individuals Posted September 2, 2009 Posted September 2, 2009 you can combo into 13 orphans position : opponent - litchi - placed staff backthrow > 13orphans = combo! situational, but i've done it a few times. greatwheel = pressure / tech trap but really 13orphans is a great pressure tool, you can tsubame>6A>13orphans to force them to block and you can go into mixup game. i find when opponent is on the defensive, blockstring > wheel > blockstring(during and after wheel)>13orphans>block string : you will EVENTUALLY score a hit sometime in there, (assuming your mixup gets through), a guard crush might happen, or you at least drain a decent amount of their barrier gauge. also, allgreen has gotten bad rep from the all too popular super flash buffering video, but its a great way to punish moves that are active long, have long recovery, or other supers. or you can just tack it on at the end of a combo when your opponent is nearly dead. like REALLY REALLY near dead. extremely situational, but if your opponent is at that distance a rapid might not allow you to get close enough, fast enough. although, i would love for stickman to be able to cover more distance. that thing barely travels 2 character lengths.
WayINside Posted September 2, 2009 Posted September 2, 2009 both 13 orphan and great wheel, are great for litchi since they can make the enmey block, which is how litchi prefer them :D it's not stupid nu's swords thingy, so you have to setup it, but once you did, you can mixup, to combo to corner.
Diveman Posted September 2, 2009 Posted September 2, 2009 Honestly I think Great Wheel is her best super, because you can actually control the way it goes. 13 Orphans is "ok", but you have less time to go for mix-up and you can´t really play mindgames like you would with Great Wheel. All Green IMO is fine, as long as you dont go apeshit with it, like individual said, is good for punishing laggy moves or things like Nu´s swords. About the rapid cancels...I dont know, I dont use them that much with Litchi, unless im REALLY desperated for some damage or to save my ass if I did something unsafe/stupid. I always save tension for Great Wheel.
Lord Knight Posted September 2, 2009 Author Posted September 2, 2009 Or maybe there's some ancient Chinese secret that I simply don't understand! 4000 years worth.
Jthan Posted September 2, 2009 Posted September 2, 2009 you can combo into 13 orphans position : opponent - litchi - placed staff backthrow > 13orphans = combo! situational, but i've done it a few times. damage scale ftw
BlazingDynamo Posted September 3, 2009 Posted September 3, 2009 what ever happened to that one combo 5B 5C Itsuu C jchun/Tkchun/Chun 2B JBC Staff Air dash to 5C 6C Tsubame 6C? what was wrong with that combo I think that was how the combo was
ViceOfFire Posted September 3, 2009 Posted September 3, 2009 Nothing's wrong with ItsuuC combos, dynamo. What made you think someone said it? Also, you CAN combo into all of her DD's, but into 13 orphans isn't exactly practical. All green can be done straight after tsubame, then if you have the meter into 13 orphans. Daisharin can be done after j.C/j.B.
Mobri Posted September 3, 2009 Posted September 3, 2009 I'm having a terrible time pulling off Litchi's combos! I tend to whiff a great deal, especially on the ItsuuC combos. I end up doing Four Winds after 3C instead of Itsuu, somehow. I don't come from a combo background. I've played GG a little (I HEART POTEMKIN) and Melty Blood (Tohno) and became familiar with air combos finally (also thanks to MVC2 practice) but her oki game throws me off. The Street Fighter Alpha Series was always my go-to fighter, so footsie is alright. I'm also not accustomed to learning 70 different situational combos, which doubles my learning curve. I'm not ready to deal with CH combos since I don't yet have the presence of mind to execute it in such a short span of time. So, coming from scrub territory here, how am I going to get myself off of this plateau? What are the base combos that, once you get the hang of them, open up the avenue to the rest of her varied combo game?
Guardian Posted September 3, 2009 Posted September 3, 2009 I'm having a terrible time pulling off Litchi's combos! I tend to whiff a great deal, especially on the ItsuuC combos. I end up doing Four Winds after 3C instead of Itsuu, somehow. I don't come from a combo background. I've played GG a little (I HEART POTEMKIN) and Melty Blood (Tohno) and became familiar with air combos finally (also thanks to MVC2 practice) but her oki game throws me off. The Street Fighter Alpha Series was always my go-to fighter, so footsie is alright. I'm also not accustomed to learning 70 different situational combos, which doubles my learning curve. I'm not ready to deal with CH combos since I don't yet have the presence of mind to execute it in such a short span of time. You can play GG, MB, and SF Alpha, and you can't do combos? Those are some of the most combo intensive games out there. If the itsuuC combos give you that much trouble, stick to the 3C combos until you can figure out the timing. When you practice itsuuC, just try doing 5C for both hits into itsuuC. 5C gives you the time to hit confirm and input your itsuuC command. If done correctly, you shouldn't even see the staff wrap animation. If you are seeing that, then you're doing the C command too slowly. Keep in mind that it's also distance specific, and won't work if 5C hits from max range.
