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Posted

I was doing research tonight and I noticed that Noels during ground assault eat a 5C with staff if you jump in, back dash (Optional j.C), and then 5C. It's pretty easy to bait since a standing 5D for Noel has a lot of cooldown time. In fact, most of the D whiffs in drive when you dash away for a moment will be stopped by a reaching 6C if you zone well enough, so you can 3C, hold mantenbou, dash forward rejuggle 6C.

Straight through will only work after 6C I believe on larger characters; mostly because the hitbox during the aerial of it is different; if too close, second hit won't connect, too far, recoverable. (I'm not even sure if you even have stance after 6C; I think you're "staffless")

Also, current staffless corner combo I'm running: 5B 5C 236A 236C 5B jBC land 5C 2C jB dj jBC (j236B j236C).

I'm curious how much damage that runs. I've just been utilizing a rejuggle mantenbou strategy by trying to OTG then testing waters to see if they will tech roll, then 6C into DP and so on.

~Chun

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Posted

how do you do that backflip thing at the beginning of the round??

is it just a regular 44 backdash, or is it a different command??

also can u throw a crouching opponent? I'm wondering if u can do like a tick 2A 2A kara throw

Posted
how do you do that backflip thing at the beginning of the round??

is it just a regular 44 backdash, or is it a different command??

also can u throw a crouching opponent? I'm wondering if u can do like a tick 2A 2A kara throw

If you're talking about the staffless backflip that arcs backwards, that's 63214 B. Tick throws can be made after 2A but only to a certain distance. The escape window is also double exclamation.

~Chun

Posted

No he's probably talking about her like double backdash that she has (that actually has some invul omg). I think it's just backdash out of backdash tbh.

Posted

Do you guys think it's possible to "tech-confirm" 6C after the call-back tech catch in the corner? Like, not do 6C if they neutral tech?

Also, that feint stuff looks like it's just asking to get mashed out of. I know you can keep them honest with non-feint 6B and 5C, but it just looks a little too ghetto, although thinking twice about it, it probably looks that way because it was done twice in a row. Maybe just doing it once wouldn't be so weird.

Posted
If you're talking about the staffless backflip that arcs backwards, that's 63214 B. Tick throws can be made after 2A but only to a certain distance. The escape window is also double exclamation.

~Chun

no, not staffless. Not the move where u jump back to the staff position.

in the video above, at the opening of the match Litchi does backdash into backflip then air dashes before she hits the ground.

Lord Knight>> thanks. I will try that. I have done the move accidentally and never knew how, so u are prolly correct

Posted
Do you guys think it's possible to "tech-confirm" 6C after the call-back tech catch in the corner? Like, not do 6C if they neutral tech?

I wouldn't see any sort of problem in utilizing a call-back tech punish window to use 6C to reset, and not doing 6C amidst a neutral tech seems like a nice set up for a throw. If anything whenever the staff hits there's no reason why a 6C wouldn't connect afterward.

But I think you know this already so I don't exactly know what you're getting at.

~Chun

Posted
I wouldn't see any sort of problem in utilizing a call-back tech punish window to use 6C to reset, and not doing 6C amidst a neutral tech seems like a nice set up for a throw. If anything whenever the staff hits there's no reason why a 6C wouldn't connect afterward.

But I think you know this already so I don't exactly know what you're getting at.

~Chun

I was asking if you could CONFIRM that they teched with anything but a neutral tech, and THEN do 6C (or if you see that they neutral teched, and NOT do 6C).

Posted

http://www.nicovideo.jp/watch/sm5930854

http://www.nicovideo.jp/watch/sm5931019

http://www.nicovideo.jp/watch/sm5931233

http://www.nicovideo.jp/watch/sm5931476

Some pretty good Litchi vids from recent TRF 2on2 tournament. There's a double Litchi team: one of the Litchis is really bad(plays default color), and the other Litchi Momoichi is very good(pink color). So look for the pink one, obviously

Posted

That new staffless 3C canceled to whirlwind/punchy stick ender seems pretty nice, especially since everyone's just gonna mash on tech after getting impatient waiting for Litchi's combos to finish.

