Diveman Posted August 2, 2010 Posted August 2, 2010 Im gonna repost this from the itsuu loop thread since nobody answered yet: "in the part where you have to do: kote6 5C 2D j.C staff2 2[M] itsuuA 4 kote, etc. they opp can tech between the 2 hits of ItsuuA. I dont know what Im doing wrong. any help? "
Lord Knight Posted August 2, 2010 Author Posted August 2, 2010 Hello there, I'm looking to be a pretty good Litchi player here. I had a hard time in the first game deciding who I wanted to play for a while I bounced around from character to character but I decided down on Litchi. I put some practice in her, not enough what I wanted to put into her for CT (physics gets in the way for my time to practice with her). I only really know one combo that I can move into going from some moves randomly, and I'm looking to expand on combos. I apologize if I didn't see this in past posts but are there any basic BnB's I can start with and practice before I move into more complex combos. Great stuff I have been reading on here anyways. I did pick up on one or two new tricks just from reading and trying them out. Again I apologize if I didn't see any of her BnB's that were listed. Read the second post (says COMBOS in bold and underlined letters). Anyone have any tips on hitting the first corner combo listed [opener] j.7C dash 5C j.BC land 5C j.BC 4kote falling j.C 3C 2D 6C [ender] I'm having trouble getting the dash 5c after j.7c, any tips on timing for the j.7c? Edit: Ok i can hit it on ragna without the dash 5c, is the dash there only for certain characters or what? After j.C, 5C only hits OTG on certain characters. Should be everyone except for Carl, Hazama, Nu, Mu, and Lambda. This is partly my fault, since I've been only doing the more advanced varients, which work on everyone universally. Additionally note that 5C will hit the entire OTG on ground bounce (j.C gives a tiny ground bounce), but not them lying on the ground. @Lord Knight: Where can i see your vids? Thanks~ http://www.youtube.com/jourdal Search Litchi. Good luck have fun I don't understand what you guys mean by the 2D in the 2D combos. What is 2D supposed to do if the staff is already placed from itsuuA and 6kote? 2D does the same thing as 5D and no matter what I do after ippatsuB, 2D just seems to make it do a normal 5d trajectory. I never even see people use a 2D in these "2D combos", most of them go straight into j. BC and things like that. Can anyone explain this to me? Getting good with itsuuA combo openers... just not understand the one in this guide. Yes, I do mean 2D after staff is set. 2D actually is different than 5D. After you do IppatsuB, you follow with 2D (launches staff) > whatever it says. You want the staff to launch and follow up with whatever hits. Since you don't know (this is also my fault, since this discussion was had before, but in CT), I'll post here (and also add to the first post). 2D is 1F slower startup than 5D, launches in a slightly lower arc than 5D, and also cancels from normals (like 3C) where 5D can not. After IppatsuB, you don't actually have to use 2D, but there is a corner combo part variant where you use 3C 2D super jump - this requires 2D. I pretty much got into the habit of using 2D for any staff launching in combos - there's only one time you'd use 5D over 2D, for the [corner combo]j.C 4kote falling j.C 5D 6C Daisharin combo part. Im gonna repost this from the itsuu loop thread since nobody answered yet: "in the part where you have to do: kote6 5C 2D j.C staff2 2[M] itsuuA 4 kote, etc. they opp can tech between the 2 hits of ItsuuA. I dont know what Im doing wrong. any help? " This can be a couple of things - your starter, which is unlikely if you're grinding, or you're using 6C itsuuA 6kote 5C for the first rep, which would probably make that near impossible.
oms3 Posted August 2, 2010 Posted August 2, 2010 Any tips on landing [opener] 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 [ender]? The dummy always techs before I hit airdash j.C
Poizonous Flour Posted August 2, 2010 Posted August 2, 2010 Hey LK, Is it possible that you can put the combo damage from some of these combos. In CT, it was one straight line, but with all these variations you can pull off, I think damage becomes an important factor here. I already know the range is from 3K - 5K, but I think some specifics could be nice. If you want, I don't mind getting the damages and posting them, it is a good way of indicating whether you are doing the combos correctly (especially for beginners not like myself).
Urichinan Posted August 2, 2010 Posted August 2, 2010 Any tips on landing [opener] 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 [ender]? The dummy always techs before I hit airdash j.C If you misstime the staff return then they will be able to tech. If you return it too early then you'll be stuck in the recovery of the staff return and you won't have time to air dash, if you return it too late then they won't be on OTG (Off The Ground) state and they won't be lifted up. Hope that helped a bit...