Mobri Posted September 3, 2009 Posted September 3, 2009 MVC2, GG, and MB are all games I've picked up in the last year or so. For some reason, Melty Blood and MVC2's combo systems were easier for me to pick up and I never really got heavily into GG before starting BB. SFA allows for combos through V-ism, but I always stuck with A-ism for simplicity's sake. BB is the first game I'm trying to take out of super-casual status, hence my struggle. It doesn't help that I don't play regularly, I s'pose. Neither does using the D-pad from what I've heard. I'm in that awkward "Kick a casual player's butt and get stomped by everybody else" phase of play, lol. Anyway, back to the topic at hand: My trouble is that after 5C or 3C I try to do ItsuuC, but instead of the character reacting as though she still has the Matenbou she acts as though she DOESN'T have it. Instead of doing the Straight Through she does Four Winds, and I'm uncertain if this is because I'm going too slow or too fast. I can execute the rest of the combo without much hassle; it's just that one portion. I'll try varying the range at which I try to execute these combos as well. I try to practice these combos from Litchi's zoning sweet spots, but I may be misjudging the distance by some chance.
geist Posted September 3, 2009 Posted September 3, 2009 Hello. I don't play Litchi very often at all, but I've noticed her supers don't seem too great. I have almost never seen Great Wheel put to good use, but it does look like a complex super so I would understand. Thirteen Orphans looks like the damage is good since you can attack them during it, but it seems very difficult to land an it on someone, unless maybe you can combo into it? All Green in particular just looks terrible to me; does it have any redeeming features at all to make up for the pathetic damage? Or maybe Litchi players feel her supers aren't worth it and instead use it for rapid cancels? Or maybe there's some ancient Chinese secret that I simply don't understand! I'd love to hear your opinions. From my observations she looks like her supers could do with a buff some time. Litchi's supers are some of the best in the game IMO...13 orphans is probably my least favorite out of the three and it's still VERY useful...you get a lot of pressure out of it in the corner, and you can use it anywhere on the screen as a sort of surprise attack depending on positioning (if it's right behind them, they'll usually rush to get away, if you run up too they might even get hit out of their combo anyway...or just j.B/C to hit them into it). Daisharin is harder to use, but obviously a really good super...the length that it's out allows for so much mix-up/barrier/libra damage it's ridiculous...the only problem that it's used with staff only...but that makes it so you don't have to end a block string after 5C[M] All green is according to LK the fastest move in the game (comes out in 1 or 2 frames, not sure if I'm reading it correctly)...which means any non-blocked poke inside all green's box can be RE-ACTIVELY supered...opponent did a non-invuln. super? AG...whiffed jin 5D? AG...nu going for typical DD 4DD block string? AG before 4D...think an opponent will burst your next hit? AG (though risky...they might be invuln the duration of AG...though I know I've caught some one out of the tail end of their burst)...I don't know HOW many times I've hit some one out of an air dash with AG...I LOVE this super ^_^
STenSatsu Posted September 3, 2009 Posted September 3, 2009 I'm having a terrible time pulling off Litchi's combos! I tend to whiff a great deal, especially on the ItsuuC combos. I end up doing Four Winds after 3C instead of Itsuu, somehow. I don't come from a combo background. I've played GG a little (I HEART POTEMKIN) and Melty Blood (Tohno) and became familiar with air combos finally (also thanks to MVC2 practice) but her oki game throws me off. The Street Fighter Alpha Series was always my go-to fighter, so footsie is alright. I'm also not accustomed to learning 70 different situational combos, which doubles my learning curve. I'm not ready to deal with CH combos since I don't yet have the presence of mind to execute it in such a short span of time. So, coming from scrub territory here, how am I going to get myself off of this plateau? What are the base combos that, once you get the hang of them, open up the avenue to the rest of her varied combo game? You shouldn't be doing 3c before itsuu in the the itsuuC combos. 5b[m] 5c itsuuC etc. Also, her situational isn't too bad. It is mostly just knowing when to do airdash C, or airdash BC, or dj.d->fall c depending on distance from corner.
Mobri Posted September 4, 2009 Posted September 4, 2009 You shouldn't be doing 3c before itsuu in the the itsuuC combos. 5b[m] 5c itsuuC etc. Also, her situational isn't too bad. It is mostly just knowing when to do airdash C, or airdash BC, or dj.d->fall c depending on distance from corner. Yep, them thar's my number two problem. That's really just a matter of practice, though. Good to know about the ItsuuC's. I'm glad it wasn't just me. I feel stupid, but at least I can move on now. lol
Naters Posted September 4, 2009 Posted September 4, 2009 Has anyone noticed when near the corner [m]j.5d will bounce off the wall and land not in the corner but a few character lengths away from it?
