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Posted

6B CH > (5B) > 2C > 6D(1) > dash 5C > 5D > Chun > staff2 > TK Chun > 66 2C > 4D > etc. is a stronger option for this case

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Posted

How about one *without* counter hit?

and the one I posted requires the wallbounce from a positive number position. You *can* go father with the CH 6B, but let's just say you're not going to get that CH.

Did you guys think I meant the other one?

Show me a corner carry from a negative number position.

Posted

essentially, anything that goes into chun > tk chun or haku chun > tk chun should put you in a position to either do 2c > 4d or 2c delay 6d

Posted (edited)

x > 2C > 4D > 5D > IAD j.C > 6D -> 6A END

is this character specific? Tsubaki and noel seem to be trouble.

Edited by Star-Demon
Posted

It's universal, just a little harder to time on characters with weird/smaller hitboxes, keep working at it.

Posted
Scrub questions time

ItsuuB > 6C(1) > 6kote > 3C > Haku > Hatsu > RiichiA > IppatsuA > B > [5D > Chun > 5B/2C > TK Chun > 2C > 6D > 5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > dash 6A]

A) How the hell do I connect 5B/2C after Chun? They're always too high. I've tried doing Tanki Hatsu lower, which I thought would solve the issue... but it didn't. Maybe I need to hit them with Tanki Hatsu even lower than I did? It was pretty low, though.

B) I can do the combo without 5B/2C, like this.

But when I do this, the combo prorates out at the second j.B. Is the 5B/2C supposed to keep staff2 from hitting to keep the prorate high enough for j.b j.bcd falling j.c slide 6A to work?

EDIT: Okay, I see part of what's confusing me. Staff return time is variable depending on where you are onscreen, so chun>staff2>tk chun won't always work. Dash 2C would work when that wouldn't, I'm guessing?

the most constistent thing you can do is to that combo from around round start position

Okay reviving this question like a scrub. I also am having the problem of not being sure how to connect the 5B/2C after the first Chun, the whole opponent being too high to connect thing and all. Still learning her mechanics so I'm finding this pretty confusing.

Posted

One question.

The only "filler" in Litchi's corner stuff I use is the generic 5d small hold > chun > 6d > 5b > ....

I've seen other crazy shit been done and the itsuuC > j7C ender too.

Can anyone tell me some other practical fillers/enders that are used with Litchi, and why you'll use them instead?

Posted
Okay reviving this question like a scrub. I also am having the problem of not being sure how to connect the 5B/2C after the first Chun, the whole opponent being too high to connect thing and all. Still learning her mechanics so I'm finding this pretty confusing.

its not about the height of the opponent

in EX they added a pinch of recovery to 5d, so you have to hold 5d a pinch, then release > chun

One question.

The only "filler" in Litchi's corner stuff I use is the generic 5d small hold > chun > 6d > 5b > ....

I've seen other crazy shit been done and the itsuuC > j7C ender too.

Can anyone tell me some other practical fillers/enders that are used with Litchi, and why you'll use them instead?

after you do 5d > chun > 6d in a corner combo, the ender you use depends on the type of okizeme you want

obviously, your aim is to get kokushi knockdown by going into 5b > 6c(1) > 4kote > aerial > slide 6A ender, but you may have to do different routes depending on how much meter you have

Posted
Okay reviving this question like a scrub. I also am having the problem of not being sure how to connect the 5B/2C after the first Chun, the whole opponent being too high to connect thing and all. Still learning her mechanics so I'm finding this pretty confusing.

Make sure you're not doing it from match start position if you're trying to connect the 5b; staff will hit too fast for it to work and you'll be sad. Just do chun>staff2>tk chun from match start. You need to be further from the corner than match start position to need to put in 5b/2c before staff2.

Posted

at 0

5b 6b 5c 2c 6c(1) chun haku chun hatsu haku chun 5b 6c(1) 4/6kote j.b dj.b j.c hatsu chun.

a staff less way to bring the opponent to the corner.

