Djudjo
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That answers many questions... =_='
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If you TK'd Chun, you don't need to 5B[m], you can go straight to 6D.
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When people try to make you throw reject miss, mostly. They'll start using delayed "A" attacks, so just backdash to avoid it. Or on wake-up to avoid "A" attack confirms. You can also avoid certain attacks like Hazama's Falling Fang, after IB'ing his 3C or 5B
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It needs an exact distance from the corner to work perfectly, it's not that reliable.
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Daisharin > (6A) > Shishin Tsubame > 4 Kote > Shishin or you can also jump straight up not foward when doing j.B > j.B > j.C as it'll create a distance between you and you opponent, you'll be safe enough to call shishin as you land.
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3C CH > Itsuu C > j.C > j.B > air Hatsu > Haku > Chun (now at this point, your opponent should be near the corner) > Haku > Chun > 5B > 6C(1) > aerial If you need a full screen combo: 3C CH > Itsuu C > j.C > j.B > 6C(1) > Chun > 2C > 5C > aerial or 3C CH > Itsuu C > j.C > j.B > 6C(1) > Chun > 5B > 6C(1) > aerial -this one is an 'ok' corner carry, does little damage, tho And no, after Itsuu it'll always come as a 5D Four Winds, if i'm not mistaken as the staff will always be launched vertically.
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He didnt mean to chase Tager, he meant to space using j.C. Most of the Tager Players start with sj.D or sledge, j.C is great against those players. It's all a matter of reading your opponent, if you keep spacing Tager wih j.C, he'll start using Sledge, then just go for 2B > 6C
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You don't always go for the best combo route, you don't confirm combos, you plant the staff too carelessly and lack a solid corner pressure. It's a bit hard to analyse because the Jin you played against was not very good.
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TK Chun (2369C) > 6D is the best route
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Lol, you already double jumped, so you'll be just buffering the dash, that's not difficult to notice...
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It won't land always, it depends on how much you hit the opponent before ending the combo :x Anyway, just dash a little before you touch the ground and then, 6A
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Who are you practicing against?
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You can only follow-up an airbone opponent after a Itsuu B if they're in the corner, or if you hit him when he's VERY CLOSE to you. I don't know if Ryuiisou will combo, tho. Anyway just hold mantenbo and start pressuring.
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Now it all depends on the distance between the opponent and the corner. If you need a full-screen combo, I usually go for "Itsuu B > 6C(1) > Kote > Hatsu > Riichi > Ippatsu > *delay* Tanki Hatsu > 66 5C (you need to push the opponent a bit using Litchi's body) > 5D > Chun > 5D 2nd hit > TK Chun > 2C[m] > stuff... If you need a midscreen combo: "Itsuu B > 6C(1) > Kote > (3C) > Haku > Hatsu > Riichi > Ippatsu > Tanki Hatsu > 66 Hatsu > Haku > Chun > 5B > 6C(1)> Kote > Aerial Now, if you hit small opponents while crouching... that's a problem
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That's quite obvious. Anyway, Itsuu C also hits behind Litchi.