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SilverDrgn85

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Everything posted by SilverDrgn85

  1. Is there a video showing this one? I've tried it and can't seem to get the 6D to hit regardless of how much I delay.
  2. I just figured out how to do Ippatsu combos from a throw. Corner okizeme: 6Throw Haku RiichiA IppatsuA (char specific) drop rising jC jc j[D] ]D[ falling jC 6C tsubame 6C 3C (char specific) (AC) Ragna, Litchi, Hakumen (BC) Jin, Noel, Nu, Rachael (CC) Taokaka, Bang, Arakune Timing is haku RiichiA ASAP, IppatsuA delayed as long as possible, second staff strike immediately after (small delay if its an A). Easiest on Hakumen, very difficult on Rachael, and easier than the typical Nu/Jin/Noel Ippatsu combo on everyone else. Hitting the first Ippatsu as low as possible helps to hit the C strike as low as possible. Noel and Tao tend to be able to tech out if the jC hits too high. If the character has a timing quirk on the usual Ippatsu combo, it'll generally stay here as well (i.e. Bang needs the first 6C delayed a little). Rachael is a bit of a special case. ACC will always hit, ABC hits if you delay the A a bit, and AAC hits when the first A is delayed even more. ABC has given me the best luck, but I'm not sure which set is best. She doesn't fall as fast as the others which is part of the reason she's so difficult to land this on. Its probably just a timing quirk I haven't figured out yet. This combo does about 3.8k.
  3. I'm glad I wasn't the only one having trouble with that ender. What I've found is that there are two heights that the opponent can be at during her combos: a "low" height at which jBC connects, and a "high" height at which the C will whiff if you try jBC. That Carl specific ender seems really easy at high heights, and for me, nearly impossible at low heights. That universal ender seems to be pretty easy at low heights. I haven't tried it, but it may be possible to just use jC at the beginning of it to get that ender to work at high heights. Doing jBC at the beginning of the Carl ender didn't seem to make it any easier to get the combo at low heights. To see the different heights, Tsubame 2C can actually catch the opponent at either one, depending on how you time the 2C. Hitting them such that it almost looks like you're picking them off the ground results in the low height, while hitting them while they are above Litchi results in the high height.
  4. I'm not sure how many people will still care at this point, but this ender does in fact work on Carl. Delaying the dj until Carl has almost hit the ground prevents Litchi from being shoved away from the corner, letting the falling C hit. The rest of the ender flows pretty normally from there.
  5. You can see the guy's joystick hand in that vid. 6:23 - half circle motion, returns the stick to neutral, Litchi leaps and immediately does falling hatsu. 6:26 - half circle motion, returns stick to neutral, Litchi leaps to staff, does three kicks (A -> B -> C perhaps?), then the guy taps down, and Litchi dismounts 6:28 - guys seems to botch some riichiA attempts 6:30, 6:34, 6:37 - half circle motion, returns stick to neutral, Litchi leaps to staff, falling Chun. He seems to be trying to figure out combo followups here. Since the stick is at neutral during the times the rekkas start, these new moves either replace the riichiA B and C kicks or riichiB and riichiC. Since we see three kicks from riichiA, and her old riichiB and riichiC are mysteriously absent from this guy's experimentation, I suspect these are her new riichiB and riichiC moves.
  6. I'm noticing some issues with this combo. Tsubame seems to hit just fine when the character is in the corner, but outside of it, Taokaka and Bang need the 5B to be omitted and Jin, Carl, and Rachael can't be hit at all (omitting 5B let's Tsubame hit once against Jin, but it doesn't pop him up). It also seems particularly difficult to hit Haku-men and Arakune with dash 2C. I'm still stuck here: http://www.dustloop.com/forums/showpost.php?p=440340&postcount=459 Help would be much appreciated.
  7. http://www.youtube.com/watch?v=9BvLaLmpSOY @ 2:26 This Carl ender is driving me nuts. If I try to do the combo in the video, in the very rare instances I get airdash JB to connect, he techs out before the C anyway. However, if I start a little further from the corner and do 5B 5C 426D~C 7 236C 5B ~ender, the ender is ridiculously easy. I figured since the staff is closer in the former case that'd I'd have to delay it a little, but I can't detect a delay in the video. I've tried to airdash ASAP, but the B whiffs over Carl. Delaying the airdash has him teching though it. What gives?
  8. Hey guys, I'm just starting to learn Litchi. I'm seeing a lot of combos in the first posts, but I'm not sure where to start. Which combos would be good to start with, both in terms of the ones that come up in a match most frequently and the ones that wil give me a good idea of how she works? I'm not seeing any listed as BnBs. I figured this one would be a good one to start with, but I can't get Tsubame to connect with the last hit. "Midscreen fullscreen" inplies that this should work anywhere as long as I don't run into the corner (I'm noticing staff2 6C[/m] becomes 6C[m] in that case) but I can't get the full combo unless I end it close enough to the corner for Tsubame. There seems to be a spacing where Tsubame will connect with the last hit, but I can't figure out what in the combo leading up to it adjusts that spacing. As for 5C, it's unclear if the spacing is referring to how far Litchi is from the opponent, or how far she is from the corner.
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