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Lord Knight

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Everything posted by Lord Knight

  1. Tried it and several other setups and failed. Tried using it as a tech roll punish and failed. . . .Just wait for Japan to do something
  2. Well you don't need to worry about that in the corner. Problem with Carl is that 6C is really unstable in combos. I think I'd do tk double chun combo over that one on him. Maybe omit the 6C and just do 2C tsubame? I'll experiment tomorrow.
  3. Not posted because it's weak, you can do much better after staffless starters.
  4. This video is amazing, I have shit to practice. Gonna add the practical stuff to the sticky thread. EDIT: http://www.youtube.com/watch?v=UcDsK3EjSEw The original Litchi cmv, this is all about corner combos. Don't worry about the JP text, it's all explained already in the guide.
  5. All the combo's on the front page are confirmed except for Ippatsu loops.
  6. I'll be making a video sometime this week of a lot of stuff.
  7. Yes they are. You just have to assume you're going to hit with it. I was thinking of option selecting it or something, doing 6C[m] then holding 9, and if I hit just combo.
  8. You're just rushing the DP. You have to wait until you're out of manten return. If you do it too early the game thinks that you're still staffless and you'll do kote.
  9. Shounen 3C combo is 5B 5C(2) 3C tk chun (dash) 2C 6C tsubame 6C 3C. I got it to work on Noel, it's just harder. I'm pretty sure this works on everyone now.
  10. Good luck Brent! I'm not gonna rep till August unfortunately, but at least it'll be more Litchi love.
  11. First combo - when you do jChun, you don't have to jump that high, don't have to delay it too long. Make sure you are jumping either straight up or away, and do it as you are rising. Don't use one method over the other, it just depends where you are on the screen. 2. It's 5c(2) [D]. Hold D, then release. There are easier [D] combos, but they are character specific - the ones I listed are a lot more universal. 3C[m] is untechable, so hold D until Litchi recovers, then release > IAD JC, dash 6C, whatever. 3. Have to hit them before they hit the ground. If you hit with all the hits of 623D, its really really hard to do dash 2C/6C. Use dash 6B instead. Off a counter hit, comboing off tsubame is much easier.
  12. 5C[m] is bit more useful than I thought. . . Since it hits OTG, people can't slide under it, and it's active long enough that it beats moves like Noel's 5D (stays active even after the invulnerability). Still not seeing it as a zoning move though, but it has merits in some rps situations. EDIT: Also Shounen combo definately does not work on everyone, they need to bounce pretty significantly on OTG for the tk chun to hit. All I know at the moment is that it doesn't work on Noel, v13, or Carl.
  13. Try to keep this thread with only questions/actual discussion, I appreciate thanks but I don't want this thread to be cluttered.
  14. MiraclePizza - I try to 3C[m] combo when I can there, however you can try doing 5B 5C itsuuC jchun 5B/2C JBCD airdash JC staff2 jump JBC land DP~ or you can omit the first JB as well but that doesn't quite work on everyone (I believe). SJ just by doing 28/9, as long as you don't roll the stick, hatsu will never come out.
  15. Anti-air 2C is also really good on jump-ins, just watch out for the 25 meter ice swords.
  16. I did the Shounen 3c[m] bnb on Saturday a lot. It does more damage than all the 3c[m] [D] combos, but I'm pretty sure it doesn't work on everyone. It would be great if it worked on Carl.
  17. It's supposed to be easiest on Bang, Arakune, Taokaka, Rachel and Bang. The combo that I (finally!) landed was 5B 2C itsuuA kote (623) haku hatsu riichi ippatsuA ippatsuC ippatsuC jump off JC[D] ]D[ falling JC 6C tsubame 6C 3C. 5B 2C itsuuA kote (forward) haku > hatsu > riichiA > jump off falling jC > dash 5C > jB dj jCD falling jC > 6C: This is a combo I grabbed from BBS. I'm sure it's really going to expand once console comes out.
  18. Play better, this is 5-5 for Litchi.
  19. Oh that combo. Normally I do chun in combos for Carl more than anything. I haven't tried that one yet.
  20. TK chun combos I always do the chun before letting go of D, that makes it a lot easier.
  21. You can do that midscreen too, you have to do a really late JC then instantly 2C. I did it on a couple of chars (Ragna, Jin and Hakumen so far). It's pretty stable with 2C 6C tsubame. I do double chun already (Carl ugh). What would you do with midscreen 6C?
  22. Yeah. As far as I know she can't possibly miss an IAD JC, especially if you do the JC a bit later. That's why she can do IAD JC 2C 6C tsubame on more than just Rachel and Tager.
  23. IAD JC can always hit. Just do it later if you do it that far, or don't do 5c(2)[m].
  24. I like Hatsu for air to air actually lol. That's just the character too, styles are gonna vary a lot after a certain point.
  25. Litchi shouldn't really be jumping towards Tao without mantenbou unless it's flying in the air in some shape. Uh, I wasn't aware that there is a character that 5C[m] doesn't hit OTG, it should hit everyone.
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