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Guardian

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Everything posted by Guardian

  1. 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?
  2. Does Litchi have a Kara fast fall? If so, how do you do it??
  3. Everything about this is correct. Ragna's 5B and 5C absolutely destroys alot of her game. Once you're in 5B range, the only thing you have to worry about is the DP, which is very punishable. Her biggest threat against ragna pressure is IB~DP. So if you catch her w/o the staff, stay on her and force her to make mistakes. Ragna doesn't have the best mixup in the world, but his pressure is enough to keep her very honest. Also, Ragna's DP beats Litchi's DP clean, so if you expect a shoryu, shoryu yourself. If blocked, RC and continue. You have no reason to be in the air at all, unless you anticipate a 6B. An IAD j.C will punish it clean, and if she does the feint, at worst she has to block, and now you're in for your pressure game. At range, you're going to have to turtle a fair amount and watch for her to do something wrong. Stay away from the corner, punish her guard point strings with 3C, and block the oki mixups if you get cornered.
  4. I find it useful as a part of his hop mixups to keep people honest. For example (opp blocking): 2b,2a,2a, hop into -j.214c (overhead) -j.214b (beats mashers/throw attempts) -214b (low) -dash in throw -continue pressure with 2b again, or go for guard break strings You'll really have to read your opponent to make all this useful, but it definitely has it's uses imo. Maybe I should've posted this in the strat thread and not the combo thread. Oh well
  5. Why? What's wrong w/ cancelling into itsuu and using the guard point to your advantage?
  6. Does it really need to be good for anything else? That'd make it kinda broke wouldn't you say?
  7. So all the suggestions listed are cool and all, but this matchup really is kinda silly. I fought Zuri's litchi a couple weeks back and got WRECKED. I can figure out how to fight everyone else in the cast, but this matchup still eludes me. Anyone with anymore feed back PLEASE enlighten the rest of us.
  8. I saw another tier list where Lancer was put as #1 w/ Gilgamesh being #2. I can understand the logic, but I still think Gil is #1. Same tier list also said Caster was low tier, so take from that what you will.
  9. Only if you don't know how to use it. This super has EXCELLENT mixup potential in the corner, probably more so than 13 orphans.
  10. It's kinda funny; all green is actually EASIER doing the 6428 motion when on a pad. I get it 100% of the time in practice and about 60-70% in the heat of a match. However all the stick players seem to use 64123698C or some derivative of that. It's whichever one you're most comfortable with. My new favorite super is 632146D. It leads to sooooo much silly shit in the corner.
  11. TMT-TOO MANY TITS! So um....I'm at a loss in this matchup, because I don't know how to zone myself. Are any of her empty pokes better than her [m] pokes vs herself? Throwing the staff around seems to be helpful, but that's about it. Thoughts?
  12. Well yea of course don't make it obvious, I was just posting that for combo purposes
  13. Not sure if this combo is posted but it does considerable damage off of a great wheel mixup(corner only): High: 41236D, 6A, 5C= Low: 41236D, 2B, 2C= ittsuuC, j.B,j.C land, 5C, j.B, j.C jump cancel, jD, staffhit1, falling j.C, staffhit2, 6C, tsubame, etc For both options you'll have to wait a split second before doing the mixup after the 41236D so the staff has time to return for the ittsuuC. Both reset into the same corner shenanagans. Here's a midscreen 3C combo I've been tinkering with as well: 5B, 5C, 3C [D], run slightly, ]D[, j.B, j.C, land, slight dash in, staffhit2, 6C, Tsubame, etc
  14. I decided to main Litchi before the game even came out, and now that I have a very basic understanding of how she works, I have some questions for some of the vet Litchi players out there (LORD KNIGHT!!!!!111!11ELEVEN!!!): How good is the priority on j.2D[m] as a stand alone move and in a guard string (ie, 5B[m]~ j.2D[m])? It seems pretty good, but can it stop people from mashing out 5A, Anti-airs and DPs? When pressuring w/ the staff, is there any way to get out a 2D w/o getting counter poked by mashing? (if you can't already tell, mashing is a big concern of mine) Does she have any normals with or w/o the staff that beat out low pokes/2A? I know Chun beats them, and maybe the 2nd hit of 6C, but that's all I could find. I've been coming up with some corner blockstrings and they seem tight, but depending on the answers to these questions I might have to go back to the drawing board
  15. I need some slight assistance w/ the following combo: 5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C~ I can do this combo all the way to Staff2. After that point, I keep getting 6C[m] instead of the 2x kick. I'm using tk chun. Can anyone give me an idea of what I'm doing wrong? This game is fun.
