Cornix Posted July 11, 2009 Posted July 11, 2009 You can probably tech it. I think you can probably tech after the 6C before the D hits you, if not later. Once I can get back to the game I'll head in practice mode and see, I can't imagine it actually working. I didn't understand what the slashes meant... so yeah... that explains never seeing a second chun.. Now I feel kinda stupid.
Klaige Posted July 11, 2009 Posted July 11, 2009 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? What you might be seeing is litchi's starting the basic corner oki (knockdown in corner, call staff, 6c, tsubame, 6c, repeat and then the downed player missing a tech. Just a thought.
Phrekwenci Posted July 11, 2009 Posted July 11, 2009 I just saw some really bad match online but, I noticed Litchi did the Daisharin after the regular throw (where you would normally Itsuu). Has anyone been giving this a shot?
BardicKnowledge Posted July 12, 2009 Posted July 12, 2009 I have a question about the first combo listed: 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ After the [D] hit and before JC can hit, my dummy ALWAYS techs out of it. Is this because my iad isn't instant enough? Right now, I've been predicting a tech and chasing with 236C -- it will pound them down making the staff2 connect, and I can continue the combo from there. Should I just be faster?
Phrekwenci Posted July 12, 2009 Posted July 12, 2009 After the [D] hit and before JC can hit, my dummy ALWAYS techs out of it. Is this because my iad isn't instant enough? Are you holding D for a bit to stall the staff?
BardicKnowledge Posted July 12, 2009 Posted July 12, 2009 I'm holding it until she recovers from the staff animation -- should I hold it slightly longer still?
Cornix Posted July 12, 2009 Posted July 12, 2009 That sounds about right... it's difficult to explain the timing in frames, and I'm not able to clearly illustrate how it's supposed to look, but holding D a little longer is probably what you need to do, I'd suggest watching any combo videos you can find (particularly the one from arksys) or try to find the combo in some match videos. I know I've seen it in quite a few. Study those if you can't find the frame, it should also let you know quickly if you're doing a wrong move without being aware of it. The other thing to check is where you're catching the staff during the return state, it should be right next to them if not on their character when you stall it, if you catch it too late it messes with the timing of the whole thing.
BardicKnowledge Posted July 12, 2009 Posted July 12, 2009 Thanks for both of the suggestions -- the combo DVD has it as the start of its (not quite as good as LK's bnb) 8th combo. One more quick question for this SF2 convert: The video lists the iad as 96 -- I've been doing 696 attempting to TK the dash, if you will. Which way is correct? Also, thanks for being so helpful -- it's refreshing to find a forum that's friendly to people with questions. EDIT: Finally got it working -- needed to hold D ever so slightly longer, and time the JC correctly -- I've been waiting too long to make it connect.
STenSatsu Posted July 12, 2009 Posted July 12, 2009 9 counts as hitting forward once, so you don't need to add the extra 6 at the start. 96 is basically just a shortcut way of doing 866 really fast.
Bridget Posted July 13, 2009 Posted July 13, 2009 EDIT: nevermind, thought it worked but never put air tech on my dummy x.x
Dovieandi Posted July 13, 2009 Posted July 13, 2009 I got this combo to work once. Forward throw tsubame 6C 5C JB JC airdash JC but I'm tending to miss the airdash into the JC. Any tips? Also, any ideas on how to end that combo? Are you meaning you did so without a staff call in there somewhere? 'Cause I don't think that would be possible. Otherwise, it'd be almost identical to the throw tsubame combo on the first page, just instead of doing run-up 2C you're doing run-up 6C 5C. Should be able to finish it the same way.
Shiri Posted July 13, 2009 Posted July 13, 2009 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ Having some issues with the combos like the above (yeah even the basics.) Firstly, even if I assume JC is actually meant to be j.C instead of jump cancel, I can't get it to hit - I assume that's to do with my timing of the D releases though, which seems viciously picky. And I can't imagine the haku (not hatsu? it even says "land" after JBC) working right after a jC before the staff2 hits, but I'll get to that when I overcome the first bit. But what is JBC? Airthrow? Wouldn't they just tech that every time? Jump back cancel? And why is there a ~ on the end of the 6C?
