WayINside Posted September 6, 2009 Posted September 6, 2009 oh, you mean that this is an old vids :S anyway only half screen away from the corner i'm having trouble getting KD with itsuu C
Lord Knight Posted September 8, 2009 Posted September 8, 2009 Read the guide! I added all the new combos in there.
Phrekwenci Posted September 10, 2009 Posted September 10, 2009 Just in case no one noticed, someone uploaded some matches with BLEED using Litchi, and sucking hardcore. Is it just me or as Manakan eons better?
Spud Posted September 14, 2009 Posted September 14, 2009 ^ Are you talking about this? http://www.youtube.com/watch?v=SRy49qkIWrg This Litchi (If this is BLEED, he plays just a SMIDGE less godlike than I've been hearing all this time) actually plays a lot like me (I mean that in a bad way, he seems pretty garbage like me imho) Two things I noticed: when launches the staff off of Maten Return State moves, wouldn't Shishin work better in a lot of cases? And he Tsubames a lot...It bothers me. Just saying.
STenSatsu Posted September 14, 2009 Posted September 14, 2009 If he's doing it off manten returns shishin might be more dangerous depending on opponent and range. I know I've gotten stuffed out of shishin off return states quite a few times. Also, using tsubame a lot against arakune is kind of nice. It's fairly hard for him to punish from the air without curse up from what I've seen, and its vertical speed can catch ara not fding a lot.
individuals Posted September 14, 2009 Posted September 14, 2009 i think at 6:00 during KM bleed should have went for highlow mixup, instead of attempting to cross with those jumps i never try to cross people up during KM. only exception is maybe if i am in corner, then i will cross with a j.B one to get them in the corner, then continue with highlow. i noticed bleed attempts to do empty jumps and dashes during KM to cross in a few other videos, but i dont think its really difficult to block accordingly, especially with the heavy blockstun, meaning it won fool the opponent. i dont think it ever has to my memory, although i only started watching bleeds matches recently. EDIT : awp, found one where he successfully crosses up during KM against kaqn. although its an IAD, unlike the slow normal jumps i usually see. so maybe this is more practical. (http://www.youtube.com/watch?v=F3pV4qdKJyc&NR=1 , at 1:50) i still think high and low is better D: or maybe i need someone to explain to me if jumping is pretty good or not. what do you guys do during KM?
Spud Posted September 15, 2009 Posted September 15, 2009 If he's doing it off manten returns shishin might be more dangerous depending on opponent and range. I know I've gotten stuffed out of shishin off return states quite a few times. Also, using tsubame a lot against arakune is kind of nice. It's fairly hard for him to punish from the air without curse up from what I've seen, and its vertical speed can catch ara not fding a lot. I prefer Itsuus, I get to keep the staff that way and I have some range to poke at him from.
STenSatsu Posted September 15, 2009 Posted September 15, 2009 Itsuu is a completely different angle then when you'd be doing tsubame though.
Spud Posted September 15, 2009 Posted September 15, 2009 ^ I noticed a few times in the video (can't tell you the exact times, I'm rushing to type this as I head out) when Arakune was way out of tsubame range, as far as halfscreen and fullscreen, and BLEED threw it out on wakeup anyways. That's what was really bothering me. EDIT: Ah, gotcha
geist Posted September 15, 2009 Posted September 15, 2009 ^ I noticed a few times in the video (can't tell you the exact times, I'm rushing to type this as I head out) when Arakune was way out of tsubame range, as far as halfscreen and fullscreen, and BLEED threw it out on wakeup anyways. That's what was really bothering me. well, tsubame DOES create a sort of wall that ara will have to wait to pass...though he pretty much gets a free cloud out of it since she can't really do anything to knock him out of the air wtb a way to launch the staff whichever way you want
Soothesayer Posted September 15, 2009 Posted September 15, 2009 i think at 6:00 during KM bleed should have went for highlow mixup, instead of attempting to cross with those jumps i never try to cross people up during KM. only exception is maybe if i am in corner, then i will cross with a j.B one to get them in the corner, then continue with highlow. i noticed bleed attempts to do empty jumps and dashes during KM to cross in a few other videos, but i dont think its really difficult to block accordingly, especially with the heavy blockstun, meaning it won fool the opponent. i dont think it ever has to my memory, although i only started watching bleeds matches recently. EDIT : awp, found one where he successfully crosses up during KM against kaqn. although its an IAD, unlike the slow normal jumps i usually see. so maybe this is more practical. (http://www.youtube.com/watch?v=F3pV4qdKJyc&NR=1 , at 1:50) i still think high and low is better D: or maybe i need someone to explain to me if jumping is pretty good or not. what do you guys do during KM?KM = 13 Orphans correct? I usually always go for hi-low(or low-hi) on it, as when I try to cross up sometimes I collide with the opponent's sprite and I actually move them out of it, even if they're getting hit already. I just find straight hi-low more rewarding and reliable. Although if they're blocking mid-air crossup might be the better option, since it's near impossible to hit them low during it. Is it me or us Litchi players prone to Inferno divida on wakeup when it comes to fighting Ragna? I always get hit by it at least once during a fight though I know it's bound to happen.