  16. Oh if I could only get to Austin :sad:
  17. Yep! Well kinda. There's a tourney for it in Houston i think in a couple weeks. I'd really like to play some comp in this game since there wasn't much at FR.
  18. Go to A-cho and watch tsujikawa's (or however you spell it) slayer. He's over there BEASTING.
  19. There's a F/UC section at meltybread.com now with subforums for each character. HF-blade just posted about it on srk the other day, you all should check it out and get the discussion ball rolling.
  20. STRATS: Zero Lancer is very similar to lancer except he has ALOT more range due to 6C and rekkas. The first hit of the rekka is safe, the second is unsafe, and your 3rd can be push blocked and punished(in theory, never witnessed this happening though), but is safe w/o push block. 6C, rekkas, and Dive kicks are essential to his mixup game. He can do good damage, but he doesn't have anything deathly like Archer, Gil, Saber, etc. He does, however, have supers that place certain negative effects on you. The A super makes it such that you can't recover any life that you have lost up to the point the super hits you, so it makes for an excellent combo ender. The B rekka super steals a stock of meter per hit for up to three hits. 6C strats: 6C by itself is a horrible move with alot of recovery after the 2nd hit. It doesn't track, and everyone in the game can punish it. So why is it good you ask? Because after the first hit, you're technically in a jump state, which allows you access to his dive kicks. The A version goes backwards, B version goes straight down, and C version goes forward. All versions of the dive kick are overheads. Because of this, he has a 4 way mixup from a blocked 6C: 6C (1 hit), 236C (overhead) This is a safe mixup on block. If your opponent attempts to retaliate, you can you his command backdash to force a whiff and punish, or his counter to counter DPs, tracking moves and the like. 6C (1 hit), 236B, land and 1) Throw or 2) 2a The throw after this mixup is so fast it's damn near unseeable, which makes people scared of the 236C mixup. If they're really turtling and guessing on the throw/overhead, then use 2a as a low guardbreak. 6C (1hit), 236A~214A, B This mixup is good to keep your opponent honest. This gets zero lancer away from ANY punish attempts, and gives him ample time to punish whiffs with 2 or 5C, along with rekkas. REKKA SHENANAGANS Because his rekka strings have such ungodly range, they're excellent for whiff punishing, and after any successful hit, you can RG and do any BnB of your choosing, including the DP loop. Even if you don't have meter, you can just finish the string and still retain momentum. On block, you can RG the 2nd rekka before it hits for yet ANOTHER unseeable tick throw. OKI His oki options are rather limited. He doesn't have many untechrollable KDs, so he can't force you to guess like Caster, Kirei, Gil, etc. Your best wakeup options however are 2a and j.C crossup to divekicks. If you can actually scare someone enough into guessing on wakeup, dive kicks are GREAT for crossing up when combined with j.C. COMBOEZS! Top tier BnB: Throw OR 2a, 5b, 6b, 5c, 2c: 623a, jc j.C, 236C, [623a, short jump C, land]x2 or 3, 623a, 6239C RG [623a, short jump C land]x2, 623a6239c, activate, [623a, short jump C land]x2, 623a6239c, 236236a. My special "No you can't burst" combo(requires a 1.5 stocks): Gatling string of choice, 236a, 236b, activate, 236236b, 236b, wait, 623a, jc j.C, j.236C, 623a, short jump C, land, 623a, j.C, j.236C. I hope that gets you by. I've been itching to share these strats b/c I think Zero Lancer is RETARDED.
  21. Mid-screen I do: 5D, j.dx3, ad j.H land 2S, air combo Corner I do: 5D, j.D jc j.HS, land 5HS iad j.kx2, land 5HS sjc j.HS, j.2k, j.D, j.2k, j.D
  22. Now bots are hacking accounts on game forums? This shit is ridiculous :-( Reflect is your friend. So is IBing
  23. It's punishable in every situation by every character in the cast unless you RC it. That why ghetto strats like crosswise RC j.HS (for CH bait) works every now and then. If you're not being punished, you're playing some people that are 1)Terrified of your slayer or 2)Don't know that the move is punishable.
  24. Ok, I need help. I'm having trouble getting the 2D, s carcass~5k/5p link. I can do sometimes, around 30% consistency, but I'd like to have it at 80-90%. Suggestions? I also find myself doing too many ball summons at neutral, which I know is a bad habit. Are there any safe ball summons from neutral? I know you get free ones after combos, blocked Dark Angel, etc. Finally, what are his defensive options and counter pokes? I know 5S(f), 2S, and 6P are good, but does he have anything to get close in fighters off of him (Sol, HOS, Slayer, etc)? I know I'm going to lose alot trying to get good w/ this character, but I'd like to try and trim the fat somewhat lol
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