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GATHER ROUND FRIENDS IT'S TIME FOR A TRANSLATION PARTY Geroshabu's 2.0 notes are up: http://ch.nicovideo.jp/ttg_gerosyabu/blomaga/ar641072 Damage Changes 6C(4): 742 → 638 6D(2): 994 → 938 Kanchan(3): 836 → 749 Kanchan[max](3): 1261 → 1088 Tsubame(4): 1520 → 1169 Chinroutou[m]: 2185 → 1942 Chinroutou[e]: 1996 → 1780 New Gatlings 5B[m] > 2B 6A[m] > 4B 4B[m] > 6B 6A[e] > 5D [note: I don't think he differentiates between 5/2D here, but I'm not sure] New Gatling Combo Route Examples 5B[m] > 2B > 4B > 6BF > 2C > CT > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 6C > 3C > Tsubame [3983] 6A[m] > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 6C > 3C > Tsubame [3010] Removed Gatlings 6A[e] > 6B 6A[e] > 5C Misc. Effect Changes Kanchan, ItsuuC, 6A[m] all lost Fatal Counter. 6D[m] and 6C[m] both gained Fatal Counter. 4B[m] untechable time increased? Easy to followup with ItsuuA as long as you have the height to do it. Can gatling into 6B if blocked. 6A cancels only into specials (not kote), CT, and OD. Knockback increased. Minimum distance 6A CH > 5B combos. Haku horizontal knockback greatly increased. Backthrow > slide ItsuuA > 5[D] > Daisangen doesn't work. Chun bounces higher. Daisangen > 5B now works on Ragna. Kanchan (uncharged) no longer blows back on counter hit. Can go into 5B, however. Staff recall speed is now much faster. Daisangen > D pickup distance much greater. Horizontal staff recall reduced to one hit, now floats the opponent. Getting hit during staff recall makes the staff drop to the ground and set itself again. The staff will recall toward the direction the enemy was at the time it was set. Useful Combo Information [staff] Midscreen: 2A > 5B > 5C > 6D(1) > Tsubame [1838] 2A > 5B > 2B > 4B > 6BF > microdash 5B > 6D(1) > Tsubame (1994) 2A > 5B > 2B > 4B > 6BF > 2C > 6D [1646] (second hit of 6D goes backwards) 2A > 5B > 2B > 4B > 6BF > microdash 5B > 6D (second hit of 6D goes backwards) 5B > 2B > 4B > 6BF > 2C > CT > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [3983] ----> 2C > CT does not work at minimum distance on: Rachel, Taokaka, Carl, Hakumen, Valkenhayn, Izayoi 6A > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [3010] 6C(4) > 2D > 6B > jBCB > microdash 5B > 4B > 6BF > ItsuuA > 5D > Daisangen > staff2 > 6C > 3C > Tsubame [3883] 6D FC > 5D > dash jBCB > microdash 5B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [4067] 6D FC > 5D > 6C > 2B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6A > Tsubame [4062] 6D FC > 5D > microdash 6A > CT> ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [5078] 6D(1) FC > CT > ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [5400+] 4D > 3C > Daisangen > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C > 3C [2824]. No changes. j2D > 5B > 5D[slight] > Haku > Chun > delay 6B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [2614] j2D > 5B > 3C > 2D > TK Hatsu > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 6kote > Haku > Hatsu > RiichiA > TankiD > 6C > 3C > Chinro [3693] Throw > 5B/2B* > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > Tsubame [3335/3200] * 5B: Ragna, Noel, Tager, Litchi, Hakumen, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Amane, Bullet * 2B: Jin, Rachel, Carl, Makoto, Platinum, Kokonoe Air throw > 5B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > Tsubame [3335] Doesn't work on Makoto ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [3776] ItsuuC > 5[D] > jBC > Hatsu > ]D[ > Chun > staff2 > backstep > 5B > 4B > ItsuuA > 6kote > Haku > Hatsu > RiichiA > TankiD > 6C > 3C > Chinro ItsuuC > 5[D] > jBC > Hatsu > ]D[ > Chun > staff2 > backstep > 5B > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [3424] Corner: 2A[x3] > 5B > 2C > 6D > 3C > 2D > 6C > 3C > Tsubame [1783, 2Ax2 -> 2049] 2A > 5B > 2C > 6D > 3C > 2D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2525] 6A > 4B > 6BF > 5B > 6D > 5D > Daisangen > 5B[m] > 6D(1) > Tsubame > 6C > 3C [3049] 5B > 2C > 6D > 5D > Daisangen > 5B[m] > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3938, Chinro -> 5058] 5B >2C > 6D > 5D > Kanchan > ItsuuA > 5D > Haku > Chun > staff2 > 5B[m] > 6D > 5D > 6C > Tsubame [4000+] IAD jBA > 5A > 5B > 2C > 6D > 3C > 2D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2059] jB > 2A > 5B > 2C > 6D > Daisangen > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2549, without 2A 2963] Throw > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C Throw > CT > ItsuuA > 4kote > Daisangen > 5D > 6C > 3C > Tsubame [4103] ItsuuC > j[D] > jB > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3377] [staffless] Midscreen: 5D > jBCB > 5B > 2C > Tsubame [2004] 5D > jBCB > microdash 5B > Tsubame [1886] Corner: No staff usage ---- 5B > 6B > 5C > 2C > 3C > Daisangen > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C > 3C Either staff ---- 5D > jBCB > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [2844] Vertical staff ---- 5B > 2C > Daisangen > 5B > 5D[slight] > Chun > staff2 > 5B > 6D(1) > Tsubame > 6C > 3C [3104] ---- 5B > 2C > 3C > 2D > delay Haku > staff2 > 5B > 4B > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3143] ---- 5B > 2C > 3C > 2D > delay Haku > staff2 > 5B > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame Horizontal staff ---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 6D > 5D > 6C > 3C > Tsubame [3558] ---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 6D(1) > Tsubame > 6C > 3C [3230] ---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [3675] ---- 5B > 5C > 5D > jBCB > 5B > 4B > ItsuuA > 4kote > Daisangen > 5D > 6C > Tsubame [3448]
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Given a day to settle down, here's what it looks like people are corroborating: 1) All current gatlings from 6A[e] are gone, but 6A > staff launch is back, like in EX. No word on any restriction to only 5D or 2D. 6A is still special (and therefore CT) cancelable. 2) Taking a hit or blocking during staff launch makes the staff float down to the ground like after Itsuu, Litchi remains staffless. 3) The staff's launch direction is set on placement, not on launch--even if you or the opponent move, it'll still launch in whatever way it would have when you set it. I've found no information on how this affects kote, but my assumption is that now orientation and direction are both set independently at any point the staff is moved. Orientation is determined by which move you did (Tsubame, 5D, 623D all vertical, 2D, 6D, 421D all horizontal, etc). Direction is determined by which way Litchi was facing. The corollary to this is that anything that moves the staff would cause these properties to be set again: kote, riichi, launch > get hit. Here are other things I've seen at least one person say, but which have not been widely corroborated. Truth is questionable: 1) Knockback on Daisangen changed somehow, makes combos harder. 2) Staff recovery speed during launch increased--makes midscreen combos difficult. ItsuuA > 5D > Daisangen > staff2 doesn't work. 3) Combo starter rating on 2A, throw, CT all nerfed. The IAD j.BA > 5B off of throw now blue beats. 4) Staff launch hitstun decreased: late-combo 3C > horizontal launch > 3C > Kanchan doesn't work. 5) Litchi's overall body is smaller during 4B, also launches lower. 6) CH Tsubame > last hit whiff > 5D combos (I'm pretty sure this isn't new, though). 7) ItsuuA recovery apparently increased--though not by much if so. 8) Tsubame damage reduced from 1520 to 1229.
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People on the JP BBS are trying to figure out ways to the use jB[e], jC[e] > j2D gatling we got with the update. One guy suggested, during staff recall, IAD crossup jC[e] > j2D. My stick is out of commission for a while so I can't mess around with it, but there's an idea for you.
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That unintentional corner switch is also differently-noticeable on different characters. I'm gonna go out on a limb and say you were practicing against Jin--it's really easy to get that to happen on him. If you really want to get into it, you can record yourself doing the combo and then play it back against the cast to see which ones are the big problems.
