OniShirou Posted May 24, 2011 Posted May 24, 2011 Thanks! It's just that everyone I play neutral techs after Tsubame, so I got into the habit of doing it all the time -_-
iSadClown Posted May 24, 2011 Posted May 24, 2011 Are there any combos off of CH all green? and idk why but I'm just noticing you can All green after Tsubame BnB for 400 more damage... T_T
Poizonous Flour Posted May 24, 2011 Posted May 24, 2011 There is a CH 6B[m] glitch with Litchi, probably not going to be of any real use. But you can keep bouncing them off the wall up to 3 times with 6B[m] after the CH one (if you are near the wall, or maybe this was known and no one found a way to combo with it yet :P )
Urichinan Posted May 24, 2011 Posted May 24, 2011 There is a CH 6B[m] glitch with Litchi, probably not going to be of any real use. But you can keep bouncing them off the wall up to 3 times with 6B[m] after the CH one (if you are near the wall, or maybe this was known and no one found a way to combo with it yet :P ) That's called wallbounding, it's a new mechanic that makes certain moves stick the opponent to the wall and causes them to slide down. Litchi's 6B[m] wallbounds any airborne opponent so long as they are in the corner.
Fugu Posted May 25, 2011 Posted May 25, 2011 So I've asked about a million questions in this thread and I'm about to make it a million and one. Up until today, I thought I could do the 2D combo opener (j.2D 6C(1) 4Kote 2C/5B Hatsu Riichi A blah blah). I've been practicing it a lot for about a week or so. But today my hands decided that I cannot, even though I could do it perfectly fine earlier today. Now, whenever I try, the Hatsu doesn't come out. If I input a half circle I'll get Riichi B, indicating that the problem is that I haven't fully turned around when I'm inputting hatsu. The thing is, I don't think I'm doing anything differently, and I've tried everything I can think of: I've elongated the dash before 2C, I've slowed down my hatsu input, I've sped up my hatsu input, I've done 4kote at varying times throughout 6C... And I'm confused, because I've been doing this for an hour and a half and I've been unable to get it even once, whereas earlier today I was able to do it pretty much every time I tried. Is there anything special to connecting this? What am I missing?
Urichinan Posted May 25, 2011 Posted May 25, 2011 So I've asked about a million questions in this thread and I'm about to make it a million and one. Up until today, I thought I could do the 2D combo opener (j.2D 6C(1) 4Kote 2C/5B Hatsu Riichi A blah blah). I've been practicing it a lot for about a week or so. But today my hands decided that I cannot, even though I could do it perfectly fine earlier today. Now, whenever I try, the Hatsu doesn't come out. If I input a half circle I'll get Riichi B, indicating that the problem is that I haven't fully turned around when I'm inputting hatsu. The thing is, I don't think I'm doing anything differently, and I've tried everything I can think of: I've elongated the dash before 2C, I've slowed down my hatsu input, I've sped up my hatsu input, I've done 4kote at varying times throughout 6C... And I'm confused, because I've been doing this for an hour and a half and I've been unable to get it even once, whereas earlier today I was able to do it pretty much every time I tried. Is there anything special to connecting this? What am I missing? TKing your Hatsu.
Nakkiel Posted May 25, 2011 Posted May 25, 2011 CH 6B[m] IAD fastfall land Tsubame 5B 6C(1) 6kote Hatsu RiichiA IppatsuA IppatsuB 6B]m[ j.BCB 6C(1) 4kote j.B(CB) dj.(BCB Hatsu Chun)/(BCD falling j.C 6C) Hakumen, Ragna, Tager, others that I forget near round start or closer to corner: CH 6B[m] ItsuuB 66D j.BC staff2 6D Hatsu RiichiA IppatsuA IppatsuB 6B j.BCB 6C(1) 4kote j.B(CB) dj.BCD falling j.C 6C
Woocash Posted May 25, 2011 Posted May 25, 2011 Sorry if there's an answer to this already, but I didn't see anything on this in the combo thread. After 6A[m], what should you do? Rapid? And then what? If I counter hit with 2C[m}, they get thrown really high, what's the option after it midscreen? Corner?
