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Djudjo

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  1. That answers many questions... =_='
  2. If you TK'd Chun, you don't need to 5B[m], you can go straight to 6D.
  3. 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
  4. It needs an exact distance from the corner to work perfectly, it's not that reliable.
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. TK Chun (2369C) > 6D is the best route
  10. Lol, you already double jumped, so you'll be just buffering the dash, that's not difficult to notice...
  11. 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
  12. Who are you practicing against?
  13. 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.
  14. 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
  15. That's quite obvious. Anyway, Itsuu C also hits behind Litchi.
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