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Everything posted by Lord Knight
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No he's probably talking about her like double backdash that she has (that actually has some invul omg). I think it's just backdash out of backdash tbh.
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6C jump cancellable and you can kinda combo off it. Gonna mess around with it later.
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6B chains into 6C, it doesn't combo. Really, if I don't feel like guessing what Noel is gonna do out of her drives, I just DP it. I usually only like being staffless in the corner becuase the staff really supplements her offense. Having the staff is what really puts this match in Litchi's advantage imo. I believe on 6C's recovery you can do a staffless move? Actually I wanna try to see if 6C 236B 236C works, that'd be cool if it did. I like shenangians like 2B 6 6A/2B/throw when I have meter.
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It probably doesn't work on Noel because she can't be 5C'd on the ground, I haven't tried doing 2B 2C, but from messing around any time I have to 2B 2C in combos like that, they can tech. I guess the 2B is good cause the hitbox is low? I'll try that. 5B has been my main poke out. And Noel can RC the 3C to make it safe so that might be it too. So if she's doing dash 5A strings and that hitbox is all the way up there you can just 2B it for free? I started doing 2B RC/2B 6B RC to get damage off lows, cause 1000 was not enough for me either.
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One of our Noel's is the opposite, he likes baiting jump-in's and times 5D so that if you do an attack when you land, he gets a fat combo. Litchi can jB through her 6A but it's not really that common or reliable. 2C isn't too good of an anti-air because it's too easy to jump around that angle. It's a pretty good anti-jump though, I started to use it in blockstrings recently and it does it's job pretty well. 2B isn't too good for punishing really IMO, 5B does a much better job at that. 2B > 6B or 6A with Matenbou. If Noel does 3C and you have a staff, just 5B it. You have all day, don't need to IB. Also, current staffless corner combo I'm running: 5B 5C 236A 236C 5B jBC land 5C 2C jB dj jBC (j236B j236C).
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Vs Noel, 2D and 5D are unsafe on block, however she can protect yourself. For example she can 2D 5D, and if you 5B after blocking 2D, you'll get hit. If she does something else though you're good. If you think she'll do something to protect herself, just block or DP, if not just 5B or block. The crossup one (don't know the input) has to be IB'd to be punished, and also protects her after those unsafe starters.
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Nah. If a move is jump cancellable, and he does a guard point on it, you can just jump away. Like if you do a 5B and he guard points it, just react, jump and FD and you'll be safe. It's also really easy to just bait them and get free CH's off them. The teleport guard points are more annoying but you can still stop whatever you're doing and block the other way if your move has fast enough recovery, or if it's jump cancellable you can just jump and FD.
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Are there any additional moves where Litchi is considered staffless? So far I got 6C, 3C, 6A and 426D.
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Out of the one's I've played - Vs Noel: 6/4 Vs Ragna: 4.5/5.5 Vs Jin: 6.5/3.5 Vs Taokaka: 5.5/4.5 Vs Hakumen: 5/5 Vs Bang: 6/4 Vs Tager: 5/5 EDIT: I just realized how vague this was so time to clear some stuff up and back up my reasoning. Noel vs Litchi is just a match of patience and safety, just Litchi does it better. A lot of Noel's shit is not safe so it's pretty easy to escape, and if you have the staff you can punish her even harder. However if she's willing to risk it, Noel can get in on you with 5D or 3C if she guesses right, so you gotta make use of all of your ground to ground pokes. Noel (air) to Litchi (ground) is not too good, she is really fast and can maneuver easily through your anti-air pokes. As far as air-to-air, Litchi can handle Noel and keep her out pretty easy, but Noel's jC is pretty good so you gotta space carefully. Ragna vs Litchi is really annoying, it's hard to play vs a character that can punish you for what you're supposed to do. Basically you just need to be very creative vs him, because he can also keep you out very well. Your jB is nothing against his 6A so you can't really jump in, and a misplaced poke will be punished by 5B or 5C, so just play smart and be creative to get in and it gets easier. Jin vs Litchi is pretty free for Litchi, Jin can't really punish her for that many things, and he can't get in on her either (she don't want no scrubz). If you choose to be aggressive, just be careful about DP's because they do help him a lot. Taokaka is really annoying but once you get the hang of it it's not too bad. Litchi's jC will beat Taokaka's as long as she doesn't go in too deep, and that's a free combo right there. Also you can just DP Taokaka out of her stupid fly around tricks/resets, and you can IB a couple of her normals and punish with 5B into combo. I don't have much exp with Hakumen yet but he's really annoying, he can match you in range and beats you in damage, but you're faster and can control situations better. 6 is your friend if you want to bait a sheild, and he can't nullify Kokushi Musou at all. You can't fling staff at will though because he can do the super counter on it, but you can bait it with staffless 623D/421D. Bang is an interesting matchup for Litchi, but once you learn what to do she can handle it. Her jB pretty much beats his air anything, but you can't just jump in because he can anti-air guard jump (you can jB and jump away though, then punish). If he's in bang install, just block, dp and pray you hit him, it's pretty much over if they know what they are doing. While he has shurikens just play patiently and jump into the angle where the triple one can't hit you. Playing against Tager is kind of like playing against Hakumen, you have to be aware of what he has and play really cautiously in order to not get owned. As long as you aren't magnetized you can just kind of stay out of range of his approaches, and after he does it you can 5B (whether it blocks or hits) - for example, Tager does 2D, you walk back and 5B him into string or combo if you hit him. Once you get magnetized this doesn't work as well, so you can try to DP him out of some string but if you're too predicatble he can just command throw you. The DP should be a tool to keep him cautious of doing it, so always try to have the staff if he's pressuring you. Basically just don't get magnetized and you'll be ok.
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For that combo in the vid Emphy linked, you don't need to IAD (like the other ittusu combo). Actually, you can just do 436D~C 236C 2C, don't even need to jump, except for smaller characters like Carl or Rachel. It doesn't work like that on Arakune either.
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How much does holding [d] in combos change the time it returns to hit them? Now that there are so many of these combos, I haven't actually tested how much time you actually need to hold it and I drop some of the newer ones (like 5b 5c 3c [d] dash ]d[ 6c *staff hit* 6c dp 6c).
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Ok, so when I was playing today I noticed something, dunno what to think about it but it can REALLY open Litchi's pressure options. When you have Matenbou, you can do a string like 5b 5c 41236D~C. When 41236D~C hits on block, since the Matenbou is count as being set, you can do an input as if you are staffless. Can someone figure this out? I don't have the timing quite down. When I did do it, I did 421/623D. Tomorrow im gonna experiment with it more because if it works you can really move a lot more seamlessly in between modes. Also TK D if you have 50 meter is the shit, just RC it on the way down to w/e bnb.
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I think you hold dust on that. Her new voice annoys me. >.>
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Vert Dolphin.
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I've saw this in Cuteness is Justice. The player keeps *somehow* comboing into a Horizontal dolphin from 2D, or 2K > 2D > Horizontal Dolphin. Anyone figure out how? >.>