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You asked about the video in the other thread, but no, there is no English translation. Just use the first post in the combo thread here. As for challenge 27, I'll walk you through each part. First backdash so the spacing works out. 41236D~B > 41236D doesn't have a real "delay" in the usual sense, it's just that the recovery is longer than it looks. The 421C afterward is the same thing. Dash 5B > 4B > ItsuuA is all fine and not very difficult. Now the part you said you were having trouble with. 623D > Haku is actually fairly lenient, but there are a couple of reasons you might be having trouble. First, make sure you're doing the 623D and 236A as fast as possible from the preceding move. If nothing comes out you're doing it too fast, but the recovery on 623D is fairly small so that shouldn't be an issue. The other thing you might be doing is hitting with ItsuuA too low. The reason ItsuuA > 623D > Haku works is because when the opponent is high in the air, they spend time falling and end up in a hard knockdown state, which has fixed duration. If the opponent is too low, they don't fall for as long and hit the ground earlier, so you have overall less time to follow up. I linked a video at the bottom of this post, if your ItsuuA is hitting lower than in that video, then you should be doing it earlier so it hits higher. Once you get the Haku to hit, just do Hatsu > 63214A~D as fast as possible. There is a small chance that, depending on the earlier hits in the combo, you might do the IppatsuD while they're still too far from the staff for it to hit, but that's unlikely. If it does happen, then add a slight delay between Haku and Hatsu--this gives the opponent a little bit longer to fly horizontally so they're closer to the staff. After that, you'll probably be on the opposite side of them, so be aware when you do 6C. Depending on a bunch of height factors, you might also cross under the opponent during the 6C again and have to do 3C in the opposite direction, so be careful. That's pretty much it though. Here's a video for you to compare against: https://www.youtube.com/watch?v=TDElYYqPH9w#t=6m8s
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I haven't seen this list compiled anywhere, so here are the characters midscreen Daisangen > 2A works on: Daisangen > 2A works on only: Hazama, Litchi, Relius, Taokaka, Terumi Daisangen > microdash 2A works on everyone except: Arakune, Carl, Kokonoe, Makoto, Tager, Tsubaki Getting the extra distance from 2A > j.AAC can be really useful and the microdash combo surprisingly isn't all that hard. In other news, Chaoto posted on Twitter that as a combo ender, 6D > 6C(1) > Kokushi > IAD airthrow gives you guaranteed pressure as the opponent breaks the throw, is forced to block Kokushi, and slowly falls toward the ground between Kokushi hits. This lets you do "meaty" high/lows as they land that the 6C > 4kote > 214AB OS doesn't, and also either drains barrier or lets you see the opponent isn't barriering and hit them with an air unblockable normal. In testing, it's very hard to consistently get the opponent on the ground while there are still hits left on the super, but very easy to make it so the opponent has to land and can't do anything else after the last hit. And of course, if they don't tech, they eat the 1400 damage + hard knockdown.
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Okay so in order: 1) Yeah, depending on screen distance the staff may mess up the last part, in which case you can just do 6C > Tsubame (you may need to cancel after the first hit of 6C to avoid the opponent insta-teching after last hit of Tsubame). You can also add/change delays between the individual rekkas to account for different distances, just mess around for a while to see what works for you. Eventually you'll be able to tell what you need to do just by looking for when the staff is coming back on screen after Chun. This whole thing of looking for the staff to determine what ender you have to do is true for a lot of common combo parts. ItsuuA > 4kote > 3C > 2D > *stuff* is the big one--you may want 5B > 6C > staff2 > 6A, you may want to omit the 5B, you may just want 6C > Tsubame, etc. 2) If the opponent is far, you might need to do a microdash ItsuuA (412366D~A) so that the staff is lower when passing the opponent's horizontal position. As for the 5D > 3C part, hold the 5D for just an instant and let the opponent fall out of range so that it doesn't hit them. Then you can follow up with 3C. 3) Learn both. IppatsuD > dashunder 5D > Kanchan is an extremely useful combo part when the staff is in vertical set in the corner (it works basically the same way as in the horizontal set you have in the combo you listed), and the second one is basically another BnB. I find it to be slightly less finicky than the first combo but with practice both are totally stable.
