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Everything posted by ATG Warlord
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I have one against backrolls after fullscreen/midscreen tsubame knockdown (ppl love to back roll in that situation) 4Kote > 5D > IAD j.b > 6C(1) > chun > 66 [m] 5B > 2C > 6D (1) > slide 5C > 2C > etc delay j.b so 6C connects, the rest is cake I'll share more later ... gotta go now
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Thx TD ... I was able to refine the midscreen version with your ideas! midscreen AT combo AT > ItsuuC > 6Kote > Hatsu > Riiichi > Ippatsu > j.[D] > falling j.C~]D[ > land chun > staff2 > 66 6A > 6B > 6D > F it's character specific (the 6B part) but it works anywhere midscreen with excellent consistency and gives corner oki If you're close to the corner that 6A won't connect or playing against light characters, just dash 6C(1) > DP you can replace 6A with TK Chun but then you would have to stop due to proration.
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I think I respect too much when pressuring and my pressure strings are somewhat fixed which makes D'ing somewhat easy for him. what oki and finisher is best to use against him in the corner? of course, the inability to use kokushi is a huge minus in this matchup and daisharin doesn't do much in EX. His health is just too much and litchi's average damage doesn't help. I'll try to upload some matches of me vs haku and let you guys critique my gameplay, but it won't be anytime soon.
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Eve and TD, Thanks for sharing. I ground up a very nice airthrow combo with Oki ender. full screen version: AT > ItsuuC > 6Kote > Hatsu > Riiichi > Ippatsu > j.[D] > falling j.C~]D[ > land Hatsu > Chun > 6C(1) > DP the main part here is to jump and hold D as soon as ippatsu hits ... the rest is cake. I haven't been able to figure out a midscreen version of this ... here's what I have so far AT > ItsuuC > 6Kote > Hatsu > Riiichi > Ippatsu > j.[D] > falling j.C~]D[ > land 66 j.BC > staff2 > 6D > F not very consistent at the end ... perhaps you guys can help me with this. Regarding the SMP combo, it's very practical and you can even do it off j.C CH ... the timing of the ippatsu reps messes me up so im sticking to the regular 6B CH corner combo (you can find it on the guide) does 5100 and builds 62 meter
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hakumen rapes litchi ... this matchup sucks
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star: You can land itsuu if you know when to use it. https://www.youtube.com/watch?v=0hMdBp4RuuA&list=UU6HRRFi6rtG5n2hZzqM4jag&index=5&feature=plcp I made this a while back ... it might help you with the positioning to get ippatsu. and for a very fast Dash Haku, input 2366A For blocked itsuuA, I usually 5A twice then go for 6A for overhead or 2B/3C for low if people mash out during 6A or 2B/3C, then frame trap them with 2C. same principle applies to the other two versions of itsuu; if they respect, go for mixup ... if they don't frame trap them.
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What do you use for your airthrow combos? I find airthrow > itsuuC combo to be unstable at the tanki hatsu part ... lost rounds because of that no problem
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you mean 6BF into throw ... it's good to use every now and then ... you have to make sure though that your opponent respects your pressure and doesn't mash his way out. As for practicing new stuff, try mastering itsuu combos
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I see thank you! I found 5C > 5C+j.A to be the easiest for me
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how do you chain two wolf j.A in a row without dashing?
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CP = Common part. A shortcut for writing Litchi's long combos down. refer to common parts section of the guide for more details.
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This is my most feared Match-up as a Litchi player since the CT days. Here's some tips, If the Hakumen uses 2B to prevent rolling in the corner, just do wake-up 4D If he uses 4C to challenge your 6B, do IAD j.B For corner meterless instant overhead setup, go for this finisher (3C > 2D > 6C > ItsuuC > Hatsu > Chun) then j.9C > j.D > j.C > 6B > [M] 2C > 6D > etc
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I think the best way to confirm those is good reaction speed to where the staff is and what normal you are doing in that moment and what gatlings after in order to transition successfully. when staff is flying and is returning to you while you're comboing staffless. To put simply, transitioning from staffless to staff modes.
