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WayINside

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Everything posted by WayINside

  1. then i will go quietly to the corner and sit there and shut my trap..
  2. but i guess that those stuff should be added to one of the basic litchi thread (*cough* lk *cough*), since it kind a basic to her and not being explained elsewhere
  3. will happen here to, but as i remember, if he pull it out in revrsal timing against a projectile he will have much better animation (still escapable i think :P) i play a bit noel now, but i guess i will test it one way or another
  4. the fuck about haku's super counter that i get hit on landing by the blue thingy he leave behind him... but anyhow, it's not that much of a problem..
  5. nope, most of the time they will cry over her too good normals, and too long combos :S
  6. my problem is that close to the corner the stuff will just come too fast, so i can't 6C (stuffless version)
  7. it's really hard to jump his super counter (when he time it reversal), tried it twice up untill now, both attemts failed
  8. the closer you are the lower you need it or?
  9. the problem about 13 imo, that some char can revrsal out of it (bang, tage, hakumen, mb even tao etc..)
  10. it's a minor thing, but i think that after DP, 6C you can relaunch them with 5C instead of 2B 2C (which may make the combo easier to land). care with all green, as all saw in mikeZ vid while you are in the super flash bang can buffer his super and hit you. i'm not sure if it's technical but, try to get better combo after itsuuA on hit :P about your game plan, i have a feeling that you don't change your play style too much according to your opponents character most of the time you dash forward, or worse (imo at least) try to AD against bang, but the facts are, that he can dash, throw better, and can outpoke you in the air, especially since you don't have your DP there. you have to adapt and seek to use your range advantage over him. (and if you play nu you will seek to get in as much as you etc..) from my experience against bang, first you should stop him from using those annoying seals. make him whiff with them, litchi has no problem punishing whiff almost at any given range (as you did yourself here and there). and so he will think twice before using any seal. now he will probably look to rush you (since he has almost no tools to turtle), now you can outpoke him to victory. but i guess that the most important part is not to fight him in his stronger field, where you lack (litch ad game is not so strong, especially without stuff cover). anyhow, pretty nice litchi, and had me rethinking my moving to noel. (to chicks and i can't decide ) i think i hate you for this
  11. lets say i already bursted (worst case scenerio), my guess is to instant block the last jab and backdash to safty, but its pretty annoying with his buster there. btw, what is it command dash? (why you need the 7 there?)
  12. i have problem getting out of his blockstirng. if i have the stick i'm fine cause i can tsubame when i predict his next move. the problem start when i don't have it and he start doing string of A A A, then the hit that pull you back and so on, and i have no idea where i to IB/backdash/jump to escape his strings, any ideas?
  13. damn, those riichi combos are hard. i could get something like : (on jin) B 2C itsuuA 623D haku (delay) hatsu riichiA ippatsuA land, 7BC[D] ]D[ AD j.BC couldn't hit tsubame after it, doing only C after ad whiff (too short). tried also j.C after landing from ippatsu but for the moment i can't hit it consistently.. it seems, that unless you get them to the corner(so you could hit ad j.C), you need to lose your oki for the big damage... i'm not sure how good it is for litchi
  14. too bad he couldn't finish it well. i also liked when he replaced tsubame in the end of combos with dahalrim (or however this super called) from some nasty relaunch and mixups anyway, i saw in some videos of that litchi, that he goes in the end of corner combo for something like this: jC kote jC 6C 3C and i have no idea how could the 6C pick them up again. i saw something similar in shonen's match against rachel, after doing mid 2C6C loop 3 times, he just do another 6C 3C to end it. make it looks something like this starter, 2C 6C 2C 6C 2C 6C 6C 3C any clearance there? (actually i can't remember right now if it was 2 or 3 repeat, but couldn't do it at home on tager) and one last thing, how do the jappness do that weird air dash downward. (most of the time with jab)
  15. of course, but that something i know to critisize myself for... i guess i talk more about habits...
  16. alright, here's some of me losing to hakumen, it seems i'm a bit nervous in front of the camera, since i totally screwed most of my combos... litchi vs hakumen1 litchi vs hakumen2 anyhow, this is Offline matches, and on a pretty crappy CRT (i promise, next time it will be big shiny LCD). and arrrrm, i'm not actually that bad, in the totall we were actually pretty even in the wins, but well, can't argue with the camera about excution, i never intended to go for a combos like B C 3C dash wiff C or B C (2hit) plant stick... so no point critisize the that (imo at least). Next week i promise (and hope) i will get you some better matches.. oh and yeah, first time i saw haku's super counter
  17. next time i want to hear that those tactics won you many tourneys, and not just rounds ANYHOW those are some nice tips, but i feel like, it may be baitable, and people will get the idea and you might waste 50% for nothing (well, some time without rush is something..) i mean, having shenenigans for tourneys is nice, but if you opponents don't know litchi, he might as well lose from any corner pressure you will apply with her (and there the supers is much better too).
  18. yay, i can comment again here :D anyway your problem is with the j.chun, you have to do it quite fast in order to connect with 2C afterward. try to do j (arrm if you are quite close go for 7 or 8) and then when you see she already jumped, input chun as fast as you can. i know that doing combos by vision is pretty sucks, but you will get the timing over time
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