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Earlier today a Japanese player posted a summary of his experiences with post-patch Litchi which I've translated here: https://www.evernote.com/shard/s199/sh/78c9fb79-f71c-4f45-bfb4-cdd8eccbb979/7443c98f5228f896c57832d2dd37978c There are a few interesting things combo-wise. In particular, there's one line that says Daisangen > 5B doesn't work on more of the cast (unlike now, where it only doesn't work on Ragna). I have no idea what on earth he's talking about, because I can't find anything that suggests that should be true, but at the same time I can't possibly imagine what else he's trying to say. Additionally, there was already one post-patch video where it did work on Carl when he claims it doesn't--but that was off of 2C > 6D, and it's possible that the new restrictions are just on grounded characters. He might also mean Daisangen > no-tech > 5B pickup, but I can't imagine why on earth that would be worth testing. The 4B changes hurt. That same video showed a few uses of 4B and the recovery is painful to even watch. Luckily it looks like 4B > ItsuuA still works like we want in most places, particularly in corner, but it's tighter and requires practice. Notably, it's harder to make 5B > 4B work against low-altitude characters, so now we want to do combos which put the opponent fairly high when we get to that point. One example off of j.2D is given in the notes. For the same reason, use of ItsuuA in throw combos is harder. New Kokushis give us interesting combo options. In corner, vertical Kokushi to j.Chun > 2A > 5B > 4B > 6D works. Minimum damage on horizontal Kokushi is big, we get flat 1900 with horizontal Kokushi + Chinro ender, so that looks like the new go-to 100% ender (vertical version's hitstun was halved so vertical Kokushi > Chinro won't work). Apparently going for astral in OD combos is super good, Ea hit with it 25 times on the first day.
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For the all Riichi (and RiichiA followups!) combo I spent like an hour or two figuring it out. I knew I needed three RiichiA's: one for Ippatsu > Tanki Chun, one each for Chankan and Tanki Hatsu, and I also needed to throw RiichiB in there somewhere, and end with Chinro to get RC > RiichiC. 4B > RiichiB works off of FC, so I started with Kanchan FC. For the three RiichiA's I decided on ground and air Hatsu, and 6C(1), which were the only other moves I could find that had enough hitstun to followup. The rest was just ordering them so that I could link everything together. The combo it took me longest to build was the ItsuuC FC corner carry combo early on, that was like an entire night's worth of investigation. Largely because I wanted to do 5C[e] > IAD > staff2 > j.CB > land stuff, but I couldn't figure out a way to incorporate it and keep the rest of the combo interesting. The hardest to actually do were easily the horizontal Kokushi combos. There's a lot of position-dependence and slight delays to make the opponent fall into it while making sure both that the stickman is facing the right way and that the opponent doesn't fall out. But dwarfing all of the combo-building time was the editing. By like a factor of 5 or 6 lol. I did have one other combo that I couldn't work into the video that I think is nonetheless pretty interesting: (Staff in corner, vertical set, e.g. after Tsubame) Haku Hatsu > RiichiA > Chankan > microdash 2D > 5B > j.B > j.Hatsu Chun > staff2 (vacuums opponent out of corner) > dash under 5B[m] > Reverse 6D > ender
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Oh hey my video got posted here :3. Feel free to ask anything about it. One thing I want to point out is that the combo at 0:45 includes a RiichiC, lol. Yeah superscience suggested that to me and I do it basically all the time now. I have the same problem you do with sjC. Also, carefully studying the input history in training mode trying to figure out how I was failing some of those combos led me to realize that my directional input cleanliness is absolutely godawful; my rekkas are basically three half-circles, among other things. It's a wonder I can do anything at all, haha.
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You'll need to do the Haku as fast as possible so Ragna's still pretty high on the wallstick--otherwise he drops low enough to where it doesn't work. The timing -is- tighter on him than the other characters, but it does work lol.
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Note that that's only true when Ragna is grounded or very low, like off of staffless normals or after ItsuuA. 5B 2C 6D Daisangen 5B works just fine on him. My combo path when I accidentally autopilot into the problem combos though is 2A 5B 4B j.B dj.BCD falling j.C staff2 etc. though, like back from CS2/EX.