STenSatsu Posted September 16, 2009 Posted September 16, 2009 2 more litchi matches in the new gamechariot update. It's not BLEED. They use the light blue costume+light blue hair. Personally like them better than BLEED though. Match with him vs a Bang(Dora?) is hilarious because of Bang's hitbox.
Dakanya Posted September 16, 2009 Posted September 16, 2009 the bang is indeed dora and the litchi is fio. his execution was pretty solid and overall his play was solid but he made a miss against gucci's noel. seems like he is not used to delaying 6c enough against bang
Kenshuma Posted September 29, 2009 Posted September 29, 2009 http://www.youtube.com/watch?v=XdlwtPy3xw4 Other than the fact that I keep screwing up on combo's and punishes. What else is there that I'm doing wrong >_> Cuz I can't figure it out.
Spooks Posted September 29, 2009 Posted September 29, 2009 Hey there. Long time reader, first time poster. While watching Manakan's Litchi, I notice a particular combo segment that he uses a lot: tsubame 2C j.B j.C D iad j.C (http://www.youtube.com/watch?v=rDT3ePwRbrI at 0:55 if you want to see it) I'm under the impression that this segment is used a lot in combos, since I see it all the time. However, as a true beginner, I'm having trouble executing it. The first problem arises right off the bad, after tsubame. If I throw a tsubame out of the blue, I have a very difficult time getting to the opponent for 2C before they hit the ground or tech. I had some success by getting the opponent air-born first (tsubame doesn't knock them as far away), but they're still able to tech before the 2C more often than not. The next problem arises later (if I do somehow get the 2C off and continue). The opponent is able to tech after getting hit with the staff when I trigger it, before I make it over to them with iad j.C. Since I mostly get stuck on the first problem, I haven't got as much practice with this part and I assume I'm just not being quick enough. Any advice on how to pull this off? Is it purely execution that I'm failing at? Is there a certain move I need to use before I segway into the tsubame? Am I missing a RC in there?
Diveman Posted September 29, 2009 Posted September 29, 2009 try holding D a bit (until litchi recovers) and then release it and airdash JBC. This way there´s a higher chance you´ll get the combo about the 2C...try dashing and then 2C, the timing is tricky but far from impossible
Spooks Posted September 29, 2009 Posted September 29, 2009 Thanks. I think I actually got it. What I was trying to do was get right next to the opponent after tsubame in order to hit them with 2C. Instead of trying to give them a hug I just need to get close enough to nip them with the tip of 2C. As you said, the timing is still tricky but at least I can do it now.
STenSatsu Posted September 29, 2009 Posted September 29, 2009 http://www.youtube.com/watch?v=XdlwtPy3xw4 Other than the fact that I keep screwing up on combo's and punishes. What else is there that I'm doing wrong >_> Cuz I can't figure it out. Try not to jump so much. You were lucky he wasn't really using 6a, but it beats petty much everything clean. When he is running in on the ground, try sticking out 5a a bit. Most ragnas like to dash in and start with 5b which gets stuffed by 5a and might net you a ch 5a->5b->combo. You can also duck under his IAD C which nets you a free combo. I think you can IB 2d and get a dash 5b or 5c too. You need way better combo selection in the corner also. It wasn't an execution thing, you were just going for bad stuff while staffless. Last round of first set you do a staffless combo into 6c and then pick up with 2b->2c and only get an air combo off it. Against everyone but nu/noel/litchi/carl you want to use 5c to OTG like that because it doesn't lift them as high and lets you do j.bc. You could have done 6c,5c,j.bc,dj.d,fall c,staff2,6c,dp,6c and had a corner knockdown with more damage. Generally though you want to go into haku->chun asap once you've hit confirmed if you are staffless in corner. Then do 5b,j.bc,etc. Last round second set you didn't even attempt to combo after you threw him into the corner. Then you did a combo into chun but RCed and did 5c. You don't need to RC the chun as long as you have 5 or 6 hits in the combo so far. You can just 5b into combo. In general, you seemed to go for the ItsuuC BNB but would then airdash C instead of jump back chun. I'd work on the itsuuC BNB and work on learning how to combo in the corner so that you get knockdowns.
