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Posted
I had a lot of trouble with this too. You need to input the dash very quickly -- the dash isn't like you would dash outside of a combo as it's only barely necessary and for a very short distance -- and you need to input it almost immediately after landing. Instead of practicing the whole combo, just practice 236C 66 5B. Once you can do it reliably you can incorporate it into the combo. You just have to feel it out.

That's kinda what I figured. One problem I see is that I end up doing a 6B instead of a 5B because I'm frantically hitting 66. I'll try to just do a 236C, 66, 5B and hopefully I can start getting it down.

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Posted
66 4b??

She has no 4B, but 4B guarantees that you will get 5B.

Some people when doing 66 > 5B, they get 66 > 6B, so by doing 66 > 4B, you will ALWAYS get 66 > 5B, make sense?

Posted (edited)
do 66 4b, that helps some people

You know what? I never thought of that. I'll give that a shot, as well. XD

EDIT: Ho-man-oh-man! Almost getting there. I'm playing it on the 3DS now and, while not very representative of a control pad or joystick, I'm starting to almost get it down. The 4B tip really helped me. Just wanted to update ya'll who have helped me in this...struggle. Back to practice!

EDIT 2: Fabulous news. I got one of the challenges that requires the 236C, 66, 5B cleared. While it's no indication that I'll be able to pull off that technique as if it's second nature, it's definitely a start. That 66 4B really helped. @_@

Edited by Kashell
Posted

out of 25 trys (yes i counted) i pulled the 66 4b 4 times v_v its not much but its a start thnx for the tip anyways

Posted
That's kinda what I figured. One problem I see is that I end up doing a 6B instead of a 5B because I'm frantically hitting 66. I'll try to just do a 236C, 66, 5B and hopefully I can start getting it down.

LOL im having the same issue as well, i end up doing a 6B because of the dashing :(

Posted

I have yet another question for this thread.

I've had this problem where sometimes, when I go for Riichi A j.2B, what will happen is that Litchi will slide in the air against the opponent and not jump on the staff (on Riichi A) and will instead land next to the opponent, similarly to what would happen if you were too far away from the staff to land on it. This happens like once in a thousand times and I can't replicate it easily. It happened most recently when I was coming to the corner with the staff already placed off of 5B.

Obviously you could counteract this by just not going for j.2B but I'm wondering what the circumstances are that cause it (it seems to only happen with a preset staff although I think I've gotten it to happen opening on (AA?) 2C[m] as well) and if there's a way around it that allows you to still do j.2B.

Posted
I have yet another question for this thread.

I've had this problem where sometimes, when I go for Riichi A j.2B, what will happen is that Litchi will slide in the air against the opponent and not jump on the staff (on Riichi A) and will instead land next to the opponent, similarly to what would happen if you were too far away from the staff to land on it. This happens like once in a thousand times and I can't replicate it easily. It happened most recently when I was coming to the corner with the staff already placed off of 5B.

Obviously you could counteract this by just not going for j.2B but I'm wondering what the circumstances are that cause it (it seems to only happen with a preset staff although I think I've gotten it to happen opening on (AA?) 2C[m] as well) and if there's a way around it that allows you to still do j.2B.

This happens whenever you do Hatsu > RiichiA after a move that causes a lot of slide back, like if you were to try doing Dash > 5C > Hatsu > RiichiA it'll miss. But this always only happens when the staff is placed oddly as well. It's really hard to explain how it happens, but the best way to avoid it is just to stagger you moves a little bit to let the momentum ware off before trying to do RiichiA.

Posted

afaik

it happens when the stick is played oddly or when the opponent is positioned oddly

for example if you do like 5c fc > hatsu > riichiA, you'll never get on it. i normally correct that by dashing first.

when unsure just don't do riichi.

Posted

It happens 100% of the time if you do 4D as far into the corner as possible and do Hatsu > Riichi A. It's caused by the staff being at a very specific distance and doesn't happen often, just don't do an empty 4D all the way in the corner.

and what LK said

Posted

Okay sooo.

