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individuals

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  1. without manten 6C, 2C, 6C, 2C, 6....you get the point. to the rachel who doesnt know this is a character specific (rachel and tager) it really fustrates them. if shes playing a zoning game with her rods and pumpkin, chillin in the back etc, try 5D, D. it doesnt do much damage, but you can rush in afterwards. if she blocks, you can go for an airgrab or j.B, j.C,jumpcancel j.B, j.C; or tsubame etc. also, watch her wind meter at all times! and that pumpkin! and dont get owned in the corner! YOU should be owning in the corner.
  2. this used to be my only way to get KM to land before i learned her combos that ended in Tsubame, 6C, 3C xD
  3. assuming you had the training dummy set to tech, that is a basic tech trap, but it is definately not an infinite combo. you can look up litchis tech traps, and in a sense those are infinite combos because its hard to get out of, and when they do (neutral) you get a blockstring and u can go for the mixup.
  4. i love the great wheel, lol. sometimes i use it for cover to go in for the mix up, but since it recovery after the staff is launched is kinda risky you just gotta do it at the right time. if opponent is near KO usually just launch it from across the screen and make it zig zag to prevent them from going over, or 5B 5C 632146D in a block string (i really like this one, since from the 5C it pushes litchi back, but if you put 632146D early enough the staff will not go back with you, resulting in litchi BEHIND the staff spinning, putting even more distance between your opponent, so i dont have as much fear from eating a quick (usually fatal) hit before my staff actually becomes active. im also trying to get the combo j.B, J.C, (JC) j.B, j.C, 632146D greatwheel combo to be used more in my matches. i guess its pretty situational but its pretty easy to do it after an airgrab, and if done in the corner it is easy to get all the staff hits in (control height with j.C) and then descending staff hit, 6C, shinshin / 13orphans. i LAAWV the great wheel. it did indeed take me a while to be able to make its path the most damaging / protective.
  5. yes u can 5a it. and crouching is a good option to me, since her drive overhead is quite flashy, its pretty much screaming GUARD HIGH! and the other one isnt linked to as often so u can usually break the string with a 2a
  6. not much damage but it does get rid of those pesky pumpkins and litchi can rush in afterwards and begin the pressure. it helps me out a lot against rachel, so just to keep it in mind, more than just a freebie for weak damage.
  7. i think having staff on you is better, you pokes have more range, you can DP, ...what cant you do. i recently have been loving the 5B a lot, and j.B works for me, j.C when i dont intend to go in / anticipate an air approach.
  8. its not hard to dodge those things once you know the possibilities of where they can come from. we have range too O__O and like already said, its true all about the spacing. dont let litchi go into that bubble of yours, cuz once its popped your DONE HAHAHA. keep the pressure on and like masamune said use blockstrings / pressure while in air. most nus only atk in the air for combos, but it is actually a good tool to get opponents to back off since u can pretty much do it over and over in a single jump.
  9. i play litchi, and as far as the good rachels i played, your pumpkin is your best bet. and make sure you go in with your pumpkin! preferably with the pumpkin behind opponent and winding towards you, cuz that was most annoying for me D: pressure into that crossup stonesmash overhead thing of yours and get litchi into the corner. if it becomes too much of a zoning game, dont be afraid to jump and launch a rod. however, if litchi places he staff down (while standing, if u can see; or while shot from the air) beware of the anti air staff path, but if you read it you can rush in for scary pressure T__T IMO, rachel vs litchi, its all about king of the....not in the corner.
  10. litchi player >me< after any move where the staff is placed (most often a dp, except in combos) litchi players love to use 41236D or 632146D (shinshin-spinning staff, stickman combo your face off) to give cover, since it is not cancelled if u hit litchi. beware! also, its hard for me to antiair a GOOD noel. notice my caps. like kirbeh said u should barrier in, or if the distance is right, IAD for a quick crossup. that got me plenty of times. however, beware of a slower or predictable air approach, cuz litchi's airgrab is quite the beast in range and followups IMO.
  11. so im guessing B or C while standing on manten doesnt have as much uses? except i think C has a wee bit more range?
  12. i really wanna learn this combo lol.
  13. heey this is pretty cool. good reminder for me as i begin to get advanced with litchi @___@. i would love to read section D.
  14. as for all green, i just do 64128. for me, this is by far the most easier way. im not great with 360's, and 4123698 is way too similar. plus, 64128 is shorter :O just a foward, back, reverse qcf motion then up. like a super jump. i like to think of it that way. if u ever see me super jump straight up in a match i probably was aiming for all green @__@
  15. YOOUSHH.....thank you! finally i can take my mixup further.
  16. only the characters that had astrals before the consoles can use AH in ranked matches
  17. yes its good, but remember 6a[m] isnt bad either. u can combo to it from 2B or 5B, and if u hit you can combo into hatsu. . .something. idk. i just hatsu chun for lack of a better combo / lack of followup.
  18. oh that sounds interesting. how long can u stay off for? havent got a chance to play my 360 recently @_@.
  19. if arakunes in the air, tsubame, 2C, 5D->D, or j.B[m] (if no cloud) are good. if he goes under and u dont know which, i usually jump and j.B with timing so that my j.B would connect as soon as he rises again. it hits both front and back, so its a good counter.
  20. chun is not a great poke imo, unless u intend to rapid cancel.
  21. i think its a fairly easy matchup, as long as you dont get punished X___X however its annoying how if the staff is flying it will trigger his counters, including his super counter. that thing goes further than i expected, and i didnt even expect it to go off @____@ but i am usually anti airing him into combos, since hes not too fast on the ground without his dashing..special thing. whatever! personally i think im around 80% win against hakumens
  22. ah. wasn't aware. my sf knowledge only goes to SF2turbo.
  23. rapid cancel and chase if you can, or you can 63214B if the staff is in range to get some distance between you and the opponent and fling the staff at them. if staff isnt in range, you can just do that to keep a safe distance.
  24. the input for sagats tiger knee is 623K. TK chun or tk anything is called tk that because sagats tiger knee was a gliding kind of move, like hes doing a knee thrust right after he jumps. so, in other games (or moves) TK just means doing it right after u jump.
  25. if your opponent is playing cautious and you fear punish for a badly timed 6b or any other poke, or just likes to air dash in a lot, placing the staff is an ok way to start the pressure. place it 5d to counter air, it works great and if u know it will hit you can just run after it and start the pressure/blockstring when they recover. 2d and air dash after it with j.b or maybe j.c to create an attacking wall, if u do it well your opponent might panic with the low staff and your high kicks. if he does block it, then you are now on the offensive as they are blocking and when u land u can start the blockstring, and by then the staff will have returned.
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