kreichjr Posted February 2, 2010 Posted February 2, 2010 Has anyone got Kenny Tuty's combo to work? Can anyone get a video? Also, I don't think the 6b in "2C~ippatsuA-JD-JC-5C-6B..." is right, you get the staff back during the 5C so I just try for the IttsuA loop but it never seems to work. OTG hitbox is too small for noel, carl, and nu in CT, not sure about CS, but i'm pretty positive it's about the same just use 2B Okay, maybe Jthan didn't make that clear enough. We know Nu (Lambda), carl, and noel have small hitboxes and can't be OTG'd with 5C. He was moreso asking about Jin, Ragna, and Hakumen. We've had instances where we'd do 5C to OTG them and it would NOT hit.
Kenny tuty Posted February 2, 2010 Posted February 2, 2010 >>kreichjr oops, I'm sorry. you don't need 5C, go straight into 6B please. Ittsu A loop is hard, you need to understand the delays. I think one of the nico video, some one was trying it and didn't make it. and the combo isn't chara specific. Against nu and noel it's a little hard, but works for everyone.
-Ladon- Posted February 3, 2010 Posted February 3, 2010 Has anyone got Kenny Tuty's combo to work? Can anyone get a video? Also, I don't think the 6b in "2C~ippatsuA-JD-JC-5C-6B..." is right, you get the staff back during the 5C so I just try for the IttsuA loop but it never seems to work. Okay, maybe Jthan didn't make that clear enough. We know Nu (Lambda), carl, and noel have small hitboxes and can't be OTG'd with 5C. He was moreso asking about Jin, Ragna, and Hakumen. We've had instances where we'd do 5C to OTG them and it would NOT hit. possibly might have something to do with their ground fall animations, 5C only connects with them during the frames they're still considered not OTG, which would explain why there's usually a followup hit very close to when you're about to 5C, otherwise yes, it will whiff, in this case just 2B
WayINside Posted February 3, 2010 Posted February 3, 2010 What is the notation for her astral finish? and can she combo into it?
kreichjr Posted February 3, 2010 Posted February 3, 2010 Litchi's Astral: RiichiA - Hop on Stick (63214D) With 100% Meter and opponent under 20% health... press D... You CAN combo into it but the combo has to start with them under 20% health. 5b 2c ittsuA kote6 haku hatsu riichiA ippatsuA D (astral) *********** In other news, I managed to get Kenny Tuty's combo to work, but timing is super tight and as fast as possible it seems... If I have access to a camera, I'll try to get a video.
St1ckBuG Posted February 6, 2010 Posted February 6, 2010 >>kreichjr oops, I'm sorry. you don't need 5C, go straight into 6B please. Ittsu A loop is hard, you need to understand the delays. I think one of the nico video, some one was trying it and didn't make it. and the combo isn't chara specific. Against nu and noel it's a little hard, but works for everyone. LK here. I finally got to try this. What do you do when the 5c of (itsuuA 6kote 5c 5d jC) if the 5C doesn't hit OTG? The combo isn't that hard, the damage is obscene off of 2C. Off 5B it looks like only 2 reps are possible.
lunaris Posted February 8, 2010 Posted February 8, 2010 for those of you posting about why 5c doesn't connect OTG sometimes vs hakumen and ragna, it's because there are two different OTG hitboxes: one face-down, one face-up. for some characters 5c connects OTG on one but not the other. to see this, hit ragna down with staffless 3c, wait, then try to do 5c. it won't connect. then hit with 3c>2b, wait, then try again. it will connect, as this is the face-up hitbox. as to kenny's combo: as LK was saying it seems like the combo is actually not workable on characters who can't be hit OTG by 5c. it works up until the 5c>5d>j.c>itsuuA>kote, but at least on jin, it seems like you don't have enough time to get off 5c before he becomes OTG. i found that i could get that time by adding in 2c[m] into the loop after j.C, but i'm not sure how that affects the number of reps. i was able to get 5.7k(rounded) after 2+finisher. so, omitting the combo opener, as a combo part it would look like this: ippatsuA>7jc>j.D>j.C>6B>(itsuuA>6kote>5C>5D>j.C>2C[m])*x>6C>(6d(optional; daisharin possible)>itsuuC>6C>kote) you can also use 6B instead of 2c[m], but i haven't tested that yet. is there some sort of other adjustment i'm not making? according to your notation, kenny, if you don't do 2c before itsuuA, it's done very low to the ground and it just doesn't seem to provide enough time for 5c against all characters. maybe i'm just being too slow.
