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Everything posted by kousaka
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you gotta be careful with this, although it's never happened to me yet but i've read of the CA freeze bug happening from this setup on the jp forums
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okay, regardless of the frames, you can still throw tao out of CA near the end at around the peak of the CA which is why you need superjump... don't knock it down till you've tried it as I've done it many times in matches
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I find the matchup against tao fairly even. Tao does have anti air in the form of dash 6a, 5c, j.A but they're limited in this matchup. I've never tried hatsu as anti air but I will give a shot next time. What I find against tao is that without staff you can really get rushed down with dash 5b's and j.C's, a good tao will try and bait tsubame alot and then go all out. With staff tao will usually fish for CH's. But here's a tip, tao has a tendency to dead angle (the up forward drive) out of pressure, in particular mantenbou super. You can preempt this with superjump air throw to punish at the cost of pressure.
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yeah from air throw the combo can be alittle character specific, for the ones that stance>A doesn't hit for otg combo, you can go to tsubame into relaunch instead litchi j.C without staff is equally fast with taokaka j.C so it can be used as an option litchi j.A is faster but usually will be outranged by j.C taokaka j.A is fastest aerial move in the game but you can outrange it with j.B or with staff j.C but a combo starting from CH j.C from taokaka will hurt like mad but with throw you can option select just watch for taokaka landing and 6a you before you land, remember to IB/barrier all the stuff mentioned above from chun/LK have applications in certain matchups
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air throw is her best anti air =D abuse the massive throw range gives carry + relaunch to corner oki
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She's a good character to learn at all levels. She has good options on defense with tsubame and the ability to punish things after IB where other characters can't. She has easy to learn generic combos for oki but not so great damage. She has many many character specific combos which can take a while to learn but not that hard still. The hard part in playing litchi is staying creative with her mixups. She can be predictable and easy to bait out and punish. But most of the time you can pretend your in training mode and just go on and on with your oki pressure.
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I've been doing some testing lately on character specifics. Mainly on the air string that is required to go from air to ground into 6C loop. I haven't got down a proven list yet but since the situation seems to change all the time in game you kinda have to react accordingly. If they're too far you need j6C and jc into the air string, depending on the character/height. You need variations of j.ACj5D, j.A5BCD, j.AA5BCD. Carl I whiff the air string all the time. Still experimenting. Soulji Special: (while cursed) 2aa >6a bug > 2aa >6a bug >5D recurse>236B invis> bc bug >6c loop etc This looks to be much easier to confirm then our old classic combo which I still use. 2aaa > 2c bug >5C > air to ground string + CB bug OR j6a>236C + CB bug > 6c loop
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
kousaka replied to CopperDabbit's topic in Archive
you should mention the other dive cancelling, or note number 20 in the frame data It's a crucial part to arakune's game. -
your not baiting burst, you can super on reaction and crush it
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i actually find that the basketball combo off j.D has one good use and that is to crush bursts.. you do either 1 or 2 iterations of basketball loop into beam super to crush a burst and if no burst comes go into one rep of 6C loop into recurse
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214A and 236B is fairly interchangeable, it actually creates some spacing for the 6C combo.. im not sure if there's any special cases.. but you can combo without either 214a and 236b technically but it tends to fail alot imo there's no 2a before 6a
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it's not counter he did 5a to 6a doesn't connect but a mixup 6a5d 214A feint BC bug into 6C loop
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[CT] Carl Clover Tactical Discussion/Questions/Help
kousaka replied to Alternate275's topic in Archive
haha well u definitely don't want to throw break when your in that particular position in round 2 as that's guaranteed reset. Dora was taking like 300 damage per throw + clap there I think. He could of eaten probably 8 more loops before he died. in round 1, resets are very common in the corner and many times can happen by accident if they mess up. You have to be very cautious in teching. But if I'm not mistaken the combo started from burst guard break which I think you can't die from until you tech. Reset should of been expected anyways and if not you should just fall and not risk it since you can't die. When your caught in the loop don't panic. React accordingly. If you eat 20 iterations in a row so be it. It's not easy. Keep in mind that claps take nirvana bar and i think max you can clap is 32-33 times (not that I've ever experienced that many). Depending on your life and if you already bursted it can be worth the gamble. Most I've ever eaten in a row I think was 6. Not that I play carl, I just know the feeling of eating ZeroFalcon's loops enough to comment. -
During 6B with staff I think the staff is counted as set so you can hold it there with D. LK's definition is correct.