I placed the staff at the distance that a corner slide 6D would put the staff and I tried both dash 5C and FC 5C hatsu and I got both to work perfectly fine about ten times in a row. They also both work with the staff placed all the way in the corner. I also placed the staff about as far as it will let me Ippatsu A from. I tried starting inside the corner and comboing from near corner. The thing is, the jump arc when you do hatsu riichi A off of corner 5C, fc or not, is very bizarre (it's visibly not straight up) so it actually LOOKS like it's going to drop it but it doesn't. If I've misinterpreted your posts, let me know.

The 4D pushed into the corner with hatsu > Riichi A also works perfectly fine for me, both CH and no. For this, I'm just straight confirming into the 2B (4D hatsu riichi A ippatsu A ippatsu B Hatsu riichi A j.2B etc.).

Could this possibly just be an issue of timing? Also, wouldn't a 2C after the 5C correct the blowback problem?

Posted

It's a finicky issue that has no real tell or surefire fix, sometimes it just happens due to pushback and the placement of the staff, whether you dashed or not, etc.

It's not a problem that arises for me frequently, if ever. As for 4D, maybe it was a dash buffered 4D in the corner, but I remember having a problem with 4D in the corner where it would happen everytime. Again though, it's not something that comes up in an actual match for me other than the rare misjudgement of positioning.

Posted

Yeah, the number of times it's happened to me is probably in the single digits. I just don't understand it and I don't want it to make itself evident at a bad time.

Posted

Some more loketest stuff

+Staffless attacks have less hitstop

+Staff 2B now gatlings into 6C and 3C

+Staff JD has less landing recovery, usable in oki

+Staffless 6A now knocks down (similar to the other overhead changes, I believe)

New gatlings are awesome, jD being useful is AWESOME, staffless 6A, dunno how I feel about that. . . could we see CT style corner carry off 6A[m]?

is having less hitstop on normals a buff?

Posted

if 6a staffless knocks down does that mean it cant follow with other attacks or could you follow up with something like 2b or 236a??

Posted

on the blog, ushi specifically notes you can combo off of it

so i asked about the hitstop stuff

less hitstop = harder to hitconfirm (not that it matters cause it is pretty easy to hitconfirm with her)

less hitstop = our moves look faster and it makes it harder for the other guy to see openings

so, a plus for us

Posted
on the blog, ushi specifically notes you can combo off of it

so i asked about the hitstop stuff

less hitstop = harder to hitconfirm (not that it matters cause it is pretty easy to hitconfirm with her)

less hitstop = our moves look faster and it makes it harder for the other guy to see openings

so, a plus for us

My thoughts exactly, it's why scrubs can't punish Noel's 3C anymore, no hitstop.

Posted

so essentially

daisharin nerf = :/

kokushi = ok

4d = sadness

midscreen chun follow up = hmmm

mantenbou has more hitstun = good

jD = great

6a = dunno yet

hitstop stuff = good

2b[m] new gatlings = i can always use some new gatlings

throw = whatever. back throw carries to the corner from almost anywhere, and near corner there is always dash 6b dash 4d combo

itsuu = good

one thing i dont like about daisharin nerf is that it even hurts midscreen daisharin combos, and thats 50 meter . . . im wondering if the litchi scientists are going to come up with combos that make the falling hit of daisharin whiff somehow. . . .

Posted
so essentially

daisharin nerf = :/

kokushi = ok

4d = sadness

midscreen chun follow up = hmmm

mantenbou has more hitstun = good

jD = great

6a = dunno yet

hitstop stuff = good

2b[m] new gatlings = i can always use some new gatlings

throw = whatever. back throw carries to the corner from almost anywhere, and near corner there is always dash 6b dash 4d combo

itsuu = good

one thing i dont like about daisharin nerf is that it even hurts midscreen daisharin combos, and thats 50 meter . . . im wondering if the litchi scientists are going to come up with combos that make the falling hit of daisharin whiff somehow. . . .

damn those are some changes, does this mean shes goin to be harder to play or easier

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