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Lord Knight

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Everything posted by Lord Knight

  1. Jump around and hit B, he can't really stop you. Anytime you see Nirvana acctivate, use 6C. It does the most damage to her. Normal itsuu combo works midscreen, corner is 5B 5B itsuuC haku chun 5B JCD airdash JBC land tsubame 6C 3C.
  2. The chun isn't character specific. You can j7chun the same on everyone.
  3. Watch any recent Litchi match ever and you'll see it.
  4. Normally staff is still in return state during 5B, and you'll be back in [m] after it. staff returning xx Chun 5B tsubame JC 4kote falling JC > then either 1. 2B 2C sjJBC[D] ]D[ falling JC 6C tsubame 6C 3C or 2. 5C JBC dj J[D] ]D[ falling JC 6C tsubame 6C 3C. Or if you don't have a lot of hits haku > chun or just chun > 5B itsuuA > haku chun 5B > char specific corner combo.
  5. You can combo off both Haku and Chun starters both into character specific corner combos pretty reliably.
  6. Mask your mixups. Just doing 6A/2B is pretty easy to block. 5A whiff > 2B, 6 >6A, whatever you can do to make it harder for your opponent to react. 5B chains into both 6A and 2B, it's a good way to set up something tricky.
  7. http://www.youtube.com/watch?v=v4iH8Hw5v3Y&feature=channel
  8. http://www.youtube.com/watch?v=VwLhJgBGO8o
  9. See cloud, hit D, launch with 2D/5D and use 6/4Kote to position mantenbou as needed. Tsubame out of pressure is important. You can chase cloud spit if you read it with sj JC. Itsuu guard point eats cloud. Launching Mantenbou kills the bug that curses. Really you have to knockdown and really capitalize on it. Once he gets started, it's really hard to stop him, however Litchi is good at letting him not start.
  10. Whoops, my bad. Use IppatsuA after Riichi
  11. Although it kind of sucks, you do have 5B > 3C for low.
  12. Well if you're doing 6A[m] off of 5B, there's no real reason, I can't think of someone who can grab that far away. But if you're going point blank then sure.
  13. Current ippatsu combo midscreen is 5B 2C itsuuA 6Kote haku hatsu riichiA ippatsuA drop j7BCD airdash JC staff2 6C tsubame 6C. It's gonna be there when I update the guide. EDIT: Got some new stuff on my Youtube account: http://www.youtube.com/user/DukeKnight Get to work!
  14. These are good. Currently though I've only been doing 4Kote stuff near the corner, the general throw combo's I've been using come straight from the cmv that came out a week ago. 6(4)throw ittsuuA 6C 5C JB JC JD airdash JC 6C tsubame 6C 3C - Ragna, Taokaka, Arakune, Bang, and Hakumen 6(4) throw ittsuuA 6B 5C JB JC JD airdash JC 6C tsubame 6C 3C - Jin 6throw ittsuuA 4kote 2B 2C JC JD airdash JC 6C tsubame 6C 3C - Noel, Carl, v13 6(4)throw ittsuuA dash 2A 5B J8 JB JC JD airdash JC 6C tsubame 6C 3C- Noel, Nu, Litchi 4throw ittsuuA D haku chun staff2 TK chun tsubame 6C 3C - Carl All of these can be performed midscreen, going into the corner. When in the corner just 6throw itsuuA into whatever.