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I've been using this recently. You can't jc if you already jc before the air throw obviously but I found that the j.D can miss depending on how high up you are and requires a delay before j.D. I've tried to link the 6C loop in this combo a few times but I found that I couldn't do more then 1 loop and quite often the first one just whiffs completely on certain characters. Might be too high and not enough time to land to 6C not totally sure yet.
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The timing can be tricky and is easy to miss in a few places. Mainly the BC bug must be done immediately after 214A fakeout. Also you must do 6C immediately after 214A animation ends which can be tricky at first visually since it's a fakeout which is probably the problem your having if they tech out and block your 6C. Sometimes the bugs can miss depending on where you are on the screen and the opponent, but I've noticed that if you hold the 4 from the fakeout and do 4BC bug sometimes it'll connect. I still need to work out exact locations/character specific bug adjustment. Will focus on these when the console release is out.
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When you crank up the guard gauge and land a combo. The first few hits are CH, and it messes up my loops all the time. Any tips on maximizing the damage on those hits? Usually happens to me on the orb loops and since the j.S j.HS are CH the j.D and orbs are below the opponent and whiff.
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I personally do C bug then B bug but I'm not too sure if it makes a difference. I drum roll across and keep the two bug hits pretty close together.
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from experience only, haven't looked at the frames IBing ice ride for punish is fairly easy since you can react to the startup of the move. IBing jin's 5D isn't punishable unless they dash cancel in which case I think I used 5BC to punish
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These are the bnb's I use: starters: 2a > 5B > 5D > 214A fakeout > CB bug > 6C loop 6a > 5D > 236B invis > CB bug > 6C loop 2a x n > 2C (RC) > j6C > jc > jA > jB > jC > jD > CB bug >6A bug> 6C loop near corner 5a > 6B > j6C > jc > jA > jB > jC > jD > CB bug > jC >jD jD > 6a >6a bug > 6C loop j3D/j6D >CB bug > 6a bug> j6C > 236C > CB bug > 6C loop CH j2A/j2B/j2C / dive cancelled> 5B > (jc) > jA > jB > jC > jD > CB bug > 6a bug >6C loop cursed starters mid screen 3aa > 6a bug> 3aa > 6a bug > 5D (hold)> 236B > CB bug > 6c loop you must hold 5D for the duration of the combo or D bug will carry them up air throw mid screen air throw > land > 5d > j6a> 6a bug > (jc) > j2a > b bug> j2b > j2c> CB bug > 6a bug> 6c loop Now for the 6C loops. You usually can't relaunch into more 6C loops without being mid screen or back against corner. The CB bug before it requires holding 4 if your near corner sometimes depending on character. I've still yet to work out all the character details. 6C loop: Here's how to do the general 6C loop though. [6C > C > 2C> B bug > 6A bug] x 2-3 > j6A > 6A bug >(jc) > jC > jD (I usually just do jC>jD though) edit: less damage but jC>jD without the j6a is required in some situations Here's some things I've noticed so far, the timing needs to be spaced out so that certain bugs don't mess you up. Too many hits before it can break the combo. You can usually only get 2 loops + recurse but sometimes you can squeeze a 3rd for only a bit more damage and even 4 which is flashy I delay 6C > C part as slow as possible then hold 2C wait for the opponent to ground slide then 5B>6A in one flick motion. edit: don't hold 2C, C bug makes combo less stable, whiff the C bug in the 6C set instead Doing the 3rd 6C loop requires an extra A bug inserted after the initial 6C hit. I haven't figured to full timing on this but the times that I've fluked it I've pretty much did 6C~6A in one flick. edit: timing of 6A bug is character specific, you want it to hit right before or at the same time as second hit of 6C set
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[CT] Carl Clover Tactical Discussion/Questions/Help
kousaka replied to Alternate275's topic in Archive
i dead angle'd zero out of his gear super RC unblock attempt the first time he tried it on me =D -
http://www.youtube.com/watch?v=UcDsK3EjSEw BEHOLD! the new definitive litchi corner combo bible
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i've been using 6C enders everywhere i can but i can't find one that'll work on carl has anyone found any alternatives? or just combos that end with knockdown in general against carl
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after 632146+D - (Mantenbou placed) from vids i've noticed a few different enders. Mainly j.C and staffless 6C for knockdown has anyone fully tested which ones are for which characters/situation? i've used j.C and had it fail a few times when the opponent was caught by the super in the air Since litchi's game is almost completely based on the 2 supers we should compile a list of combos that all end with placed matenbou.. especially the character specific variants. I've had problems finding ones that work on Carl.
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has anyone tried the 3C setup only to have ragna super through it?