Cornix Posted July 13, 2009 Posted July 13, 2009 I'm not entirely certain about the ~, I assume it just generally means 'This is the end of the guaranteed combo and where you proceed into her oki games and mixups to punish the opponent when they tech.' But LK will have to share what it means. JC is j.C, the notations LK used were slightly different than what I'm used to as well. The D release is 'picky' but after you get used to how it actually looks onscreen it gets pretty easy. It is indeed meant to be haku. After the JC (jump C) you'll land and haku immediately and the hit will land, people asked that around page 12 or so iirc and LK confirmed it again. JBC is j.B -> j.C. I'm going to go try and find a good video with this combo in it, since the youtube videos with the arksys combo video are getting taken down soon, and a lot of people have been asking about it. Also Dovie I fought you like twice on XBL last night on my friends gamertag, I had to use a pad so I couldn't do like any of her combos right, but it was good to see a litchi who knew what they were doing. Edit: I found a vid with the 3c timing in it. (not the exact combo but you see the D timing a lot) http://www.youtube.com/watch?v=9BvLaLmpSOY at 2:57. Also.. extremely helpful, you can watch most of the combos LK listed in there, they don't list the inputs but you can match them up.
Bridget Posted July 13, 2009 Posted July 13, 2009 Are you meaning you did so without a staff call in there somewhere? 'Cause I don't think that would be possible. Otherwise, it'd be almost identical to the throw tsubame combo on the first page, just instead of doing run-up 2C you're doing run-up 6C 5C. Should be able to finish it the same way. Nah, I did tsubame right after the forward throw but I realized that I didn't have air tech on the training dummy so it connected. However, now i'm just throwing out the staffless 6C to 5C etc and it works more or less (Except on Noel I see...gotta try Carl.) So I guess I could still use the tips on how to end it :P I ended with a tsubame and it hit but more often than not they can tech it before I land from airdashing JC. EDIT: fail, no Noel, Nu or Carl (of course) D:
BardicKnowledge Posted July 13, 2009 Posted July 13, 2009 I've been playing around with the ippatsu combo: 5B 2C itsuuA kote (623) haku hatsu riichiA ippatsu A~ It's incredibly stylish. Currently I'm ending the combo as follows: (2nd) ippatsu A, j. B j.C hatsu chun. The first j. B may need to be either up off of the manten or down, depending on height. If down, then double-jump into the j. C. Are there any more damaging finishers that I could be doing instead? Occasionally I'll go into air throw, which can help but isn't as guaranteed.
Bridget Posted July 13, 2009 Posted July 13, 2009 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ I finally land the haku for this but now I can't dash out in time. Also, what's JBC? Jump to air B and C right?
Guardian Posted July 13, 2009 Posted July 13, 2009 I decided to main Litchi before the game even came out, and now that I have a very basic understanding of how she works, I have some questions for some of the vet Litchi players out there (LORD KNIGHT!!!!!111!11ELEVEN!!!): How good is the priority on j.2D[m] as a stand alone move and in a guard string (ie, 5B[m]~ j.2D[m])? It seems pretty good, but can it stop people from mashing out 5A, Anti-airs and DPs? When pressuring w/ the staff, is there any way to get out a 2D w/o getting counter poked by mashing? (if you can't already tell, mashing is a big concern of mine) Does she have any normals with or w/o the staff that beat out low pokes/2A? I know Chun beats them, and maybe the 2nd hit of 6C, but that's all I could find. I've been coming up with some corner blockstrings and they seem tight, but depending on the answers to these questions I might have to go back to the drawing board
BardicKnowledge Posted July 13, 2009 Posted July 13, 2009 I'm not anyone exceptional, but will try to answer a few of your questions. How good is the priority on j.2D[m] as a stand alone move and in a guard string (ie, 5B[m]~ j.2D[m])? It seems pretty good, but can it stop people from mashing out 5A, Anti-airs and DPs? Not great priority -- Nu's standard antiair stuff beats it clean. Unsure about other chars, but it's not nearly as good as it looks. In a blockstring I don't think it's quite fast enough to be effective, but I could be wrong on this point. When pressuring w/ the staff, is there any way to get out a 2D w/o getting counter poked by mashing? (if you can't already tell, mashing is a big concern of mine) 2D is unsafe at the end of a blockstring, as you'll be close enough to be punished. j. D or tsubame will both put the staff on the ground as if you did 2D (meaning the D return will be low). Does she have any normals with or w/o the staff that beat out low pokes/2A? I know Chun beats them, and maybe the 2nd hit of 6C, but that's all I could find. You should be outranging 2A pokes as Litchi IMO: use 6A , 2B, or 3C depending on the distance. At extremely close range, Litchi's moves (except tsubame) won't come out fast enough to beat jabbing -- unless your own A poke is faster. Chun outside of a combo is dangerous, incidentally -- you'll eat combo if they block it.
