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Everything posted by Cobalt
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PSN - Danisen League Battle #3 - Friday, June 1st - [COMPLETED]
Cobalt replied to zeth07's topic in BlazBlue Online Play
I (Relambrien) am going to have to drop for tonight. Last-minute internship thing came through that I need to deal with starting like, 5 minutes ago. GL HF to the rest. -
PSN - Danisen League Battle #3 - Friday, June 1st - [COMPLETED]
Cobalt replied to zeth07's topic in BlazBlue Online Play
Signing up again for East, PSN ID Relambrien -
[CSE] PSN - ID Thread / Chatroom Invitations
Cobalt replied to zeth07's topic in BlazBlue Online Play
Oh hey, guess I'll throw my name in. PSN ID: Relambrien State/Province: Delaware Main: Litchi Sub: None Availability: Starting from early evening through the night, all week until summer ends. -
GGs to netplay today. It's really hard trying to get accustomed to netplay lag after only playing friends locally all year though D:
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I'm level 3 because I started playing CSE on my PS3/account yesterday, lol. I played a hell of a lot on my roommate's account during the school year.
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PSN - Danisen League Battle #2 - Saturday, May 19th - *Check Times*
Cobalt replied to zeth07's topic in BlazBlue Online Play
GGs all. Had a lot of fun. Also I think I taunted someone once; sorry about that, it's a reflex when I hit a round-winning kokushi :< -
[CSE] Litchi Faye Ling - Kokushi Musou (Thirteen Orphans) Oki Thread
Cobalt replied to Lord Knight's topic in Archive
I've been trying this, and I found a way to get it pretty consistently against Bang. After 6D, hold 6, then press C as late as possible before Bang hits the ground. Cancel into kote and do the rest of the ender as quickly as possible and it'll work. Not sure how well that works against the rest of the cast. edit: Actually maybe don't wait as late as possible, just almost as late as possible. In any case, the hardest part about this is linking kote > 6C as quickly as possible. -
PSN - Danisen League Battle #2 - Saturday, May 19th - *Check Times*
Cobalt replied to zeth07's topic in BlazBlue Online Play
PSN I.D.: Relambrien Character: Litchi State/Province*: DE Time Zone*: EDT -
The only combo I can get to connect with that structure omits the 3C > Haku at the start. If I do 3C > Haku > Hatsu > ... > 5B > 6C(1) etc., then they tech out at the transition between dj.B > j.C at the end. If I omit just the 5B then they tech out at the slide 6A, but that could just be really strict timing. As for the video, it looked like you weren't actually getting any TK Chuns, which would be why you can't follow them up. TK Chuns will have the superjump trail on them. I recommend just doing 2369--it's fewer motions on the stick, so it should be easier to get. Anyway, full combo from start position that I can get looks like this: ItsuuB > dash 6C(1) > 6kote > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > staff2 > TK Chun > 2C > delay 6D > 5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > slide 6A Try and make the TK Chun hit late into its animation, so that you recover fast enough. You should buffer the 2C out of it so it comes out as quickly as possible, then delay the following 6D a bit so the hits both connect.
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Might as well add this since it's not in the thread yet. Max damage ender that I've found/seen: 5B > 6C(1) > 4kote > j.B > dj.BCD > delay falling j.C > staff2 > slide 6A > Daisharin 39339 > j.Chun* > 6A > Daisharin last hit > [All Green**] * You want the j.Chun to hit after the third hit of Daisharin to knock them back down into the staff. The 6A following it knocks them to the ground for Daisharin's last hit. For oki, you can do 6A > Four Winds after Daisharin lands, or whatever other things you want really. ** You need to back up so that 6A hits pretty far away in order for All Green to connect.
