TD Posted June 14, 2012 Posted June 14, 2012 how does that OS work (2a 5b on foe's wakeup)? is there a specific timing?
Star-Demon Posted June 17, 2012 Posted June 17, 2012 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?
Lord Knight Posted June 19, 2012 Author Posted June 19, 2012 the only purpose of it there was to maximize damage while going back into that same setup
ATG Warlord Posted June 21, 2012 Posted June 21, 2012 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
ATG Warlord Posted June 27, 2012 Posted June 27, 2012 CP = Common part. A shortcut for writing Litchi's long combos down. refer to common parts section of the guide for more details.
Kujikawa Posted June 28, 2012 Posted June 28, 2012 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.
ATG Warlord Posted July 2, 2012 Posted July 2, 2012 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
E3vE3 WAZ HEA Posted July 3, 2012 Posted July 3, 2012 (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 July 3, 2012 by E3vE3 WAZ HEA
deadsnake Posted July 3, 2012 Posted July 3, 2012 (edited) is this combo worth learning? it seems pretty practical http://www.youtube.com/watch?v=EJqF_eJK9yc the 6a>all green after dai sharin does not look easy though Edited July 3, 2012 by deadsnake
TD Posted July 3, 2012 Posted July 3, 2012 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
Rhiya Posted July 3, 2012 Posted July 3, 2012 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
mMarikom Posted July 3, 2012 Posted July 3, 2012 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.
Urichinan Posted July 3, 2012 Posted July 3, 2012 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.
Star-Demon Posted July 4, 2012 Posted July 4, 2012 corner counter hit 6B. only an idiot gets hit by it. Like me. If you're bad like me, quit the game.
Star-Demon Posted July 5, 2012 Posted July 5, 2012 Well, I've been trying it, but how do you go from Hatsu to stick for Ippatsu x 13? Kinda stuck.
Lord Knight Posted July 5, 2012 Author Posted July 5, 2012 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
Star-Demon Posted July 5, 2012 Posted July 5, 2012 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?
Lord Knight Posted July 5, 2012 Author Posted July 5, 2012 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
Star-Demon Posted July 5, 2012 Posted July 5, 2012 Okay - Now I just need to buffer in ReachA so I can actually hit them. So far: http://www.youtube.com/watch?v=tacBZibN_kA
ATG Warlord Posted July 7, 2012 Posted July 7, 2012 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
TD Posted July 7, 2012 Posted July 7, 2012 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. 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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