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Sorry to the four players that I just had DC problems with, I have no idea what's going on.
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I'm not sure why you're missing the 2366A, I've confirmed that it works on the entire cast, Kagura included. There -are- a couple character-specific caveats though. Against characters with small air hurtboxes, the last Hatsu > Chun > staff2 etc. part may not work depending on how you do the Hatsu. I do it with j.7 as low to the ground as possible, and it's tight or whiffs against Bullet and Noel, but using j.8 works fine. Against Tager, the beginning setup doesn't work unless you do an Ippatsu first; otherwise Chankan doesn't put you behind them. Additionally, the dash 4B[m] is tight, but possible. You can do 5B first to make it easier. He instant techs the last hit of Tsubame but he's Tager, what can he do about it when you're half a screen away? Against Amane and Izayoi, 5C doesn't OTG. Use 2B instead. Also I found an improvement to one of the combos. Instead of IAD j.B j.Hatsu etc., which is super unsafe if blocked, you can do: IAD j.B > 5B > 5C > Haku > staff2 > dash 5B[m] > 4B > ItsuuA > 6kote > 5C > Hatsu > RiichiA > Tanki Hatsu > 5D > TK Hatsu > Chun > staff2 > 6C(1) > Tsubame [3.1k] The opponent instant-techs the last hit of Tsubame if you let the second of hit 6C go, and I can't get Haku > staff2 > dash 4B[m] to reach.
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I've been playing around a bit more with the vacuum staff recall thing in the corner. Rather than 66D like I originally used, microdash 2D works as well, which is basically just strictly better. Potential mixup routes here, all of them put the opponent back into the corner: 662[D] > Chankan[max] ]D[ > 2366A > 664B[m] > ItsuuA > 6kote > 5C > Hatsu > RiichiA > Tanki Hatsu > 5D > TK Hatsu > Chun > staff2 > 6C > Tsubame [4.1k] 662[D] > IAD ]D[ j.B > j.Hatsu j.Chun > staff2 > dash under 2A > 5B[m] > 4B > ItsuuA > 4kote > 663C > 2D > 66C > staff2 > Tsubame [2.8k] 662[D] > IAD ]D[ j.B > OD (70%+ health) > j.Hatsu j.Chun > 3D > Kanchan[max] > 664B[m] > ItsuuA > 4kote > 663C > 2D > 66C > staff2 > Tsubame [3.5k] You can throw in Chinroutou in the usual places if you want a super ender instead. You can also just not do a crossup here and wait for the staff to return. If you can keep the opponent in pressure and make the staff contact them on its return it will still vacuum them. So if you're sufficiently close: staff2 (blocked) > IAD j.2D > 5B > 3C > 2D > Hatsu > Chun > staff2 > dash under 2A > 5B[m] > 4B[m] > ItsuuA > 4kote > 663C > 2D > 66C > staff2 > Tsubame [2.8k]
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In order for Haku Hatsu Chun > 5D to work, you want the opponent to be as high in the air as possible, particularly relative to Litchi, when Chun connects. This lets you recover early enough during the opponent's ground bounce that the 5D will hit them before they tech. For the 2B OTG characters, the only way to do this really is to delay Hatsu so that it connects when the opponent is at the apex of their knockback arc after Haku. The visual cue you're looking for is when the opponent switches from their upward knockback animation to their downward knockback animation: you want Hatsu to connect as close to this swapover point as possible. For the 5B OTG characters it's easier, as 5B 6D wallsticks the opponent higher than 2B 6D. If you just do Haku as fast as possible afterward, then they'll be high enough that 5D works, no Hatsu delay necessary. I'm testing it now, but I think the 2B version with delay Hatsu may work on everyone. Okay testing is done, 2B version with delay Hatsu works on the entire cast. 5B version does not appear to work on Carl, contrary to the post, and also does not work on Kagura or Kokonoe. As for the next 3C, you may have to delay it slightly so the opponent falls into it, much like the 5B 2C 6D 5D 3C > etc. combo. Other meterless 4k combos: I probably stole this one from this thread but since you asked, here: 5B[m] > 2C > 6D > Haku Chun Hatsu > RiichiA > Ippatsu > Chankan > dash under 5D > 3C > Kanchan (staff2 in here somewhere) > 6D(1) > Tsubame > 6C Does slightly over 4k, damage varies by up to like 20 based on the last part.
