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Posted

LK was saying some of the first half combos were practical on IRC.

The second half combos are true cmv, the first half is full of practical stuff. Just gotta test to see what works on who and where.

Posted

Tested the combo that starts around 2:00 on http://www.nicovideo.jp/watch/sm7661699 on Ranga (which is shown in the vid) and on v-13 for 4724 damage.

haku, hatsu, riichiA, ippatsuA, ippatsuA, ippatsuC, ippatsuC, drop down and land, j.c, JC, D (hold for a little), j.c, 6c, tsubame, 6c, okizeme

I assume since it works on v-13, it'll work on noel and litchi also, but need more testing. Not sure if you could start this on a tsubame yet, but I feel it's a viable combo to do during oki mixups in the corner.

Posted

http://www.youtube.com/watch?v=MY2hYvGWEks

Beat you to it bro.

Doing 4 Ippatsu reps requires that you have very few hits (like 6A > Haku, 2B > Haku, 5B > Haku), so although it's max damage, it's kind of unsafe unless you know. Most of the other riichi combos just do three reps.

Also I think there is something else to the teching system? Because sometimes I would be doing drop > rising JC dj J[D] ]D[ falling JC, but slowish, then tsubame became techable, but when I did it fast, the combo just worked.

Riichi combos are hardest on Nu, Noel and Jin. You gotta do haku > latest hatsu > fastest riichiA.

-------

Combo is: xx haku hatsu riichiA (filler) drop > rising JC dj J[D] ]D[ falling JC 6C tsubame 6C 3C

Ragna, Noel, v13, Hakumen, Jin, Litchi: machi, machi, okkake (AAC)

Tao, Rachel, Arakune, Bang: machi, okkake, okkake (ACC)

Tager: Hit C a bunch.

Carl: :(

Posted

I'm sorry but these terms came up kinda suddenly so I don't know. What are machi and okkake? Are they followups to Riichi, cause I thought there was only one followup.

Posted

You can hit A, B, or C on top of the staff. Each one comes out a bit slower. LK listed the actual button press at the end. (macchi == A, okkake == c) EDIT: Nevermind on the different direction of opponent, I just didn't see that the enemy switched sides between the hits from riichiA.

Posted

Word, I was wondering how you could do more riichi combos through different setups. I was just wondering if you could setup the combo off of a tsubame, or itsuC (and if it's worth it to do so) so it could be used in a more practical situation. Damage seems very much worth it though and the combo isn't insanely difficult, just requires some timing.

Posted

At the very least, you can do riichi combos off throw, midscreen itsuuA, tk chun/haku mixup, standard high/low. Unfortunately you can't do it off corner itsuuA, but those combos do about 4k anyway so it doesn't really matter.

Posted

I made one work on Tager for 3901 damage. 5b, 5c, haku, hatsu, riichiA, ippatsuA, ippatsuC, drop, walk away from the wall about a step or two, 5b, j.b, j.c, JC, D (hold for a little), falling j.c, 6c, tsubame, 6c, oki

Posted

I made one work on Tager for 3901 damage.

5b, 5c, haku, hatsu, riichiA, machi, okkake, drop, walk away from the wall about a step or two, 5b, j.b, j.c, JC, D (hold for a little), falling j.c, 6c, tsubame, 6c, oki

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

I didn't want to just do okkake till he teched out :psyduck: Good stuff.

Next we got to get Carl.

Also I really hate how "EDIT" is right where "QUOTE" should be in every other forum.

Posted

Could someone evaluate my Litchi please? I know I didn't do that well, but this is also from online play, which has its share of lag.

Kumlekar (HA) vs Shining Aquas (LI)

mmm when you tsubame them dont do shishin right away, do a combo into knockdown and then shishin, its free damage anyways. Try learning throw combos (with itsuu a)

overal your litchi is "ok", the ground combos were fine but you need to do longer combos, litchi´s damage output is not that high (when comparing her to ragna or v-13) so you need to maximize your oportunities to do damage. And 1 last thing, try not air dashing too much against Hakumen, he can 6A you or worst counter into combo (which will hurt)

but well its online play so I dont blame you for everything, try recording offline fights, play harder, learn more combos and more important have fun

Posted

About the same as diveman said... I liked the pokes with itsuuB, but it's not all that safe. Big thing though. When you follow up with pressure with shishin, with hakumen you have to watch out, he can counter that shishin and catch you with the throw for some good damage. the other thing is when you do pressure like that, Haku is a much better option that 2a since it's actually a low hit. 6A or 236A are your best too mixups to follow that string along with a throw, make sure to change them up.

Posted

Also I think there is something else to the teching system? Because sometimes I would be doing drop > rising JC dj J[D] ]D[ falling JC, but slowish, then tsubame became techable, but when I did it fast, the combo just worked.

Don't quote me on this since it's just a rumor but I've heard that combos become more techable as more time passes. In GG it was hit count based but in BB there is supposedly a timer that also plays a role in decreasing hitstun (am I using the right term here?) to prevent infinites. That's probably why it works when you do it fast.

Posted

Well I knew that Zenmetsu, but I didn't know it mattered for moves that had large untechable times like JC, 6C and 3C. Well, the more you know.

Posted

Here's a crappy riichi combo against Carl, crappy because it doesn't end in a knockdown and only does around 3.6k damage. 5b, 5c, haku, (wait till the haku is almost done), hatsu, riichiA, ippatsuA, ippatsuA, ippatsuC, drop, j.c, D (hold for a little), air dash, j.c, hatsu, chun (or chun, hatsu at the end) if you leave out the 5b, 5c and just happen to catch someone with a random machi in the corner (like that will happen) then you could go for a tsubame, 6c after the air dash, j.c. Probably not worth the work. :\ You want to get the machi right before he's almost hitting the ground otherwise the second one won't hit.

Posted

Here's a crappy riichi combo against Carl, crappy because it doesn't end in a knockdown and only does around 3.6k damage.

5b, 5c, haku, (wait till the haku is almost done), hatsu, riichiA, machi, machi, okkake, drop, j.c, D (hold for a little), air dash, j.c, hatsu, chun (or chun, hatsu at the end)

if you leave out the 5b, 5c and just happen to catch someone with a random machi in the corner (like that will happen) then you could go for a tsubame, 6c after the air dash, j.c.

Probably not worth the work. :\

You want to get the machi right before he's almost hitting the ground otherwise the second one won't hit.

Can't do airdash JBC land tsubame 6C 3C like standard Carl combo enders?

Posted

If I try the airdash j.b j.c, the j.c whiffs or he's able to tech. There has to be something that ends in a knockdown. :\ I have to experiment with this combo more. Damn his hitbox! :( Okkake is the C move when you're on the staff during riichiA.

Posted

alright, here's some of me losing to hakumen, it seems i'm a bit nervous in front of the camera, since i totally screwed most of my combos... :psyduck:

litchi vs hakumen1

litchi vs hakumen2

anyhow, this is Offline matches, and on a pretty crappy CRT (i promise, next time it will be big shiny LCD).

and arrrrm, i'm not actually that bad, in the totall we were actually pretty even in the wins, but well, can't argue with the camera :psyduck:

about excution, i never intended to go for a combos like B C 3C dash wiff C

or B C (2hit) plant stick... so no point critisize the that (imo at least).

Next week i promise (and hope) i will get you some better matches..

oh and yeah, first time i saw haku's super counter :kitty:

Posted

Well dropping those combos is still open for criticism, even if you don't 'normally' drop them, you still did, so it's still something to work on. Not to say I don't drop combos (since I do) but execution is always something you can work on.

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