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Everything posted by Zenmetsu
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6D is a 2 hit attack. On guard it can be canceled into a special, but the window for this is very late. For example, after the timing of the 2nd hit you can cancel into Ittsu or Shishin. On hit confirm you can do combos such as 2B>6D>Tsubame~. In another post it was mentioned that 6D is a possible anti-air. 4D has good reach and good hitstun. Can combo on CH. They haven't figured out if it's comboable on normal hit but it can cancel into hatsu and chun so you have 4D>Hatsu>Chun for 1.6k damage. If you start a combo with 5B, Ittsu combos are impossible. The second hit of 6C in the final part of the combo ...>6C>Tsubame>6C>... becomes techable. It was impossible even on Tager. They are speculating that Ittsu combos might be possible if you do start it off a raw IttsuC (so not confirmed -- something for them to check next time). The regular 5B>5C>3C>... combos are all still possible. It tops out at around 2.5k damage. Also damage in general has gone down (staying with the theme for all damage nerfs in the game). IttsuC combos when taken as far as they can go before teching has only done about 3k damage. Also, the link you posted earlier LK (http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/635) is a bad combo. It was identified as a mistake in the next reply so the Tsubame>RC making you go staffless is unconfirmed. Seems like there isn't much info on Litchi's new properties yet. I think I saw someone making a list of what to check for in the next loketest.
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I'm excited about all the changes they are making to Litchi. They make sense. 2A/5A linking to 5B while staffed is a godsend. Currently Litchi's entire neutral staff game is 5B/6B/j.C and it gets kinda stale. This also opens up ways for Litchi to pressure with staff that doesn't involve risky 6B feints or jump canceling her 5B on block. Now if her 5A is JCable (even if it's only when she's staffless) we can start playing a semi-competent AA game. I've always said that her DP needed to be RCable and they're now making it feasible. It almost seemed like it was a programming oversight in CT how it wasn't RCable. Another wishlist is making Ittsu RCable. 8D Also, I don't really care that you can't do combos after normal DP hit. Seems like a fair nerf considering how everybody (except Hakumen/Tager) is getting some sort of damage nerf bat. It's not to say that new combos with favorable staff setups won't be found either.
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With Arakune you can use staff recall (2D variant) to OTG his body off the floor. Use these combos instead of the falling j.C combos. So... starting with staff in the corner it will look something like: 5B>5C(1hit)>IttsuC>Haku>Chun>5B>6C>5D>6C>finisher Tsubame>6C>5D>6C>finisher Alternatively you can do falling kote combos which work on the entire cast but Noel, Nu, and Carl: Tsubame>6C>5C>j.B>j.C>Kote>falling j.C>5C>j.B>j.C>kote>j.C>finisher
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I actually mentioned that RiichiC crosses up 7 pages ago. It's kinda okay... To make the most out of it you really have to rely on your opponent being scared of doing anything but quick-teching on wakeup. Otherwise the crossup setups completely falls apart. I've used it in real matches and it leads right into Ippatsu Loop in the corner.
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To be honest the only thing that confuses me in these videos is why BLEED is so adamant about using 5B>5C>3C>[D]>dash+6C>staff2>6C... There are lots of times where it's obvious that staff2 isn't going to return in time due his positioning on the screen, forcing his combos to end prematurely... whereas an IAD j.C combo would have clearly gone into something stable + knockdown. It's not like the combo is burst safe or does way more damage than the IAD ones. So weird. D:
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Because he can 360A you, that is why. 2C opener is a high-risk, high reward opener for this match. Alternatively Tager's 5A will also beat 2C, and it will give Tager a crouching CH which leads into 5C>combo.
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I agree about the damage and I suppose I should be satisfied with what I can get but what I'm not satisfied with is that there's no clear-cut stable followup that leads to knockdown every time somebody forward rolls through Shishin. I don't think you've even tried experimenting with Shishin + forward roll for various situations on multiple characters. If you did then you would find that j.C doesn't always allow for followup combos. The j.C needs to be spaced and timed with quite a bit of precision. Furthermore you'd know that even if you did manage to get j.C>land>tsubame>etc the rest of the combo doesn't lead them anywhere near the corner. After four hits of Shishin + Tsubame the rest of the combo becomes techable if you try to rep Tsubame any more times. Shishin>(forward roll)>j.C>(land)>Tsubame>6C>Tsubame>(techable). Shishin>(forward roll)>j.C>(land)>Tsubame>2C>(techable). Honestly I don't mind stopping the combo after the 6C since it's a knockdown. I just wish Shishin didn't react as unpredictably as it does.
