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individuals

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  1. well when u say "6C > Tsubame > 6C > 3C" is it that part in particular where u drop ur combos? and if u drop between the two tsubame hits (assuming ur tsubame is following a 6C) just make sure ur close enough i guess to prop them up enough to get hit by the stick on its way down.
  2. i assume you mean pad O__O unless im missing something here. i think its hard for me in general, but im usually doing it near point blank and just going 3C x 6. i can do about 3 in the air daisharin combo, but its hard to do more in the desired direction in the given time. but most people in combo vids only do it like 2 or 3 times anyway. but more just looks more awesome ^o^
  3. nothing. just that we both thought CMV 3 is the most interesting to watch again and manakan. we have so much in common ill stop now. :scared:
  4. yea u gotta watch out for this. sometimes the staff would go WAAAAY pass opponent when i 6a[m]. but sometimes its cool cuz when the staff was on its way back one time i hit 6A but for some reason the game read it as i was holdin staff so the staff was like one screen away from me and i hit them with 6A[m], with the staff one screen away.
  5. well since recovery is pretty long...whatever BnB does the most damage is your best bet. if u gots meter go for FRKZ > autocombo super.
  6. yea i like manakan has some interesting stuff. and agreed i think CMV3 is the most awesomeeeee. marry me. and theres plenty of other litchi vids with bang with FRKZ at the end for some reason.
  7. variety is always a plus eh.
  8. also a cheap way into a riichi is back throw > to staff. lawls! doesnt work with foward throw though. but you can get a lot of C reps this way since its fresh in the beginning of the combo.
  9. try nico video o__o as for youtube you just gotta find the right uploaders. http://www.youtube.com/profile?user=steventamle&view=subscriptions my subscriptions, you should check out the last 7 channels. mostly match vids, and only dukeknight (LK) has litchi dedicated vids. the litchi cmv vids are good, although they are probably already posted in this thread. the prism vid u posted earlier was probably one of the better vids you will ever find on youtube. for now.
  10. i dont know i had troubles mostly with the falling C in any variation. though im not sure if this is the greatest problem i focused my attention on buffering 421D during first j.C. oh wait i said that last post. let this be emphasis. cornix do u play online?
  11. just wait until you fight a decent human tager.
  12. thats good, but to do some extra damage you can try this variation. or add on. or w/e. combo>tsubame>j.C>kote4>falling j.C>3C>kote4> wakeup game. second kote is to cancel delay on the 3C, but having it further out away from the corner will ensure punishing techrolls to the left. (this one took me a while, be sure to buffer kote during j.C to ensure the falling j.C will connect.) also on combos that end in the corner with 3C, you can cancel that with shinshin. if they dont tech they got propped into the air, and if they tech u go into a mixup / pressure / whatever you want. and of course, the popular cornercombo>3C>kokushimusou. IMO if u wanna KM in the corner do it like tsubame>6A>KM. be sure to buffer KM during 6A. also, a daisharin isnt a bad thing to oki with either. decent damage if you can win the mixup game early. and it leads into another wakeupgame :D
  13. bursting is quite impractical, unless they have already bursted and they are near death. in reality this scenario happens quite often, but i guess im not confident enough to use a burst offensively. like those tagers.
  14. i can do the daisharin guard crush combo easily but its hard to find a chance when they DONT barrier block. i mean, who wouldnt? and if they bursted they are probably almost dead and going for a mixup would be a safer and faster way to win. i want a chance to guard break @__@!
  15. even if they get hit with itsuuB sometimes they have time to 5A before the stiff hits them on its way back so be sure to time it well. i guess thats why i learned to shinshin on itsuuB, due to fear of missing a chance.
  16. i realize how rare it is for me to play a good tao. its quite hard.
  17. no. just make sure you arent skipping anydirections. press hard outside to ensure you get those corners.
  18. itsuuB>shinshin is great for cover. although i find it difficult to get the shinshin to activate on the opponent on block. but if you do get CH on itsuuB you can either shinshin and go for a mixup or dash in for a combo
  19. well i guess thats a good thing in a way. if they learn to neutraltech jump, you can just AC. although i think its a lot easier said than done, if possible to do it efficiently. but still, another way to make them scared.
  20. when you say consistantly i cant find any to mind. i do stumble upon vids where they use a riichicombo, but its usually never more than once. ill link some if i do find a good match that has riichi trust him. go try it ! i havent yet ._.
  21. if they are baiting your tsubame, then you have to bait their bait. or only tsubame after IB'ing a move. and the way you say it...are u saying YOU are the one doing the attackin while they guard? and u tsubame? dont tsubame when they are blocking tis bad. and if you didnt mean it like that then disregard that i suck balls.
  22. about riichi setups. i know of midscreen when staff is in a good spot, throw>itsuuA, in the corner, and thats about it. but i have a thought, that i will test when i get the chance. sometimes when tsubame whiffs the last few hits on the rise, the opponent is falling closer to you(because they were in air? idk.) than if you tsubame'd point blank while both of you on the ground. you can still legitly go into 6C>5C>j.B>etc from there, but instead could u do someting like tsubame(opponent falling closer to you)>hatsu>riichiA>ippatsu etc? maybe even possible to fit haku before hatsu? ill have to try it out, and see if its worth it. because after all you can just do 6C and still combo, oppossed to this ridiculous idea that might not even be worth the damage. EDIT: although since its very few hits, you could theoretically do more hits during riichi
  23. yea true his height made it look kinda funny. but oh well! what CAN you do.
  24. and slightly rotated! and i know of some people who over analyze 956 notation, another simple but DUH way to think about it is when you normally dash, you give the stick a tap then again and hold to run yea? for IAD tap it upwards then hit foward/back whatever. easy way i learned is to (arcade stick) give the stick an upward tap with my thumb or side of my thumb, then just hold foward / backwards like usual and BAM IAD. just thought it might be helpful to get a personal view on it, but just practice in training. also, if you find it too hard you can try the itsuuC combos instead for now i personally dont use any combos that incolve 3C[m]>IAD, but im starting to now because 3C[m] in blockstrings hit more often than i thought.
  25. well a lot of people VS tager in the heat of battle dont realize a 6A can be followed by a 5D. and even then some people dont know a 5D can be followed by a sledge. so a simple string something like uh... [5A] x N>5B>5C>6A>5D> then Asledge. some normals can be taken out when opponent is further than usual, because if you are gonna take out a move to adjust space you dont want it to be 5D. if you hit with 5D at max range follow with a Bsledge. maybe even sometimes use a Bsledge at close range to throw opponent off with the delay. once opponents learn to 5A/2A after an Asledge in a string, use the followup every once in a while (more risky, but if you train opponent to counter after sledge, you probablly get a free hit, and once they fear that you can just reset your string without doing followup) as for j.Bs i guess its just good cuz it has good range under tager, and not as slow as j.2C(with the exception of being close to landing of course.) then again, maybe my tager is outdated.
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