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confirming staff return combos with Litchi is SO much fun! (same feeling as landing a BXR in Halo2 lol) LK, I noticed you tend to go for 2A > 5B > staff2 > dash 2A > 5B > [M] 2C or 2B > 5B > 2A > Staff2 > dash 2A ... etc what's your reasoning behind taking this route of staff confirms? I tend to go for 2B > 5B > 6B~staff2 > [M] 2C or add 5C after 6B if staff is further away. I vote Valk for next matchup post. His instant overhead jc rc jc is killing me. my friend tends to go for 2A Xx > JC > RC > JC etc or 2A Xx > 5 (standing) > 3C
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I want DP RC ... been wishing for that since CT lol
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2a > 5b while holding block all the way ... if they gold burst, you'll block, and if not, you'll pressure them as far as timing goes, do it as soon as they neutral tech
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I see, like in 6D > dash 6C > 6Kote > Riichi will add to the guide. Also, I'll be updating the guide regularly after I come back from my travel, like a week or so. So please, all comments, suggestions, additions, and corrections will be greatly appreciated.
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Midscreen: 5B > 5C > 3C > DP/2D (generic day1 combo) 5B > 5C > 3C > RC > 66 5B > 2C > 6D (1) > 66 5C > 2C > 6C > 4/6Kote > j.B > dj.BC > Hatsu > Chun 5B > 2C > 6D > RC > dash 2B > 6B > 6D > TK Hatsu > Haku > Chun > CP > 6D > F 4D > RC > j.b > 6C (1) >6Kote > 5D > Chun > TK Chun > 6D > F ItsuuA > 66 6Kote > Haku > CP > Staff2 > TK Chun > 6D > F ItsuuB > 66 6C > 6Kote > CP > staff2 > TK Chun > 6D > F ItsuuC > j.7~AD j.CB > 6C > 4Kote > 66 6A > 5D > Chun > staff2 > TK Chun > 2C > 6D > F 6A CH > 5B > 6B > 6C > IAD j.B > 5B > 2C > 6D > TK Hatsu > Haku > Chun > CP > 6D > F 6A > RC > 6C > IAD j.B > 5B > 2C > 4D > 5D > IAD j.c > 6D > F Cross-up j.2D > 5D SH > Haku > Chun > TK Chun > 2C > 4D > 5D > IAD j.c > 6D > F Throw > 66 5B > 2C > 6D (1) > 66 5C > 2C > 6C > 4Kote > j.B > dj.BC > Hatsu > Chun Airthrow > 66 ItsuuC > 6Kote > CP > staff2 > TK Chun > 6D > F [e] 5B > 6B > 5C > 2C > 6C(1) > Chun > 2C > 5C > j.B > dj.BC > Hatsu > Chun (works everywhere) [e] 5B > 6B > 5C > 2C > 6C > 4Kote > slide 6A > 5D > Chun > TK Chun > 2C > 6D > F (staff has to be close for this to work) 6B CH > 66 5B > 2C > 6D(1) > slide 5C > 2C > 2D > Chun > 66 6D > F Corner: 5B > 2C > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F 4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > CP > 6D > F Throw > 6D > Haku > CP > 6D > F Airthrow > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F ItsuuA > 6Kote > Haku > Hatsu > RiichiA > Cross under AD j.b > Hatsu > Haku > Chun > 5B > 6C > 6Kote > 5D SH > Chun > 6D > F ItsuuB > 66 6C > 6Kote > 6A > 6Kote > Haku > Hatsu > RiichiA > Cross-under AD j.b > Hatsu > Haku > Chun > F ItsuuC > j.9C~j.B > 6C > 6Kote > 5D > Chun > 6D > F 6B CH > 6D > Hatsu > Riiichi > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > Haku > CP > 6D > F Near corner: Throw > 66 6B > 6D > Haku > CP > F Airthrow > 2B > 6B > 6D > TK Hatsu > Haku > Chun > CP > 6D > F 5B > 5C > 3C > RC > 6B > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F 5B > 2C > 4D > 5D > IAD j.C > 6D > CP > F (omit CP with 5/2A starters) j.2D Cross-up > 6C > 4Kote > 5D > 66 j.BC > staff2 > 6D > CP > 6D > F Fullscreen: DP CH rising hit on airborne foe > 5B > 6C > 6Kote > 66 6A > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D > Hatsu > Chun > 6C > Staff2 > ItsuuC > Hatsu > Chun DP rising hit on airborne foe > slide 5A > j.a > j.B > dj.B > j.C > Hatsu > Chun (works everywhere) j.2D crossup > 5D SH > Haku > Chun > TK Chun > 2C > DP