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From the JP BBS I found out about another corner mixup. It uses wrong-direction staff recall to vacuum opponents out of the corner, like the old 4D ender stuff we could do in Extend. stuff > Haku Chun Hatsu > RiichiA > Chankan (onstaff~D) > dash under 66D > Kanchan[max] The dash under 66D has to be executed as a running staff recall in order for the staff to pull the opponent out. The full-charged Kanchan can cross the opponent up since they've been vacuumed out leading to super high damage, even putting the opponent back into the corner with the following: Kanchan[max] > dash Haku > staff2 > dash 4B[m] > ItsuuA > 6kote > 5C > Hatsu > RiichiA > Chankan > 5D > j.7Hatsu > Chun > staff2 > 6C > Tsubame [4.2k] Unfortunately we have to do the slightly harder dash stuff at the beginning instead of the easier Haku > staff2 > easy dash 5B[m] > 4B or the combo takes too long and the opponent instant-techs after the last hit of Tsubame.
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Anyone got anything for combos starting while already in OD? Our reversal OD is good enough to warrant figuring it out, I think. Anyway best I've got so far, for midscreen: (6A, 5B) > 6B > 5C5D > TK Hatsu > delay 6D > All Green > 3D > Kanchan[max] > Haku Hatsu Chun > 3D > All Terminals [6k with 5B starter, 5.3k with 6A starter] at sufficiently low health/long enough OD duration remaining. Up to All Green works even at full health OD duration, so you can follow up with 5B 4B ItsuuA etc. The TK Hatsu is necessary so that the last rekkas don't trigger SMP. The first 5D is necessary to place the staff so that the delay 6D later will hit, giving you enough time to All Green. Meterless all I've been able to find is: stuff > Haku Hatsu Chun > 3D > [6A 3C 3D]xN
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I use a nearly-equivalent one that doesn't require character-specific timings; it's also universal. 5B[m] > 2C > 6D > 5D > Hatsu > Chun > 5B[m] > 4B > ItsuuA > 4kote > 3C > 5D > 3C > Kanchan > Tsubame > 6C [3988 dmg, 28 heat] You lose out on roughly 20 damage and 1 heat, but that's a really small price to pay to avoid character-specific timings, I feel. edit: And of course I find a combo based on me intuiting around what I remember from JP videos that's just better. Universal, no character-specific timings: 5B[m] > 2C > 6D > Haku Chun Hatsu > RiichiA > Ippatsu > Chankan > dash under 5D > 3C > Kanchan > 6D(1) > Tsubame > 6C [4014 dmg, 28 heat] Anyway, I saw LK working on a combo with this starter when he was streaming the other day so I investigated it a bit: 5[D] > 421[C] > 5]D[ (crosses up) > Kanchan hits > dash 4B[e] > 5[AB] (moderate hold) > ItsuuA > high proration enders from ItsuuA Enders include 4kote 3C 5[D] > pressure, 4kote 3C 5D 6C, 6kote Haku Hatsu RiichiA Chankan 6C 3C 5[D] > pressure, etc.
