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Nakkiel

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Everything posted by Nakkiel

  1. It's actually not that hard but only possible very early on in the combo.
  2. The dash is buffered into the Itsuu, 412366D.
  3. As far as I know there are actually sometimes that 2D TK Hatsu (teching after Chun) won't work due to proration, IAD j.C 6D always works.
  4. Press C later when you're doing TK chun, you're not letting jump startup finish.
  5. You can't combo off TK Chun unless it's done relatively low, there's no efficient way to convert random air hits into damage. Also you need to dash buffer after TK chun to get your move to connect. That move is actually called Kokushi Musou or kokushi for shorthand. Kokushi > TK Chun > 6D > Haku > Hatsu > RiichiA > IppatsuA > B > 5D (slight hold) > Chun > 6D > Ender
  6. It's not even properly possible, I'm pretty sure.
  7. I'm not sure why you're having trouble finishing the ender, I may have made a mistake in what I gave you but I'll personally test it out when I get the chance. Until then you can just change your ender to 2C > 6D > 3C > 2D > 6C > 6D > 3C > 4kote The 5B/2C in the combo though is for when you need extra time for staff2 to return and connect with the opponent. Most of the time, yes. It's intended to avoid repeat proration on her rekkas. It depends on what you want to do. The 6A ender will give you the most damage but you don't get as much flexibility in what kind of oki you want to do. There are 2 other enders that you should worry about learning: xxx 6D > 3C > 2D > 6C > 6D > 3C > 4kote: This is commonly used for meterless oki (5D > j.B option select j.C airdash/land low/throw) xxx 6D > 5D > 6A > 6Bfeint > ItsuuC > j7.CD/Hatsu > Chun: j7.CD ender is another meterless oki setup, Hatsu > Chun is used against Tager/Hakumen to put them into an unfavorable 50/50 mixup that doesn't cost meter to capitalize off of.
  8. Don't immediately release D when doing 5D > Haku, hold it briefly and then release. This gives Litchi time to recover from the animation of summoning the staff. I'm a little too preoccupied atm to give a full answer to your neutral question, maybe someone else will or I'll get back to you later. Quickest lazy answer though is just to play more, find strong players and fight them. Watch high level players and try to emulate what they do in neutral and think about why they do it.
  9. ItsuuB > 6C(1) > 6kote > 3C > Haku > Hatsu > RiichiA > IppatsuA > B > [3C > 2D > TK Hatsu > Chun > 6C > ItsuuC > j.C > Hatsu > Chun] / [5D > Chun > 5B/2C > TK Chun > 2C > 6D > 5B > 6C(1) > 4kote > j.B > dj.BCD > falling j.C > dash 6A]
  10. If you're doing the ender (5B 6C etc.) and starting it with them still on the ground, it's very possible that it's not working because the opponent is too low for the ender to work. Try doing 2C 6D ender instead.
  11. I'll send you a PM. If anyone else needs them PM me.
  12. I know you likely already know this but you really need to hit up training mode and get your combos down. You're missing damage, knockdown and corner carry left and right. I didn't see you finish more than 1 combo that entire set and it was sub-optimal on top of that. It seems like lame advice but Litchi is the kind of character where you can't slack on your training mode, you need to know your combos or you can't even get to what's good about her. If you can get a corner knockdown and get your oki, it's pretty easy to just crush lesser players. Stuff like Gold Burst > j.B > j.C > dj.B > dj.C isn't going to cut it. Ask me or LK for stuff, watch videos or read the threads. Learn that stuff because it will help you no matter who you're playing. Hitconfirming will come naturally with practice and matches. As for the matchup, you're letting Tsubaki charge way too much without doing anything about it or even trying to get an initiative on her. She's not a character you get to sit back and zone. Using Itsuu a lot is a good risk to take, the only fear of using it you really have is Tsubaki's 3C and she needs meter to combo off of it IIRC. When you're being pressured without staff you just lost, you could never get out. Use your barrier gauge to push her off of you, even better if you can IB Barrier or IB > Jump/DP. If you're feeling brave and smell a dash-in coming you can mash out but that can be scary off of certain charge-cancels like 5C.
  13. it's ok, i am his rock and he keeps leaning on me
  14. That's actually not the fix if they're teching in the air. Delaying j.236B after j.2B makes them higher up, not closer to the ground. If they're teching in the air before 236B, it's because they're too high. The way to fix that is to delay xxxx 236B > 63214A > j.2B > j.236B > xxx
  15. 5B > 6B > (2C) > Hatsu > RiichiA > IppatsuA > B > [Haku > Hatsu >RiichiA > j.2B > j.Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > Ender] / [5D > Chun > 6D > 5D > 6A > (6B[m]) > 6D > Ender] 99% sure these work, might be something better for second option.
  16. If you're not getting 6D after TK Chun you need to fix your TK Chun height.
  17. Any time Litchi manually sets her staff down while pressuring you (when she uses 5D or 2D) are good times to try and hit a button. Be wary of her large amount of late-chains (delayed chain into a normal), if you are going by assumption and hitting buttons preemptively you're likely to be counter-hit.
  18. Most likely, the first hit of 6D was able to be canceled into Itsuu so 6D would just beat it if Bang decided to do so. The actual blockstun data for 6D was also buffed since then.
  19. Actual frame data hasn't changed 6D these two games so it wasn't Litchi can't RC Itsuu (41236D+B/C) so if you ever find yourself blocking it, you should punish it every time. You can also do something like dash 5B (dash 6C maybe?) for a stronger punish. The A version is unpunishable since the two hits are gapless.
  20. There is no gap between the hits of 6D no matter how you block it. Active frames are 12(9)3 (nine frame gap between hits with 27f of blockstun. 12 + 9 = 21)
  21. This hasn't been true since CS1. 2C]m[ counts as a completely different normal, making 2C 5C 2C[m] possible.
  22. zzz wasn't paying attention that you were talking specifically to Star-Demon. My bad. If you can get into Ippatsu off of 3C CH you should also go into that combo, it'll net you some more damage. The one I posted for Staff 3C is what you need to learn also.
  23. It wasn't specified in Romey's post but the proration on both normals is the same IIRC, you'd get about the same damage midscreen with either move.
  24. Is it really that hard for you guys to go in to training mode and learn when to release the staff and the different delays for Hatsu > Chun at different parts of the screen? It works up to about 3/4 or 2/3s the stage away from the corner if you do Hatsu Chun 2C 4D. If your back is all the way in the corner when it happens you can transition into 5B 2C 6D(1). EDIT: Even if you can't do that, ItsuuC > 6kote > Hatsu > RiichiA > IppatsuA > B > (3C > 2D > Hatsu > Chun > 6C) OR (5D brief hold > Chun > 5B/2C > TK Chun > Corner stuff) is still better than what you yourself have listed.
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