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For me, this works if I try to keep them as high as possible when 6A connects. It feels like the extra time it takes them to fall is what allows the staff2 to connect, but I'm not well-versed enough in the mechanics to say whether or not that's actually true. I just do the same hold timing as for 5[D] > Chun. The places I look to control their height are Ippatsu > Tanki Hatsu (you have so much time off of Ippatsu this is probably the best place in the combo to fix someone's height) and 5[D] > Chun (if they're still off).
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You can dash after dropping the staff with 5D to fix your spacing if you're confident the opponent can't react in time to punish you. But yeah, dealing with pushback (especially when the opponent is barriering) can be difficult. Just have to play around in training mode to see what you can get from certain spacing.
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My suggestion: look at the frame data and figure out what can gatling into staffless 6A, 2B, and 3C. When pressuring, try to drop your staff quickly ( [5A/2A xN] 5B 5D for example) and move into a string involving those gatlings. If you need to get the muscle memory for it down before actually using it, go into training mode and set the CPU to just block. Looking at frame data here's a simple string I can see: [5A/2A xN] > 5B[m] > 5D > 5B > 6A > 6B Confirm the 6A. If it hit, go into standard staffless combo. If it didn't, gatling 6B into 5D and continue. When you condition someone enough to look for the 6A, replace it with a low. I think you can do [stuff] 2B[e] > 5B > confirm/combo. However, I'm pretty sure there's an opening for the opponent to hit you after 5D (you can do this staffless, but the opening should still be there with the delay on staff recall added to CSE), but as long as the opponent doesn't know when you're going to drop the staff then they have to be wary about trying to punish you. Mix this up with 5B[m] > 2C > [5D/4D/delay 6D/other stuff] to keep them on their toes about it. And of course, you can always do moves later in the string that don't gatling well (typically C moves) and then cancel them into kote as well. From there, the hard part is figuring out how to utilize staff return so that you smoothly transition from a staffless hit confirm (when you've recalled the staff) into finishing with the staff.
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Should be on the wiki, but might as well answer here. "TK" is short for "Tiger Knee" and refers to the technique of doing an aerial special (typically QCF/236) immediately after leaving the ground. Generally, it means changing the input from 236[button] to 2369[button]. The 9 at the end causes you to jump, but the game still considers your input as a QCF/236, so you do your special immediately after leaving the ground. For Litchi's combos, this is usually necessary because of the repeat proration on her rekkas now. Using the same rekka (Haku, Hatsu, or Chun) more than once in a combo causes harsh proration, but each different version of the rekka counts as a separate move. To use Hatsu as an example, these are all different versions of Hatsu as far as repeat proration is concerned: Hatsu Followup Hatsu (after Haku or Chun) j.Hatsu Tanki Hatsu (B while on the staff) So TK Hatsu is usually used because it combos pretty much the same way that grounded Hatsu does, but allows you to do this twice in a combo. You can also do TK kote with 721 or 923 instead of their respective normal motions; this is sometimes useful as part of your mixup game, particularly when trying to bait things. For reference, the term originates from Street Fighter. Sagat's Tiger Knee special input was 2369. edit: Other characters you'll see doing this a lot are Lambda (TK Crescent Saber), Bang (TK D-nails, sometimes TK fire punch), and Hakumen (TK Hotaru).
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It's one of the oki options. After 6A, set the staff with 5D and immediately go into Kokushi Musou (Thirteen Orphans, 632146D).
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Yeah, you have a lot more time to delay it now due to the extra hitstun on staff2, and you need to in order to connect the 6A at the end. It's the tightest thing I've found in all the combos I use.
