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Everything posted by Lord Knight
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When you do land after jChun, hold 2C. It'll come out 100%.
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Can't do airdash JBC land tsubame 6C 3C like standard Carl combo enders?
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I dunno if you noticed but CH 5C > GH doesn't combo.
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Riichi movement is generally bad against Nu, the exception of which is when she uses gravity pits, since Riichi ignores it. Litchi JB will beat/trade with 2C more often than not, Nu needs to use 6A to reliably beat it.
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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.
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If you aren't using 5A in this match all you're doing is crippling yourself. It's not risky, it's standard. If someone has the balls to use DP on reaction/viewing of your 5A then they should quit BB and play SF4 where their talents can be used. The point of delay shishin is to not lose your momentum, if you just run and block you're giving up initiative, which is something you want to keep. 5C[m] is a terrible move in this matchup.
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This match is all about not letting Rachel get all her entourage out. Rachel's neutral game against Litchi is neutered a bit because Litchi's pokes outrange Rachel's normals, period. Basically when you play this match, you should be thinking "Where is Rachel on the screen compared to me?" At long range, Rachel is going to try to set up her shenanigans. If she does pumpkin, be prepared to set staff and launch. Also, jumping before launch is helpful, so it's a bit harder to keep track of the staff. Try not to carelessly jump in - normally you could just bait anti-air with kara fastfall but thanks to wind it's not as applicable. If she does set pumpkin on the ground and wants to dash in, Itsuu GP > B. You'll autoguard the pumpkin, then make her block ItsuuB, making the pumpkin peace out. Midrange is where you want to be if you want to get in. Here you make Rachel scared to use 6A (that's kind of hard). She can't 6B you at all as long as you space properly. If she has frog out, this isn't a very fun place to be. Close range is fine, just be ready to bait electric chair. Rachel is bad at getting out of pressure in general. If you have 50 meter, she should be scared of you. If you see her place any sort of entourage out, Ryuuiisou that shit, it's freeeeeeeeeee.
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Buppa dropped Jin for Hakumen? OK buddy. I'll edit this post later with Anti-Rachel stuff. Right now I think the matchup is 5.5 for Rachel.
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Anti-Ragna measures: Ragna's 5B is ayusss. Fish for ch 5A. If he does 5B, your 5A should win, go straight into 5B > bnb. If he reads 5A whiff, he can 5C, but that's a pretty big risk considering that Litchi's 5A recovery is small. Ragna can't IAD on Litchi at all. If he does IAD JC too close, you can 5A it out of start up, on CH go into JAB dj JBC (daisharin if you have the meter). Outside of that, Litchi's crouch is so low that you can just crouch under IAD JC. If properly positioned, you can 2C > Tsubame > whatever combo you want. Ragna's 6A is troublesome. If you do decide to jump at him, make sure you fall with barrier. If you want to deliberately bait it, you can kara fastfall, he'll position himself to anti-air you. . . and you'll be on the ground. Don't do it too much to keep it fresh. As far as okizeme goes, Ragna's DP goes through Shishin, so doing Shishin right away isn't a good idea. Optimally, you want to end your corner combo with J7C, like 6C > Tsubame > J7C > 4Kote > JC whiff. This will put you out of range of DP and will give you time to react to anything he can do. As far as ending combo with 3C ender, still position yourself slightly away, and delay your Shishin. At the very least, if he does do wakeup DP, he'll get hit by the tail end. Ragna's pressure is as long as you can IB. Hell's fang is punishable on IB, as is a bunch of other moves. They'll try to go into jump cancellable moves (6A, 3C), and jump and see what you do. If they have meter, Hell's fang > RC > Mixup is legit. 6B is cancellable on block, as is 2B, but if they use 2D for any reason, IB and punish. If he does 5D, IB the first hit and backdash/command backdash - you can IB both hits but if he cancels before the second hit and you're sitting their waiting, he'll keep initiative. IB Dead Spike or DP it - they'll normally use it after a move they can't jump cancel (5B, 2C, 5C). If you fail IB for some reason, try not to challenge it - it's actually plus on block. Litchi on offense - try your best not to use 5C[m] in pressure, it's a free punish for Ragna. If you do for some reason, try 5C[m](1) 5D, or something to get you out of it. Even if you go into 3C[m], if he IB's both hits, he can just dash 5B/jump JC. You can try to do a guessing game where you do 5C > itsuu GP, but if you want to minimize risks it's better to not even try in the first place. 5C is fine if you are going to cancel into Daisharin. tl;dr version 5A is gdlk. Crouch Ragna IAD. Try not to jump at him, kara fast fall if you want to. Watch out for DP in corner. Don't use 5C[m] in pressure.
