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Djudjo

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Everything posted by Djudjo

  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.
  16. Try the safest options first. Itsuu, back step, back IAD. Then, see their reaction in the first round and then try to punish them accordingly. Be careful tho, some characters can punish Itsuu quite harshly, like Hazama with 3C and Ragna with 6C. Attacking in the beginning of the round is ALWAYS a risk as you'll never know how the opponent may react. And if you choose Itsuu, always go for Itsuu C, even against aerials, it's easy to follow-up and its more certain to hit.
  17. I'm having trouble against Haku-Men. If I use falling j.C too early, he can emergency tech before mantenbo hits him, if I delay it, it'll whiff. What am I missing? The timing is really strict.
  18. CS:EX Litchi is a pretty hard character. You can try to keep pressuring with mantenbo until you take your opponent to the corner, and then you'll have more mix-up options. Midscreen, try pressuring using safe strings like 2A > 5B > 2B etc..., but only interrupt the string with mantenbo launch when you're sure mantenbo will hit the opponent, then start it all over again, you can ever start a new string but using j.B > j.C, another good option is to hold mantenbo launch and use whenever you feel apropriate, Kote is also a good option, just do not spam it. I always go for mantenbo 5D, as it will punish jumps and back IAD. If you happen to take your opponent to the corner you'll now have the IAD option as a mix-up. So, usually place the staff near the corner, but do not recall it. And keep interrupting your strings using IAD j.C > j.B. Ex: 5B > 6B > 2C > IAD > j.C > j.B / Ex2: IAD j.B > j.C > 2B > 5B > IAD. If they start punishing your IADs using invencibility frames, you can try using a jumping barrier block or, hold mantenbo recall so you release i when you feel like they'll try something fishy. If you manage to land a hit, just go for a combo. 6A 2.7k if the staff is away, 3.4k if the staff is near 2B 2.2k if the staff is away, 2.7k if the staff is near j.C > j.B 3.1 if the staff is away, 3.6k if the staff is near The combo route is pretty simple. j.C and 6A starters ...> 5B (only for j.C > j.B) > 6B > 5C > 2C > 3C > Haku > Chun > Hatsu > Haku > Chun > 5B > 6C (1) > kote > aerial 2B starter 2B > 2C ( > 5C) > Haku > Chun > Hatsu > Haku > Chun > 5B > 6C (1) > kote > aerial And with the staff near the corner just go for the simplest combo. ...> Haku > Hatsu > Riichi > Ippatsu > Tanki > Hatsu > Hatsu > Haku > Chun > 5B > Kote > aerial If the staff is IN the corner: ...> Haku > Hatsu > Riichi > Ippatsu > drop > backdash > j.B > Hatsu > Haku > Chun > 5B > Kote > aerial
  19. You can try delaying Ippatsu and Tanki Hatsu. j2B has to hit the opponent fairly low (like hitting their foot) so Haku will connect. Don't keep pressuring for too long, after some time they'll just start spamming invencibility frames, try to read them by jump cancelling before and punishing accordingly.
  20. http://www.youtube.com/watch?v=XJ61N_AbUlw&context=C4a227c4ADvjVQa1PpcFPMqx0f28MRjYbda7A2QPJbIb2emGADEDk= 4.108 DMG 61 Heat
  21. Litchi's Fatal Counters are nothing good. 6A P1 is not great and she can only do about 4k damage in a 5C FC combo IF she has the opponent and the staff placed near the corner.
  22. It dependends on what character you're facing.
  23. >_>'... 3C > 13O, is what you call an Oki. Spending meter in Okis is more worthy because instead of just adding like, 400~1k to a combo, you can do a whole new combo and add like 2k~3k. Even tho its not certain, Litchis Okis in the corner always do a lot of damage. Before trying an Oki, you have to know how it's supposed to work.
  24. Meter is important for every character, but, now, i think its more worthy for Litchi to do as much damage as you can, even if you have to spend 50 meter for a Daisharin as a combo ender (which gives around +800 damage) Litchi's BnB goes from 4k to 4.7k with a Daisharin ender, and she can even set some stuff up, even 6A~Kokushi if you have more meter.
  25. 5B[m] > 2C[m] > 6D > Haku > Hatsu > Riichi > Ippatsu> *delay* Tanki Hatsu > Hatsu > Riichi > j.2B > Air Hatsu > Haku > Chun > 5B > 6C(1)> 4Kote > j.B > JC > j.B > j.C > j.D > j.C > 6A > Tsubame Gaeshi 4.1k, 59 meter.
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