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Posted

I got destroyed by a Litchi and I don't even know what went wrong. She just kept flying over my swords...:gonk:

6D. Lots of Litchi's like to air-dash and the only way to counter an air-dash is to either 6D or 2D. Try not to 5D or you won't be able to do your 6D if it whiffs.

Posted

Litchi isn't really a hard fight for me once I figure how that person likes to set up their corner trap. Most Litchi have only practiced one manner of pushing someone into a corner. Once you know that, avoid it and do everything unthinkable that Nu can do. Like melee. It's hilarious to bait her DP and punish it. When I do a throw combo or a 236D > rapid > air swords, I only do one set of air swords then 214D her. It saves me on fall time so I can run up to her and cross her up on wake up with a IAD jC > sweep. Normally they'll always DP, but it doesn't matter since you're jumping behind her already. Sometimes the DP can clip you though as you're jumping over, but she doesn't have her stick set up by you, so her combo is normally pretty pathetic. It's hard to explain how I fight Litchi without showing it, but I like to go air games with her rather often. If you get good at air throws, Litchi will think twice about going into the air to try to set up her stick. Be very aware of her air attacks. Some Litchi love to always have an attack going in the air. Pick up on this pattern ASAP. Another note. Learn her mix ups. They all have very elaborate animations, so it's pretty easy to block them on reaction. The only reason they work in the corner is because she has one of her DDs going on at the same time to cover her actions.

Posted

Yeah, I was really shocked and thrown off by Kara fast fall when Lord Knight first did it to me. It's....a really valuable tool, but it can't be abused by Lichi either

Posted

Carl and litchi both have moves that drop them vertically. In Carl's case, it's his j.2C, in Litchi's, it's her j.2D[m]. If you kara cancel them to an airthrow while air dashing, you retain your airdash momentum while rapidly falling to the ground. The trajectory is often perfect for dodging Nu's 6D and 2D, but is really vulnerable to 2C if baited.

  • 2 months later...
Posted

lol yeah. My friend does that move. Even though He rarely does it to attack. It usually to get close to me. It's always very scary. And Kriaser I agree with you in the fact about air cross ups. They help alot if she hasn't put an attack out yet and its safe. But if your just jumping in to jump in I've found that V-13 has no Air priority what so ever. My friend taught me that canceling sabers the tensionless way was a great mix up. That offers many options. And like someone said. Rolling foward and tecking in place if staff is spinning at feet is a great way to get out of corner. But yeah in this match up defense must be on point from the start of the match. Its a really fun match though

Posted

lol yeah. My friend does that move. Even though He rarely does it to attack. It usually to get close to me. It's always very scary. And Kriaser I agree with you in the fact about air cross ups. They help alot if she hasn't put an attack out yet and its safe. But if your just jumping in to jump in I've found that V-13 has no Air priority what so ever.

There's no such thing as move priority. It's all a manner of hit boxes and invincibility frames. Litchi's jC have longer range than Nu's jC, so she has a better chance at landing the hit.

Posted

Lol sorry guess I'm using smash talk. All im saying is. Litchi has many ground attacks whose hit box will hit before V-13's does

  • 4 weeks later...
Posted

Litchi's attacks are also fairly slow, and some of them are real punishable if she continues certain combo's without hit comfirming. You have to be kinda careful while she has the staff, but when she doesn't go nuts on the oki game, she has no DP. I dunno, I personally do a lot of air grabs, doesn't mean sometimes you won't just get straight kicked in the face with a combo though

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