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Dakanya

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Everything posted by Dakanya

  1. im lazy and busy so i abbreviate a lot of stuff after i define it the first time d. = dash ad. = airdash ittsuuA/B/C = 41236D~A/B/C f. = falling haku = 236a chun = 236c 00:03: vs. Rachel & Tager, works mid-screen at the farthest tsubame > loop until 12 hits or [6C 2C]x2 6C > 5D > staff hit > 6C > tsubame > 6C 3C shishin(41236D) 00:18: vs. Taokaka, Arakune, Bang, works on Rachel and Tager as well but loop is fine 2C > tsubame > 6C > haku > chun > 5B > 6C > 5D > 6C > tsubame > .. 00:34: vs. everyone except Carl 5B > 5C(2) > ittsuuC > j.chun > 5B > jc > JB > jc > JC > JD > staff hit > falling JC > staff hit > d.6C tsubame 6C > mixup 主にダウンに5Cが入らないノエルとv用 00:48: vs. Carl 5B > 5C(2) > ittsuuC > j.chun > 5B > jc > JC > D > ad.JB > JC > tsubame > .. 01:01: vs. everyone except Noel, Carl, v13 5B > 5C(1) > ittsuuC > d.6C > 5C > jc > JB > JC > kote(421D) > f.JC > 5D > staff hit > 6C > tsubame > 6C > 3C > 2D or shishin 01:15:: vs. " 5B > 5C(2) > ittsuuC > j.chun > 5B > jc > JB > JC > kote(421D) > f.JC > 5D > staff hit > 6C > tsubame > .. 01:30: vs. " 5B > 5C(1) > ittsuuC > haku > chun > 5B > jc > JB > JC > kote(421D) > f.JC > 5D > staff hit > 6C > tsubame > .. 01:44: vs. Bang, Arakune air throw (staff) > JB > 5B > tsubame > d.6C > 5D > staff hit > d.6C > staff hit > 6C > tsubame > .. 01:58: vs. " + Taokaka 5B > 5C(2) > ittsuuC > haku > chun > 5B > 6C > 5D > staff hit > 6C > tsubame > .. 02:12: vs. " + Taokaka 5B > 5C(2) > ittsuuC > d.JC > haku > chun > 5B > 6C > 5D > staff hit > 6C > tsubame > .. 02:27: vs. Rachel 5B > 5C(1) > ittsuuC > chun > [6C 2C]x2 > 6C > .. 02:41: vs. Arakune, Hakumen, Tager 5B > 5C(1) > ittsuuC > j.chun > 6C > 5C > jc > JB > JC > kote(421D) > f.JC > 5D > staff hit > 6C > tsubame > .. 02:55: vs. Tager, Rachel, Bang, Arakune, Taokaka 5B > 2C > ittsuuA > haku > chun > 5B > 6C > 5D > staff hit > 6C > tsubame > .. 03:09: vs. " CH 6B > d.5B > ittsuuA > haku > chun > 5B > 6C > 5D > staff hit > 6C > tsubame > .. 03:25: vs. " CH JC > .. 03:40: vs. " CH Ryuuiisou (6428C) > .. 03:55: vs. everyone except Noel, Carl, v13 CH Ryuuiisou > d.5B > ittsuuA > haku > chun > 5B > jc > JB > JC > kote (623D) f.JC > 5D > staff hit > 6C > tsubame > .. seeing as how i copypasta'ed most of the combos since a lot of the parts are the same i guess i could have defined more but if you actually play litchi you should have no problems understanding
  2. The staff shouldn't actually be coming back to pick up after the first JC. When you negative edge D after a 3C, it'll go away from you which will hit them once and then it'll come back again. If anything, it should be coming back to pick them up after the second JC. I've seen you do some of the earlier 3C combos at SVGL yo, don't knock it until you've tried it!
  3. Well you've done combos involving staff 3C before right? You should be gatling into 3C as this is for landing a 5B or 5C on a grounded opponent. However, this combo requires you to within close proximity unlike the other 3C combos. So xx 3C xx JC would ideally be 5B 5C(1) 3C [D] ]D[ JC~ This combo involves setting the staff because tsubame is used near the end without recalling it. All 3C combos involve negative edging D so they are going to get picked up by the staff on return after the first JC... kote is short for "kote gaeshi" and its input is 623D/421D when you are without the staff. There are options you can do after 6A such as shishin (staffless 41236D) into high or low, kote throw, kote 2A... Sorry, I do not know if the 5C(1) is OTG or not but I suspect it is so. This is information that was written in Japanese that I haven't gotten to test yet.
  4. Is there any specific part you want me to elaborate on? Well maybe me writing 'rising' was unnecessary...
  5. For use on Noel and Carl: tsubame d.6C 2B 2C JC JD AD.JC 6C tsubame 6C For use on Carl (must be point-blank/very close): xx 3C xx JC land rising JB JC 5C(1) tsubame > 6C or 6A or JC>kote>JC rising JB>JC must be asap or else you will get staff JC also the 5C timing is severe but it is pretty easy to pick up so the combo seems stable I have been very sick so I have not been able to go to the arcade and test this combo yet and I don't get to play against Carl often either (though I suppose one could always just put credits on both sides) so your mileage may vary.
  6. Yeah that combo is really new, I only saw it myself a few days ago (or has it been a week now? I can't keep track of time during the holidays ). Since you can only do your OTG pickup after 6A on Rachel, you could easily go into the loop off of ittsuuA and call the staff instead of doing rekkas if you're concerned about keeping the staff. On the matter of being midscreen, there's also a similar new combo with ittsuuA and I think it goes something like 5B 2C ittsuuA haku chun 2C~ It's cool, I don't got any Dustloop cred either! I just wanna talk to Emphy cause I saw his Litchi at SVGL once and his exec is solid. Much more than mines
  7. Unless I am mistaken, it should be possible to combo into ittsuuC off of the hitstun on staffless 5C or an ittsuuA off of a staffless 2C if they're airborne which would open you up to superior follow ups instead of tsubame gaeshi.
  8. Stuff I translated that people probably didn't catch from videos: Staff whiffs on return after 6C or JC down: Jin, Noel 5C-2C after ittsuuA instead of 2B-2C: Taokaka, Ragna Landing 6C(2) impossible if airborne: Carl, Bang (possible, but difficult) Corner ittsuuC combo impossible: Arakune, Carl EDIT: Yes, you can store up to 6 inputs for Daisharin.
  9. This is probably the strongest ittsuu combo you can use anywhere and it's also usable after CH JC and 6B where you may find yourself omitting 5B and/or 2C depending on distance and height. 5B > 2C > ittsuuA short dash.2C > 6C > 2B > 2C > aerial Does not work on Carl and you're better off not trying it on Bang (the 2nd of hit 6C is difficult to connect)
  10. Well that's the first vid I've seen someone omit that
  11. It is necessary to cancel the recovery of 3C.
  12. the second statement you wrote would mean negative edging lychee's drive is possible. which it is. which contradicts the first statement you wrote. try it before you knock it!
  13. that's not 3c buddy, that's 2b
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