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Posted

the only RC combo i do is off chun, which i normally do after a 6A[m]. so instead of what GB said i do 6A[m]>hatsu>chun>RC>5B>tsubame>etc but, her distortions are pretty good for keeping the pressure on, and trying to land a mixup.

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Posted

but, her distortions are pretty good for keeping the pressure on, and trying to land a mixup.

I know, I just often find myself with a crap ton of heat at the end of rounds.

Posted

Yeah, aside from stuff off 6A[m] I haven't seen much need for RC combos. I guess if you wanted to be real tricky you could probably RC part of your pressure string into a 6A OR run up throw. The long and short of it is, you'll want to spend most of you meter on mixups and pressure because you get all of your combos for free.

Posted

Does anyone know why sometimes 5B>5C>41236C>Chun>2C or 5B>j.B>C doesn't seem to work? I figure it is character specific but the 2C or 5B after the Chun doesn't seem to combo properly. I find it works fine on characters like Jin but for ppl like Tao, her hitbox moves out of the way during the j.C or the 2C doesn't come out fast enough. Im guessing i need to TK the chun? But you guys would know more thatn meh ::): Thanks in Advance!!!

Posted

Does anyone know why sometimes 5B>5C>41236C>Chun>2C or 5B>j.B>C doesn't seem to work? I figure it is character specific but the 2C or 5B after the Chun doesn't seem to combo properly. I find it works fine on characters like Jin but for ppl like Tao, her hitbox moves out of the way during the j.C or the 2C doesn't come out fast enough. Im guessing i need to TK the chun? But you guys would know more thatn meh ::):

Thanks in Advance!!!

I was just working on the 5B>5C>41236C>Chun>2C combo earlier today and I had the same problem. Well first, before the chun you need to jump. either up or forward, i find jumping up works better for me. What helped me land this combo is to do the chun as quick and early as possible after the jump, then the 2C will combo easier (timing is still strict though). i dont think tk chun will work because it doesnt go high enough, but by doing the chun quick and early after a jump, you will land and recover faster leaving you with a bit more time for the 2C. hope that helps.

Now a question of my own. I am having trouble with this combo:

5B[m] > 5C[m] > 3C[m] > [D] > ]D[ > IAD > j.C > haku etc...

I cant get the haku to hit after the j.C. ive tried doing the haku as fast as i can after the j.C but it's still no good. I'm sure it must have something to do with my timing or positioning with the earlier part of the combo but i just dont know what.

Posted

.

Now a question of my own. I am having trouble with this combo:

5B[m] > 5C[m] > 3C[m] > [D] > ]D[ > IAD > j.C > haku etc...

I cant get the haku to hit after the j.C. ive tried doing the haku as fast as i can after the j.C but it's still no good. I'm sure it must have something to do with my timing or positioning with the earlier part of the combo but i just dont know what.

There's actually quite a big time frame to do the haku after landing. Usually I do it too soon causing the staff to wiff. I have trouble connecting the 623D at the end though, it's the dash to get closer... always mess it up. I've kinda switched over to the ItsuuC combos for midscreen+ distances now. Much easier for me, and seems a lot less position dependent.

Posted

I was just working on the 5B>5C>41236C>Chun>2C combo earlier today and I had the same problem. Well first, before the chun you need to jump.

This isn't the case for every character, for V-13 you can do 236C from the ground and connect.

Has anyone figured out anything with [/m] 63214C? I was trying 41236DC, 421D, sjB, jcB, jC, 236B (delay), 236C, 63214C, hold 4, jC, jD. I was figuring if there's a combo with it, it would have to speed up her falling and then change trajectory toward the opponent. Which is why the super jump is there, to get both characters as high as possible. I can't think of any move that stuns the opponent on the ground long enough to fly to the staff and then fly off.

Posted

...god dammit i thought the haku was supposed to be done in the air after the j.C. ahh back to training mode for me. also for tsubame combos, how come sometimes the upwards hit will get them and kinda carry them up, but when it comes back down it completely misses and the opponent techs away. all my tsubame combos suck because i cant get this part right.