Brent-quest Posted March 9, 2010 Posted March 9, 2010 Been working a lot with the 5C 5D combos, will post more when know definite answers... one thing I saw really struck me: 2B[m} 6B[m] itsuu~B link?! http://www.youtube.com/user/GAMEacho#p/u/29/OZLzXk_MKsk min 6:00
Lord Knight Posted March 10, 2010 Posted March 10, 2010 Yeah that's not really new, 6b[m] is special cancellable but the timing is weird. Looks like combos are starting to get stable so I'll get the full CS thread rolling soon. On the subject of the 5C 5D corner combos, it is pretty much universal, you just have to 5C their ground bounce, not them lying on the ground. Using advance input makes this pretty easy.
lunaris Posted March 11, 2010 Posted March 11, 2010 2B[m} 6B[m] itsuu~B link?! yes. just TK the itsuu after 6b. both itsuu B and C can combo from it. itsuuB is a little more reliable for various reasons(6b does not combo into itsuuC at some ranges being the biggest one), but does a little less damage. sample combos are as follows: --itsuuC [corner] 2b>6b>itsuuC>hatsu>riichiA>ippatsuA>8>j.c>j.d>j.c>6b/6c>itsuuA>etc. <this also seems to be the highest damage option off of 5b>5c, by the way. --itsuuB [back to wall] 2b>6b>itsuuB>dash 6c(1)>6kote>delay(so stick can land) haku>riichiA>ippatsuA>ippatsuB>6b>5d>haku(TK needed?)>chun>staff2>6c>delayed tsubame(~3.3k) [corner] standard haku>chun corner combo. itsuuA works but it appears the damage difference is very small. about videos: there's a lot of interesting stuff in shounen's recent videos, such as a number of different methods of using chun to put the enemy back in the corner which i suspect may already be known(i've known about using it for that purpose, but not some of his combos). about the itsuuA corner combo: for those of you struggling with this combo vs lamda and similar characters, here are some tips: 1) crouch barrier as you land after doing 5d>j.c. 2) delay 5d>j.c as much as possible. 3) sometimes standing still for a second after you fall before moving helps when finishing with 6c. 4) i'm not sure about this, but jumping straight up when doing 5d>j.c may help if nothing else is working. i don't know how other people are doing with the combo, but i can't get off more than 2 2c[m]s(counting 5b[m]>2c[m]) if i start it with 5b on lamda. about 4d: can anyone improve on this? [back to wall] 4d>6kote>j.b>2c>3c>2d+haku>hatsu>chun(delay?)>6c(1)>itsuuA>dash 2c>6c>3c>etc(4kote?)(~3k) i also thought of (after itsuua) 4kote>dash 3c>2d>6c, but that either ends with the staff spinning or without knockdown. EDIT: the post was pretty messy, so i truncated and cleaned it up. if some of it is already known/common knowledge please say so so i can erase more.
WayINside Posted March 19, 2010 Posted March 19, 2010 Yo, i've finally managed here BnB start for her combo. had it like hell with B 2C itsuuA kotei6 etc.. now i actually came to conclustion that i really don't know her enders well, and unlike any other character, if you didn't end the combo well, you did nothing in vids some litchi thy some weird thing, so i would like to have the theory "right" thing to do. (after one got the basic, its easy to extend it further) so what i need is here: mid screed combo, right after 6C i saw some do 6D itsuuC j.C kotei, but i can't seem to get it as "real" combo, I'm probably confusing some enders togather corner, leave the fact that for some reason i get tech after j.D landing C (probably need to delay the C further) but after that i think it's about 6C 6D SUPER, but the super might won't connect, maybe should just go for the 466666 version of the super and that it. and what is the option without meter (once in a while you know..) one last thing, i get cofused with the combo version semi close to the corner, when you do ipatsuuA ipatsuuB now what? 1) 6B j.B j.C koeti4 j.C 6C conerer or 2)6C koeti4 6B j.b etc? please help me
Lord Knight Posted March 19, 2010 Posted March 19, 2010 Lunaris, 2 reps is max off of 5B starter, so that sounds about right.
WayINside Posted March 27, 2010 Posted March 27, 2010 ippatsuA>7jc>j.D>j.C>6B>(itsuuA>6kote>5C>5D>j.C>2C[m])*x>6C>(6d(optional; daisharin possible)>itsuuC>6C>kote) light characters give me a lot of trouble... first, with this loop, i can't seems to connect 5C after istuuA>6kote. once in a while i land it, but can't figure out hows it going on. most of the time lambda (my training dummy, since she's one of my mate char..)will just fall before the 5C will come out. no idea where in the combo i scoure up.. second is about her much more basic combo, falling j.c (after itsuuA ipatsuA B etc) 2B 2C j.b j.C 4kote j.C 5C etc. again, iknow that the bounce from landing j.C should allow 5C to connect even on the lighter character (could see it been made on tao ), and again, i connect it once in a while, but still i don't get the trick, cause most of the time i'll whiff the 5C.. last, is the weird combo i saw shonen do, something like: bnb itsuuA, ipatsuA ipatsuB dash 5B j.B dj.C landing j.C (no kote!) dash 5C and repeat. this too i can't pull out, for 2 reasons: 1) j.C (landing) won'd come out. 2) i do kote, and then its to far for landing j.C any help here? i can swear i haven't had so much trouble with her combos back in CT..
