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Everything posted by DJHUOSHEN
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Impractical in the meter availability. You should be burning meter either: RC pressuring/combo Post combo special set up/lockdown Daisharin Approach etc.
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BTW you can throw a 2A to get out of Hazama's 214D~A without letting off the crouch. Can't combo off it, but it's a solid GET AWAY FROM ME with chance at your own pressure on his oki. Remember AsteroidB/C can be barriered to cancel it, so if you want to throw it, bait the 214D~B, and then nail him with a falling jCC after blocking, go for it. Also note that AsteroidC is a great approach method if the Hazama suddenly goes airborne, as his airborne snake poke attempts will whiff you completely (AsteroidC will clear over his jD amazingly). While flying at him, you can attempt to Arrow him (D), airgrab, jC, jB, w/e. I suggest jB only because sometimes you'll be falling short of the C and D options if he's still in the air as you get closer (which he usually is, given he's still airborne after snakes). Of course if he burns a charge and flys away, you're none the worse off. PS I suggest a dash before AsteroidC. If you do the dash, he'll either assume a straight dash or a quick IA dash, to which he'll generally respond with a j2D? (the forward down 30 degree) snake, which does a fairly good job covering both the dash and the IA dash attempts. AsteroidB would get hit, but AsteroidC will clear completely.
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Some good pickups in that vid, but it's pretty much corner combos except for maybe like 1-2 mid-screen combos. That being said the combos themselves are still pretty money and show you various post daisharin mixups and follow on combos based on when and how you score a hit in the daisharin sequence they use as a post pressure mix up.
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If she tries to j2C you, just dash/backdash, she'll float for a moment (if she's trying to j2C you near the ground, make her eat it, j2C startup is kinda slow). At worst you can tech the knockdown. At best you can punish with 5b[m]. You can manten launch her out of it too. If she 3Cs, you can actually grab her out mid animation. If she gets you to block, keep blocking unless you think she'll grab. Her 2A will beat out anything except maybe DP.
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Depending on your opener and FC you can do it 2-3 times in a row.
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The only time you should do something other than block is if you read command grab. Otherwise Bangs will keep trying to pressure you with that A button. Like I said find the slower hits in his string, IB before that hit and counter him hard. Sometimes if he tries to jump reset (not TK nails) you can jump and airgrab or counter. Sometimes. This fight is really a test of your blocking.
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If all they are doing is 5D, like I said, 2B[m] is low profile and will go under 5D. Or foward jump, and get sucked past the D hit where you can lay some punishment, or IB 5D and 5B[m]
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All but 9 have something worth learning, whether it's staffless shenanigans, ItsuuC combo, ItsuuA corner loop, etc etc etc.
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What this guy said, Bang's crouching hit animation is damn strange and a pain with Makoto (ever whiff 5B5CC6BC? yeah). I'm just more comfortable with 214ACA, because I want to tighten that up completely, and feel I still do it a little slowly. Plus sometimes it crosses them up, so I'm still feeling it out because if you're cornered, it's not a bad way to swap with your opponent. And finally, if you open with a 5A/2A, 214B > jB doesn't combo due to the proration of the A starter.
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Shinshin is all right but not amazing. From a large distance it won't hit her so she can just wait it out. If you are close enough for a Shinshin, she's close enough for a 5D, and start up on Shinshin isn't great. A note on her - if she loves to keep distance and antiair you a lot with 6D(?) you can dash and do a 3C[m]. Excellent sweep against Lambda and gives you an option that doesn't involve trying to jump into her. Airborne against Lambda isn't the best of places to be after all.
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Playing Litchi is basically learning two characters at once, since her staff and staffless 'stances' play differently in ways that are important if you want to get good with her. Learn: One Corner ItsuuA combo One Corner ItsuuC combo One Midscreen ItsuuA combo One Midscreen ItsuuC combo One Fullscreen ItsuuA combo One Fullscreen ItsuuC combo and 1-2 4D combos. If you spend the time learning all of that, you'll probably cover a lot of ground on her and get pretty decent pretty quickly.
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With meter, buffer 632146 and nail that D if he attempts to come in via snakes. Nothing he can do against a L3 FIST. You can also safely parry after he comes in. If he does nothing you should be able to block in time, but if he attempts to do anything coming in, free parry to punch.
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[CS1] Litchi Fresh Meat buns Thread (Guide and Combo Discussion)
DJHUOSHEN replied to Lord Knight's topic in Archive
Not really. Best way to tell how you're muffing the IppatsuA Facing the wrong direction - Delay or speed up the time spent between Haku Hatsu, or dash closer and Haku Hatsu IppatsuA is facing the right direction but whiffs - RiichiA IppatsuA is too slow, speed it up. Either that or the opponent is too far, speed up Haku/Hatsu -
Sup NinjaCW. Double Mak-ing eh? 5A loses to j2C. If he tries to reset you mid string with a jump cross up, 3C will set you free, or maybe even get you a CH. j2C will also screw up any time he tries to 2D you. His 2A isn't great ranged compared to yours, use yours to your best advantage. Otherwise, yeah, tough match up. One of several fights of my Mak vs Raiza57's Bang. http://www.youtube.com/watch?v=uNZ6AySBVGE
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[CS1] Litchi Fresh Meat buns Thread (Guide and Combo Discussion)
DJHUOSHEN replied to Lord Knight's topic in Archive
See my Litchi combo vids. Timing is everything, not always the fastest. Also, ATG, have you done that combo on Lambda? Holy hell, I can't get it to save my life. I keep dropping it at 6C since it whiffs without a staff2 hit it seems, and I can't barrier return the 1AB to 6C fast enough. -
I have combos in my channel, refer to the Litchi combo playlist for clips. Eventually I'll put together a full one.