Posted
Make sure you're not doing it from match start position if you're trying to connect the 5b; staff will hit too fast for it to work and you'll be sad. Just do chun>staff2>tk chun from match start. You need to be further from the corner than match start position to need to put in 5b/2c before staff2.

Thanks, this fixed it for me. :)

Posted

hmm that numbers bit may actually help me in guesstimating how long staff takes to return during pressure.

now lets see...it would depend on where the staff is at the time + how fast it moves + how long it takes to get to litchi's position (and what move she's doing if any)

ohoho, now this is interesting indeed...

Posted
at 0

5b 6b 5c 2c 6c(1) chun haku chun hatsu haku chun 5b 6c(1) 4/6kote j.b dj.b j.c hatsu chun.

a staff less way to bring the opponent to the corner.

Yay. Something to try out that doesn't involve Things I can't do.

  • 2 weeks later...
Posted

Any special tricks for TK chun I should know? I keep messing up chun > staff2 > TK chun > 2C > 6D etc

Either I miss the TK and get normal chun or if I get the TK, I can't get 2C to connect and the dummy techs before I input 2C.

Posted

if you mess up and do a normal chun ... follow up with 5B > DP ... at least you get a knockdown.

for TK chun there's no special tricks, you need to wait for the full recovery of the first chun then input 2369C ... pretty easy once you get the timing down.

if you can't get 2C to connect, your TK chun was too high ... it needs to be as close to the ground as possible for the 2C to connect.

Posted

If you find it difficult to tk Chun, you can try 360 Chun.

It should come out as a tk if inputted fast enough.

Posted (edited)

In any fighting game I play I usually write stuff down like combos and tips in a word document and I figured I'd share the combo part since the first page doesn't have a combo guide, so here we go:

let's start with finishers/enders

Finishers:

F1- 5B > 6C > 4Kote > j.B > dj.BC > j.D> fj.C > slide 6A > 2D

F1EX- 5B > 6C > 4Kote > j.B > dj.7BC

F2- 3C > 2D > 6C > ItsuuC > j.7C > j.4Kote

F2EX- 3C > 2D > 6C > ItsuuC > Hatsu > Chun

F3- 3C > 2D > 6C > 6D > 3C > 4Kote

F4- 5D SH > 6A > Staff2 > 4D

F5- 6C > 4Kote > 6C

You can alternate between those depending on combo proration and Oki choice

Common Parts:

There are two common parts (CP) that recur in most of her combos so instead of writing the whole part in a given combo, I replaced it with CP or CP2

CP = Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D SH > Chun

CP2 = 5D SH > 6A > 6BF > Staff2 > 6A > [M] 6B > 6D

CP2 (light character version) = 5D SH > 6A > 6BF > Staff2 > 6D

These parts are interchangeable in combos to a very good extent

General Note when combo'ing:

j.B > 2/5A or 2/5A X2 starters >> omit rekka loops

2/5A X3 starters >> go directly into Finishers

General Double Chun Combo Variations:

Chun > TK Chun: Midscreen

Chun > dash 6A > [M] 6B: Midscreen-Near corner (char specific)

Chun > 66 6D: Near corner-corner

Chun > 2C > TK Chun: Fullscreen

I listed the midscreen version in the combo section, but you are free to alternate between those depending on the distance and character

4D VS 6D off [M] 2C near corner?

when combo'ing near corner you'll have to use your instincts and stage knowledge to decide which one to use off [M] 2C. 6D followup generally does more damage, but sometimes it places the staff so far that Ippatsu won't connect; 4D is more reliable in those cases, so as I said before, use your instincts. In the combos below, I'll list one case for a given combo instead of writing the same combo twice one time with 6D and the other with 4D.

