STenSatsu
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Wonder if that Miu is the same one from GG. He was one of the better Sols for a while. A shame there is no stream. Just gonna have to wait for dvd rip I guess.
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Don't really think there will be. You can't even crossup with it afaik.
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If you mean stuff to catch late techers I think combo,dp,j c,dj [d],]d[,fall c was mentioned earlier. 2d was on the first page also.
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Adding 5b before my combo doesn't affect it outside slightly lowering the damage. If you want to hit confrm better, you can do 5b,6b,5c,haku,chun,5b,6c,5c,j bc,dj d,fall c,6c,dp,6c. Does like 3800 and change.
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People seem to hate waiting through the long combos understandably.
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Yes, that is what tk chun is. It gives you a low air chun which has less recovery than ground chun generally. For the itsuu combo, practice using 7236 (jump back) for chun. It tends to be the best distance. Also, if you start kind of far, let 5c hit just once instead. Do the jump chun asap. Same with land,2c,j bc. You can kind of delay the d and the airdash c depending on distance from corner. Usually you can just whip it all out asap though.
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For the first you don't need 50% heat. Haku,chun,recover,hatsu,haku,chun,5b,j bc,dj d,fall c,6c,dp,6c,3c works I'm pretty sure and does like 4k. I know starting it on that chun works and does 3905. Can also start it with 6a]m[ or 2b]m[ and go into haku,chun,5b into whatever. Can also just do Haku,chun,5b,6c,5c,j c,kote,fall c,5c,j bc,dj d, fall c,6c,dp,6c which does about the same damage and looks cool. In corner you can do 6a[m],2d,5b,etc if you are really close. LK also had some 6a[m],2d combos on his youtube that are nice when you hit close. Been using tension more on great wheel guard crush setups lately. Trying to work all green into my game as well.
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You can delay the hatsu almost until she starts crossing her arms from the haku. Longer delay is better for pretty much everyone afaik. Also try to kote6 as fast as possible after the second itsuua hit. And also do riichia, ippatsua as fast as possible after the haku. (You can pretty much just do one motion: 236b3214a.)
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Does it matter? Play the character you enjoy regardless of 'respect'. =P I will say that her combos are pretty flashy and riichi shit gets some attention usually. =D
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Opposite I think. Closer to corner the faster you need to do it. Again it's hard for me to explain since I just kind of do it by feel lol.
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I prefer jump back chun myself. Seems more universal. 66 for airdash. Timing can vary, you just kind of have to find it yourself depending on where you are from the corner.
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Outside of random j.b hit into Wheel combo, I think it'd probably be better to either do KM or Wheel super to cover a blockstring mixup. I'm terrible about using my tension though, so take it with a grain of salt.
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5b,6b feint, throw usually is how I end up getting a hit on a turtle. But ya, she feels like mainly a counter poke/footsies character with staff on.
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Normally you do 2 off the mantenbou, hit the ground, then do either 8C or 9C, then dj.[D], ]D[, falling C, 6C ,etc for the riichi finisher in the corner. For starting you generally do it off a hatsu that hits them while they are in the air. You want as few hits as possible before the riichi part though. So you can start with somethings like: 6a,haku, wait a sec then hatsu Chun, hatsu Chun, 5B, hatsu Haku,chun,hatsu Tsubame, Hatsu After you hit the hatsu do riichiA into ippatsuA asap. Then you'll usually do either ippatsuC twice or ippatsuA then C depending on character. (It's in the later pages of the Everything thread.) Riichi corner combos usually do about 4.5 off most starters. If you just want something different that is a bit less character specific, you can do rekkas in the corner: Chun,land,hatsu,haku, chun,5b, j.bc,dj.d,falling c,6c,tsubame,6c,3c does like 4k 6a,haku,chun,land,hatsu,haku,chun,5b,j.bc,dj.d,falling c,etc does like 3.5 or so iirc.
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Work on throw breaking. I think you got caught by every purple throw in the vid and it's like 2500 damage every time. Supers in the first match seemed kind of random. Try to to save kokushi for when they have to block it, all green as a counter hit, or do daisharin combo/block string. Execution can always be worked on of course. Those were the big ones that I saw.
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Man, if every mirror was a litchi on litchi pie-wrestling match, I'd be out of replay space. Anyway, a lot of litchis online tend to airdash B pretty blindly a lot. Tsubame works wonders. Also, starting the match with itsuu has been doing me some good. Tends to catch 5b or IAD.b a lot.
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In the future you probably shouldn't link to their movie page since they specifically ask people to only link to the main a-cho.com page. EDIT: I like the Daisharin thing he was doing in the corner. Finish combo with staff in hand then do Daisharin with 1D first then mash 3D a bunch and mixup.
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http://www.youtube.com/watch?v=9BvLaLmpSOY shows the ender I mentioned at like 7:40 or so. I think it's mostly just figuring out where in their fall you have to hit them to ground them.
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I believe midscreen is usually just ippatsuA, drop, J7BC,[D],]D[,AD.C,staff2,6c,tsubame,6c,3c. Ending midscreen you can still do shishin if you want since the staff is usually right next to you. Or mix, then combo into 6c, then call staff and go from there.
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Learn the 5b, 5c(2hits), itsuuC, j.Chun combos. They do the best damage for her BNBs outside riichi combos. Usually you want to finish midscreen with 2c,J.BC,[D],]D[,AD.C,staff2,6c,tsubame,6c,3c. For the corner, you can do 2c,J.BC,DJ,[D],]D[,falling J.C,6c,tsubame,6c,3c. As far as gameplan, you kind of poke around until you get a hit, then you combo to the corner if you can and begin mixups there. Pretty much any hit will give you a good combo that will carry pretty far. (Most likely hits are usually AA CH 2c, 5b, or a CH tsubame so I suggest getting the basic combos for those down.) Once you have them on the ground and 3c'd in the corner, you can either use shishin or leave the staff there and just mixup without it. (Generally you leave the staff so you can riichi combo off of mixups, but just doing shishin is probably better for starting out.) Shishin will often catch people who don't know to neutral tech, so you can often just 3c,shishin and then do 5b,2c,3c,tsubame,etc. when they try to tech non-neutral and get hit. Once they start blocking, you can mixup with 6a or chun for overheads, 2b/2c/hakue for lows, or do the 6B feint and go for a throw. 5B is a good starter poke for these since you can go into all of them from it. You can use the staff to zone a bit like against Ara, but other than that you usually want it on you since her only defensive option requires it and it makes her pokes way better. If anything I said is wrong feel free to correct me, I'm certainly not the best Litchi out there lol.
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6b or 5b beats it clean. Autoguard is mainly for 2d I think.
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It's a fairly easy matchup, but if he does ever get in you can get into big trouble.
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If I could do riichi combos online, I would. lol