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Stoneroth

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  1. If you're referring to 1:14:09 in that Zagi vid the commentator says "mazu" Thanks for the links~
  2. The changes to QV knockback actually seem to affect this setplay quite a bit. I found spacing/timing the okizeme very difficult. I got it to work but I honestly don't believe it's very viable anymore.
  3. Cancel 6C later, make sure j.C is the 12th hit in the combo. You should be doing this anyway to maximise damage. No issues with Mu, delay 6A?
  4. http://www.dustloop.com/forums/index.php?/topic/5823-cp-rachel-video-thread/ If you're struggling with neutral, this thread seems to have more videos than the Litchi forum. It's not 1.1 but that doesn't matter. Just look for Rachel (N-O) vs Galileo or any strong Litchi player.
  5. What combos are you talking about exactly? 5BD > 6A > 66 5B > 6A > 236A... works fine if you slightly delay the lobelia It just seems to be the case of juggling him slightly higher and/or delaying the 236A Corner requires different combos 5B > 5CC > 5B > 6A > 4B > 6A > 236A > 3C for example
  6. I just looked up the combo. It may be an issue of delaying the 6A so he doesn't bounce over the 5CC, you want to input the dash as soon as 4B recovers (you can't dash cancel 4B etc). If you're having trouble with that specifically, maybe just practice 5BD > 6A > 4B > dash 5CC.
  7. A-cho [04/08/14] [04/08/14] RC (N-O) Vs BA [04/08/14] RC (N-O) Vs RL [04/08/14] RC (N-O) Vs BA [04/08/14] RC (N-O) Vs RL [04/08/14] RC (N-O) Vs BA [04/08/14] RC (N-O) Vs CA (Eesuke) x2 [04/08/14] RC (N-O) Vs BA [04/08/14] RC (N-O) Vs RL [04/08/14] RC (N-O) Vs BA [04/08/14] RC (N-O) Vs CA (Eesuke) x9 [04/10/14] RC (N-O) Vs LT - This Litchi is Galileo
  8. This combo doesn't regen both wind stocks, you get about 1.25 stocks back before you jump, then the opponent techs as soon as you land. It does more damage and leaves you closer to the corner but you're giving up options and wind regen. I would definitely opt for: (2B) > 5B > (6B) > j.3D > j.B > j.C > 5BD > 6A > dash 5B > 6A > 236A > dash 3C(1) > 214C > dash 6A > 4B > dash 5CC if it's an option. Carries fullscreen and after you summon a pumpkin etc you have basically regened both wind stocks. Can tack on TD as well for corner oki and wind regen. Edit: Not sure if I'm confused about your wind regen comment. Either way, both combos don't fully-regen wind. Apart from the single wind 5BD > 6A route.
  9. Thanks a lot, I never considered some of those routes. I really need to improve my execution too.
  10. Seconding Hellmonkey on thanks for the post, I was contemplating learning some Dizzy (my Dizzy is really bad) but now I just want to play and improve Baiken. Looking forward to the combo video too, I thought your Legend of Kyoto one was great. I was messing around with 6P AA combos last night and I was wondering what you generally do after 6P > j.D FRC, and I'm guessing the main point of this route would be burst baiting or corner carry? From midscreen I was basically just doing 6P(2) > j.D FRC > ad j.Tatami then I could IAD j.S > j.D for example. Or if someone could list a few 6P AA combos that would be great. Thanks!
  11. This was pretty much the only conclusion I could come to, but the difference seems so very minimal. An extra wind would definitely be worth the 100 less damage or so though. I don't think it's an issue of wallstick height, I find the 6A > 5A > 6A etc route to be more problematic at lower heights.
  12. There is also this for the corner: j.A > j.B (or j.C) > dash > 5B > 5CC > 214A > 8D > 236A > 3C (1) > frog > 236B > dash > 6A > BBL Does about 3k damage currently and you can also extend it with OD and meter for a kill combo. Handy to know if George is available. If you do George oki in the corner and land j.A > j.B to start, I'm pretty sure all you can do is the basic ...5B > 6A > 236A > 3C > 214B route etc. I personally like going for a j.B starter sometimes, you can loop George oki: 3C > 214A... j.2DB > frog > j.236C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214B > 3C > 214A Midscreen, all you're really going to get is j.A > j.B > dash > 5B > 5CC/3C > 214B/214A It's not really worth spending wind Also, can anybody explain why the corner 5CC > 6A > 5A > 6A > 236A > 6A > 4B > 3C route is used at all? I have no idea why.
  13. I've never been able to play pad well, so I don't really understand how people can...but anyway, I think playing stick will really help with inputs such as IAD Tatami (236956K) and TK Youzansen > RC > j.Tatami (62369S > 236[KSH] > ]K[), the general/strategy thread lists some input variations but I find this best personally. I find Baiken is far more interesting then she appears on the surface and watching Maruken play is always amazing, he really makes the most of the character.
  14. (2B/5B) > frog > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214B > 3C > 214A You need to hit the last 5B when they're low to the ground so 4B doesn't bounce them too high. You can resummon George just at the end of 3C. I'm pretty sure this route works from j.B starter as well.
  15. Why do you hate damage so much? D: Disregarding the usefulness of bats, the proration of 22A and 5A makes this unworthwhile. Also, the first combo in this video is a lotus setup which is far more practical https://www.youtube.com/watch?v=fc6t1_OjWG8&feature=youtube_gdata_player
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