ItsuuA > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 3C > 2D > Hatsu > Chun > 6C > ItsuuC > Hatsu > Chun (style edition) ItsuuA > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > 2~AD~j.D SH > 5B > Hatsu > Chun > Haku > Staff2 > ItsuuC > 6C > 4Kote > F ItsuuB > 66 6C > 6Kote > 6A > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 3C > 2D > Hatsu > Chun > 6C > ItsuuC > Hatsu > Chun (style edition) ItsuuB > 6C > 6Kote > 6A > 6Kote > Haku > Hatsu > RiichiA > Ippatsu > 2~AD~j.D SH > 5B > Hatsu > Chun > Haku > Staff2 > ItsuuA > 4Kote > 3C > 2D > 6C > ItsuuC > j.7C > 4kote (3 itsuu's in one come!) ItsuuC > j.7~AD j.CB > 6C > 4Kote > 66 6A > 5D > Chun > staff2 > TK Chun > 2C > DP 6B CH > 66 5B > 2C > 6D(1) > slide 5C > 2C > 2D > Chun > staff2 > TK Chun > 2C > 4D > 5D > IAD j.c > 6D > F Anti-Burst Combos/Pressure: 1- Staff placed on 2D orientation near corner with opponent cornered: 5D Max hold > Throw > Dash Barrier > Staff 2 > 6D > 6C > 4Kote > 6C > 6Kote > 6C 2- Gold burst Option-select pressure on foe's wake-up: 2A/Block > 5B > pressure 3- Air-Throw: 5C > j.a > j.B > dj.B > j.D 4- Corner Finisher (shorten your combo if you're gonna use this finisher): 6C > 4Kote > 6C > 4Kote > j.a > j.B > dj.B > j.C > j.D > j.C > slide 6A > 2D Bonus stuff: 1- ItsuuB on Airborne opponent: Midscreen: ItsuuB > 666 D > j.b > dj.bc > Staff2 > Chun > Hatsu > Haku > RC > 6D > F Corner: ItsuuB > 5D > j.bc > Staff2 > 6D > CP > F 2- Corner 6A staff return: [e] 6A > Staff return > [M] 5C (1) > 4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > CP2 > F 3- [M] j.B CH on Airborne opponent: High from ground CH j.B > 5A > sj.a > j.B > j.C > dj.B > j.D Low from ground CH j.B > ItsuuA combo 4- Cross under 2D: End combo with j.Hatsu > j.Chun >> 66 2D > 5B > 6B > 5C > 2C > 6C > ItsuuC > Hatsu > Chun 5- F3 Oki: High option: 5D SH > 6A > 6B > 5C > [M] 2C > 6D > CP > 6D > F Low option: 5D SH > 2B > 2C > 5C > [M] 2C > 6D > CP > 6D > F Throw option : 5D Max Hold > Throw > Dash Barrier > Staff 2 > 6D > CP > 6D > F 6- F2 Oki: High option: fj.[D] > ]D[~AD > j.CB > 5B > [M] 2C > 6D > CP > 6D > F Low options: fj.[D] > 2B > ]D[~6B > 2C > 5C > [M] 2C > 6D > 5D SH > 6A > 6BF > 6D > F fj.[D] > ]D[~AD > j.CB >> 2B > [M] 2C > 6D > TK Hatsu > Haku > Chun > Haku> CP > 6D > F Throw option: fj.[D] > ]D[~AD > j.CB > staff2 > Throw > corner throw combo Forward Tech: fj.[D] > ]D[~AD > j.CB > staff2 > 6D > TK Hatsu > Haku > Chun > Haku> CP > 6D > F No Tech: fj.[D] > ]D[~AD > j.BC > staff2 > 6D > TK Hatsu > Haku > Chun > Haku> CP > 6D > F Kokushi option: F2 but 6Kote at the end >(5C) > Kokushi 7- AA CH Staff: Midscreen: AA CH staff > 5B > j.bc > Staff 2 > 2C > 4D > Dash 5D > IAD j.c > 6D > F Fullscreen: AA CH staff > 5B > j.b > dj.bc > staff2 > 5B > 2C > DP Near Corner: AA CH staff > j.bc > 2C > 6D > CP > F Corner: AA CH staff > 5B > Staff 2 > 6D > TK Hatsu > Haku > Chun > Haku > CP > 6D > F All questions, additions, suggestions and corrections are welcom
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In any fighting game I play I usually write stuff down like combos and tips in a word document and I figured I'd share the combo part since the first page doesn't have a combo guide, so here we go: let's start with finishers/enders Finishers: F1- 5B > 6C > 4Kote > j.B > dj.BC > j.D> fj.C > slide 6A > 2D F1EX- 5B > 6C > 4Kote > j.B > dj.7BC F2- 3C > 2D > 6C > ItsuuC > j.7C > j.4Kote F2EX- 3C > 2D > 6C > ItsuuC > Hatsu > Chun F3- 3C > 2D > 6C > 6D > 3C > 4Kote F4- 5D SH > 6A > Staff2 > 4D F5- 6C > 4Kote > 6C You can alternate between those depending on combo proration and Oki choice Common Parts: There are two common parts (CP) that recur in most of her combos so instead of writing the whole part