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Those don't work reliably in the corner. Turn emergency roll off, and set Ragna to forward roll. Bring him to the corner and do Tsubame>6C>3C>Shishin. 6C followup after Shishin doesn't work (in either direction). The best I've been able to get is Shishin>5B>jc.B>j.C>Tsubame>6C>3C but it's extremely unstable. There were few occasions where I could get a raw j.C followup after Shishin to work and put them back in the corner but you pretty much have to preemptively jump before the forward roll. j.C works in certain cases against forward rollers midscreen if the spacing was favorable. But in some instances Shishin is unpredictable on hit. There are times where the first 3 hits of Shishin will hit the opponent in one direction and then the 4th hit blows them the opposite way. This makes the spacing for the j.C follow-up a guessing game -- and if you guess wrong your combo ends. I'm sure all of you have experienced this at one point. Right now I still can't figure out what the exact cause of this is.
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Hay guyz I'm here with useless info 8D Has anyone else noticed that RiichiC has cross-up potential in the corner when used after regular knockdowns? Basically the setup requires the staff placed flush against the corner and you need to knock down your opponent with ...>6C>3C>(very slight delay)>63214C. When you hover over them you'll notice that if you timed the delay right your opponent will be look towards the corner and if you hit j.C at this moment you've crossed the opponent up. Unfortunately this oki is extremely unstable and you need to rely on your opponents to tech quickly. If they quick-tech or roll backwards then this crossover will work. If they forward roll then you'll bounce towards their direction and you can compensate with IAD>j.C and continue pressure but your opponent just escaped the corner. If they neutral tech or do any sort of delay before teching then you bounce off the stick away from the corner and you've lost all initiative. I dunno. Has anything applicable been discovered with RiichiC yet? Right now it still seems like it's a "lulz I guess I'll use it" move. I never use it btw. Also, it seems like there's no reason NOT to forward roll through Shishin on wakeup (especially in the corner) if you don't mind eating a bit of damage in exchange for getting out of pressure. There are solid, hit-confirmable followups for all the other situations (CH quick-tech, delayed tech into OTG, backwards roll, etc) that put the opponent right back in the corner. But so far I haven't found anything outside of awkward ad-lib combos if the opponent tries to forward roll.
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I actually hate Litchi. But I don't care about any of the other characters so I play Litchi since she's the only one I have any feelings for. No but really Litchi is terrible. 8D
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Don't quote me on this since it's just a rumor but I've heard that combos become more techable as more time passes. In GG it was hit count based but in BB there is supposedly a timer that also plays a role in decreasing hitstun (am I using the right term here?) to prevent infinites. That's probably why it works when you do it fast.
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Lol. I have to agree with everything LK said, especially the long rounds. High-level Noel vs Litchi matches turn into a gigantic cat vs mouse chase. It can get really boring to watch since it's a battle of attrition. The bulk of this "fight" happens during the neutral state and Litchi's success relies on how well she can keep Noel out. Litchi has blind spots when standing but LK already covered the possible counters in detail. I find myself using Shishin a lot. There's nothing Noel can do to punish it at certain ranges without meter so block strings like 5B>5C>IttsuB>Shishin can be used to extend pressure. And pretty much once Shishin is out, it will win any trade situation even if you do it at a range she can punish. Being able to hit confirm the difference between an airborne Noel and a grounded Noel off of your 5B[m] is important in this match. She's always jumping around or backdashing so I noticed it's hard to get a clean 5B[m] hit against good Noels. More often than not you're going to be clipping them with 5B[m]. If your Litchi is the type that automatically follows up 5B with 5C regardless of the situation, break that habit and learn how to hit confirm. 5B>Tsubame; 5B>ItssuA; 5B>aircombo etc you guys know the deal. And to be honest, sometimes I feel more secure when I'm fighting Noel staffless. There are more combo opportunities for random hits and like mentioned earlier, Hatsu can be used as a safe DP with meter. As a side note, 5A pressure is too strong in lag.
