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Posted

how does that OS work (2a 5b on foe's wakeup)? is there a specific timing?

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Posted

So - I've noticed Chaoto doing ippatsu > Chun in corner. What exactly is happening to proration/untech time/enemy state that makes this useful?

or is it not useful?

Posted

the only purpose of it there was to maximize damage while going back into that same setup

Posted
how does that OS work (2a 5b on foe's wakeup)? is there a specific timing?

2a > 5b while holding block all the way ... if they gold burst, you'll block, and if not, you'll pressure them

as far as timing goes, do it as soon as they neutral tech

Posted

CP = Common part. A shortcut for writing Litchi's long combos down.

refer to common parts section of the guide for more details.

Posted
CP = Common part. A shortcut for writing Litchi's long combos down.

refer to common parts section of the guide for more details.

Sorry,

I must of missed that post.

Posted

What do you use for your airthrow combos? I find airthrow > itsuuC combo to be unstable at the tanki hatsu part ... lost rounds because of that

Sorry,

I must of missed that post.

no problem :)

Posted (edited)
What do you use for your airthrow combos? I find airthrow > itsuuC combo to be unstable at the tanki hatsu part ... lost rounds because of that

you could AT itsuu c j.c j.b land 6c (1) 6/4kote j.b dj.b j.c hatsu chun

or AT dash tsubane 5b 6c(1) 6/4kote j.b dj.b j.c hatsu chun

thats all i got sorry if its not much theres probably more damaging ones than these

Edited by E3vE3 WAZ HEA
Posted

for airthrow it's prettty hard to combo consistently l agree...

l usually doo itsuuC 5d(sh) tk OR j.hatsu (delay) j.chun staff2 dash 6c 6d [dash 3c haku hatsu chun if in the corner]

this can be improved upon.

without staff l do 2c 6c 4kote dash 6a 5c 2c 6c 4kote jb djb jc hatsu chun

or after 6a, 2d(sh) chun staff2 tk chun 2c[m] 6d(1) ender OR after tk chun, dash 6b[m] if near the corner into ender... there are quite a few variations

Posted

I'm wondering if this glitch holds practical value for us beyond just high prorate confirms, since we have so many SMP moves.

I'm not holding my breath, but this could get silly

Posted
I'm wondering if this glitch holds practical value for us beyond just high prorate confirms, since we have so many SMP moves.

I'm not holding my breath, but this could get silly

This.

Posted

The specific combo in the video, minus the Daisharin ender, is very practical. So long as you have the heat, there is no reason not to use it. 6K into Kokushi > 4-5K sounds pretty good to me.

Posted

need to do 10 same move prorate moves first, then you go into ippatsu

)

example

6b bound (1) > 6d > haku (2) hatsu(3) chun (4) > RC > air hatsu (5) haku (6) chun (7) > 6c (8) > ground chun (9) > ground hatsu (10) > riichi A > ippatsu x11-13

Posted
need to do 10 same move prorate moves first, then you go into ippatsu

)

example

6b bound (1) > 6d > haku (2) hatsu(3) chun (4) > RC > air hatsu (5) haku (6) chun (7) > 6c (8) > ground chun (9) > ground hatsu (10) > riichi A > ippatsu x11-13

Hmm...Maybe number 10 was an air version. Can I wait until I hit the ground?

Posted

yeah, just let your ground chun recover, then advance input ground hatsu, thats how i do it

if you arent confident in your rhythm, just go for 7-9

Posted

Eve and TD, Thanks for sharing. I ground up a very nice airthrow combo with Oki ender.

full screen version:

AT > ItsuuC > 6Kote > Hatsu > Riiichi > Ippatsu > j.[D] > falling j.C~]D[ > land Hatsu > Chun > 6C(1) > DP

the main part here is to jump and hold D as soon as ippatsu hits ... the rest is cake. I haven't been able to figure out a midscreen version of this ... here's what I have so far

AT > ItsuuC > 6Kote > Hatsu > Riiichi > Ippatsu > j.[D] > falling j.C~]D[ > land 66 j.BC > staff2 > 6D > F

not very consistent at the end ... perhaps you guys can help me with this.

Regarding the SMP combo,

it's very practical and you can even do it off j.C CH ... the timing of the ippatsu reps messes me up so im sticking to the regular 6B CH corner combo (you can find it on the guide) does 5100 and builds 62 meter

Posted

yea litchi doesnt need smp. she already builds a super derp amount of meter in the corner, the fact that she can get 50 off a 2a is pretty funny. whats the damage though, l remember seeing 7.2k lol. but who would get hit in the corner by 6b and not burst anyway. :psyduck: it almost screams BURST RIGHT-FUCKING-NOW.

anyweh for AT combos you can go the ct route (itsuuC tk ch 2c (5c) jb djb jc hatsu chun) for very good consistency anywhere. theres also the chun staff2 tk chun route for when youre back is toward a corner that may work with your above combo atg.

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