in a given combo, I replaced it with CP or CP2 CP = Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D SH > Chun CP2 = 5D SH > 6A > 6BF > Staff2 > 6A > [M] 6B > 6D CP2 (light character version) = 5D SH > 6A > 6BF > Staff2 > 6D These parts are interchangeable in combos to a very good extent General Note when combo'ing: j.B > 2/5A or 2/5A X2 starters >> omit rekka loops 2/5A X3 starters >> go directly into Finishers General Double Chun Combo Variations: Chun > TK Chun: Midscreen Chun > dash 6A > [M] 6B: Midscreen-Near corner (char specific) Chun > 66 6D: Near corner-corner Chun > 2C > TK Chun: Fullscreen I listed the midscreen version in the combo section, but you are free to alternate between those depending on the distance and character 4D VS 6D off [M] 2C near corner? when combo'ing near corner you'll have to use your instincts and stage knowledge to decide which one to use off [M] 2C. 6D followup generally does more damage, but sometimes it places the staff so far that Ippatsu won't connect; 4D is more reliable in those cases, so as I said before, use your instincts. In the combos below, I'll list one case for a given combo instead of writing the same combo twice one time with 6D and the other with 4D. Notation: [e] = indicates staffless starter (input move) = optional Now this out of the way, let's dive into her combos
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if you mess up and do a normal chun ... follow up with 5B > DP ... at least you get a knockdown. for TK chun there's no special tricks, you need to wait for the full recovery of the first chun then input 2369C ... pretty easy once you get the timing down. if you can't get 2C to connect, your TK chun was too high ... it needs to be as close to the ground as possible for the 2C to connect.
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no problem No, unfortunately I didn't play CS2 ... last year was rough overall for me ... had to quit gaming all together.
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aha now it's much clearer to me. delay between haku > hatsu hit jhatsu as fast as you can after 2jb Edit: what i do against late techs/no tech when doing itsuuC > j7C ender is keep holding the staff until before touching the ground then release and AD anyway ... if they don't tech the staff will pick em up, and if they late tech you'll get your mixup on them. Edit2: Eeveee, I like your idea! should catch ppl off gaurd a couple of times, and it gives 4 winds oki if they choose not to tech ... will do more testing ... interesting
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[CSE] Litchi Faye Ling - Kokushi Musou (Thirteen Orphans) Oki Thread
ATG Warlord replied to Lord Knight's topic in Archive
I thought about the same thing yesterday but for 6D ... i tested it against his 6D and litchi's haku. unfortunately, it doesn't work. I think it could work against his 2D(attack) though as the active and recovery frames have a 5F difference, but i wouldn't risk it. Anybody know good Daisharin gimmicks to use against haku? I usually go for 191 > grab -
try to adjust their height so they will be low enough for haku to connect. and for 2j.b, as TD said, just hold down after riichiA. may i know the whole combo(s) you're trying to do? also, on another note, I figured you could do 2 non-CH ryuuisou's in a row with the help of the staff (star is gonna love this) [D] > ryuuisou~]D[ > ryuuisou not very practical but it's good to know it's there
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falling j.[D] > ]D[~AD > j.CB > staff2 > grab the blockstun of staff2 is 12F ... good enough to give you a green throw after you land double overhead with chun and anti-jump staff ... interesting