Jthan Posted March 27, 2010 Posted March 27, 2010 like this: ...ipatsuA,B dash jB djC falling jC land dash 5C jB djC falling C
lunaris Posted March 30, 2010 Posted March 30, 2010 snip for the itsuuA loop vs lamda in the corner, you need to be quick with the 6kote and the following 5c. i strongly advise using advance input. the only other thing i can advise is that it's best to hit with 2c[m] as late as possible after staff2 and to hit with itsuuA such that the enemy is at the highest point possible(i.e later>sooner); the purpose of both of those pieces of advice is to make it so you have as much time as possible to recover from the 6kote before lamda hits the ground. about your second problem, there is simply a certain delay on the kote>falling j.C. you have no option but to learn it, i've never heard of any trick. the only "trick" i can give you is, again, to use advance input on the 5c to make sure it comes out as soon as possible. someone correct me if i'm wrong here, but another option is hj>j.C>falling j.C; it's useful if you can't afford to move the staff back any further, but you could use it as an alternative if you don't want to do the 4kote version(but keep in mind the staff should generally be set to 4kote). shounen's combo does not have a 5b in it. if you use 5b, you will be too far because it causes you to lose the running momentum that carries you far enough to connect with the second j.c>5c>j.b>etc. so, replace 5b with 6c(1 hit)>Xkote>dash>...etc. try using advance input for the second j.c and its following 5c. make sure the dj>j.C happens as quickly as possible. vs lamda, you may have to delay the falling j.c(which would make advance input unusable).
WayINside Posted March 30, 2010 Posted March 30, 2010 thanks, just quick two more questions about your answer. 1) advance input is holding the button to get 5 frames of input right? 2) if i see that the animation of falling j.c is starting and then canceled by the ground(she start the motion, but interupt before making any hit), that mean i did it too late? and arrrm, any tips for the sweep combo? B C 3C iad j.B itsuuA etc..
God_Of_Olympus Posted March 30, 2010 Posted March 30, 2010 thanks, just quick two more questions about your answer. 1) advance input is holding the button to get 5 frames of input right? 2) if i see that the animation of falling j.c is starting and then canceled by the ground(she start the motion, but interupt before making any hit), that mean i did it too late? and arrrm, any tips for the sweep combo? B C 3C iad j.B itsuuA etc.. 2) yea, too late The combo looks relatively easy to do, i dont know it looks like your just gonna wait out the 3C and then immediately jump. I really like this combo becuase it can instantly change the game by swiching the sides of you and your opponent putting them in her death trap.
lunaris Posted March 31, 2010 Posted March 31, 2010 thanks, just quick two more questions about your answer. 1) advance input is holding the button to get 5 frames of input right? 2) if i see that the animation of falling j.c is starting and then canceled by the ground(she start the motion, but interupt before making any hit), that mean i did it too late? and arrrm, any tips for the sweep combo? B C 3C iad j.B itsuuA etc.. confirming yes, on both 1 and 2. make sure you get off the IAD(9>6) quickly. you don't do the j.b in 3c>iad>j.b as fast as possible. the later the better, so you have more time to get off the 5b when you get to the ground. on that thought, if i remember right it helps if you can wait for litchi to turn around after the dash so that you get j.b's frontal hitbox. i don't think that's a requirement unless you're very close, however. it may be one for some characters. and advance input would help on the j.b>5b, but really the main problem in that combo is simply getting off the 3c>iad fast enough. be mindful of which side you'll end up on when doing 5b; you don't want to get crossed up on your itsuu input. the only other thing to say about that is that it may be slightly character specific; i'm not sure if it always works on lamda, for example. i know it works on raw or CH 3c, though.
Urichinan Posted April 22, 2010 Posted April 22, 2010 I've got to say the changes they made to her make her a much better character other than what they did to All Green, even if we can't combos Tsubame as well anymore we got a CRAP load of new combos and setups. The new Litchi is a BEAST!! The only thing I ever really wanted though was Hatsu's recovery time shortened so that we could combo off it with moves other than Chun and the RiichiA series, and her j.D[m] actually being used mid-combo and creating a popup for combos such as j.BCD[m] > IAD > j.C into a longer string. RCable Tsubame is going to be great though because it will lead to A LOT of good pressure strings plus the last hit is a overhead and can be a good setup for a oki game.
Joemomma5 Posted April 26, 2010 Posted April 26, 2010 Yeah litchi's great now. But her Tsubame isn't RCable .
WayINside Posted April 26, 2010 Posted April 26, 2010 i can't pull corner B&B on lambda consistly, no idea what i am doing wrong B 2C itsuuA 6kote haku hatsu 63214A ipatsuuA 7 j.C 2B 2C j.B j.C 4kote falling j.C for some reason i can't get consistly the ground C to connect here, it may whiff, it may won't come out, no idea what i'm doing wrong, too close to the ground of course and falling j.C won't come out. p.s i have much easier time doing chun B j.B jC 4kote j.C C j.B j.C 4kote j.C C etc..
Recommended Posts