St1ckBuG Posted August 2, 2010 Posted August 2, 2010 Any tips on landing [opener] 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 [ender]? The dummy always techs before I hit airdash j.C Advance input jC.
DJHUOSHEN Posted August 3, 2010 Posted August 3, 2010 Any tips on landing [opener] 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 [ender]? The dummy always techs before I hit airdash j.C http://www.youtube.com/watch?v=5XPy4LsM0oI There's your combo. I assumed this was a midscreen combo since you were opting to JB JC after 2D. Also, LK, St1ck, lunaris or anyone else, any answer about my 6B vs 2C[M] question?
Urichinan Posted August 3, 2010 Posted August 3, 2010 Heh, I found something interesting this morning about 3C[m]... Alright after 3C[m] you have time to do 5D into a pick up using 2B, Haku, 3C and depending on the character 5C. Why is this good? Why not do an ItsuuC combo? Well mid-screen I would use a ItsuuC combo, but in the corner you can turn it into something more damaging. An example: [Pressure Sting] -> 3C[m] -> 5D -> Haku -> Hatsu -> RiichiA -> IppatsuA -> [Corner Combo] Do with this what you will but I think it has potential in the corner. EDIT: I forgot about the mid-screen combos that may be useful. 3C[m] -> 5D -> 2B -> 2C (Or 5C depending on the character) -> 2D [2D Combo] Now you won't land 3C[m] very often unless you are doing a pressure string, and even then it is kind of a slow low so it's a little rare to land one of those. But it's still a good thing to learn just in case.
Diveman Posted August 3, 2010 Posted August 3, 2010 This can be a couple of things - your starter, which is unlikely if you're grinding, or you're using 6C itsuuA 6kote 5C for the first rep, which would probably make that near impossible. yeah it was the 6C, im using 2C[M] now, it works, thanks
Cooldudenotu Posted August 4, 2010 Posted August 4, 2010 Could anyone provide some more info on how to do her kara throw? I was unable to do it. I could kara in SF with no problem but it seems its much different in this game.
Spud Posted August 4, 2010 Posted August 4, 2010 Could anyone provide some more info on how to do her kara throw? I was unable to do it. I could kara in SF with no problem but it seems its much different in this game. It's the same as in SF. Just try and do it fast. Make sure you keep your finger on both the B and C button. Note that you may not actually notice her move forward (think Juri's kara throw in SF, it's almost too small for you to pick up on but it's crucial to actual gameplay)
lunaris Posted August 5, 2010 Posted August 5, 2010 Also, LK, St1ck, lunaris or anyone else, any answer about my 6B vs 2C[M] question? i'd intended to answer earlier, but it slipped my mind... technically, if you can use it, yes 6b is better. they prorate equally and 6b does more damage. as to whether or not there are times when you can use 2c[m] but not 6b, yes as well. it's exactly 40 damage more, but the link is far tougher and you've got to know whether it will work for the starter you're using(whereas dash barrier 2c[m] is universal, given spacing). i would advise using it off of a few select starters, but not much more than that since the damage difference is so small. some people may find use in it in starting itsuu loops off some starters since the execution is simpler than 2c[m](if tighter), but i believe there are a good number of starters in which it won't work, so be careful. the best use for it i can find is off of the last daisharin hit. since the last hit of daisharin places the staff in the 2d trajectory, after DSR final>haku>riichiA>ippatsuA>... i don't think you have time for 2c[m] because the staff's second hit occurs sooner than it does in the usual 5d position, and using 6c disables/weakens some combo routes, so 6b is particularly good here since it allows you to avoid using 6c. note that this also applies to virtually any kind of random staffless attack into ippatsu in the corner when the staff is set into 2d position. ex: 5b>2c>haku>hatsu>riichiA>ippatsuA>7>j.d>j.c>6b>itsuuA... but this doesn't happen very often(although you can still usually use 6b for these types of staffless combos even if it's set into 5d position). just be careful of combos starting with jabs and hit confirm early.