  15. Riichi actually gets affected by magnetism? Because it ignores v-13 gravity pits.
  16. A lot of the same questions are being asked in the everything thread, so I'm making a short, basic FAQ before I edit the guide with up-to-date info. ----------------------------------------------------------------------------------------- 1. Should I even play Litchi? What are her pros/cons? If you're reading this, you're already halfway there! I can't decide who to play for you, but I can list pros/cons for the character: Pros: High meterless damage off any hit, coupled with high meter gain Some of the best mixups in the game Can corner off almost any hit Great ukemi game - she's able to stop anyone from rolling out of the corner Can rushdown and zone effectively Great range Pretty fast Cons Lacks a solid anti-air - most of her anti-air options are pretty bootleg Reversals all got weakened in CS Hard to get out of pressure High execution barrier 2. Wow, I really don't understand some of the terminology you're using. What's ________ supposed to mean? Here's a list of Litchi specific shorthand terms. Anything like "tk" or "236" is a universal term, so if you don't know what that is you should look at the General FAQ. These can all be found in the "What's a Litchi" thread as well, but here is a quick list in case you overlooked this. Haku/Hatsu/Chun - These are her rekka's, 236A, 236B and 236C, respectively. Staff2 - This refers to the second hit of the staff launch, on its return. Main thing to keep in mind when you see this in a combo is you aren't actually hitting a button here. Itsuu - Short for Ikkitsuukan, Litchi's guard point stance performed with 41236D~. [m] - denotes holding the Mantenbou. Tsubame - Short for Tsubame Gaeshi, Litchi's DP when holding the staff. Kote - Short for Kote Gaeshi, Litchi's DP when the staff is placed. A "6" or "4" before it lets you know which way you should move it. {D} - This is holding the staff in place by holding D, then releasing it after she recovers. [D], ]D[ - [D] is holding D, ]D[ is releasing. Normally this notation is only seen when she uses other moves in between holding and releasing the staff [A+B] - This is Litchi's Barrier Cancel, a technique described more in the CS guide. 3. Ugh, I can't get ________ combo to work. What am I doing wrong? Keep in mind that any combo involving launching the staff requires that you are on a certain spot on the screen, and may be character specific. Before posting and asking for help, check the guide. In CS it's likely a timing problem, or you're picking the wrong part of a combo to use. 4. I know Litchi has two modes, but which is better? I personally like playing ____________. You don't want to just focus on one mode. Litchi's play naturally flows between both modes (as seen in her combos). Each has advantages over the other - playing with the mantenbou means you have big range, but it limits your pressure and your damage is low. Playing without it opens up mixup options and has higher damage, but your range is smaller. 4. I can't combo smaller characters/Carl!!!! As far as universal combos, don't treat smaller characters as if they are special. As far as other things, read the combo list and practice! 5. I can't do Haku > Hatsu > RiichiA > IppatsuA at all! There are several things you can do. First off, dash 6Kote will make this work 99% of the time. Input it with 6623D. There are a couple of situations where you won't have to use it (ie, off forward/airthrow). Make sure to judge your distance properly! There's a really specific distance where it is actually detrimental to do dash kote, but that comes with experience. More often than not, dash kote is the way to go. Also, keep in mind that ItsuuA has set untechable time (when they hit the ground), so if they are really high in the air, you have more time to do dash kote. ATG Matenbou made a helpful video which showcases different methods, but don't forget - if there's any doubt, just do dash kote.: http-~~-//www.youtube.com/watch?v=0hMdBp4RuuA&feature=player_embedded ---------------------------------------------------------------------------------------- If you have a question besides one of these, make sure you read the guide first, because it's likely that it's answered in there.
  17. No, it's Haku. You land and do Haku. The second hit of the staff hits while you are recovering. Then you dash JBC. EDIT: Guide will be updated tomorrow.
  18. If she uses Act Pulsr towards you, 5B[m]. Block Crescent Saber, Ryuuisou. Super jump/Double jump, fall with barrier. IAD over 5D, run under 2D. 6B[m]/3C[m] backdash/anti-air swords. Kara fastfall (airdash j2D~B+C) to slide under anti-air swords. To fake it, just airdash B+C.
  19. 1. 6A[m] > haku hatsu chun. You can only go into 5C when staffless. 2. Updating the guide, taking this out. Too unstable. If you're not getting it, it's definately because of spacing. 3. You're either doing it too close to the corner, or you're doing the 2nd JC too high to the ground.
  20. Happy birthday, litchi!!!!
  21. Can't RC, less invul, and best used in only one situation (when they are right in front of you). Granted there are times you can use it as anti-air, like when they are in the air, in the corner, but that's still not all the time. I think it's a great dp still, just not the best.
  22. Yeah I'd take Ragna's DP over Litchi's, and maybe Jin's C DP. Tsubame anti-air is too iffy imo.
  23. Tsubame is neither the best dp in the game nor a good anti-air. Better to just keep Tager out with normals.
  24. Stay out of range of any advancing moves, punish with 5B. In pressure, delaying a 5B will hit him out of backdash. Keep him on his toes with long range pokes like 2B/6C/3C. He doesn't have much mobility in the air so anti-air itsuuA or 2C is great. If you need to peace out, just command backdash.
  25. Take general questions to general board, any other universal questions are going to be deleted.
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