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Here's what I've been using as BnBs in various common situations. For the sake of shorter notation, I'll use these nicknames: starter1: 5B[m] > 2C > 6D > Hatsu Haku Chun > Haku Hatsu > RiichiA > Ippatsu > Tanki Hatsu starter2: 5B[m] > 2C > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu 6A ender: 5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > slide 6A > (5D Kokushi) Midscreen staff: (2/5A xN) 5B > 2C > (5C(1)) > Tsubame. Recall the staff in different ways to continue pressure from here. Use when opponent is fairly close. (2/5A xN) 5B > 5C > 3C > 2D/Tsubame depending on distance. Midscreen staffless: 5B > 6B > 5C > 2C > 6C(1) > Chun > dash 5B > j.B > dj.BC > j.Hatsu > j.Chun. Gives you a crossunder opportunity if you land behind the opponent, which is fairly common. Honestly this is probably not all that good of an idea since it carries really far, leaving the staff too far away, for not all that much damage. Haven't really had the opportunity to think too hard about what I want to get out of a staffless midscreen combo. Corner staff: starter1 > 5D (slight) > Chun > 6D > 6A ender 5/2A > starter1 > 5D (slight) > Chun > 6D > 5D (slight) > 6A > 6BF > itsuuC > Hatsu > Chun > Four Winds 5/2A xN > starter2 > 6A ender 4D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku > Hatsu > RiichiA > j.2B > j.Hatsu > Haku > Chun > 6A ender Corner staffless: 5B > 6B > 5C > 2C > Hatsu > Haku > Chun > --- (if staff is close) 6A ender --- (if staff is far) 5B > 6C(1) > 6kote > j.B > dj.BC > j.Hatsu > Chun I haven't tried to optimize throws or anything. In the corner you can do throw > 6D > Hatsu > RiichiA > rest as usual to 6A ender. Midscreen I just throw > dash 5B[m] > 2C > Tsubame to be safe, unless I'm really confident I can get the 4D wallbounce demonstrated in Chaoto's video. I learned the midscreen and corner 6B[m] CH combos since, while situational, they give over 5k damage and 6B counter hits more than it should. For odd starters, I do the following: j.2D > staffless BnB itsuuA > 6kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > freestyle. I've tried other things (like itsuuA > 5D > Chun carry) but I haven't really hammered anything out. itsuuC > j.B > dj.BC > j.Hatsu > Chun. I can get another thing involving held 5D working in training mode sometimes, but only inconsistently. But yeah, the point is that odd things like the crossunder 3C combo aren't really necessary to have a strong combo base. In particular, that combo does not translate well into learning a lot of other combos, since it has a unique attack path. Litchi's most "basic" BnBs are going to be the ones that include as many commonly-used combo parts as possible--for example, starter 1 > Chun part > 6A ender. Getting that down means the work is half done for you when trying to learn other combos. Sure that crossunder 3C combo will be useful/optimal/better than the options I have in some situations, but it's a very low-priority thing for me to learn since it doesn't help me learn anything else.
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I haven't tried that combo, it seems a bit too awkward to try and make into a BnB But watching the video, all I can see about making her cross over the opponent is to try to space j.Hatsu and time Chun so that the opponent hits the ground as Litchi goes over them, so that she ends up on the other side. If you play around with intentionally earlier and later timings, and see how Litchi's position changes relative to the opponent based on timing, you should be able to figure out whether you need to hit earlier or later or higher or lower than you have been.
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You should do a 6B feint after the 6A; it'll make connecting the rest easier. Just do 6A > 6B[hold B], then press and hold 6D as the staff hits so that the game's input buffer makes you do 6D as soon as you get your staff back.
