STenSatsu Posted August 24, 2009 Posted August 24, 2009 So, I'm trying to improve my staff blockstrings but everything feels very slow and IB punishable. Seems like there aren't any good options off 5b except maybe just 6b feinting if they block.
MisoSowee Posted August 24, 2009 Posted August 24, 2009 So, I'm trying to improve my staff blockstrings but everything feels very slow and IB punishable. Seems like there aren't any good options off 5b except maybe just 6b feinting if they block. USE MOAR SUPERSSSSS!!!! or u get an F!!! on a more serious note... could you explain when you're getting IB'd? I also wanna get into the IB train but it's not very easy. and could you explain like.... "the move where she spins around" cuz i don't know her move motions.... i will beat you! >:[
STenSatsu Posted August 24, 2009 Posted August 24, 2009 6b is where she spins and then pokes far with the staff straight forward. You can hold b during this to just spin instead which is good for throw tries. Kaigu was IBing both hits of 5c, the 2hit staff normal. Really, you can IB pretty much anything after her 5b(knee) since all her staff stuff is slow as hell. Which is why I was wondering what to do better for 5b[m] blocks.
Phrekwenci Posted August 24, 2009 Posted August 24, 2009 Which is why I was wondering what to do better for 5b[m] blocks. Jump-cancel forward B, air back-dash B.
Hintalove Posted August 24, 2009 Posted August 24, 2009 I think you can actually jump out after blocking 5c, IB or no IB. I too am at a loss about how to pressure with litchi from a neutral situation.
STenSatsu Posted August 24, 2009 Posted August 24, 2009 Ya, I've been looking at 5b,jb into some ja also. Discovered you can crossup pretty randomly with 5b,9b,ja,fall b. Was kind of funny. I guess I should probably give up on rushing with staff since she doesn't seem to have any real mixup and most of her block strings are unsafe.
Spud Posted August 24, 2009 Posted August 24, 2009 So, I'm trying to improve my staff blockstrings but everything feels very slow and IB punishable. Seems like there aren't any good options off 5b except maybe just 6b feinting if they block. I used to have this problem something awful; I just stopped feinting in strings. I found that it's better (for me) to just have the opponent spaced away from me. Now I usually end up using 5B 5C ItsuuB Shishin, or something similar. Sometimes if I have meter I'll do 5B 5C (1) Daisharin. I really just freestyle my strings though.
geist Posted August 24, 2009 Posted August 24, 2009 when you get them used to blocking 5B 5C, I tend to go for repeated 5B 6Bfeint or 5B JC->whatever (IAD 2D is something I keep forgetting about but is really nice...if you CH the first hit in front of them, you can go for a combo (won't do that much damage outside corner since your staff is now set for parabola release, but you'll still get some damage...in corner you should be able to riichi combo somewhat or haku chun, hatsu haku chun 5B 6C or something)... you can also stop a block string at any time with either itsuu or 5D/2D (5D more-so since people tend to try and IAD or jump in on you when they get their chance...)...of course if they try to jump when you itsuu, snipe them out of the air with A...otherwise you're best waiting for itsuu to end and either D to launch or shin shin (itsuu has a brief moment of "staff return" property) in general, vary your blockstring..if they're getting used to you feinting 6B, do 5B 3C or 5B, 6C...both give your opponent a moment of breathing room like 6B feint, but if they try to do anything they're getting punished for it like another person said...daisharin usually gets you some free damage since if gives you SOOOOOO much time to mix them up course, most of my damage comes from naked hits outside the corner (and mix-up/reset inside) course, staffless inside the corner is a bit easier...IAD and kote are wonderfull
SilverDrgn85 Posted August 25, 2009 Posted August 25, 2009 http://www.youtube.com/watch?v=9BvLaLmpSOY @ 2:26 This Carl ender is driving me nuts. If I try to do the combo in the video, in the very rare instances I get airdash JB to connect, he techs out before the C anyway. However, if I start a little further from the corner and do 5B 5C 426D~C 7 236C 5B ~ender, the ender is ridiculously easy. I figured since the staff is closer in the former case that'd I'd have to delay it a little, but I can't detect a delay in the video. I've tried to airdash ASAP, but the B whiffs over Carl. Delaying the airdash has him teching though it. What gives?
Cornix Posted August 25, 2009 Posted August 25, 2009 I have my own question (sorry silver). I'm having a lot of problems with riichi while I'm right above them and/or have crossed them up with the jump. I'll just end up hatsu-ing instead.... what gives?
