 enforced mixups with max HP daisharin, and how much the damage of a mixup towards the very end of daisharin would be improved by it... if new daisharin is bad and kokushii doesnt have good followup combos then it seems like she got the short end of the stick because imo most other charas got buffed in either pressure, damage, neutral or multiple of those things, and she didnt really...but it's week 1 so lol, we'll see
  8. Mightfo

    [CP] Litchi Faye Ling - Changelog

    Has anyone seen any blockstrings into straight through? Followups only look like -3 or something now. What was nerfed about Kokushi?
  9. Mightfo

    [CP] Litchi Faye Ling - Changelog

    Not a litchi specific change, but it seems that your meter gain per hit decreases the longer your combo goes on. IMO this is a relative nerf for litchi considering how the length of her combos are typically a boon to her meter gain and thus oki/other options even when parts arent adding much damage.
  10. Mightfo

    [CP] Litchi Faye Ling - Changelog

    litchi 2c[m] seems to have less range. doesnt work in the corner as well or after j.b 5b. not sure tho daisharin lasts for a bit under 2 seconds at 75% hp...seems not worth it unless some very nice things are capable in such periods with it. want videos of techhhh
  11. Mightfo

    [CP] Litchi Faye Ling - Changelog

    litchi can do 6d(1) crush trigger!!! hopefully this means she can do 6d(1) itsuu to bait people mashing jab in an attempt to beat CTs. or maybe 6d(1) has enough blockstun that it frametraps..? it is level 5, but CT looks relatively slow, although i dunno if i only saw charged versions or something. if its like 20f some players might barrier 6d in anticipation, giving you free frame advantage even if they IB the second hit of 6d i wonder how her CT is on block. do we know if charging CTs actually makes them better on block or does it just make them take more barrier?
  12. Mightfo

    [CS1-CSE] Litchi General Discussion

    Hm, I wonder if that 4 winds setup is vulnerable to wakeup throw.
  13. Mightfo

    [CS1-CSE] Litchi General Discussion

    yeah, amane'd litchi is pretty cute. love the oversized sleeves : D
  14. Mightfo

    [CP] News & Gameplay Discussion (Old)

    no lol at thinking that everyone can agree on an aesthetic change i think the hit sounds are worse but the UI and such are much better imo. a lot of the current colors are really good imo. i dont like the character art quite as much as CS2 but whatever. dont extend how much your reaction to an aesthetic means further than it actually does.
  15. Mightfo

    [CS1-CSE] Litchi General Discussion

    you're full of shit and you're just riding on some random ass emotions that have no basis in reality. please stop. if you're not having fun and dont feel like you're getting anywhere with fighting games, stop playing them. i dont mean that to be condescending, but that's how you should treat hobbies, if you're not having fun and not advancing in a way that matters to you, do another hobby. anyway, skills transfer over, period, and saying shit like "entirely new game" is just misleading nonsense. do not junk up threads with trash like that.
  16. Mightfo

    [CP] Litchi Faye Ling - Changelog

    autoguard B no longer does followup on block. however, it looks better on block than it did when it was last like this, i think. unsure. i hope this at least means we can cancel staff normals into autoguard again and yeah, i saw that loketest footage too. i hope that capability is still there
  17. Mightfo

    [CP] Litchi Faye Ling - Changelog

    looks like 6c[m] pushback is lower. bad for fighting tager, but i suppose this will be moderately nice against others because blockstring into 6c[m] 5d leaves you +1 iirc, so i guess that's a reasonable way to set up what is argueably a slightly advantageous neutral staffless situation kanchan looks about even on block for frontal version. crossup version at least wallbounces on normal hit. crossup version doesnt seem good for mixup but for evasive properties. i wonder if that will be a good option in certain situations where she is even or slightly - on block? startup looks too slow, but maybe the non-crossup version is fast enough for certain situations to be useful. i dunno if non-crossup version has any evasive properties. kanchan probably works well with staff set. set staff, hold launch, and use launch either to control space as you rush in with kanchan or to establish a + frame situation after kanchan. https://www.youtube.com/watch?v=snExQuqJvQk#t=29m40s new daisharin looks like it could be a really strong pressure and neutral tool. in this you can see how she extend a basic combo significantly thanks to it. how long does it take to come back, can you do it twice in one round reasonably? can you confirm into it? autoguard A no longer automatically does the block followup :| i wish that had a wider hitbox or something kara throw is going to be much more important due to throw range nerf litchi's new anti air seems to be 20f by my count, doesnt seem to have any cancels and seems bleh on block. even if has a shitload of head invuln, you'd have to do it very quickly relative to their jump-in attack for them to just not block it when they land. BAD ANTI AIR DENSETSU
  18. Mightfo

    [CS1-CSE] Litchi General Discussion

    "everything" neutral and pressure and defense is still mostly the same lol. combos changing, overdrive, many matchups changing a bit, and some move changes are major, but being better at bbcse still helps.
  19. Mightfo

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    calm down and keep your eye out for good uses of her two new moves or adjusted moves. you may still find her neutral/pressure interesting. never judge a character by some shitty player, lol.
  20. Mightfo

    [CP] News & Gameplay Discussion (Old)

    did they keep the throw range nerf if so i guess trm mixup is not going to be very strong anymore
  21. Mightfo

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    arghhhhhhh mobility nerf upsets me pretty bad(even if she ends up good) since thats one of the main reasons i enjoy her, especially in synergy with her tools
  22. Mightfo

    [CP] News & Gameplay Discussion (Old)

    i think there's a lot of things which OD's change of supers is analogous to which are older than emotion high. like how in kof98, when you activate that B+C+D mode you have improved supers iirc
  23. at least you'll soon be able to learn some general things about how the game is different(like how overdrives generally are or how pressure may be generally different or something)(lol if that throw range nerf stays)
  24. Mightfo

    [CP] News & Gameplay Discussion (Old)

    i hope arakune mains get really salty at izayoi's zoning
  25. Mightfo

    [CP] News & Gameplay Discussion (Old)

    negative penalty better be fucking hard to get if they're going to make it so much more punishing
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