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So, first two days of impressions. Corner combos are not particularly hard. The hardest part is connecting falling j.C > staff2 > slide 6A, since depending on starter, you have more or less time to make the falling j.C hit. In longer combos and off of A starters, the timing on it to still be able to hit the slide 6A is tighter than anything else I've tried so far. It's easy to visualize the structure of corner combos this time as segments connected by 6D. So you have: 5D (slight hold) > Chun > 6D - easy 3C > 2D > 6C > 6D - easy 6A > 6BF > staff2 > 6D - moderate as the basic combo segments. Starters are dependent on the number of A hits before confirming. (5A) 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu (starter 1) (5A 5A) 5B > 2C > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu (starter 2) The CS2 4D combo still works (provided you don't have to 6kote), but the lost bonus proration on Ippatsu really hurt its damage, obviously. Corner carry is a lot faster now, but a lot more execution-heavy. The throw combo Chaoto demonstrated: (4 or 6) Throw > dash 5B > 2C > 4D > 66[D] > Haku > Chun ]D[ > staff2 > TK Chun > 6D > etc. is pretty hard, but works from almost anywhere; just throw in the direction of the near corner. It can be made significantly easier by just omitting TK Chun. Does 3125 damage, gives 55 meter, compared to 3192 damage and 56 meter with TK Chun. Following up with TK Chun off of Kokushi is a lot easier now; the followup combo does ~5k off of raw Kokushi. Can do a full followup combo (starter 1) off of raw Kokushi and 3C mixup (~4.7k). Can only do starter 2 off of 6A (~3.6k) and 2B (~3.1k) mixup. I can't get the falling j.C > staff2 > slide 6A ender to work off of 2B with either starter, so it's either very tight or just doesn't work. Some things I noticed were important to keep in mind while executing combo segments: 5D (slight hold) Generally fairly generous on timing. Instead of quickly tapping the button, just keep your finger on it for a split second. It's more or less exactly how much I expected it to be, so it'll probably work that way for most others too. 5D (slight hold) > 6A > 6BF > staff2 You want to keep them high before you hit with 6A. The time it takes them to fall adds enough stun for staff2 to hit. 3C > 2D > 6C I can't make this not work in CSE. Just make sure to pick up kinda low with 3C I guess. I can't make the 2D > 6C fail at all as long as they were low enough for the second hit of 6C to connect. Throw > 5B > 2C > 4D > 66[D] > Haku > Chun > staff2 > etc. Pick up as low as you can with 5B so that the 4D connects. If omitting TK Chun, put some delay between Haku > Chun. They'll fly a bit higher so the timing for staff2 to hit is a bit more generous.
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Yeah, I think that's why Chaoto titled the combos the way he did. Most of the combos starting from the same thing are exactly the same up through to the enders, which are also generally self-contained. Seems like the details of how to make each combo work were the major reason he separated them. I feel like there are more combo parts to memorize if you want to utilize a lot of different mixup options, since just ending with Daisharin isn't ideal anymore. Of course just doing the 6A ender all the time would make new combos easy enough to learn, since the end is essentially the same as CS2.
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You can start practicing to get rid of this habit now, actually. A stopgap midscreen staffless combo just replaces Haku with 6C(1), then you can follow up with Chun > dash 5B > j.B > dj.BC > Hatsu Chun. You can also land behind the opponent by timing/spacing later for a crossunder opportunity when they tech. Almost certainly not optimal, but at least it works and can be practiced in CS2.