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[CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)
Cobalt replied to Lord Knight's topic in Archive
Depends on the preceding combo, since the 5D will continue the combo (with blue beat) if the opponent doesn't emergency tech. 5B[m] 5C(2) 6D(1) Tsubame -> dash D 2A 5B (confirm hit) j.7B j.Hatsu j.Chun Haku. Opponent gets knocked down by Haku and has option to emergency tech or not. This combo also works from 6A starter when recovering the staff, but only if you do 6A 5C[m]. If you throw in a 6B or something before 5C[m] then the opponent will air tech after getting hit by Haku. Use the combo below for that. 2A 5B[m] etc. > dash D 2A 5B (confirm hit) j.B j.C staff2 dash 6C. Grants hard knockdown. Probably character specific, the staff2 > 6C is tight. Works on Jin at least. Edit: This second combo is extremely character and timing specific; many characters tech out at the j.C since their hitbox doesn't extend downward far enough. I'll try to figure out something better. I haven't found anything that really works from 2A x2 or more. Could try air throw resetting I guess; they tech out after 2A > 5B. For similar reasons, this doesn't work after long midscreen combos ending in Tsubame. -
[CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)
Cobalt replied to Lord Knight's topic in Archive
Yeah I watched some more videos last night after I posted and I came to the same conclusion. In the same vein, it seems like the usual strat for dealing with midscreen knockdown is to hold the staff and dash to maximum comfortable range. I guess you just let them backroll if they want and use the staff recall to try and get more pressure off of it. -
[CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)
Cobalt replied to Lord Knight's topic in Archive
I tested the 5B link against the entire cast except Kagura; it drops only on Ragna. The Japanese name of RiichiB is 立直:引っかけ (riichi: hikkake, Ready: Setting the Trap). It's a mahjong term when you declare a ready hand discarding an end tile of a ryankan set, e.g. discarding 4 or 8 when you have 468. This tricks the opponent into thinking 7 or 5 are safe, when they're actually the tile you're waiting on. For reference, RiichiA is 立直:単騎待ち (riichi: tanki machi, Ready: Single Wait), where you are waiting on only a single tile value that can complete your hand, and 立直:追っかけ (riichi: okkake, Ready: Pursuit), where you declare ready after someone else, to try and "chase" them. Oh yeah, Litchi's new moves are of course also named after mahjong. For the curious, 421C, 嵌張 (kanchan) is a set of two suited tiles separated by one, so that to complete it you're waiting on the middle tile. Since it has a tile on each side, it's fitting for what 421C can do when charged. RiichiA~D, 搶槓 (chankan, Robbing the Kong), is an event in which someone declares a meld of four tiles and a person wins off of that tile. In the English translation of BB, the name Robbing the Kong was already given to RiichiB, so it'll be curious how they translate this. Finally, 632146C, 清老頭 (chinroutou, All Terminals), is a maximum-score hand that occurs when you create a winning hand consisting only of 1s and 9s. And something I finally figured out the other day, Litchi's astral deals 32000 damage because that's how many points a maximum-score hand is worth. In my own learning experiences, I've been trying to figure out reliable midscreen oki after Tsubame. So far all I've gotten is dash, as-early-as-possible D, to catch non-emergency techs, into slightly delayed B which is meaty and connects for a followup if the D connected. I've also been having problems dealing with forward rolls out of the corner after 6C > 4kote ender. I'm doing 2D to try and catch, but the opponent always tends to roll past me and it becomes a lot harder to followup as they get knocked out of the corner. Am I doing it slow or something? -
There are two main things you could be missing. The throw > 5A link, or the 5AA > 5B cancel. The first one is a very tight link, yes. But P4A uses the same input buffering system that BB does, so you can press and hold A for up to ~5 frames before you recover from your throw and you'll do the 5A as quickly as possible, hitting the link. Visually, the timing on this is to press and hold A just as the opponent starts to fly backward from the throw. The 5AA > 5B cancel is a hell of a lot easier once you can consistently get throw > 5A. You need to gatling the second 5A into 5B as quickly as possible, and with no charge, which means you need to press the button during 5A's initial animation. You don't have time to confirm that you hit the throw > 5A. Just do the initial A hold to get the link, then immediately press A,B. One issue that I've come across is that this doesn't work on counter hit in some situations--the extra vertical knockback from the counter hit throw puts the opponent high enough that 5B whiffs by being too low. You can delay the first 5A to fix that, since the opponent can't tech until hitting the ground on counter hit. But that's not worth it to practice until you can consistently get it without counter hit.
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I'm gonna be coming to this, but it looks like I'm going to arrive at 11:30PM or so (due to train schedule). If you guys would like some help setting up then I'll be happy to help--and that way, I wouldn't have to spend half an hour waiting outside in the middle of the night, lol.
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Figured I'd post this here--I'm Woody/"Carnegie Guy" from yesterday at Gamecenter. I had a lot of fun, good games to everyone I played. As people may have noticed, I didn't actually know my moveset lol, which is why I was relying on auto combo, all-out attack, and grab gimmicks the whole time. I'll actually do a bit more research before coming by next time.