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Lord Knight

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Everything posted by Lord Knight

  1. Forward throw can combo into itsuuA if you do it after the first hit. I didn't see much in the way of "new options", the stuff you were trying was either just unsafe, or would be safe, but you didn't have staff on the screen for cover. Most of the attack strings were still standard Litchi fare. The corner Chun shit is cool and it's something I wanted to try to add to my game myself. Some of the itsuuB stuff was nice, but again, you didn't really follow up with anything, and it's not really supposed to be used for normals in the first place.
  2. What buffer, just hit the button while going backwards, not too difficult. Tipper JC will always beat Tao aerials clean. Then randomly block in the air in case she is a bit closer (say, half a screenish away) to deal with random D.
  3. Not true, spaced JC > her JB and JC.
  4. Using her airthrow a lot just pales in comparison with using her normals. It sounds more like your using airthrows to compensate for bad spacing.
  5. Only watched the first one, maybe will edit with personal comments on the other two later: 0:24 - Funky spacing, if you want to CH Ragna, your normal needs to be already out, not on it's way. 0:27 - Whoops, I forget about getting airthrown too sometimes. 0:30 - falling down on Ragna in corner - bad idea. J2D will clash/win vs 6A anti-air if you want to risk it. 0:47 - Throw into itsuuA! Get that DAMAGE. 0:50 - Ragna is relaunchable with 5C, keeps shit more stable. 1:21 - airdash back airthrow, lol. JB air to ground, JC air to air. 1:34 - I'm surprised that worked. Try to make it a habit to do [D] until they land on the ground from JC since it's considered untechable (by this game's standards, at least). In this situation I would've done DP dash 6C 5C JB dj JCD falling JC staff2 6C tsubame into w/e ender. 1:42 - Again, 5C Ragna otg. 3:12 - triple 6C combo kind of unstable, you can do haku > tsubame > ender (though it does less damage). 3:24 - Generally after whiffing, especially vs chars like Ragna, SJ, double SJ, JD (sometimes you can use kote to stall if they try to airthrow or whatever), then fall down with an aerial to mess with their timing. This helps with people who like to airthrow a lot too. 3:34 - Try not to just chun without being covered by the staff. Also TK chun is better than chun in practically every situation. 3:45 - that was definately a tsubame lol. 3:54 - if you sj j5D, you can kote/launch before you land. Timing is a bit tough though. Overall you played ok, but it doesn't seem you know the character too well. Your spacing is kind of weak (the airdash JB's nowhere near him). You didn't do too good a job of maximizing damage and you have to hitconfirm better as well. Also when you airdashed in you normally did JB and nothing else, if that was IB'd you could've gotten owned really hard.
  6. Only thing Litchi has to worry about in neutral is Jin 5D, it beats 6B[m] pretty well.
  7. I wouldn't use airthrow anti-air vs most of the cast.
  8. 2B itsuuC isn't that hard. I kinda do wish she had better anti-airs but I guess that'd be asking for too much seeing how you can just space normals.
  9. I feel like 2B is a pretty good poke. Stops mindless rushins, deals with moves that may go around 6B (like Noel 3C) and you have plenty of options off of it on block.
  10. Gotta mix that shit up! Though sucks on IB :|. Plus doing 2B 6A[m] pushes it so that the staff is ultra far, along with 2B pushback, only v13/projectiles can really punish that. That doesn't get used enough at all.
  11. Litchi vs Jin is 5.5 or even IMO. When people know what to expect from Litchi she still has plenty of options. Even 6A[m] whiff can be kept somewhat safe with 5D follow up.
  12. Litchi doesn't have any terrible matches, she can win vs anyone. Using her corner options properly can give her higher damage outputs - it's better if they understand the corner trap since you'll have a chance to do different relaunches.
  13. Yeah there is just so much to keep in mind. I still haven't tried doing the kara throw whiff after j2D since I'm trying to implement so much stuff into my game at once.
  14. Litchi is a very hard character to play properly. You can get to passable level with her quickly, but beyond that, good luck.
  15. It's not that he uses itsuu guard stance more than Manakan, it's that the guard point helps deal with Rachel zoning. Eat the pumpkin, then stop her advance with B. Even on block you can cover yourself with 5D/shishin/kote if they are scared/whatever.
  16. Lol look at the first page. http://www.nicovideo.jp/watch/sm7311848 - Manakan in the first match, looking like he stepped his shit up. J7C ender is really nice, now it makes sense to me haha. http://www.nicovideo.jp/watch/sm7297774 - 木村 Litchi from alpha station. Hopefully they upload more .
  17. There isn't one that just does it automatically, you have to deliberately input riichi after the air rekka enders in order to do it.
  18. During manten return state, she's counted as being staffless. If you're still doing staffless moves when the mantenbou already completely returned, it will wait until you're done. Don't really get what you mean here.
  19. lol There's always Wataru.
  20. Zombie Litchi: NKY Green Litchi: Jinpuu
  21. Lol. Added more.
  22. Fio doesn't even use 2C after 6B, just does it universally. When you do forward throw > itsuuA, you cancel into itsuuA on the very first hit of the forward throw, don't want to do it too late. Airthrow > land 5C(2) itsuuA is universal afaik, although I kind of prefer doing JC 5B.
  23. If you're unsure about the stability of it, you can always just do something simpler.
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