Ceirnian Posted August 25, 2009 Posted August 25, 2009 (IAD 2D is something I keep forgetting about but is really nice...if you CH the first hit in front of them, you can go for a combo Don't forget about RCing the j.2d, you get a full combo and it deals a lot of damage. For instance j.2d rc 5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C 3c [4058]
Kenshuma Posted August 25, 2009 Posted August 25, 2009 I have the same problem with the blockstrings with the staff. TBH though, I sorta don't bother if I have the staff. I'd just go for baiting attacks instead.
Guardian Posted August 25, 2009 Posted August 25, 2009 Airdash 2d~b+c You kara cancel j2d with throw basically. I'm having ALOT of trouble getting this to work; I seem to only get the j.2d to come out, no matter how I time the b+c. Tips?
slithy.tove Posted August 26, 2009 Posted August 26, 2009 I'm having ALOT of trouble getting this to work; I seem to only get the j.2d to come out, no matter how I time the b+c. Tips? I was learning to do this yesterday after getting my ass beat by nu. For me what worked was initially just mashing the b+c almost at the same time as the 2D. Once I finally saw what the fastfall animation looked like, it was easier to get the hang of it (originally I didnt even know what to expect). Remember you have to be airdashing for this to work (at least i dont think it works in other cases). So just start up training mode, do a superjump and double tap forward to air dash. See how long it takes for your litchi to fall to the ground. After doing this a couple times then try doing the same but hitting 2D + B + C in the air, barely making the 2D a little faster (to me it practically feels like its all at the same time). This is what worked for me - still havent gotten the hang of it to do it every time but I'm getting there.
STenSatsu Posted August 26, 2009 Posted August 26, 2009 I have my own question (sorry silver). I'm having a lot of problems with riichi while I'm right above them and/or have crossed them up with the jump. I'll just end up hatsu-ing instead.... what gives? A little more info on which riichi combo? Midscreen or corner? And when would you cross them up with a jump?
geist Posted August 26, 2009 Posted August 26, 2009 A little more info on which riichi combo? Midscreen or corner? And when would you cross them up with a jump? he's talking about just doing a naked riichi... I've noticed there's a couple moments of where riichi just doesn't work....I definitely know that if you've recently gotten off the staff you can't riichi again for a bit...maybe that's happening. Also, if you're getting hatsu, maybe you should reverse the motion? (hatsu is qcf, riichi is hcb)
Lord Knight Posted August 26, 2009 Author Posted August 26, 2009 Major guide overhaul. Added new combos, got rid of outdated ones, cleaned up the notation a little bit, added gatlings, put in info about kara throw and kara fastfall, added random combo notes, finished Manten Return state. All that's left is to add Daisharin stuff, Riichi combos, CH 6A[m] combos and get damage for everything.
slithy.tove Posted August 26, 2009 Posted August 26, 2009 Major guide overhaul. Added new combos, got rid of outdated ones, cleaned up the notation a little bit, added gatlings, put in info about kara throw and kara fastfall, added random combo notes, finished Manten Return state. All that's left is to add Daisharin stuff, Riichi combos, CH 6A[m] combos and get damage for everything. this is really great info (and im relieved to see that the combos ive been working on this week arent outdated lol) thank you for taking the time to put this up. people may be interested to know litchi frame data, ive noticed some of the other general guides have this or a link to it. deciphering those frame charts and actually applying it to my game is a bit beyond me but i am terribad at this game so who knows. also you have so many helpful youtube videos on your dukeknight account that have been the only reason ive been able to get the timings down on her bnb's. maybe a link to some of these in the combo section would be helpful too thanks again
Diveman Posted August 26, 2009 Posted August 26, 2009 on the new ko-hatsu videos, I saw litchi returning the mantenbou but without doing the "comeback animation", does anyone know how to do that? Heres the videos: http://www.youtube.com/watch?v=UelvNcC_s_Q at 3:41
STenSatsu Posted August 26, 2009 Posted August 26, 2009 If you mean when she runs, if you run a certain amount you can call the staff while moving without making an animation for it. Also, nice update. Thanks LK.
Phrekwenci Posted August 27, 2009 Posted August 27, 2009 Aww how nice, LK put the 5D corner combo I found in there, just with the extra Tsubame ender.
STenSatsu Posted August 27, 2009 Posted August 27, 2009 You might want to try and add the Daisharin combo from your vids in there somewhere LK. Getting ~4k off random j.b is worth 50% super imo.
Rhyllis Posted September 2, 2009 Posted September 2, 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.
Spud Posted September 2, 2009 Posted September 2, 2009 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. Yeah...Everything you said is basically true, Great Wheel is probably the most useful and is the only one that can be comboed into. The other two are extremely situational. Or maybe Litchi players feel her supers aren't worth it and instead use it for rapid cancels? That was funny.
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