baod Posted December 15, 2008 Posted December 15, 2008 And even if that is used, the command used to set the staff before this is what decides the recall type.
kousaka Posted December 15, 2008 Posted December 15, 2008 sorry i meant to type 63214b i just wanted to know if moves that leave staff set dont' change anything
EmphyNAPS Posted December 16, 2008 Posted December 16, 2008 http://www.youtube.com/watch?v=EaTD2rJL9dY (first match) http://www.youtube.com/watch?v=4Vlxs9Z3kKs (7:15) http://www.youtube.com/watch?v=kVsRGs2DPZE DIE-chan seems to have made a pretty clean transition from ABA to Litchi. Lots of 6A (with staff) into rekkas, and 6B.
RisingStars Posted December 16, 2008 Posted December 16, 2008 on the third video starting at 2:19 what is the command for that sexy looking combo? Will that combo hit everytime or can they tech out during some parts of it? Also, was using the whirlwind staff good okizeme or could the opponent tech foward past it? sorry for all the questions and thanks!
Cadenza Posted December 16, 2008 Posted December 16, 2008 · Hidden Hidden That's 5b5c3c > D > 236b 236c (return hit) > 236b 236c > 623D > 236b 236c
Lord Knight Posted December 16, 2008 Posted December 16, 2008 Ok, so when I was playing today I noticed something, dunno what to think about it but it can REALLY open Litchi's pressure options. When you have Matenbou, you can do a string like 5b 5c 41236D~C. When 41236D~C hits on block, since the Matenbou is count as being set, you can do an input as if you are staffless. Can someone figure this out? I don't have the timing quite down. When I did do it, I did 421/623D. Tomorrow im gonna experiment with it more because if it works you can really move a lot more seamlessly in between modes. Also TK D if you have 50 meter is the shit, just RC it on the way down to w/e bnb.
R.D.K Posted December 16, 2008 Posted December 16, 2008 I dont think thats right I did that combo in the arcade today its actually 5b5c3c > D >6c6c (return hit) >6c6c > 623D >2c>jb>jb>236B 236C
kousaka Posted December 18, 2008 Posted December 18, 2008 http://www.nicovideo.jp/watch/sm5557068 hmm whats the input and max number of inputs on 632146D with staff? can someone test?
baod Posted December 18, 2008 Posted December 18, 2008 Right after 632146D, input any direction + D. You will hear a sound similar to the one you hear after inputing the second move on dizzy's fish. You can do this up to 6 times according to my test. I could be off by a value (might be 5). Using 632146D3DDDDDD against cornered opponent doesn't seem bad at all. Update on the staff recall, The move used to set the staff down also effects the 41236d recall Setting the staff down with the following moves will make both normal and 41236d recall arc upwards -5d -j2d -6a -632146d Setting the staff down with the following moves will make both normal and 41236d recall move strictly horizontal -2d -j5d -3c -623d -41236d~anything Using 63214b to throw staff around does not effect this.
Dakanya Posted December 18, 2008 Posted December 18, 2008 Stuff I translated that people probably didn't catch from videos: Staff whiffs on return after 6C or JC down: Jin, Noel 5C-2C after ittsuuA instead of 2B-2C: Taokaka, Ragna Landing 6C(2) impossible if airborne: Carl, Bang (possible, but difficult) Corner ittsuuC combo impossible: Arakune, Carl EDIT: Yes, you can store up to 6 inputs for Daisharin.
kousaka Posted December 20, 2008 Posted December 20, 2008 has anyone played around with 41236D's autoguard properties? im not sure of the frame properties of the autoguard frames but i had some fun the other day just autoguarding single projectiles from jin for fun does it autoguard only high? i know it's not throw invincible one time i ran up on oki and did autoguard by accident and tager did his 2 part super on wakeup and it autoguarded through most of the super
Brent-quest Posted December 20, 2008 Posted December 20, 2008 You can 41236D autogaurd to burst bait. :D Anybody mind posting up more B&B's? The 6C loop seems pretty character specific. Also could people post a B&B that starts staffless? Also any combos that start from the 6A overhead? I thought I saw 2B 2C link after it. Thanks. Hopefully will get to play it again soon so I can confirm some stuff for myself.