SIne Posted September 29, 2009 Posted September 29, 2009 you and I play a bit similar, so watching your matches was like watching one of my replays(except , I prefer to play with staff, so i usually call it back ASAP)...yeah don't jump so much, he hit you with alot of air dp's into combo then knock down and from your vid it looks like you prefer to play staffless...which is not bad in itself but you need staff against ranga...IMO...yeah bait run in 5b with 5a..cause if they run and you have to jump out it puts you at a disadvantage... You have to select better combos too like previous mentioned instead of doing 2b 2c, you can do 5c and pick ranga back up... and some times, you have to settle for those 3c combos, at one point you dropped you combo cause itsuu didn't come out and you did 5d...(I hate when that happens)
Kenshuma Posted September 30, 2009 Posted September 30, 2009 Thanks for the feed back. I'm taking it all into account. I just forgot to mention those matches were for CS preparation -_- Which is why it has lack of Tsubame combos. -waits for LK's comments-
Lord Knight Posted September 30, 2009 Posted September 30, 2009 Combos, learn them! JC > land dash 5C works 6C > 5C > JBCD > airdash blah blah blah Kokushi musou 2C 2C 2C (2C) JBC land tsubame 6C 3C (Had the oppurtunity at around 5:00) Chun doesn't need to be RC'd in corner. Had the oppurtunity to do 5C CH iad JC 5B 5C blah blah blah at 2:24 And toonnnnnnns of other stuff. As far as actual play you just kinda hop around, you aren't controlling Litchi's best area (in front of her and above her), instead you were playing into where Ragna controls space best. Blockstrings were weak and very repetative (though I realize there was some spots where you thought you got the hit and just didn't, that happens). Itsuu in pressure (especially vs Ragna) should be used really sparingly, it really isn't that good.
Intrepid I-no Posted October 5, 2009 Posted October 5, 2009 Thanks for the feed back. I'm taking it all into account. I just forgot to mention those matches were for CS preparation -_- Which is why it has lack of Tsubame combos. -waits for LK's comments- Nice vid. The advice given is great, i would add that in some of the matches you were running around staffless a lot more than i do. I typically keep my staff moving around the screen if i'm "staffless" because her staffless moves are just too weak and have little priority and range when compared to other characters especially ragna. Plus you're giving your opponent something to be thinking about when your staff is off screen flying toward you. And you most likely already know that her pokes are epically awesome with her staff and vs. Ragna I like to i.b. his standing b (? c maybe, the slash move) into tsubame, which i read why you had a lack of those combos. But still without your staff you're more vulnerable to pressure on knock down and it's more difficult to carry people to the corner. Still your game was good though. you have a much better staffless game than i
Kenshuma Posted October 5, 2009 Posted October 5, 2009 Yeah. I keep changing up whichever combo's to use depending on what's posted or found out in the CS thread for Litchi. So, it makes mine looks like shit. I'm practicing them so I won't be SO soar when CS hits. But, with the recent news, it doesn't look like she's going to be awful. She's actually a bit more sexy(too bad I can't practice and test some because of the new moves >_>) If I have to in a match, I'll poke them to death and wall bounce combo's to the corner. Then continue her corner game from there. But, those vids are strictly CS preparation videos. I was called the biggest turtle whenever I start poking lol. I'll upload one of my regular Litchi later. It still drops every other combo like it's her job though >.> But definitely thanks for the feedback.
STenSatsu Posted October 5, 2009 Posted October 5, 2009 Ya, I experimented with some CS style combos, but it looks like itsuuB and 6d will be a huge part of her new shit so I just stopped bothering. 5c otg, j.bc, kote4, fall c, d, 6c ender is pretty hot on anyone you can do it to and allows for almost the same damage as tsubame ender combos but you end up with staff. Though that isn't too bad since you'll probably be using staff super for oki over kokushi now anyway.
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