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I used to use 6C against Nirvana all the time without thinking and it used to produce good results but Carl can 236B right through as you're doing that and you're pretty much in the loop at that point since 6C takes forever to recover. Against competent Carls you really have to be wary of using 6C because he might just be activating to bait you. He can alternatively IAD>j.2C while you're 6Cing the doll and that puts you in the loop too. Jumping B will usually work against Carl as long as the doll isn't close enough for 623D anti-air. Plus j214.C Alle is a reliable air-to-air answer to Litchi. Although it doesn't do any damage it can momentarily shut down your air game. If Alle. is out, Litchi's j.C can clash with it to give you an idea of how high the priority of that move is. I think the biggest weakness that (staffed) Litchi has in this match is her lack of threatening low moves. Carl can 236B (his command dash) through a lot of Litchi's moves except 2B. But you hit him with 2B and the most you're ever gonna get is Ryuuissou super if it's spaced right, yet you gotta keep him honest somehow (more often than not you're only gonna get 2B>6B lulz punishment). Edit: Just checked in training mode and Litchi's 2A and 2C can also stuff Carl's dash but like 2B you pretty much have to psychic this. Both will get you a CH but if you do the 2C after Carl has crossed you over then there are no opportunities for combos since his body will be behind you. If Carl is trying to do IAD cross-up j.2C during pressure without the doll, Litchi's j.A is the answer, but you have to anticipate it and hopefully you timed/spaced it right. Also, when you're pincered you can either IB>Tsubame or IB>jump+FD>IB next hit>jump out. Finally, this is a general tip that applies to any character fighting Carl, but remember that you need to Barrier Instant Block to prevent Guard Libra from increasing.
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Lulz, I just said Tager can Sledge through your Ittsu. There will obviously be cases where Itssu-B will work in Litchi's favor to Tager's B-Sledge but it's not going keep him out all day. And if you're not CH Tager with Itssu-B when he is pointblank then you're gonna eat something huge. I agree this match is in Litchi's favor (but when is Tager's match not uphill for him?) but heavily relying on Itssu is not the answer. If Tager can't figure a way around this, then he's probably not a good Tager.
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Regalia, the Shishin okizeme can get extremely unstable at times. Often times you have to guess how the opponent is going to get up and go with a gameplan. In the event that you use Shishin when they do a late tech or they roll, they will fly over your head. If you are in the corner you can do j8.C>land>tsubame>combo in this case. You can't "react" to this situation so you have to know this is going to happen and just go for the jump C. But there are so many situations that arises with Shishin, especially mid-screen, that I haven't found a stable follow-up combo for each one. Sometimes they'll get hit and begin by flying towards you for 2 hits and then suddenly do a 180 and fly the other way for the last hit... or vice versa. I have no idea what to do in this case. D: Does anybody have compiled information on why some of these bizarre trajectories happen? I guess this is something I can spend a day training mode-ing to find out and hopefully find legitimate follow-ups for each case.
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Screwing around in training mode, I found that you can recall your staff while you are running. However, this isn't very practical because you have to be running for a few seconds before this becomes possible. You practically need to run across the current visible screen before you can recall while running. The only application I see for this is if you ran under a jumping opponent and felt like recalling staff.
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This is just me but I never take online matches seriously because there's too many things people can get away with that normally wouldn't work offline. But with that said, what kind of "basic" stuff are you losing to?
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Before we talk about anything else, are you losing online or offline?
