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Posted

Not sure if this combo is posted but it does considerable damage off of a great wheel mixup(corner only):

High: 41236D, 6A, 5C=

Low: 41236D, 2B, 2C=

ittsuuC, j.B,j.C land, 5C, j.B, j.C jump cancel, jD, staffhit1, falling j.C, staffhit2, 6C, tsubame, etc

For both options you'll have to wait a split second before doing the mixup after the 41236D so the staff has time to return for the ittsuuC. Both reset into the same corner shenanagans.

Here's a midscreen 3C combo I've been tinkering with as well:

5B, 5C, 3C [D], run slightly, ]D[, j.B, j.C, land, slight dash in, staffhit2, 6C, Tsubame, etc

Mask your mixups. Just doing 6A/2B is pretty easy to block. 5A whiff > 2B, 6 >6A, whatever you can do to make it harder for your opponent to react. 5B chains into both 6A and 2B, it's a good way to set up something tricky.

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Posted

Yeah, also for example you don't want to do: 5B 6A or 5B 2B, as a mixup. This is because they can essentially 'fuzzy guard' it. That's Fuzzy Guard in the 3D fighter sense. Since they know 2B always has X startup and 6A always has Y startup and Y > X, they can just block low for the first X frames then block high after that and suddenly you don't have a mixup anymore. You should vary what you do before your actual mixup of course, and also you really have to work throws into that mess once they start thinking they can just reaction block anything you do. You can throw that off by throwing Haku and Chun into the works as well, though you might need to blow meter to get a combo doing that.

Posted

You can combo off both Haku and Chun starters both into character specific corner combos pretty reliably.

Posted

Normally staff is still in return state during 5B, and you'll be back in [m] after it. staff returning xx Chun 5B tsubame JC 4kote falling JC > then either 1. 2B 2C sjJBC[D] ]D[ falling JC 6C tsubame 6C 3C or 2. 5C JBC dj J[D] ]D[ falling JC 6C tsubame 6C 3C. Or if you don't have a lot of hits haku > chun or just chun > 5B itsuuA > haku chun 5B > char specific corner combo.

Posted

Mask your mixups. Just doing 6A/2B is pretty easy to block. 5A whiff > 2B, 6 >6A, whatever you can do to make it harder for your opponent to react. 5B chains into both 6A and 2B, it's a good way to set up something tricky.

Well yea of course don't make it obvious, I was just posting that for combo purposes

Posted

5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C~ Is there video of this combo? I'm having trouble getting the timing down and seeing it in action would help a lot

Posted

Watch any recent Litchi match ever and you'll see it.

Posted

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

Is there video of this combo? I'm having trouble getting the timing down and seeing it in action would help a lot

Further, the only way we can help is if you're telling us where you're dropping the combo. A couple of things: make sure you're doing your Chun as fast as possible or they'll tech out before 2C, and make sure you're far enough from the corner to be able to land from IAD j.C 6C without the staff returning and making it a 6C[m].

Posted

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

Is there video of this combo? I'm having trouble getting the timing down and seeing it in action would help a lot

And further, the chun is character specific.

Posted

Screwing around in training mode, I found that you can recall your staff while you are running. However, this isn't very practical because you have to be running for a few seconds before this becomes possible. You practically need to run across the current visible screen before you can recall while running. The only application I see for this is if you ran under a jumping opponent and felt like recalling staff.

Posted

Screwing around in training mode, I found that you can recall your staff while you are running. However, this isn't very practical because you have to be running for a few seconds before this becomes possible. You practically need to run across the current visible screen before you can recall while running. The only application I see for this is if you ran under a jumping opponent and felt like recalling staff.

Ooh, I didn't know that was possible. That's pretty cool.

Posted

Further, the only way we can help is if you're telling us where you're dropping the combo. A couple of things: make sure you're doing your Chun as fast as possible or they'll tech out before 2C, and make sure you're far enough from the corner to be able to land from IAD j.C 6C without the staff returning and making it a 6C[m].

I'm having trouble hitting the second chun, the chun/j. Any tips?

Posted

The chun isn't character specific. You can j7chun the same on everyone.

Posted

Anyone can tell me what the proper way to do the shishin corner mixup is? After I end my combo with a 3c am I supposed to use shishin immediately? What I'm getting right now is Rachel flying up over my head when shishin hits her...:gonk: What am I doing wrong? Help appreciated. :keke:

Posted

She isn't teching so the Shishin is hitting her. If you see this happen, you can jump up and do an air combo on her. Might not get a lot, but it's better than nothing. Alternatives are to delay the move to come out as she is teching, or use [2D] instead and hold it until she tries something, or relaunch if she doesn't try anything.

Posted

Thanks for the quick reply GB. You're right, set the dummy to tech in training and my shishins are hitting. :keke: My friend needs to learn to tech, lol.

Posted

I'm having trouble hitting the second chun, the chun/j. Any tips?