Posted

Thanks Guys! I suppose i need to jump faster during the ItsuuC combo. Also i wanted to know what you guys thought of using 5B>ItsuuA>6B>2C as a reliable CH combo. I think it depends on how close to the ground they are but i prefer it to the Tsubame CH combos because I whiff the DP motion because of my nervous energy issues :sweatdrop:

Posted

Thanks Guys! I suppose i need to jump faster during the ItsuuC combo. Also i wanted to know what you guys thought of using 5B>ItsuuA>6B>2C as a reliable CH combo. I think it depends on how close to the ground they are but i prefer it to the Tsubame CH combos because I whiff the DP motion because of my nervous energy issues :sweatdrop:

I'm sure that would probably work, but honestly calm down. Being calm is a good thing for Litchi players, showing that you are cool and in command of the flow of a match is generally a winning strategy for match play, especially in Litchi's case.

Posted

Lol yeah, ive always been that way since i picked up my first fighter, while training or playing the COM im always calm and collected, but i get easily intimidated during a fight with another person, even online where i can't even see the other person! IDK maybe Litchi isn't for me? Maybe I'm a Tao person, i mean that way I can convert my nervous energy into her crazy fast mixup game:sweatdrop:

Posted

Edit: reread a few things in this thread and decided to change my original question... What are some options after haku hatsu chun / haku chun hatsu besides shishin and staff recall?

Posted

Edit: reread a few things in this thread and decided to change my original question...

What are some options after haku hatsu chun / haku chun hatsu besides shishin and staff recall?

rapid cancel and chase if you can, or you can 63214B if the staff is in range to get some distance between you and the opponent and fling the staff at them. if staff isnt in range, you can just do that to keep a safe distance.

Posted

ok i have searched the whole thread and many other places i really need someone to tell me what the hell JBC means. is it j.b,c? or j.B+C? can someone explain this to me please?

Posted

Jump, then B, the C. I will agree the notation is kinda confusing sometimes, especially between jc and JC (first is jump cancel, second is jumping C).

Posted

What is the highest possible damage a Litchi player could do in one combo? It's okay if it's character specific, I just want to know Litchi's possibilities.

Posted

I didn't realize until now that 5D[e] and 2D[e] are actually two different moves and now I feel stupid. It's important because you can't cancel 2B[e] into 5D but you can cancel it to 2D. Same with 2C[e]. It does the same thing but it's a different move! I've also been dicking around with this as a forward throw combo: 6B+C(1) 41236D~A, 421D, 2B 2C > j.B j.C D, 66 j.B j.C |> 66 6C, 623D 66 6C - V 6B+C(1) 41236D~A, 421D, 2B 2C > j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Ragna, Tao, Noel, Jin, Arakune, Bang 6B+C(1) 41236D~A, 421D, 5C 2C > j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Tao, Rachel 6B+C(1) 41236D~A, 421D, 5C 2C > j.B j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Hakumen, Tager Basically you use 5C 2C on characters it works on, omit the first j.B on floaty characters. Also on floatier characters you need to time the ]D[ to hit very close to when the 66 j.B hits. Don't know about Carl. Or in the corner you simple switch to this kind of thing: 6B+C(1) 41236D~A, 421D, 2B/5C 2C > j.B > jc.C [D], ]D[ j.C |> 6C, 623D, 66 6C Haven't figured out the specifics of getting it to work near the corner though. Mid screen or very close to the corner are easy.

Posted

Yeah, it stops the staff from flying up and it lands right behind you which puts it in a good spot to combo with. Even if you have to simplify and go for the Hatsu Chun finish, the staff is now in a good place so you can throw it with 63214B. You can also use that for combos off CH j.C or 6B. You basically get the same combo. You can also use it to help with one of the combos I listed before, 2B 6A RC, 66 2B 2C 41236D~A, 421D, 2B 2C > j.B > jc.B C 236B 236C 63214B I dunno if it's really all that good or not but it's kind of neat anyway.