Posted

Looks like there is an actual purpose to using that 3C ender. 3C pulls them in on hit, so when you follow up with Shishin or Kokushi musou, they aren't all the way in the corner. That way you can do crossups and stuff, along with disappearing in Shishin as well.

Posted

oh, sick pink litchi there.

the 3C enders were nice, and the best part is that if they guessed wrong you can put them in the same situation all over again unless they guess right/burst (kinda like millia on GG). I also love the fact that shishin covers you and makes the guessing even more difficult to see, you can do many many things in the corner after that. good stuff

Posted

could these 3c in the corner tricks not also work with just a 5c? (except for noel, carl, and v13)

Posted

after 632146+D - (Mantenbou placed) from vids i've noticed a few different enders. Mainly j.C and staffless 6C for knockdown

has anyone fully tested which ones are for which characters/situation? i've used j.C and had it fail a few times when the opponent was caught by the super in the air

Since litchi's game is almost completely based on the 2 supers we should compile a list of combos that all end with placed matenbou.. especially the character specific variants. I've had problems finding ones that work on Carl.

Posted

i've been using 6C enders everywhere i can but i can't find one that'll work on carl

has anyone found any alternatives? or just combos that end with knockdown in general against carl

Posted
i've been using 6C enders everywhere i can but i can't find one that'll work on carl

has anyone found any alternatives? or just combos that end with knockdown in general against carl

For use on Noel and Carl:

tsubame d.6C 2B 2C JC JD AD.JC 6C tsubame 6C

For use on Carl (must be point-blank/very close):

xx 3C xx JC land rising JB JC 5C(1) tsubame > 6C or 6A or JC>kote>JC

rising JB>JC must be asap or else you will get staff JC

also the 5C timing is severe but it is pretty easy to pick up so the combo seems stable

I have been very sick so I have not been able to go to the arcade and test this combo yet and I don't get to play against Carl often either (though I suppose one could always just put credits on both sides) so your mileage may vary.

Posted
For use on Noel and Carl:

tsubame d.6C 2B 2C JC JD AD.JC 6C tsubame 6C

v-13 as well, if you're counting characters that you have to OTG with 2B, right?

For use on Carl (must be point-blank/very close):

xx 3C xx JC land rising JB JC 5C(1) tsubame > 6C or 6A or JC>kote>JC

I don't understand this combo. Can you elaborate?

Posted
v-13 as well, if you're counting characters that you have to OTG with 2B, right?

I don't understand this combo. Can you elaborate?

Is there any specific part you want me to elaborate on? :psyduck: Well maybe me writing 'rising' was unnecessary...

Posted
Is there any specific part you want me to elaborate on? :psyduck: Well maybe me writing 'rising' was unnecessary...

Like, are you gatling into 3C, are you setting it after, how would you get J.C land J.B, is the 5C(1) OTG, where in this combo are you considered staffless/not staffless, why would you end with 6A after tsubame, and what is "JC>kote>JC"?

Posted
Like, are you gatling into 3C, are you setting it after, how would you get J.C land J.B, is the 5C(1) OTG, where in this combo are you considered staffless/not staffless, why would you end with 6A after tsubame, and what is "JC>kote>JC"?

Well you've done combos involving staff 3C before right? You should be gatling into 3C as this is for landing a 5B or 5C on a grounded opponent. However, this combo requires you to within close proximity unlike the other 3C combos.

So xx 3C xx JC would ideally be 5B 5C(1) 3C [D] ]D[ JC~

This combo involves setting the staff because tsubame is used near the end without recalling it.

All 3C combos involve negative edging D so they are going to get picked up by the staff on return after the first JC...

kote is short for "kote gaeshi" and its input is 623D/421D when you are without the staff.

There are options you can do after 6A such as shishin (staffless 41236D) into high or low, kote throw, kote 2A...

Sorry, I do not know if the 5C(1) is OTG or not but I suspect it is so. This is information that was written in Japanese that I haven't gotten to test yet.

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