Shining Aquas Posted December 20, 2008 Posted December 20, 2008 one time i ran up on oki and did autoguard by accident and tager did his 2 part super on wakeup and it autoguarded through most of the super I'm assuming you had the smarts to actually release the coil and interrupt, right? Or would you get hit before you could reach?
kousaka Posted December 20, 2008 Posted December 20, 2008 You can't interrupt tager's spinny super. From what i've experienced it's full invincible for a very very long time, something like 7-8 hits. I've seen that super last long enough to go through entire burst animations and still hit the guy for double damage.
Shining Aquas Posted December 21, 2008 Posted December 21, 2008 Well, out of curiousity, when does the autoguard officially end? Is it based on a set amount of time, or is it the moment the staff uncoils? If it's a set amount of time, then releasing it faster would be the way to go in many cases, either way it looks like one of the best anti-airs in the game.
R.D.K Posted December 21, 2008 Posted December 21, 2008 You can't interrupt tager's spinny super. From what i've experienced it's full invincible for a very very long time, something like 7-8 hits. I've seen that super last long enough to go through entire burst animations and still hit the guy for double damage. If it is timed right her tsuname-gasei 214D can go through it it's her best poke period!!! I did it a couple of days ago in the arcade right on start up of the move!!!
kousaka Posted December 21, 2008 Posted December 21, 2008 yeah i've done that a few times also myself where the opponent did the spinny super on wakeup and i used tsubame i can't remember if it was the up hit or the down hit that killed him though we need some frame data
individuals Posted December 22, 2008 Posted December 22, 2008 question..with litchi's distortion drive (holding manten), how do you make it move more than the initial one? and alter its direction, max amount of times u can move it..etc?
Brent-quest Posted December 22, 2008 Posted December 22, 2008 Right after 632146D, input any direction + D. You will hear a sound similar to the one you hear after inputing the second move on dizzy's fish. You can do this up to 6 times according to my test. I could be off by a value (might be 5). Using 632146D3DDDDDD against cornered opponent doesn't seem bad at all. On the previous page. Read the thread first...
Shining Aquas Posted December 23, 2008 Posted December 23, 2008 Question: Is it possible to snuff out/cancel a single hit projectile with either hit of tsubame-gaeshi? Might be good to know for the Jin's that rush after an ice missile.
Cadenza Posted December 23, 2008 Posted December 23, 2008 You can DP through a single hit projectile, though whether that is safe or not depends on the situation.
Chun Posted December 23, 2008 Posted December 23, 2008 Hello everyone, just signed and registered on the forums today. Not real used to talking in depth about frame data and such, so sorry if my statements appear very... confusing. After reading the entire thread I haven't found an opinion on an option I discovered accidentally in a match. Upon an anti-air hit (3C, or perhaps a confirm during opponent's IAD towards you), what is the opinion on 41236D~A? In a match I was able to immediately pull this maneuver out in order to get the opponent on the floor (Apparently the hitbox of the staff no matter how close the distance is large enough such that any airborne enemy can be OTG) in which I simply did the 236A236B236C ground string. It leads me to believe that in strings which the staff is returning, 41236D~A may serve some purpose as the staff usually comes back fast enough pull out another 623D. Though I haven't tested how much proration this causes, I wonder if it can be utilized as a meter gain string. Also, I seem to be having troubles with relaunching characters that are on the ground except for utilizing Daisangen or staff 623 D. A friend told me it was character specific, but I'm having some difficulties figuring out which is what. Any data would be appreciated. Thanks. ~Chun
Goldenrody Posted December 25, 2008 Posted December 25, 2008 http://www.nicovideo.jp/watch/sm5655244 http://www.nicovideo.jp/watch/sm5655537 http://www.nicovideo.jp/watch/sm5656505 The Litchi player in the TRF 12/23 set is really good. Lots of new creative combos and just an overall solid playstyle
EmphyNAPS Posted December 26, 2008 Posted December 26, 2008 Hm, interesting. That staffless 5c to otg off 6c (well, not otg since they bounce a little, but you get what I mean) opens up a lot of new opportunities. It doesn't seem too character specific either.
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