Nakkiel Posted October 30, 2010 Posted October 30, 2010 Delay Hatsu after Haku. You want to let them float away a little and be at the top of the 'arc' from being hit by Haku. Sometimes you can omit the dash too, but it's all up to judgment. I still miss IppatsuA on the skinnier characters every now and then.
Dragonthorn Posted November 1, 2010 Posted November 1, 2010 Don't you mean 2c[m] itsuuA? When you dash you don't need the delay. It's only when you don't dash kote that you need to delay between haku and hatsu. And try to be deliberate in your inputs, no need to rush that much. The only time in the whole combo where you have to be fast in your execution, at least from my experience, is between itsuuA and haku. The rest is deliberate. It's actually pretty easy when you get the rhythm down.
Lord Knight Posted November 1, 2010 Author Posted November 1, 2010 You need to delay hatsu no matter what. The delay is generally more extreme if you don't do dash kote.
Dragonthorn Posted November 1, 2010 Posted November 1, 2010 Oh yeah right I guess you delay with the dash as well. Sorry about that. I guess I had the extreme delay w/o the dash as a benchmark. With the dash the delay is much less but yeah as LK said it's still there.
MrViceTaicho Posted November 9, 2010 Posted November 9, 2010 i need help lately i have been trying to do the ender with d after jc 4kote jc d 6c etc...but it work half of the time?(french speaker so be indulgent with my english..)i know most of litchi dont use that and use 3c 2d 6c....tips?
Lord Knight Posted November 9, 2010 Author Posted November 9, 2010 I was gonna post in French but I might get put on blast LOL Do the 2nd jC late. You can't cheat and advance input the 5D.
Nakkiel Posted November 9, 2010 Posted November 9, 2010 Oh, LK got to helping you while I was writing out my post.
C0R Posted November 9, 2010 Posted November 9, 2010 Yooooo sG. I'm waiting for CS2 to add Litchi to my competitive lineup, you think it's worth the wait? I can do the intermediate/starting-advanced stuff pretty well, I'm just hesitant to start really practising her because seeing so many core changes in the loketests. Then again those things are never really completely accurate, your thoughts?
Nakkiel Posted November 9, 2010 Posted November 9, 2010 I would definitely tell you to start playing her now anyways, combos are much easier to learn than spacing, movement of your character and getting familiar with normals. Depending on your execution the combos will only take you anywhere from a couple training sessions to a week to grind in to your memory, but the aforementioned things go much deeper than just doing combos.
tofurr Posted November 9, 2010 Posted November 9, 2010 I need help with Litchi's mission 8. After she jumps on the pole, I can't get the 'A' to connect, Bang techs out just as I land on the pole. Past challenges I figured out what to delay and what not, but I can't figure it out for this one.
Nakkiel Posted November 9, 2010 Posted November 9, 2010 First off a tip is use advance input when doing ippatsuA (hit the the button a little early and hold it). Second, is Litchi facing the wrong way? Is the kick just simply missing due to Bang being out of range? There's a couple factors that could be causing you to drop the combo and they're related to certain delays and distance. Try doing 63214A as soon as you possibly can after Hatsu (236B) and if that doesn't fix your problem, let me know if either question I asked you is happening.
tofurr Posted November 9, 2010 Posted November 9, 2010 (edited) I don't think either of those questions apply to what's going on. He's definitely teching just as I land on the staff, so I mush not be doing 63214a fast enough. Edit: Well, maybe he might be too far, it's hard to tell, but I'm definitely not facing the wrong way. Edited November 9, 2010 by tofurr
Nakkiel Posted November 9, 2010 Posted November 9, 2010 Try starting the combo closer to Bang. Make sure you always delay between Haku (236A) and Hatsu (236B). If that doesn't work, try delaying ItsuuA after 2C[m]. I've noticed that Bang's hitbox is a little weird for this combo, as I'll drop it every now and then also.
Tayls the Fox Posted November 12, 2010 Posted November 12, 2010 hey, i use litchi as my main, but i still have trouble with the four gods wrath that goes along the ground... not the one that goes upward. can anyone help me out?
Nakkiel Posted November 12, 2010 Posted November 12, 2010 What exactly is your problem? Make sure you clearly state it in the future so that we can help.
C0R Posted November 12, 2010 Posted November 12, 2010 (edited) I think he might be looking for advice on how to control the startup direction of Matenbo during Four Winds. I know I had the hardest time trying to figure out how to make it spin horizontally during staffless j.5d. (which I still don't know how to do or I would tell him) Edited November 12, 2010 by C0R
Nakkiel Posted November 13, 2010 Posted November 13, 2010 Alright. Sleepy when I made that post, if that's what he's asking: The move correlates between what travel path you have the mantenbou set in. There is 5D set and 2D set. Concerning Four Winds, 5D set will make it travel vertically, while 2D set will make it travel horizontally. Moves that 2D set: 2D j.5D 4kote (421D staffless) Daisharin (final hit) 5D set: 5D 6D 4D 6kote (623D staffless) j.2D Tsubame Gaeshi
Tayls the Fox Posted November 13, 2010 Posted November 13, 2010 sorry... im talking about the half circle forward. its called four gods wrath; when the pole spins rapidly either upwards or outwards.
C0R Posted November 13, 2010 Posted November 13, 2010 It's also known as Four Winds, so follows the placement rules that sG outlined above.
Tayls the Fox Posted November 14, 2010 Posted November 14, 2010 ooooooooohhhh right. thanks that helps. lol
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