Fugu Posted May 25, 2011 Posted May 25, 2011 TKing your Hatsu. Really? Huh. I would have thought I would have noticed that. I'll edit if it works.
Romeyurhomey Posted May 25, 2011 Posted May 25, 2011 Sorry if there's an answer to this already, but I didn't see anything on this in the combo thread. After 6A[m], what should you do? Rapid? And then what? If I counter hit with 2C[m}, they get thrown really high, what's the option after it midscreen? Corner? With CH 2C[M]>Delay Itsuu A>6kote>Haku>Hatsu>Riicha A> Ippatsu A> Ippatsu B 6B j.BCB 6C(1) 4kote j.BCB dj.BCD falling j.C 6C or After Ippatsu B > Hatsu> Haku> Chun > Dash> 5B> 6C (1) 4kote j.BCD falling j.C 6C
Konflyk Posted May 25, 2011 Posted May 25, 2011 Sorry if there's an answer to this already, but I didn't see anything on this in the combo thread. After 6A[m], what should you do? Rapid? And then what? If I counter hit with 2C[m}, they get thrown really high, what's the option after it midscreen? Corner? Since 2C[m] was answered, 6A[m] CH can be followed up with 5B, 2C, 6D... (corner loops) if your mid screen with CH 6A[m] I believe you have enough time to 66, 5B... now for 6A[m] non CH A rapid is required to follow up, but I would say gauge the situation when you land your 6A[m] and what would your follow up's be so you don't waste 50 heat, in the corner I'd say go ahead an follow up.
Lord Knight Posted May 25, 2011 Author Posted May 25, 2011 ch 6a > 5b > 6b > 6c > iad jB > land 5b etc
deadsnake Posted May 27, 2011 Posted May 27, 2011 (edited) http://www.youtube.com/watch?v=fdoCnmE6enc *I thought I saw the nick Urichinan in here before...was I dreaming? /roll_eyes anyway, nice vid.... Edited May 27, 2011 by deadsnake
Urichinan Posted May 27, 2011 Posted May 27, 2011 Already posted the one I had Jourdal upload. (Same one) Thanks though, I'm glad you liked it!
deadsnake Posted May 27, 2011 Posted May 27, 2011 who doesn't like combo vids? :v combo strings+combo vids+practice=wasting a few weeks training+able to do BnBs(read : corner raep) and thx again LOL
Urichinan Posted May 27, 2011 Posted May 27, 2011 Heh. My next video is going to show combos that lead into Oki, then the next video will be actual Oki setups. I might do a video on pressure and mixup as well, that's all very situational though.
deadsnake Posted May 27, 2011 Posted May 27, 2011 I thought dustloop had some kind of char specific combo video project, u part of it?
Urichinan Posted May 27, 2011 Posted May 27, 2011 I thought dustloop had some kind of char specific combo video project, u part of it? Oh, that's community guide. Each character is getting a video tutorial on their basics, like how to use their normals, how to spend meter, defensive options, viable combos, etc. It's up to everyone to help out and contribute, but LK is in charge of putting all the Litchi information together.
deadsnake Posted May 30, 2011 Posted May 30, 2011 is all green +0 again in CS2? somehow I felt that it has an instant active frames... =/
Lord Knight Posted May 30, 2011 Author Posted May 30, 2011 its +2 i didnt like that either lol, but makoto BBS got hit worse than ours
deadsnake Posted May 30, 2011 Posted May 30, 2011 (edited) u don't like it? =/ BBCS was +6 iirc... +2 is better, no? *oh, before continuing, are we even talking about the same thing? ;D not +frame advantage but how many frames does the active frames of all green start after the super freeze(or whatever u call it) Edited May 30, 2011 by deadsnake
Lord Knight Posted May 30, 2011 Author Posted May 30, 2011 ct = 1+1 (ie 1f till super flash > 1f after super flash) cs1 = 6+0 cs2 = 6+2
Nakkiel Posted May 30, 2011 Posted May 30, 2011 Yeah, I wasn't too happy with the All Green nerf, it doesn't really apply to many situations where I used it in neutral anymore. CS1 was godlike.
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