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Mak's big issue is range. Just don't get to A+ range and you can out poke her so bad it's a joke. Asteroids at range can be met with a j7C to shut down anything she tries. In fact, even in close, a j7 will nullify most her asteroid vision options except AsteroidB, which she'll use the least (AsteroidC is the best at escapes, AsteroidA is the one to use for aggression). 2A, 5A if she tries to cross you up and you'll stop her cold. Magic balls are guard break at Lvl3, so just be aware. That's her only semi viable threat ranged, and even if you jump in on it, jB will hit her before the ball touches you for damage/interrupt. Also note, random shenanigans will eat it to a Lvl3 Big Bang Punch. Finally, if she does get close and does 5CC, DP will punish all follows except block, even without IB. If you IB, 2A should be a solid option. 5A loses to Mak j2C btw LK. At best maybe a clash.
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You can DP out after 5C and 5D (1 hit). If he's trying to lay it thick, throw that DP. Don't get caught staffless. If he 5Ds and dashes, you can jump over him and as long as he doesn't 6A you'll get some pressure in. Just recognize his strings and attack appropriately.
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If she's spamming drive, just counter her when she's done, 5B, 6B[m]. As long as you block her drive she can easily be punished. Also, block 3C, it's free on block and an easy punish, so if she's spamming that to approach you, make her eat it. 6D? (the flip) is no longer an overhead, just watch the stomps and you'll be fine if you block low. jC her out of air approaching, watch out for her jump distortion when she has meter. At range, 6B[m] is decent but I'm sure you've seen her 3C under it and hit you sometimes, so be careful with it.
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Same as CT. Patience and some manten launching if needed. Don't force yourself in. Keep in mind 5D and 4D from Lambda don't combo anymore, and there is delay on the ground saw, so use those delays to get in. Staff launch cancels ground spikes, if you see her charging them from a distance, just 2D plant and launch. You'll either hit her out of the charge or cancel out the spikes.
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First off, figure out how drive happy they are. Some Hakus don't even drive, they just focus on combos, so that should allow you to put out more solid pressure. His pokes out range you, but not by much. You can use the staff to get in close. I suggest D launch not 2D launch, because he can generate his void spheres off of the staff if he nails it, which makes it hard to approach. From there, throw some random Itsuu stances. If he 4Cs long range, ItsuuB will counter hit him after you autoblock with Itsuu and you can follow for damage. If he jumps in, IB and either grab or counterhit. It should be noted that on the ground you can still mix up and make his drive ineffective. Also, if he wants to distortion counter you, if you let the staff launch hit his counterstance, super jump over his counter animation to avoid damage (If this was fixed in CS I apologize). Also, if he spams drives, throw more grabs until he changes his mind. Don't fall into total temptation to counter him after his block string, that's usually his ideal time to throw a drive up. All it takes to beat that, is a semi-pause before your counter. He cannot spam drive and take care of everything. Here's a few references from my fights. Maybe not the best, but it does show my approach. http://www.youtube.com/watch?v=-ih242LbM74 http://www.youtube.com/watch?v=3UaaAbXI_YA http://www.youtube.com/watch?v=EPN84AyBKqc
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2B[m] is a low profile move, not a terrible move to fish with. Will go under Spark Bolt and 5D, can gatling it to a 6B[m] Ryuuisou or a ItsuuC among other things. On block you can Itsuu and respond depending on how they respond to the Itsuu. It's a good way to encourage them to jump, where you should have no problem no matter what they do (counter jC, 2C[m], grab, block, etc). Airborne Tagers are less scary than grounded ones (at least until they give Tager an airborne 720).
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[CS1] Litchi Fresh Meat buns Thread (Guide and Combo Discussion)
DJHUOSHEN replied to Lord Knight's topic in Archive
Since it's a corner combo, why not 4D > 6kote > j.B > Haku > Hatsu > RiichiA > IppatsuA > j9D > FallingC > 2C[m]/6B > Itsuu Loop For the opener? Edit: My Example 4D > 6Kote > jB > Haku > Hatsu > RiichiA > IppatsuA > j7D > jC > 6B > ItsuuA > 6Kote > 5C > 5D > jC > Staff2 > 2C[m] > ItsuuA > 4Kote > 3C > 2D > 6C > 6D > (Daisharin) 3809 damage, 52 meter http://www.youtube.com/watch?v=j6hXho4c9fw -
I prefer airdashing back, sometimes if you jump it he ACs you anyway, but the dash makes you eat a 5D. Give or take on what he tries to do after he blocks 4D. You must IB the Sledge if you want to counterpoke 5A his pressure. Remember, Itsuu stance autoblocks Spark Bolts. Handy if you want to bait one out. If he isn't firing, you can ItsuuD cancel for more pressure to make him think about firing one off. If you're sparkly, Itsuu stance full screen is a nice wait - n - see option. Jumps = ItsuuA, Sledge + D moves, ItsuuB/C. Nothing or full screen Distortions, ItsuuD.