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Dovieandi

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Everything posted by Dovieandi

  1. I picked random.
  2. If they tech out before 2C hits, you're not hitting the Chun fast enough. Tighten up the Chun and the 2C will become easier.
  3. J.2D can also be used just for laughs. Low air tech immediate j.2d will stick you on the ground before you get grabbed as long as you have some distance. Not that I would actually recommend doing this, as if you're too high in the air when you j.2D, it very well may put you next to Tager, magnetized, without the staff. Fun fun.
  4. You could always finish it with crap like j.BC hatsu chun. Like you say, at that point the combo's probably gone on too long to be able to do anything involving a returning staff hit. You can still throw the staff to get a ghetto techtrap and will be falling down on your opponent, but it's certainly not great. Kinda feels like how a lot of Ragna's combos end.
  5. Honestly, I've beaten Tagers much better than me consistently just be poking all day. People keep saying "He can get out of pressure/oki" but you don't NEED to pressure in this match-up. If you combo him into the corner, just back off and let him stand up and try to get out. I just don't see any way Tager gets through j.C and 6B. You CH him out of everything for lolwallbounce, and the only thing he can do is spark bolt. Because spark bolt is his only chance, he wants to charge more, which just gives you more opportunities to hit him. Just like anyone, when you fight Tager and screw up while right next to him, you die. But Litchi never needs to be right next to him unless you're in a combo.
  6. I pressed random.
  7. Heh, I have myself on video doing this so many times it's comical. I just keep laughing when I imagine what non-Litchi players think is happening. Although it was answered what BE6B[m] means, no one actually said what, specifically, the notation BE actually stands for. Ballerina Escapade?
  8. I just get dived on all day long in this matchup. Half the time I tsubame he crosses-up, and it's game. If I don't try and tsubame, he just does it for free all day long. He recovers stupidly fast, on either side of me, and just jumps away. When I play terrible Ara's who do crap like stay on the ground or approach with dive-canceled j.Bs from midscreen it's cake. but once one starts diving on me, no matter if they suck or not, I can't do anything.
  9. Wait... Kote under pressure? What good would that possibly do?
  10. Apparently this is a more common mistake than I would have thought. Chun/tk chun/j. chun does not mean you're doing 3 chuns in the combo. You only do one; j. chun has the tightest timing but will hit everyone everywhere as long as you do it fast enough. Standing Chun will only hit certain characters, I know Nu for a fact, probably Tager, and I suppose TK chun is somewhere in the middle. Most just always do j. chun. You can jump any direction, experiment to find the spacing and timing that works best for you.
  11. Well, that gave me a laugh. Still, Rachel, Nu and Ragna can Astral in Ranked matches? That... just doesn't make any sense. Also figures they each have practical Astrals with either guaranteed set-ups, combo potential or 0 frame start-up.
  12. Further, the only way we can help is if you're telling us where you're dropping the combo. A couple of things: make sure you're doing your Chun as fast as possible or they'll tech out before 2C, and make sure you're far enough from the corner to be able to land from IAD j.C 6C without the staff returning and making it a 6C[m].
  13. Does the timing on the charge for her astral different in Training or something? I couldn't get her astral off for the life of me in a match yesterday. All the requirement were met. Usually just the time it takes for Litchi to jump to the staff is enough time, but when that didn't work I tried to take more time and it wouldn't come out. Are Astrals enabled in ranked matches?
  14. I did some testing, and found this to be untrue. The direction she comes from is determined by what direction you're holding as she jumps offscreen. Once she's offscreen, you can't change which side she'll come from. Do [4] 6D and hold forward, once she's offscreen, start holding back and release, she still comes from the forward side. She does jump back onscreen wicked fast though.
  15. Flame pillar works really well against Haku. His giant hitbox makes it nearly impossible to miss one, and I've caught a ton of Hakus out of IADs.
  16. Okay, yeah, then adding haku would be the best bet. To make that easier, I'll sometimes just go straight into tsubame after haku staff2 instead of 66C if I think the staff will get to me too fast. So many variables in Litchi's combos.
  17. Look at the first page of this topic, it's almost all up to date.
  18. If he's far enough for the staff's return time to be a problem, wouldn't an ItsuuC combo be better? More damage and easy to hit.
  19. Are you meaning you did so without a staff call in there somewhere? 'Cause I don't think that would be possible. Otherwise, it'd be almost identical to the throw tsubame combo on the first page, just instead of doing run-up 2C you're doing run-up 6C 5C. Should be able to finish it the same way.
  20. Not really sure if this will help anyone, but after a few hours spent on the 3C combos, I'm finally getting them down. I was finding 5C itsuuC combos to be terribly unreliable, so I figured I'd try working on the 3C combos instead. What I didn't get, and what I think should be added, is how location-dependent they are. For me, the 3C staff run-up 6C staff2 6C tsubame... combo works from starting a little on the far side of midscreen to about a screen from the corner. 3C staff IAD j.C staff2 tsubame... works about a screen away from the corner. Much further than midscreen from the corner, and I'm finding 3C staff IAD j.C haku staff2 tsubame... working the most consistently, and 3C staff IAD j.C haku run-up j.BC... only works for me when I'm within a screen of the corner with my back to it. I had been trying the haku run-up j.BC combo from all over the screen, and it wasn't working for crap. Now I'm consistently hitting all of these combos, as long as I use the right one, and I'm finding some generous overlap. There isn't a lot of difference between characters: mostly just a bit of shifting the areas for each combo, i.e. for Arakune run-up 6C staff2 6C... doesn't work for a very large area, so I imagine the IAD j.C staff2 tsubame... and the IAD j.C staff2 6C... areas expanding and the run-up 6C... area shrinking respectively. Just thought I'd share my findings, hopefully it will help some people.
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