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YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS I didn't want to just do okkake till he teched out Good stuff. Next we got to get Carl. Also I really hate how "EDIT" is right where "QUOTE" should be in every other forum.
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I would never just drop my staff and run around staffless in this match. Having mantenbou really helps you control the pace. Maybe drop the staff for a sec just to launch gain some ground maybe, but nothing else.
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I'm gonna say it now. Itsuu in strings, for (almost) any reason, is ASS. All you can do to make it safe is D (maybe, and that gets ignored) and Ryuuisou (really want to waste 50 meter?). 5B[m] hit in the air > 2C > itsuuA (if height is right) or tsubame. CH 5B[m] should be able to go into 5C(1)[m] > tsubame with no problems. EDIT: A blocked 3C should lead into 4.5K everytime. CH 5B[m] 6C chun 5B > tsubame or itsuu into whatever you want.
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Stuff to look out for: Noel 5A pressure - this is dumb. Barrier, then 5A when she dashes back in. It should win or trade. Always hit 5B after the 5A, on CH, 5A > 5B combos. You can tsubame too if you want, but that is much less safe. Noel's counter to this is to stagger into another normal (2B, 5C, whatever). Just block and wait to see what she does - the pressure ends eventually. Noel's mixup - lol. She has deep jump in JD cancels into high/low, but it's somewhat easy to see if you know how they set it up - eitherwith a deep jump in, usually JBCD, JCD or JBD. The latter two are usually very deep. Noel's neutral game - You can't really anti-air a good Noel often, so what you'll want to do is control the space directly above in front of you. If Noel jumps in deep (or runs extra), she can JA you out of JB and JC, but rising J7B should hit her. Litchi JA wins a lot from under, good, quick aerial. Your "go away" aerial is iad back JC. On the ground you have 5B and 6B, but be aware that she can 3C/5D these. If you fear that at all, use 5C. When Noel lands, tag her with 5B, force her to block. If she starts running too deep from you using iad back JC a lot, 5B is a good "what are you doing stay back" kind of move. Expect long rounds/time outs.
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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.
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There is an easier variation of this that does similar damage. In midscreen Riichi combos, you have to make sure that everything after riichiA is as fast as possible. Drop > j7BC is awkward though, but you can do machi > drop JC > dash 5C > whatever followup depending where you are on screen.
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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:
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Blowback Edge.
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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.
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As far as throw combos - learn both forward and back throw combos. They both carry to corner. Forward throw combos are used from about midscreen, back throw is used when you're 3/4th away from the corner. Also I input Ryuuisou as 64128C. I find that easier than any other way.
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Litchi Throw Combo Encyclopedia - http://www.nicovideo.jp/watch/sm7565301 6Throw(1 hit) ItsuuA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C - Ragna, Arakune*, Bang*, Hakumen* (* means you got to do 5C J8BCD airdash JC~) 6Throw(1 hit) ItsuuA 6B 5C JBCD airdash JC 6C Tsubame 6C 3C - Jin 6Throw(1 hit) ItsuuA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C - Noel, Litchi, Nu 6Throw(1 hit) ItsuuA 4Kote 2C JBCD airdash JC 6C Tsubame 6C 3C - Tager, Rachel (xx Tsubame 6C 6C 3C possible on Rachel) 6Throw(1 hit) ItsuuA 4Kote 5C JBCD airdash JC 6C Tsubame 6C 3C - Taokaka 6Throw ItsuuA 4Kote 2B 2C JCD airdash JC 6C Tsubame 6C 3C - Carl ------------------------------------------------------------------------------------------------------------------------------- 4Throw ItsuuA dash 6C 5C JBCD airdash JC 6C Tsubame 6C 3C - Ragna, Arakune, Bang*, Hakumen 4Throw ItsuuA dash 6B 5C JBCD airdash JC 6C Tsbuabme 6C 3C - Jin 4Throw ItsuuA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C - Noel, Litchi, Nu 4Throw ItsuuA 4Kote 2C JBCD airdash JBC dash 6C Tsubame 6C 3C - Tager 4Throw ItsuuA 4Kote 2C JBCD airdash JC 6C Tsubame 6C (6C) 3C - Rachel 4Throw ItsuuA 4Kote 5C JBCD airdash JC dash 6C Tsubame 6C 3C - Taokaka 4Throw ItsuuA [D] ]D[ haku chun staff2 tk chun Tsubame 6C 3C - Carl
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http://www.youtube.com/watch?v=S8Nmt4OYzIE - the new 6A[m] combos. I posted a link to my youtube earlier but this is the most important vid out of the uploads. http://www.youtube.com/watch?v=VwLhJgBGO8o&feature=related - Staffless throw corner combo.