Posted

Not really sure if this will help anyone, but after a few hours spent on the 3C combos, I'm finally getting them down. I was finding 5C itsuuC combos to be terribly unreliable, so I figured I'd try working on the 3C combos instead. What I didn't get, and what I think should be added, is how location-dependent they are. For me, the 3C staff run-up 6C staff2 6C tsubame... combo works from starting a little on the far side of midscreen to about a screen from the corner. 3C staff IAD j.C staff2 tsubame... works about a screen away from the corner. Much further than midscreen from the corner, and I'm finding 3C staff IAD j.C haku staff2 tsubame... working the most consistently, and 3C staff IAD j.C haku run-up j.BC... only works for me when I'm within a screen of the corner with my back to it. I had been trying the haku run-up j.BC combo from all over the screen, and it wasn't working for crap. Now I'm consistently hitting all of these combos, as long as I use the right one, and I'm finding some generous overlap. There isn't a lot of difference between characters: mostly just a bit of shifting the areas for each combo, i.e. for Arakune run-up 6C staff2 6C... doesn't work for a very large area, so I imagine the IAD j.C staff2 tsubame... and the IAD j.C staff2 6C... areas expanding and the run-up 6C... area shrinking respectively. Just thought I'd share my findings, hopefully it will help some people.

Posted

I didn't realize until now that 5D[e] and 2D[e] are actually two different moves and now I feel stupid. It's important because you can't cancel 2B[e] into 5D but you can cancel it to 2D. Same with 2C[e]. It does the same thing but it's a different move!

I've also been dicking around with this as a forward throw combo:

6B+C(1) 41236D~A, 421D, 2B 2C > j.B j.C D, 66 j.B j.C |> 66 6C, 623D 66 6C - V

6B+C(1) 41236D~A, 421D, 2B 2C > j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Ragna, Tao, Noel, Jin, Arakune, Bang

6B+C(1) 41236D~A, 421D, 5C 2C > j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Tao, Rachel

6B+C(1) 41236D~A, 421D, 5C 2C > j.B j.C [D], 66 ]D[ j.B j.C |> 66 6C, 623D, 66 6C - Hakumen, Tager

Basically you use 5C 2C on characters it works on, omit the first j.B on floaty characters. Also on floatier characters you need to time the ]D[ to hit very close to when the 66 j.B hits. Don't know about Carl.

Or in the corner you simple switch to this kind of thing:

6B+C(1) 41236D~A, 421D, 2B/5C 2C > j.B > jc.C [D], ]D[ j.C |> 6C, 623D, 66 6C

Haven't figured out the specifics of getting it to work near the corner though. Mid screen or very close to the corner are easy.

These are good.

Currently though I've only been doing 4Kote stuff near the corner, the general throw combo's I've been using come straight from the cmv that came out a week ago.

6(4)throw ittsuuA 6C 5C JB JC JD airdash JC 6C tsubame 6C 3C - Ragna, Taokaka, Arakune, Bang, and Hakumen

6(4) throw ittsuuA 6B 5C JB JC JD airdash JC 6C tsubame 6C 3C - Jin

6throw ittsuuA 4kote 2B 2C JC JD airdash JC 6C tsubame 6C 3C - Noel, Carl, v13

6(4)throw ittsuuA dash 2A 5B J8 JB JC JD airdash JC 6C tsubame 6C 3C- Noel, Nu, Litchi

4throw ittsuuA D haku chun staff2 TK chun tsubame 6C 3C - Carl

All of these can be performed midscreen, going into the corner. When in the corner just 6throw itsuuA into whatever.

Posted

5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C~ Ok, I tinkered with this one for a little bit, but I think I'm just not understanding what exactly chun/tk chun/j chun. Is it regular chun then tk the second chun then 8 chun or? Also been seeing Litchi's online spamming Tsubame 6C D 6C staff2 Tsubame~ forever in loop against the wall. I'm assuming since it's not in here there's something wrong with it, are the players it's happening too just missing a tech or why is it working?

Posted

5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C~

You do just one of those Chuns. Which one you do depends on the character and how far away they are. For example against Tao or Jin you just do a standing Chun. Against many others you can just jump up or back and chun. It takes a little getting used to.

Also been seeing Litchi's online spamming Tsubame 6C D 6C staff2 Tsubame~ forever in loop against the wall.

I'm assuming since it's not in here there's something wrong with it, are the players it's happening too just missing a tech or why is it working?

You can probably tech it. I think you can probably tech after the 6C before the D hits you, if not later.

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