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I'm going to go through and translate/notate all of the things I can, so we have a written reference. I'll italicize things that are video explanations rather than related to the combos themselves. I'm not too confident in my translations of the "Points" of information he gives, but they should be mostly accurate. Litchi Combo Explanation Video In this video, I will try to explain the details and particulars of Litchi's combos. I didn't include sound when I recorded this, so there won't be any. Thank you for your consideration, and please enjoy. Abbreviations: - ItsuuC > backward j.C~ ==> itsuuC~ (note: I'm just gonna call backward j.C as j.7C) - 6D > 3C~ ==> 3C~ - 6B Feint ==> 6BF Please be aware of these. Corner 2A starter to ItsuuC~ 2A > 5B[m] > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA* > Ippatsu > Delay Tanki Hatsu > 5D (slight hold) > 6A > 6BF > staff2 > 6A > 6B[m] > 6D > 3C > 2D > 6C > ItsuuC > j.7C * The combo notation in the video doesn't mention Riichi if it just goes to Ippatsu, but I'll add it to avoid confusion Damage: 3200 Meter: 63 Point: Haku is the only thing that picks up low. Corner 2A starter to Crossunder 3C~ 2A > 5B[m] > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > Crossunder 2C > 2D > dash j.Hatsu > j.Chun > staff2 > 6C > dash 6D > 3C Damage: 3215 Meter: 62 Point: Hit with 2C while they are high. There are some characters where the crossunder doesn't work if you hit while they're low. Corner 2A starter to Four Winds 2A > 5B > 2C > 6D > TK Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > ItsuuC > Hatsu > Chun > Four Winds Damage: 3170 Meter: 56 Point: If you hit low with Tanki Hatsu, you can mess with their altitude to make connecting staff2 easier. Or if you choose not to do 6A after the 6D, you can hit with Tanki Hatsu high to make Chun connect more easily. Four Winds Okizeme - Low Four Winds > 5A (Guard or nothing*) > 2B > 5B > 2C > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A * Originally スカ but based on notation I'm guessing that's what it means Damage: 2717 Meter: 50 Point: Four Winds Okizeme - High Four Winds > 5A (Guard or nothing) > 6A > 6B > 2C > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3390 Meter: 52 Point: Same as the 2B version Four Winds Okizeme - Baiting techroll forward Four Winds > 443A+B > Chun > 5B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3462 Meter: 52 Point: 443A+B is an option select. If they tech roll forward, you'll dash backward and barrier. Otherwise you'll just backstep. Four Winds Okizeme - Option Select 5A Four Winds > 4A Damage: Meter: Point: If you do 4A after Four Winds, you will likely block Jin's 623D (note: it specifically refers to Hirensou, Jin's 623D, and makes no mention of other DPs) Corner 5B Starter to 3C~ 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D~ Damage: Meter: Point: This is the template for combos that start with 5B and go into Chun > 6D Here I'll go through each ender. 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3959 (note: video is wrong) Meter: 65 Point: 6A ender 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 3978 Meter: 66 Point: ItsuuC ender. I can't make sense of the second line. 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > ItsuuC > 6C > 6A Damage: 3921 Gauge: 56 Point: 6C > 6A ender Near-corner 5B starter 5B > 2C > 4D > dash crossunder 5B > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku > Chun > 5B > 6C(1) > 6kote > 5D > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 3540 Meter: 55 Point: Must be at the proper distance Midscreen 5B starter to 6A ender 5B > 2C > 6D(1) RC > dash 2B > 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 4142 Meter: 54 Point: You can do this anywhere that you can push the opponent back far enough. However if you're near the corner, 5B > 5C > 3C RC > 6B does more damage. Corner carry 5B starter to 6A ender 5B > 2C > 4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3611 Meter: 51 Point: The combo you do when you've done 4D fairly close to the corner. Corner 4D starter to 6A ender 4D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku Hatsu > RiichiA > j.2B > j.Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3270 Meter: 43 Point: You always want to end this with the 6A ender. Corner 4D starter to ItsuuC ender 4D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > TK Chun > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 2927 Meter: 49 Point: Gives more meter than the other combo, but is considerably hard. 4D starter 4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3129 Meter: 57 Point: Combo for when you don't confirm into Hatsu immediately. You can do this anywhere as long as the 4D wallbounds. Hit Tanki Hatsu as low as possible so they're at the right height to pick up with 6C(1). Corner 4D RC starter into 3C ender 4D RC > 5D (max hold) > j.Hatsu > Haku > Chun > 5B[m] > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > 6D > 3C Damage: 3555 Meter: 53 Point: Launch the staff by keeping 5D held as long as possible and you'll get it back for the 5B. After the RC, do j.Hatsu while high. Midscreen 4D RC starter 4D RC > j.B > dash 6C(1) > 6kote > 5D > Chun > staff2 > TK Chun > 6B > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > 6D > 3C Damage: 2498 Meter: 40 Point: The 6kote > Chun part carries significantly. Then something about not working on smaller characters, so use your own judgment. Corner throw starter to 6A ender Throw > 6B > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3456 Meter: 51 Point: Pick up with 6B as late as possible, or the 6D may miss depending on the character. Corner throw starter to ItsuuC ender Throw > 6B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 3435 Meter: 59 Point: Using Hatsu directly after 6D instead of Haku > Hatsu as a correction. Midscreen throw starter to 6A ender 4 or 6 throw > dash 5B > 2C > 4D > 66D hold > 3C > Haku > Chun > staff2 > TK Chun > 2C > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3217 Meter: 51 Point: The 66D hold to 3C is fairly hard. At absolute midscreen, you can use the same recipe for both forward and back throw. Midscreen throw starter to ItsuuC ender 4 or 6 throw > dash 5B > 2C > 4D > 66D hold > Haku > Chun > staff2 > TK Chun > 6D > 5D slight hold > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 3191 Meter: 56 Point: Release the held 66D as Chun hits. If you release too early, the TK Chun won't come out, and if you release too late, the staff2 won't connect. Release the later 5D just before they would land. Midscreen airthrow to 3C ender Airthrow > ItsuuC > 5D (slight hold) > Hatsu > Chun > staff2 > 2C > delay 6D > 5D > Chun > 6D > 3C > 2D > 6C > 6D > 3C Damage: 3228 Meter: 52 Point: If you don't delay the 6D, the opponent will end up going behind you. Midscreen airthrow to 6A ender Airthrow > ItsuuC > 5D (slight hold) > Hatsu > Chun > staff2 > 2C > delay 6D > dash 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3169 Meter: 42 Point: If you don't do a slight hold on the 5D, then the staff will hit some characters on their way up, causing problems. It's more likely to work if you're closer to being in the corner than if you're at direct midscreen. In corner airthrow to 6A ender In corner airthrow > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3735 Meter: 55 Point: Airthrow > 6D does not work on Noel, Hazama, Lambda, or Platinum. (Not sure about this translation, originally 空投げ>6D入らない) In corner airthrow to ItsuuC ender In corner airthrow > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 2C > 2D > 6C > ItsuuC > j.7C Damage: 3528 Meter: 58 Point: Same as 6A version In corner airthrow to 3C ender In corner airthrow > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > 6D > 3C Damage: 3721 Meter: 62 Point: Same as 6A and ItsuuC versions Corner ItsuuC starter to 6A ender ItsuuC > j.D (max hold) > j.Hatsu > j.Chun > staff2 > Hatsu > Haku > Chun > 5B > 6D > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3317 Meter: 53 Point: Hold the j.D for as long as possible. ItsuuA to 6A ender ItsuuA > 6kote > Haku > Hatsu > RiichiA > Ippatsu > 244 j.B > j.D (slight hold) > j.Chun > staff2 > 6D > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3129 Meter: 49 Point: For the j.B > j.D, do a slight hold on j.D. Corner airthrow to 6A ender Corner airthrow > airdash falling j.B > 2C > delay 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3534 Meter: 53 Point: Airdash as fast as possible after the throw, and hit j.B as low as possible. Corner 6B starter to 6A ender 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu >Tanki Hatsu > 5D (slight hold) > TK Chun > 6D > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 4958 Meter: 62 Point: Adds a TK Chun in the middle of the usual combo. Corner 6B starter to ItsuuC ender 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > TK Chun > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 4901 Meter: 53 Point: Same as 6A version Midscreen 6B CH to 6A ender 6B CH > dash 5B > 2C > 4D > 66D (max hold) > Hatsu > Haku > Chun > 5B > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 5013 Meter: 65 Point: Pick up with 5B low after the 6B CH. If, for 66D > Hatsu, you do Hatsu too early, then they'll end up behind you. You'll get the staff back after Hatsu > Haku > Chun, so the 5B is a 5B[m]. Midscreen 6B CH to ItsuuC ender 6B CH > dash 5B > 2C > 4D > 66D (max hold) > Hatsu > Haku > Chun > 5B > 6D > TK Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 4999 Meter: 73 Point: Depending on how you pick up with TK Hatsu before Ippatsu, you can do the 6A ender. Corner 6B CH to 6A ender 6B CH > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > j.2B > j.D (slight hold) > j.Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 5102 Meter: 58 Point: Release the j.D just before you finish the input for j.Chun. Corner 6B CH to 3C ender 6B CH > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > j.2B > j.D (slight hold) > j.Chun > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > 6D > 3C Damage: 5156 Meter: 68 Point: Same as 6A version Midscreen 3C CH to 6A ender 3C CH > ItsuuC > 5D > Hatsu > Chun > staff2 > 5B > 2C > delay 6D > 5D > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3646 Meter: 52 Point: The knockback in this combo limits how close you can be to the corner and have it still work. Midscreen 3C CH to 6A ender 3C CH > 2D > dash 5C > 5D > Chun > staff2 > TK Chun > dash 6B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 3701 Meter: 54 Point: The 5D after 5C will feel delayed. Midscreen 3C CH to RC 6A ender 3C CH > 5B > 2C > delay 6D(1) RC > dash 2B > 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 4452 Meter: 55 Point: Do 6D while the opponent is at their max height from 2C. Midscreen Tsubame to ItsuuC ender (mislabeled in video as being 6A ender) Tsubame CH > 5B > Hatsu > RiichiA > j.2B > j.D (slight hold) > TK Chun > staff2 > dash 6A > 6B > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 2649 Meter: 54 Point: the 6A > 6B is character-specific. Midscreen All Green CH to Hatsu > Chun ender All Green CH > ItsuuA > 5D (hold) > Haku > Chun > staff2 > TK Chun > 2C > 6D > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > ItsuuC > Hatsu > Chun Damage: 3938 Meter: 50 Point: Depending on distance, you'll need to change how long you hold the 5D after ItsuuA. At directly midscreen, put some delay between Haku and Chun for the Haku > Chun part. Near-corner All Green CH to 6A ender All Green CH > dash 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A Damage: 4480 Meter: 48 Point: This is the farthest position 6B will wallbound (shown in video) Corner carry All Green CH to ItsuuC ender All Green CH > dash 2C > 4D > 66D (hold) > Haku > Chun > staff2 > TK Chun > 6B > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C Damage: 4058 Meter: 48 Point: The second combo you can do when 6B won't wallbound. If you go the ItsuuA route, the damage is a little bit higher. That's it for the combo explanation. The following is a summary of character-specific effects. 6A[e] > 6B[m] doesn't work on: Bang, Tsubaki, Hazama, Lambda, Noel, Platinum, Mu, or Makoto ItsuuC > 6C works on: Valkenhayn, Relius, Makoto, Tager, Hakumen ItsuuC > j.C > j.D doesn't work on: Tager, Arakune, Haumen, Mu If you hold the j.D, it works on everyone. Airthrow > 6D doesn't work on: Lambda, Hazama, Platinum staff2 > Immediate ItsuuC doesn't work on: Arakune, Carl, Mu I may have made some mistakes, but it should be something like this? There are some things on combo organization, correction, and other things that I would have liked to say, but this is getting really long so I'll end it here. Thank you very much for watching. And that's the entire video. I'll go through and see if I can't fix up the missing/unsure translations later.
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You can make this easier by doing 244 > j.B > j.Hatsu, in most situations. The extra knockback from j.B sends them a bit higher, giving you a little extra time to land > Haku without them emergency teching. And in most situations where you're going to be doing that combo, they won't be able to tech before landing at that height anyway. Not optimal, but I find it's a hell of a lot easier to be consistent with.
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Ok, so the notation goes like this: ItsuuB > [dash] 6C(1) > 6kote > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > ... I assume you're missing the RiichiA > Ippatsu link here. Try delaying Hatsu after 6kote as long as you can before they tech. It gives them time to fly forward and down a bit more leaving you in a better position for Ippatsu