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[CT] Manten Maintenance: A Chun Perspective on General Litchi Tactics and Options


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Posted

That combo sounds sick. It makes me want to skip work to go home and beat up some ppl online with it. How's the damage and is it worth the 100% gauge?

Also since I'm already posting, what's the best thing to do when thirteen orphans hits? i usually run up and do a standard air combo, and as the DD is about to end, try to time a chun at the end so I can knock them back and possibly combo. I saw a video where the litchi did 6C over and over, which is probably better than my air combo. maybe instead of timing the chun, time the 6C so it scores a knockdown instead of the bounce the chun creates?

You can do it the other way around too, hit a thirteen orphans and all green them at the end, it's not the best damage (since all green doesn't DO all that much damage) but it hitting all green off tsubame is something no one expects and throws them off, and then when they land in a thirteen orphans they're baffled for the rest of the match. Plus, depending on circumstances, if you've got 100% meter it'll probably do enough to kill them.

Just do damage, and keep them in the thirteen orphans, or just leave them alone.

It helps to get on the opposite side of them from your stickman and combo that way, try to end it in different ways, a lot of people won't think of you airthrowing them at the end, so try doing that at the end every once in a while and then just keep airthrowing them til they tech out.

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Posted

Also since I'm already posting, what's the best thing to do when thirteen orphans hits? i usually run up and do a standard air combo, and as the DD is about to end, try to time a chun at the end so I can knock them back and possibly combo. I saw a video where the litchi did 6C over and over, which is probably better than my air combo. maybe instead of timing the chun, time the 6C so it scores a knockdown instead of the bounce the chun creates?

I just jump and airgrab a little early, then do chun > char specific combo.

Posted

I think you can j.C after all the hits, then land tsubame...wonder if the super has enough hit-stun to hit with itsuuA?

Posted

today i pulled off 13orphans>airgrab(opp now in corner)greatwheel(3,6,6,6,...how many is it?) it actually worked @__@ even though it was techable after one of the 9's, it still made me feel good lol. and when 13orphans or greatwheel lands, i just j.C spam or chun spam, to try to keep them low as possible to followup the end with 6C, tsubame, if corner [j.C, kote, D(hold)] otherwise [6C, 3C, kote, D(hold)] for techtrap

  • 2 weeks later...
Posted

What I want to know, since we're on a huge discussion of Kokushi Musou... is how those hits we throw in affects proration and whether that proration affects each individual hit of Kokushi... we might be throwing damage away by hitting them early in it.... we might just want to wait and Hatsu Chun or j.C tsubame at the end....

Posted

use move with 101%+ proration? idk. but you may be right. then again, moves like kokushi musou or something like carl's niravana balrog style super deal low damage, so it kinda feels like its MEANT to be used along with the character also throwing in their combo. i'll/we'll have to test that though.

Posted

Apologies for the lack of updates. Expect more throughout the week. ~Chun

Posted

greatwheel(3,6,6,6,...how many is it?)

6 inputs, it makes a sound each time you input one.

Posted

6 inputs, it makes a sound each time you input one.

i should seppuku for not knowing theres a sound for each input.

or are you pulling my leg you sly dog you. :psyduck:

Posted

i should seppuku for not knowing theres a sound for each input.

or are you pulling my leg you sly dog you. :psyduck:

He's not.. there is a sound, a little ding to be precise.

Posted

If you have any tips to avoid being bated into a tsubame whiff please share. I have trouble with people getting a good rushdown lead only to backdash just out of range the moment I tsubame. It normally isn't anything that decides the match but I'm tired of giving out free combos if I can possibly avoid it.

Posted

if they are baiting your tsubame, then you have to bait their bait. or only tsubame after IB'ing a move. and the way you say it...are u saying YOU are the one doing the attackin while they guard? and u tsubame? dont tsubame when they are blocking tis bad. and if you didnt mean it like that then disregard that i suck balls.

Posted

Dont tsubame and 5B if they back dash...Or dash at them and 5A/grab. Or you can ItsuuB and hope for a counter hit. I think that's about it.

Posted

Dont tsubame and 5B if they back dash...Or dash at them and 5A/grab. Or you can ItsuuB and hope for a counter hit. I think that's about it.

itsuuB>shinshin is great for cover. although i find it difficult to get the shinshin to activate on the opponent on block.

but if you do get CH on itsuuB you can either shinshin and go for a mixup or dash in for a combo

Posted

When you're saying itsuuB>shinshin, when are you activating the shinshin? I can't get it to trigger at all. ~M

Posted

itsuuB>shinshin is great for cover. although i find it difficult to get the shinshin to activate on the opponent on block.

but if you do get CH on itsuuB you can either shinshin and go for a mixup or dash in for a combo

If you get a ItsuuB CH you should be comboing to 6C or maybe her 3Dragons if you have meter to Rapid cancel. I'm pretty sure that's all it can combo into.

When you're saying itsuuB>shinshin, when are you activating the shinshin? I can't get it to trigger at all.

~M

After the first hit, before it spins around.

Edit: you can also TKchun after ItsuuB. Today is a great day for TKchun...

Posted

If you get a ItsuuB CH you should be comboing to 6C or maybe her 3Dragons if you have meter to Rapid cancel. I'm pretty sure that's all it can combo into.

be very carefull with comboing into 6C after itsuuB...if they're crouching, the first hit of 6C will whiff most characters (probably not tager lol) and you can get severly punished for it...if they're not ducking I usually go for

5B, 2C, 6C, 5C, JC, jBCD, airdash jC, staff2, 6C, tsubame, 6C

otherwise if you're close to the corner you can probably do

5B, 2C, haku, chun, wait, hatsu, haku, chun 5B, JC, jBC, JC, D, falling C, 6C, tsubame, 6C

Posted

be very carefull with comboing into 6C after itsuuB...if they're crouching, the first hit of 6C will whiff most characters (probably not tager lol) and you can get severly punished for it...

even if they get hit with itsuuB sometimes they have time to 5A before the stiff hits them on its way back so be sure to time it well.

i guess thats why i learned to shinshin on itsuuB, due to fear of missing a chance.

Posted

even if they get hit with itsuuB sometimes they have time to 5A before the stiff hits them on its way back so be sure to time it well.

i guess thats why i learned to shinshin on itsuuB, due to fear of missing a chance.

I'm talking about on counter...itsuuB on counter auto combos unless you're in their face completely

Posted

Yeah, i've seen it happen on itsuuA too, i raged a little on the inside, second hit just whiffed for some odd reason, i think i got them at the very edge of the range or something, ended up eating haku-men's ch j.c into fatty damage and dying.

Posted

yea u gotta watch out for this. sometimes the staff would go WAAAAY pass opponent when i 6a[m]. but sometimes its cool cuz when the staff was on its way back one time i hit 6A but for some reason the game read it as i was holdin staff so the staff was like one screen away from me and i hit them with 6A[m], with the staff one screen away. :psyduck:

Posted

I think if it's in a return state it'll go out farther on 6A[M]... that's what I've noticed.. but I could be wrong.

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