Cornix Posted July 13, 2009 Posted July 13, 2009 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ I finally land the haku for this but now I can't dash out in time. Also, what's JBC? Jump to air B and C right? Yep Jump B then Jump C. As for guardian. j.2D isn't a terrible move, it's a decent TK option as it is pretty fast, and it will sometimes catch a few people offguard, but in general there are better things to do that will lead to better combos. Plus I'm still not used to which side her little kick comes out on which needs to connect to really pick up anything resembling a combo after the attack. DPs will generally beat it clean just on the fact you're in the air and they're DPing, so I wouldn't suggest using it all of too often, crossing up with a IAD j.B would probably be better. Aye agreeing with bardic here, no 2d if the other character is within a half screen of you (and never against nu) and even then there's not a huge point unless you're trying to set up a 13 orphans trap. If you need to set the staff while near them j.D or tsubame are much much much much much much better. And yeah... people who are mashing A's at you, IB it and tsubame is your best bet with staff or just block all the a's and jump out.
Lord Knight Posted July 13, 2009 Author Posted July 13, 2009 I've been playing around with the ippatsu combo: 5B 2C itsuuA kote (623) haku hatsu riichiA ippatsu A~ It's incredibly stylish. Currently I'm ending the combo as follows: (2nd) ippatsu A, j. B j.C hatsu chun. The first j. B may need to be either up off of the manten or down, depending on height. If down, then double-jump into the j. C. Are there any more damaging finishers that I could be doing instead? Occasionally I'll go into air throw, which can help but isn't as guaranteed. Current ippatsu combo midscreen is 5B 2C itsuuA 6Kote haku hatsu riichiA ippatsuA drop j7BCD airdash JC staff2 6C tsubame 6C. It's gonna be there when I update the guide. EDIT: Got some new stuff on my Youtube account: http://www.youtube.com/user/DukeKnight Get to work!
Brent-quest Posted July 13, 2009 Posted July 13, 2009 Hey LK, good stuff. Was looking at the Bang thread and the advanced throw break inputs, was wondering if this was applicable to Litchi in some moves. For those 6A[m] > 2D combos you obviously need to be pretty close. Could you throw a 6a[m] off a neutral tech and input the 1+A+B+C to get a break as well if they try to counter throw? vid source: http://www.youtube.com/watch?v=LJI02Q3My4I
Lord Knight Posted July 13, 2009 Author Posted July 13, 2009 Well if you're doing 6A[m] off of 5B, there's no real reason, I can't think of someone who can grab that far away. But if you're going point blank then sure.
Brent-quest Posted July 14, 2009 Posted July 14, 2009 OK, just wondering. My friends seem to be able to block 5B> 6A[m] pretty easily by now and was wondering maybe just a 6A to start might work.
Lord Knight Posted July 14, 2009 Author Posted July 14, 2009 Although it kind of sucks, you do have 5B > 3C for low.
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