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Posted
I feel like 2B is a pretty good poke. Stops mindless rushins, deals with moves that may go around 6B (like Noel 3C) and you have plenty of options off of it on block.

I agree, 2B gives a lot of "mental frame advantage" on people who wanted to try to run/slide in and get hit by 2B instead. Mental frames are pretty important for a character like Litchi~

Posted
I agree, 2B gives a lot of "mental frame advantage" on people who wanted to try to run/slide in and get hit by 2B instead. Mental frames are pretty important for a character like Litchi~

only if she has good anti airs.

usually people try to jump to get into litchi.

if you can do 2B-ittsuC with hit confirmations, 2B will be a good option.

which I personally think impossible to do.

I rather use 5C since the following up options are a bit better and leads to good damage when it hits.

Posted

2B itsuuC isn't that hard.

I kinda do wish she had better anti-airs but I guess that'd be asking for too much seeing how you can just space normals.

Posted

air throw is her best anti air =D abuse the massive throw range

gives carry + relaunch to corner oki

Posted
2B itsuuC isn't that hard.

I kinda do wish she had better anti-airs but I guess that'd be asking for too much seeing how you can just space normals.

you are a genius. really.

or hit confirming is a wrong term to explain what I'm trying to say.

Posted

I don't care for 2B really at all since more than half the time people approach Litchi from the air because the only viable anti-air she does have is the DP. It'd take 5C any day because of how big the hitframe is, but also the range; most players run straight into it, and it's easier to combo on hit confirm than 2B for general stuff.

Really I can't see 2B at all. I never see JP people really use it and from my perspective it's almost junk tier to 5C.

I wouldn't use airthrow anti-air vs most of the cast.

She has the second best airthrow range in the game from dash startup; I'd seriously consider looking more into it because it beats out most character approaches if timed correctly; from there it's land 5C, stance A dash 2C and then whatever your preference.

~Chun

Posted

She has the second best airthrow range in the game from dash startup; I'd seriously consider looking more into it because it beats out most character approaches if timed correctly; from there it's land 5C, stance A dash 2C and then whatever your preference.

~Chun

yea i think her airthrow is great, though if the height isnt right i cant do the followups well.

or that could be me.

Posted

Using her airthrow a lot just pales in comparison with using her normals. It sounds more like your using airthrows to compensate for bad spacing.

Posted
Using her airthrow a lot just pales in comparison with using her normals. It sounds more like your using airthrows to compensate for bad spacing.

As an example, Taokaka beats every normal you have in the book besides j.A due to speed (j.B/C come out too slow), and the buffer distance of the airthrow is that much quicker an option. Also, you can pick up from airthrow by landing 5C (w/staff) Stance A into 2C 6C, 2B 2C JC j.C [D]...

~Chun

Posted

You're talking like Taokaka gives you time to buffer your j.C right before that cat drive nails you in the face (rather, her air catpunch normal).

~Chun

Posted

What buffer, just hit the button while going backwards, not too difficult. Tipper JC will always beat Tao aerials clean. Then randomly block in the air in case she is a bit closer (say, half a screenish away) to deal with random D.

Posted

I find that extremely questionable. I just returned from a session with TaoFTW and most of my air normals needed to be much earlier (Psychic almost) to beat rushdown j.B and throw mixup (In air game).

Posted

yeah from air throw the combo can be alittle character specific, for the ones that stance>A doesn't hit for otg combo, you can go to tsubame into relaunch instead

litchi j.C without staff is equally fast with taokaka j.C so it can be used as an option

litchi j.A is faster but usually will be outranged by j.C

taokaka j.A is fastest aerial move in the game but you can outrange it with j.B or with staff j.C

but a combo starting from CH j.C from taokaka will hurt like mad but with throw you can option select

just watch for taokaka landing and 6a you before you land, remember to IB/barrier

all the stuff mentioned above from chun/LK have applications in certain matchups

Posted

I think this could be divided into a matter of preference again, due to the situation that requires it. The Tao I play against is constantly in the blind spot of j.C and j.B, ready to continue blockstun right after a whiffed move, to the point where if any move whiffs even at reasonable distance initiative is lost.

~Chun

Posted

Litchi shouldn't really be jumping towards Tao without mantenbou unless it's flying in the air in some shape.

Uh, I wasn't aware that there is a character that 5C[m] doesn't hit OTG, it should hit everyone.

Posted
Litchi shouldn't really be jumping towards Tao without mantenbou unless it's flying in the air in some shape.

Haha, I found air to air game against Tao was much easier staffless because of the j.C, and ability to use Rekka B in air.

Seems like you and I are at odds for everything.

~Chun

Posted

I like Hatsu for air to air actually lol.

That's just the character too, styles are gonna vary a lot after a certain point.

Posted

hm, never tried without stick game against tao just because of none DP seems too scary for me and none stick JB will be too weak to take a role of get close to tao.

so without stick JC will beat tao's JC and JA? and I think hatsu will be too dangerous when it guarded.

I'd say stick with mantenbo and use both front airdash JB and back dash JC.

Since tao doesn't have good anti air, JB will be good option.

JC against tao is like just put it there, if we are lucky it'll hit. if we are not, tao will be careful with getting close.

I personally think the match up is all about DP at last.

tao is few of litch's hard match up, but since there's nu, tao should be ok.

Posted

I find the matchup against tao fairly even. Tao does have anti air in the form of dash 6a, 5c, j.A but they're limited in this matchup. I've never tried hatsu as anti air but I will give a shot next time.

What I find against tao is that without staff you can really get rushed down with dash 5b's and j.C's, a good tao will try and bait tsubame alot and then go all out. With staff tao will usually fish for CH's.

But here's a tip, tao has a tendency to dead angle (the up forward drive) out of pressure, in particular mantenbou super. You can preempt this with superjump air throw to punish at the cost of pressure.

Posted
I find the matchup against tao fairly even. Tao does have anti air in the form of dash 6a, 5c, j.A but they're limited in this matchup. I've never tried hatsu as anti air but I will give a shot next time.

What I find against tao is that without staff you can really get rushed down with dash 5b's and j.C's, a good tao will try and bait tsubame alot and then go all out. With staff tao will usually fish for CH's.

But here's a tip, tao has a tendency to dead angle (the up forward drive) out of pressure, in particular mantenbou super. You can preempt this with superjump air throw to punish at the cost of pressure.

first of all, tao's CA has only 18F for total, and till "20F," it has invincibility.

which means it's impossible to air throw tao's CA.

and tao's best anti air against litchi will be 3 walking. without stick, nothing would hit tao.

so yeah, I think against tao we should stick with stick. Since console is coming out, there'll be good taos, i guess.

Posted

okay, regardless of the frames, you can still throw tao out of CA near the end at around the peak of the CA which is why you need superjump... don't knock it down till you've tried it as I've done it many times in matches

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