Notation:

[e] = indicates staffless starter

(input move) = optional

Now this out of the way, let's dive into her combos

Edited by ATG Warlord
Posted (edited)

Midscreen:

5B > 5C > 3C > DP/2D (generic day1 combo)

5B > 5C > 3C > RC > 66 5B > 2C > 6D (1) > 66 5C > 2C > 6C > 4/6Kote > j.B > dj.BC > Hatsu > Chun

5B > 2C > 6D > RC > dash 2B > 6B > 6D > TK Hatsu > Haku > Chun > CP > 6D > F

4D > RC > j.b > 6C (1) >6Kote > 5D > Chun > TK Chun > 6D > F

ItsuuA > 66 6Kote > Haku > CP > Staff2 > TK Chun > 6D > F

ItsuuB > 66 6C > 6Kote > CP > staff2 > TK Chun > 6D > F

ItsuuC > j.7~AD j.CB > 6C > 4Kote > 66 6A > 5D > Chun > staff2 > TK Chun > 2C > 6D > F

6A CH > 5B > 6B > 6C > IAD j.B > 5B > 2C > 6D > TK Hatsu > Haku > Chun > CP > 6D > F

6A > RC > 6C > IAD j.B > 5B > 2C > 4D > 5D > IAD j.c > 6D > F

Cross-up j.2D > 5D SH > Haku > Chun > TK Chun > 2C > 4D > 5D > IAD j.c > 6D > F

Throw > 66 5B > 2C > 6D (1) > 66 5C > 2C > 6C > 4Kote > j.B > dj.BC > Hatsu > Chun

Airthrow > 66 ItsuuC > 6Kote > CP > staff2 > TK Chun > 6D > F

[e] 5B > 6B > 5C > 2C > 6C(1) > Chun > 2C > 5C > j.B > dj.BC > Hatsu > Chun (works everywhere)

[e] 5B > 6B > 5C > 2C > 6C > 4Kote > slide 6A > 5D > Chun > TK Chun > 2C > 6D > F (staff has to be close for this to work)

6B CH > 66 5B > 2C > 6D(1) > slide 5C > 2C > 2D > Chun > 66 6D > F

Corner:

5B > 2C > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F

4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > CP > 6D > F

Throw > 6D > Haku > CP > 6D > F

Airthrow > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F

ItsuuA > 6Kote > Haku > Hatsu > RiichiA > Cross under AD j.b > Hatsu > Haku > Chun > 5B > 6C > 6Kote > 5D SH > Chun > 6D > F

ItsuuB > 66 6C > 6Kote > 6A > 6Kote > Haku > Hatsu > RiichiA > Cross-under AD j.b > Hatsu > Haku > Chun > F

ItsuuC > j.9C~j.B > 6C > 6Kote > 5D > Chun > 6D > F

6B CH > 6D > Hatsu > Riiichi > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > Haku > CP > 6D > F

Near corner:

Throw > 66 6B > 6D > Haku > CP > F

Airthrow > 2B > 6B > 6D > TK Hatsu > Haku > Chun > CP > 6D > F

5B > 5C > 3C > RC > 6B > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F

5B > 2C > 4D > 5D > IAD j.C > 6D > CP > F (omit CP with 5/2A starters)

j.2D Cross-up > 6C > 4Kote > 5D > 66 j.BC > staff2 > 6D > CP > 6D > F

Fullscreen:

DP CH rising hit on airborne foe > 5B > 6C > 6Kote > 66 6A > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D > Hatsu > Chun > 6C > Staff2 > ItsuuC > Hatsu > Chun

DP rising hit on airborne foe > slide 5A > j.a > j.B > dj.B > j.C > Hatsu > Chun (works everywhere)

j.2D crossup > 5D SH > Haku > Chun > TK Chun > 2C > DP

ItsuuA > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 3C > 2D > Hatsu > Chun > 6C > ItsuuC > Hatsu > Chun

(style edition) ItsuuA > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > 2~AD~j.D SH > 5B > Hatsu > Chun > Haku > Staff2 > ItsuuC > 6C > 4Kote > F

ItsuuB > 66 6C > 6Kote > 6A > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 3C > 2D > Hatsu > Chun > 6C > ItsuuC > Hatsu > Chun

(style edition) ItsuuB > 6C > 6Kote > 6A > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > 2~AD~j.D SH > 5B > Hatsu > Chun > Haku > Staff2 > ItsuuA > 4Kote > 3C > 2D > 6C > ItsuuC > j.7C > 4kote (3 itsuu's in one come!)