Apparently this is a more common mistake than I would have thought. Chun/tk chun/j. chun does not mean you're doing 3 chuns in the combo. You only do one; j. chun has the tightest timing but will hit everyone everywhere as long as you do it fast enough. Standing Chun will only hit certain characters, I know Nu for a fact, probably Tager, and I suppose TK chun is somewhere in the middle. Most just always do j. chun. You can jump any direction, experiment to find the spacing and timing that works best for you.

Posted

Regalia, the Shishin okizeme can get extremely unstable at times. Often times you have to guess how the opponent is going to get up and go with a gameplan. In the event that you use Shishin when they do a late tech or they roll, they will fly over your head. If you are in the corner you can do j8.C>land>tsubame>combo in this case. You can't "react" to this situation so you have to know this is going to happen and just go for the jump C. But there are so many situations that arises with Shishin, especially mid-screen, that I haven't found a stable follow-up combo for each one. Sometimes they'll get hit and begin by flying towards you for 2 hits and then suddenly do a 180 and fly the other way for the last hit... or vice versa. I have no idea what to do in this case. D: Does anybody have compiled information on why some of these bizarre trajectories happen? I guess this is something I can spend a day training mode-ing to find out and hopefully find legitimate follow-ups for each case.

Posted

Hey can someone tell me what I'm doing wrong here? http://www.youtube.com/watch?v=ngOg3uqvjLI

I was just messing around in the corner and saw some player do this combo on rachel so I figured it worked on Ragna but I can't get it to come out. its just tsubame, 6C, 5C (OTG), JB, jc, JCD, JC falling, 6C Tsubame 6C~.

The problem I'm having is that he's teching before I can even land the falling JC, what gives? should i not jump cancel the B and C or what. I've been trying a lot of different timings nothing gives.

Edit: Sorry about it being left aligned lol I just noticed it, won't happen next time'

Double edit: ok it appears you need to hold the D in and delay the staff a little bit first. man her shit is just ridiculous sometimes lol

Triple edit: After messing around with her even more I figured out that after her JC knockdown without staff if you delay the D just a little bit your combos will always hit, good to know!!

Posted

Apparently this is a more common mistake than I would have thought. Chun/tk chun/j. chun does not mean you're doing 3 chuns in the combo. You only do one; j. chun has the tightest timing but will hit everyone everywhere as long as you do it fast enough. Standing Chun will only hit certain characters, I know Nu for a fact, probably Tager, and I suppose TK chun is somewhere in the middle. Most just always do j. chun. You can jump any direction, experiment to find the spacing and timing that works best for you.

That makes so much more sense. Thanks!:yaaay:

Posted

I have a very interesting/fun combo. It's obviously not worth using against someone who knows how to grab break though. If you do get lucky enough to pull it off you're in for some great damage. (6147) start without M 5B > 5C > 2C > 6C > 5C (or2B) > 2C > JumpCancel > air grab > falling j.c > haku > chun > RC > air grab > falling C > haku > Hatsu > RC > Air grab > falling C I know it's a very unorthodox combo, but I figured it was worth mentioning.

Posted

Litchi Throw Combo Encyclopedia - http://www.nicovideo.jp/watch/sm7565301

6Throw(1 hit) ItsuuA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C - Ragna, Arakune*, Bang*, Hakumen* (* means you got to do 5C J8BCD airdash JC~)

6Throw(1 hit) ItsuuA 6B 5C JBCD airdash JC 6C Tsubame 6C 3C - Jin

6Throw(1 hit) ItsuuA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C - Noel, Litchi, Nu

6Throw(1 hit) ItsuuA 4Kote 2C JBCD airdash JC 6C Tsubame 6C 3C - Tager, Rachel (xx Tsubame 6C 6C 3C possible on Rachel)

6Throw(1 hit) ItsuuA 4Kote 5C JBCD airdash JC 6C Tsubame 6C 3C - Taokaka

6Throw ItsuuA 4Kote 2B 2C JCD airdash JC 6C Tsubame 6C 3C - Carl

-------------------------------------------------------------------------------------------------------------------------------

4Throw ItsuuA dash 6C 5C JBCD airdash JC 6C Tsubame 6C 3C - Ragna, Arakune, Bang*, Hakumen

4Throw ItsuuA dash 6B 5C JBCD airdash JC 6C Tsbuabme 6C 3C - Jin

4Throw ItsuuA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C - Noel, Litchi, Nu

4Throw ItsuuA 4Kote 2C JBCD airdash JBC dash 6C Tsubame 6C 3C - Tager

4Throw ItsuuA 4Kote 2C JBCD airdash JC 6C Tsubame 6C (6C) 3C - Rachel

4Throw ItsuuA 4Kote 5C JBCD airdash JC dash 6C Tsubame 6C 3C - Taokaka

4Throw ItsuuA [D] ]D[ haku chun staff2 tk chun Tsubame 6C 3C - Carl

Posted

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?

Still got no halp D: The staff comes back well before she recovers from Haku and they tech after that anyway.

EDIT: 6Throw(1 hit) ItsuuA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C Also (trying this on Ragna in training.) he techs before my JB, anyone know the timing? *would watch videos but crappy computer won't play them without chugging and skipping details*

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