OhNoez Posted August 12, 2009 Posted August 12, 2009 I would like to help you, but what do you mean by Air cancel? Jump canceling a move? I'm fairly sure you can't cancel D at all. Care to elaborate?
Urkelbot Posted August 12, 2009 Posted August 12, 2009 Yea sorry I do mean JC... well in this combo, 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ after ]D[... I guess you don't JC right after D... but you do it after the IAD? I don't really get it at all actually haha... right now it's really hurting me because what I do now is just dash forward and hope that my opponent misses the tech roll... in which case I can haku and continue, but it messes up the timing of the staff2, and usually just ends with the haku hatsu and whatever the last one is... you see what I mean? I thought that JC was when you canceled a move by jumping... but why is it after the iad in this combo? EDIT: OOOOhh shit sorry, I just realized that it's j.C and not jump cancel... wow I feel like an idiot haha... of course that doesn't change the fact that I still can't jump cancel, but at least I can go back and try this combo again EDIT 2: Sorry, I just tried this with j.C, and the training dummy recovers before I can make it to him to j.C... is that just me waiting too long to iad after the ]D[? Or am I maybe jumping too high?
Brent-quest Posted August 12, 2009 Posted August 12, 2009 Vary the timing with which you release ]D[. Air dash as soon as you can and delay the j.C as necessary in order for it to hit the opponent. Also remember when doing this combo that you have to be pretty far from the corner for the haku staff2 j. B C to work.
OhNoez Posted August 12, 2009 Posted August 12, 2009 You should be delaying the ]D[ until you are in the air. I never use that combo though, it's way too picky on the distance from the corner. Try learning the side swap combos Lord Knight has on his Youtube channel.
Urkelbot Posted August 12, 2009 Posted August 12, 2009 Alright thanks for the tips... I'll try varying my timing, I just need to break out of this rhythm that I'm in... I also want to learn some of the combos starting with 5B --> ItsuuC... the timing seems pretty strict for that though... how often do you guys use those in battle? Also can I get a link to Lord Knights youtube?
OhNoez Posted August 12, 2009 Posted August 12, 2009 ItsuuC combos are what I use most, they're much more damaging than 3C combos. Combos from throws are also worth learning. | http://www.youtube.com/user/DukeKnight | I'm pretty sure that's his youtube, I always assumed it was.
Urkelbot Posted August 12, 2009 Posted August 12, 2009 Thanks Noez... yea imo the Itsuu combos also look sweeter... but I'm pretty horrible at air combos so that's why I've been using the ground combos... I need spend a few hours in training... what is the best Itsuu combo to start out with do you think?
OhNoez Posted August 12, 2009 Posted August 12, 2009 Standard midscreen : 5B > 5C > ItsuuC > TKChun > 2C > jBCD > air dash > jC (jBC if close to the corner) > 6C (skip if you're close to the corner) > tsubame > 6C > 3C. That combo is also in the LE Litchi combo demonstration.
WayINside Posted August 12, 2009 Posted August 12, 2009 i think it's better to start with jump chun instead of real TK since it will whiff at some range (the jump should be 8 or7, not 9)
individuals Posted August 12, 2009 Posted August 12, 2009 i think it's better to start with jump chun instead of real TK since it will whiff at some range (the jump should be 8 or7, not 9) also, some people cant do TKchun or even just jump chun well enough (a wee bit slow and opponen will tech after 2C) so an EVEN EASIER combo would be 5B>5C>itsuuC>dash>j.B>JC>j.B>j.C>.... [hatsu>chun](land near opponent with staff off screen behind) or [D](staff MAY hit opponent, possible tech trap chance if D is held, and you end up close to opponent with staff.) not great damage, and using hatsu>chun may be risky if you cant fight well without staff. another easy combo you can do until you master TKchun would be whatever>itsuuC(closer range)>6C>[5C] or [2B>2C on small characters]>j.B>j.C>D>airdash(staff should hit around this time)>[j.B>j.C] or [j.C] depending on range>[6C](if not too close to corner)>tsubame>6C>[3C] or [421D HOLD] for tech trap.
Urkelbot Posted August 13, 2009 Posted August 13, 2009 Standard midscreen : 5B > 5C > ItsuuC > TKChun > 2C > jBCD > air dash > jC (jBC if close to the corner) > 6C (skip if you're close to the corner) > tsubame > 6C > 3C. That combo is also in the LE Litchi combo demonstration. Ok, I can do this combo up until the TKchun (I just do a j. Chun)... so basically I can't do it at all. For some reason I'm always too far away to connect with the 2C or something... or the computer can always tech roll before I hit them... do I need to be faster with the jump so I'm closer when I hit them with the chun? Also, when you say jBCD, is there specific timing there or do you just do it as fast as you can? Sorry for all the questions, but I'm having a rough time with this... By the way, I do the j.chun because I have no idea what a TKchun is... is that where youhit 2369C instead of 236C? If so, what does that do for you?