ItsuuC > j.7~AD j.CB > 6C > 4Kote > 66 6A > 5D > Chun > staff2 > TK Chun > 2C > DP

6B CH > 66 5B > 2C > 6D(1) > slide 5C > 2C > 2D > Chun > staff2 > TK Chun > 2C > 4D > 5D > IAD j.c > 6D > F

Anti-Burst Combos/Pressure:

1- Staff placed on 2D orientation near corner with opponent cornered:

5D Max hold > Throw > Dash Barrier > Staff 2 > 6D > 6C > 4Kote > 6C > 6Kote > 6C

2- Gold burst Option-select pressure on foe's wake-up:

2A/Block > 5B > pressure

3- Air-Throw:

5C > j.a > j.B > dj.B > j.D

4- Corner Finisher (shorten your combo if you're gonna use this finisher):

6C > 4Kote > 6C > 4Kote > j.a > j.B > dj.B > j.C > j.D > j.C > slide 6A > 2D

Bonus stuff:

1- ItsuuB on Airborne opponent:

Midscreen: ItsuuB > 666 D > j.b > dj.bc > Staff2 > Chun > Hatsu > Haku > RC > 6D > F

Corner: ItsuuB > 5D > j.bc > Staff2 > 6D > CP > F

2- Corner 6A staff return:

[e] 6A > Staff return > [M] 5C (1) > 4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > CP2 > F

3- [M] j.B CH on Airborne opponent:

High from ground CH j.B > 5A > sj.a > j.B > j.C > dj.B > j.D

Low from ground CH j.B > ItsuuA combo

4- Cross under 2D:

End combo with j.Hatsu > j.Chun >> 66 2D > 5B > 6B > 5C > 2C > 6C > ItsuuC > Hatsu > Chun

5- F3 Oki:

High option: 5D SH > 6A > 6B > 5C > [M] 2C > 6D > CP > 6D > F

Low option: 5D SH > 2B > 2C > 5C > [M] 2C > 6D > CP > 6D > F

Throw option : 5D Max Hold > Throw > Dash Barrier > Staff 2 > 6D > CP > 6D > F

6- F2 Oki:

High option: fj.[D] > ]D[~AD > j.CB > 5B > [M] 2C > 6D > CP > 6D > F

Low options: fj.[D] > 2B > ]D[~6B > 2C > 5C > [M] 2C > 6D > 5D SH > 6A > 6BF > 6D > F

fj.[D] > ]D[~AD > j.CB >> 2B > [M] 2C > 6D > TK Hatsu > Haku > Chun > Haku> CP > 6D > F

Throw option: fj.[D] > ]D[~AD > j.CB > staff2 > Throw > corner throw combo

Forward Tech: fj.[D] > ]D[~AD > j.CB > staff2 > 6D > TK Hatsu > Haku > Chun > Haku> CP > 6D > F

No Tech: fj.[D] > ]D[~AD > j.BC > staff2 > 6D > TK Hatsu > Haku > Chun > Haku> CP > 6D > F

Kokushi option: F2 but 6Kote at the end >(5C) > Kokushi

7- AA CH Staff:

Midscreen: AA CH staff > 5B > j.bc > Staff 2 > 2C > 4D > Dash 5D > IAD j.c > 6D > F

Fullscreen: AA CH staff > 5B > j.b > dj.bc > staff2 > 5B > 2C > DP

Near Corner: AA CH staff > j.bc > 2C > 6D > CP > F

Corner: AA CH staff > 5B > Staff 2 > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F

All questions, additions, suggestions and corrections are welcom

Edited by ATG Warlord
Posted

@ATG Warlord

use 6d if you can just get etc > hatsu > riichi etc to connect (as far as that near corner situaton)

Posted

I see, like in 6D > dash 6C > 6Kote > Riichi

will add to the guide.

Also, I'll be updating the guide regularly after I come back from my travel, like a week or so.

So please, all comments, suggestions, additions, and corrections will be greatly appreciated.

Posted

you shouldnt have to add a 6c

dont need any unnecessary proration in there lol

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