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I just skimmed the thread and I dunno if this has been mentioned before but after playing Mike Z a bunch of times this is what I discovered: - Don't use Ittsu as a means to poke, pressure, or pretty much anything if Tager is on the ground and half way across the screen or closer. Your entire D button is considered a projectile so Tager can 236B through all of it. - For the same reason above, Tsubame is no longer a wake-up option on Tager. On a different note, I have to agree with LK that Tsubame is not the best uppercut in the game, starting with the fact that it can't be RCed. - Tager can 720 you out of your corner 632146D Kokushi Musou setup. Actually, I haven't thoroughly tested if this is always possible. There might be a way to time is so you can recover out of your super animation fast enough to jump out but I've seen Tager 236B (or A?) right out of wake-up through this super setup so I dunno. Lulz. - The last thing isn't necessarily Tager specific, but... Another reason why I think Tsubame kinda sucks is that you have to use it frequently in your combos. Basically, if the opponent knows it is coming up in your combo string they can burst through your Tsubame, recover faster than you, and punish you. Tsubame's full invul prevents Litchi from eating the burst but as a side effect she's in recovery right next to the already recovered opponent. So in Tager's case he can burst through your Tsubame and 360 or 720 you. Hilarious.
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Hm, okay, I'll keep trying. I wish there was a video or something I can reference but oh well. Thanks for the help like usual LK. :D Haha, Brent, you use the same Litchi color as me. But it's okay, I'm changing to 9, or 7. :O
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Hm, are those 6C[m] combos possible on non-CH, LK? I was finally able to get 6C[m]>j.C>tsubame to work, but only under three conditions. The 6C[m] was CH, I JCed off the first hit, and I had to delay the j.C to give the staff time to catch up. If I did j.C too early then I would get the kote problem. If it's non-CH then I don't have the luxury of delaying j.C, and the j.C would throw the opponent way too far for me to do dash>tsubame anyway. :O
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I'm having problems doing the midscreen 6C[m] combos. Have these actually been tested or am I doing something totally wrong? The combo's starter looks like this: 6C[m] JC land tsubame But no matter what I do I will always get 623 kote instead of tsubame. The only time I can get tsubame is in the corner, but it never works midscreen. I have tried JCing off the first, second, and third hit of the 6C[m] and tried all kinds of delayed timing to no avail.
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Ah I see, thanks LK. I delayed certain points in the string and was able to get things connecting even at extreme distances. Also, do you have any more info on this combo? 5B 2C ittsuuA kote (623) haku hatsu riichiA ippatsu A~ I've been experimenting with this combo. I'm not entirely certain but it seems like it's character specific -- it works on large characters down to about Jin's size and anybody smaller will whiff the ippatsu A. But again, I might not be executing as precisely as possible. The combo also seems to top off around 4k damage. Litchi has very low damage output. :O I'm still not sure how to finish this combo in a way that's favorable for oki. All my finishers let the opponent tech away safely, so I'm wondering if you've discovered anything new regarding this combo since the time you wrote your FAQs.
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So is there any meterless combo Litchi can do when she connects at the tip of 3C[m] midscreen? This is the distance where IAD j.C followup won't reach. I'm guessing the answer is no but I'm wondering if any of you had something clever I haven't thought of yet...
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Hey Chun. I watched your all vids. I hear Checkerpatch in the background. I can hear that dude from anywhere, haha. I took into consideration that you were experimenting while you were playing these matches. I noticed throughout all your matches that you were throwing out a lot of random staffless 236C. If you want to throw it out raw then I suggest you only do it when you have 50% heat; and moreover, throw it out with the intent of RCing it. As you may know, that move is obviously unsafe on block. It's not hard to block either. Consciously be aware of what you are getting yourself into when you use raw 236C, and what I mean by that is you gotta hit confirm it. If it connects, then great. But in the event that it gets blocked you need to RC it right away, which will not only make the move safe but also gives you the added benefit of extending pressure. In some of your matches you had enough meter to RC (sometimes even 100%) after a blocked Chun but you didn't do it and ate a punisher. I think the second thing I saw a lot of was staffless 63214B. This is just personal preference, but I don't like to use this move when the opponent is up and about and in your face. If the opponent is on the other side of the screen without a projectile or if they are in some kind of recovery state then it's fair game. But there's a lot of startup to get this move active and I saw you using it in many high-risk, low-reward situations. All I can say is to use 63214B sparingly and to find other options that you could be doing instead. Anyway, I suggest you isolate and work on these two points of interest first.