ghost333 Posted September 6, 2009 Posted September 6, 2009 since there are no staffless throws here let me write some of mine. click on any combo to view it on youtube :P. STAFFLESS THROW COMBOS: most combos need the staff to be placed corectly when u start the throw but u need to improvise a bit so experiment and let your imagination to go wild , this combos are here to help you take some ideas !! (most combos were tested on ragna and taokaka) 4Throw > j.B > dj.B > j.C > 236B > 236C (optional: 63214 A/B/C) basic, works against everyone. 6Throw (2hit) > 236C > 2C > j.B > j.C > 236B > 236C (optional: 63214 A/B/C) basic , no need to care about the staff but if placed nicely u can go to 63214 A and continue to combo although u have to do only the 236B situational : 4Throw > j.C > j.D > AD > j.C > staff2 > 6C > 623D > 6C > 3C needs staff to be 2D and behind opponent 4Throw > sj.B > j.C > 236B > RC > D > AD > j.C > 236B > staff2 > 236C this is a bit tricky on where to place the staff (note :staff must be placed to 5D , also note that this one is flashy and need 50% of your heat :P) 6Throw (2hit) > 236C > 2C > j.B > j.C > j.D >AD > j.C > staff2 > 6C > 623D > 6C > 3C staff needs to me placed at 2D 6Throw (2hit) > 236B > 236C > RC > j.D > j.B > dj.B > j.C > 236B > staff2 > 236C staff needs to be placed at 5D and uses 50% heat 4Throw > 41236A > A > A > j.C > 236B > RC > j.D > 236C > dash > j.C > 236B > 236C this is really tough but the postion is not so dependable a bit left or right doesnt make the combo to miss. set the staff to 5D note: (optional: 63214 A/B/C) depends on what u want to do usually A is for more combo hits , B for pressure and C for closing distance i left it like this because it depends on situations. if someone have better ones plz post also i know what most people will say about the 50% heat and the staff situations but they are there for educational reasons since this is to use as a guide. air throws and char specifics soon :P
Shin Oni Posted September 6, 2009 Posted September 6, 2009 anyone have tips on her Kara freefall? I can pull it off sometimes during the 447 backdash without the staff and it comes out every now and then during regular IAD with and without staff. But I can't seem to get it consistently yet. Maybe I just need more practice? kinda curious to see how others perform it.
individuals Posted September 6, 2009 Posted September 6, 2009 practice practice practice. i personally dont use it off IAD, as thats low enough and you can land safely after a j.B or j.C, so i usually get some vertical if i ever plan to do it.
ghost333 Posted September 6, 2009 Posted September 6, 2009 ^ So how useful are these? they are not useful until u lose a match , after u drop a combo from a staffless front throw (without having any heat left) on an enemy with 7% health and no Burst. u must learn to do the more in every situation. a stafless throw is not so uncommon...
OhNoez Posted September 6, 2009 Posted September 6, 2009 they are not useful until u lose a match , after u drop a combo from a staffless front throw (without having any heat left) on an enemy with 7% health and no Burst. u must learn to do the more in every situation. a stafless throw is not so uncommon... A throw itself is pretty uncommon..
Lord Knight Posted September 7, 2009 Author Posted September 7, 2009 anyone have tips on her Kara freefall? I can pull it off sometimes during the 447 backdash without the staff and it comes out every now and then during regular IAD with and without staff. But I can't seem to get it consistently yet. Maybe I just need more practice? kinda curious to see how others perform it. I input it as 66[1]D~B+C.
luci3l Posted September 8, 2009 Posted September 8, 2009 5B 5C(2) itsuuC jChun 2C JBCD airdash JC staff2 6C tsubame 6C~ hi i wanna ask always after the jChun , the 2C always turn the combo meter gray. i tried to jump and do chun as quickly as possible but still cant seem to chain the 2C any ideas? Counterhit > dash 5B itsuuA 2A 5B JBCD airdash JC 6C Tsubame 6C 3C and this which works on noel, the JBCD that D always fly faster then noel land and therefore couldnt hit ?? erm any idea where i muz delay because the timing of 5B JBCD is very strict
ghost333 Posted September 8, 2009 Posted September 8, 2009 5B 5C(2) itsuuC jChun 2C JBCD airdash JC staff2 6C tsubame 6C~ hi i wanna ask always after the jChun , the 2C always turn the combo meter gray. i tried to jump and do chun as quickly as possible but still cant seem to chain the 2C any ideas? i guess that u jump too high try to tk the chun by inputing it 2369C Counterhit > dash 5B itsuuA 2A 5B JBCD airdash JC 6C Tsubame 6C 3C and this which works on noel, the JBCD that D always fly faster then noel land and therefore couldnt hit ?? erm any idea where i muz delay because the timing of 5B JBCD is very strict if i remember corectly u have to jump up straight and not forward the input is : ...2A 5B j.8BCD..
Lord Knight Posted September 8, 2009 Author Posted September 8, 2009 i guess that u jump too high try to tk the chun by inputing it 2369C if i remember corectly u have to jump up straight and not forward the input is : ...2A 5B j.8BCD.. As far as the itsuuC combo, you don't want to TK, you do want to jump, just input a bit faster after the jump. As far as the itsuuA combo, that helps, but that doesn't completely solve the problem. You have to make sure to not rush the combo is all.
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