ganex Posted August 5, 2010 Posted August 5, 2010 http://www.youtube.com/watch?v=5XPy4LsM0oI There's your combo. I assumed this was a midscreen combo since you were opting to JB JC after 2D. Also, LK, St1ck, lunaris or anyone else, any answer about my 6B vs 2C[M] question? Hey thanks alot for posting that. I can finally get my 2d combos down now. I was fucking up by going too fast from ippatsuA to ippatsuB. Keep up the good work We sf4 to BB converts really appreciate it. Also, say i end a corner combo with daisharin and he's almost dead. What are the inputs to continue the combo(for daisharin) if i don't want to avoid the reset/oki situation?
lunaris Posted August 5, 2010 Posted August 5, 2010 Hey thanks alot for posting that. I can finally get my 2d combos down now. I was fucking up by going too fast from ippatsuA to ippatsuB. Keep up the good work We sf4 to BB converts really appreciate it. Also, say i end a corner combo with daisharin and he's almost dead. What are the inputs to continue the combo(for daisharin) if i don't want to avoid the reset/oki situation? i'm assuming you mean "if i want to avoid the reset/oki situation". there are many of them. 339999>jump>hatsu 339399>jump>haku>chun>hatsu>delay hatsu 333333>chun>chun>delay>hatsu the top one will always be able to get a full daisharin off and is by far the easiest in terms of getting the guaranteed damage. the middle one does the most raw damage. the final one is between the other two in damage and the daisharin input is easier than the middle one. you can use 6c after all of them if you time it right, or kokushi for more damage.
DJHUOSHEN Posted August 5, 2010 Posted August 5, 2010 snip Thanks a lot. I felt like there would be times where 6B would and wouldn't work based off my experience with it, so I was hoping for someone with more insight on the issue to confirm it. On a side note, Litchi took me to the Otakon tournament and won it for me. Grats to me playing like to a tool. ITSUU LOOPS FOR LIFE.
lunaris Posted August 6, 2010 Posted August 6, 2010 Thanks a lot. I felt like there would be times where 6B would and wouldn't work based off my experience with it, so I was hoping for someone with more insight on the issue to confirm it. On a side note, Litchi took me to the Otakon tournament and won it for me. Grats to me playing like to a tool. ITSUU LOOPS FOR LIFE. i suppose the easiest example of a situation in which 6b won't work and 2c[m] will would just be 5a>5b>itsuu loop. grats if i'm interpreting you correctly. and, you mean itsuu loops until patch.
Diveman Posted August 6, 2010 Posted August 6, 2010 Im having a bit of trouble comboing vs carl. the opener doesnt hit him, ie the ippatsu A, it always misses vs him midscreen. what can i do? should I alter the timing of haku hatsu?
Spud Posted August 6, 2010 Posted August 6, 2010 What type of hitbox does Makoto have? Should I be picking her up OTG with 2B 2C?
ril213 Posted August 6, 2010 Posted August 6, 2010 Im having a bit of trouble comboing vs carl. the opener doesnt hit him, ie the ippatsu A, it always misses vs him midscreen. what can i do? should I alter the timing of haku hatsu? u can delay hatsu slightly or input dash kote (6623D) after itsuuA for better placement. should connect in that manner.
DJHUOSHEN Posted August 6, 2010 Posted August 6, 2010 When practicing combos, it's highly suggested you practice against Hazama, Lambda, or Carl, because of hit box issues. I use Hazama by default, if it works on him, it'll work on anyone.
curtain Posted August 7, 2010 Posted August 7, 2010 okay, i don't know if this has been discussed yet but i just found out how to link litchi's astral with her standard cs combo (basically when u kick them once on the pole, u kick them again and start mashing D and astral will surely hit) i think it's pretty cool
DJHUOSHEN Posted August 7, 2010 Posted August 7, 2010 You can do it off the first IppatsuA. No need for a 2nd IppatsuA.
curtain Posted August 7, 2010 Posted August 7, 2010 i tried with 1st ippatsuA but they keep teching out before my astral hits
geist Posted August 8, 2010 Posted August 8, 2010 "[opener][d] j.C ]D[ dj falling j.C land staff2 6C(1) itsuuA 4kote 2D j.C dj staff2 falling j.C [ender]" is there a typo here? I assume it's supposed to have 5C/2C/3C or something in between kote and 2D
DJHUOSHEN Posted August 8, 2010 Posted August 8, 2010 "[opener][d] j.C ]D[ dj falling j.C land staff2 6C(1) itsuuA 4kote 2D j.C dj staff2 falling j.C [ender]" is there a typo here? I assume it's supposed to have 5C/2C/3C or something in between kote and 2D Yes that's a typo as far as I can tell. I'd assume 3C based on what follows.
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