STenSatsu Posted August 13, 2009 Posted August 13, 2009 Yes, that is what tk chun is. It gives you a low air chun which has less recovery than ground chun generally. For the itsuu combo, practice using 7236 (jump back) for chun. It tends to be the best distance. Also, if you start kind of far, let 5c hit just once instead. Do the jump chun asap. Same with land,2c,j bc. You can kind of delay the d and the airdash c depending on distance from corner. Usually you can just whip it all out asap though.
OhNoez Posted August 13, 2009 Posted August 13, 2009 Sometimes, if you're close enough you can just do a Chun, no jumping, no TK. Try that.
Lord Knight Posted August 13, 2009 Author Posted August 13, 2009 Again, you want to use jumping Chun exclusively so that you won't have to adjust 6C at the end of the combo.
Urkelbot Posted August 14, 2009 Posted August 14, 2009 Thanks guys, I've been getting the Chun to hit (even online) but they always, always recover before I can pop them back up with the 2C, even the training dummy. So basically I'll hit them with the chun, land, and whiff with 2C. This is the move where she goes low and punches diagonally upwards right? Another question: When you j.BCD, that means attack with B, C, then D in the air right? Does the D make you stop midair, giving you time to iad? I haven't been able to get this far in the combo yet (Seriously, I'm a noob), but it doesn't seem like you have enough time in the air to attack with all three and still iad...
Ryd' Posted August 14, 2009 Posted August 14, 2009 I've found some characters easier to hit with 5B after a j.Chun, while others you need 2C (Tao, Carl, Rachel come to mind) to guarantee the proper followups.
Urkelbot Posted August 14, 2009 Posted August 14, 2009 I've found some characters easier to hit with 5B after a j.Chun' date=' while others you need 2C (Tao, Carl, Rachel come to mind) to guarantee the proper followups.[/quote'] Yea this helped me a lot. I always have the practice dummy as jin if that makes a difference... but I can connect with the 5B everytime... I can really only connect the 2C if they're in the corner... the problem I have with 2C is that I either hit it too early, and nothing comes out, or I hit it too late and my fist goes right through their white recovering body...
AGentlerHatred Posted August 14, 2009 Posted August 14, 2009 Hey guys, thinking about making Litchi my secondary and learning some combos in training mode, but my combos keep dropping between the two hits of Tsubame Gaeshi. Any advice? Just doing stuff off the DVD right now and all the combos ending in 6C > Tsubame > 6C > 3C are giving me trouble.
individuals Posted August 15, 2009 Posted August 15, 2009 well when u say "6C > Tsubame > 6C > 3C" is it that part in particular where u drop ur combos? and if u drop between the two tsubame hits (assuming ur tsubame is following a 6C) just make sure ur close enough i guess to prop them up enough to get hit by the stick on its way down.
Cornix Posted August 15, 2009 Posted August 15, 2009 You can also drop between the two hits because you're too close. Also, just in case, you are 6cing before the get to the ground from tsubame right?
Urkelbot Posted August 17, 2009 Posted August 17, 2009 sorry, another question... in this combo ---> 5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C~, what is the benefit in doing 2C after j chun instead of 5B? I have an incredibly hard time getting the 2C to land, but if I use the 5B I can do this combo almost all the way through... should I just stick with the 5B, or does the 2C make the combo that much better that I should just suck it up and learn it?
STenSatsu Posted August 17, 2009 Posted August 17, 2009 More damage. 5b is good if you end up doing chun too high or something, but it is better to do the 2c version. Try holding down C when you go for it right as you land since it keeps inputting for 5 frames if you do. Aside from damage though, I'm not sure if there is any reason 5b is bad mechanically. (As in, making the combo not work sometimes or something.) It can also be kind of a pain to land online in red or worse, since the 2c can be kind of tight sometimes.
Cornix Posted August 17, 2009 Posted August 17, 2009 2c makes the combo universal, 5b will drop on some chars iirc.
Urkelbot Posted August 18, 2009 Posted August 18, 2009 I tried holding C to get the 5 frames out of it, but I still can't do it... it's kinda pissing me off... it's like they bounce too high/far away once they hit the ground, or they have enough time to recover before my 2C lands... Also, which characters will 5B drop? I use it online cause like Sten said it's easier to hit with in lag, but I haven't dropped anyone yet... although I guess i've only really played Jin, Ragna, Noel, and Hakumen online...
Dovieandi Posted August 18, 2009 Posted August 18, 2009 If they tech out before 2C hits, you're not hitting the Chun fast enough. Tighten up the Chun and the 2C will become easier.
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