OhNoez
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Everything posted by OhNoez
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It works guy, it works.
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New (as far as I know of) 3C corner combo I made up. It does 3038 damage. To my knowledge that's the highest damage 3C corner combo yet. It works on everyone except Carl. 5B > 5C (1) > 3C > TK Chun > 5B > Tsubame > jBC > JC > [D] > ]D[ > staff1 > falling C > staff2 > 6C > Tsubame > 6C > 3C. There are some variations but i'm pretty sure that's the most damaging one. Edit: nevermind you can let 5C hit twice, but be sure to hold D a bit longer. If you let 5C hit twice it does 3165 damage. Edit2: Oh shit forgot the 6C after Falling C, my bad =/
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One stupid set-up for 720 is back or forward throw > SledgeB > SledgeA (whiff) > 720. When it happens to you, you will shit bricks. So watch out for it.
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I just think that instead of using a call back, Shinshin, 13 Orphans, etc. we could use some staffless Litchi mixups while buffering the stick. That way if you just so happen to land a hit, you can go into a big combo, and if you don't, you have your staff back and you're ready to try again. I'm just tired of [M]Litchi and i'm trying to find something for staffless Litchi =/
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I could really see this as a great new part of Litchi's game. On a side note I found a hilarious combo to All green. Shinshin > chun > all green. Does 3.2k, it should be a lot higher but all green's damage is just horrible. Perhaps you could combo off of it, but someone else will have to try. I'm really bad at comboing off of all green.
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I mean you should try and explore "Staffless stick buffer combos" (damn that's a cool name). Starting a combo staffless while buffering the stick would be a lot more useful if you could start the buffer in the middle of a combo. But as Gwyrgyn had said, this could be really useful in her okizeme game. edit: The more I experiment with this the more promising it seems. Two simple staff set combos I have combo across are 5B > JB > JD and 5C > JC > 5D
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Obviously it isn't very good. Instead of criticizing an example, you could try to play around with this yourself. And I compared it to the ItsuuC combo saying it'll never come close to being as practical, but something worth exploring. Edit: And yes I do think we really should have more staffless start combos. Her ability to move around the screen, use Matenbou cover, and mix up ability is being overlooked by many players.
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Is it just me or has the Litchi community overlooked a fascinating aspect of Litchi's game? Why don't we start combo staffless while holding the D button? This way we can start a combo, and once it ends, we can let go of D, pop the opponent upwards, do another combo, then the returning hit will hit them back up for an ender. This may need further looking into, but I really think we haven't dug deep enough in this aspect. I'm not saying this will replace or even come close to replacing our 5B > 5C > ItsuuC combos that we have learned to love. Instead it will add a new level of mindgames, setups, and perhaps even damage output. I've barely played around with this to see what I could do, but one combo i found does pretty good damage. [D] 6C > staff1 > 6C > staff2 > 6C > tsubame > 6C > 3C for ~3.6K. Discuss Nao.
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From the Litchi everything thread
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Kind-of an un-needed thread, it could've been asked in the Litchi Basic or Everything thread, but whatever. Setting it with 5D makes it go upward, it has a duration of 29 frames. Setting with 2D makes it go along the floor, and it has a duration of 38 frames. Setting it with J.D makes it shoot in a down-forward direction, and setting with J.2D makes you and the staff fall to the floor, if your cross up with this move there will be another hit with Litchi's foot. You can actually combo off of J.2D if it's a counter hit. Calling it back with 5D makes it leave the floor on frame 9 with a duration of 48 frames, calling it back with 2D however makes it leave the floor on frame 10, with a duration of 30 frames. You can hold the D button so it does not come out until a few seconds afterwards. The staff leaves the floor 2 frames after you let go of D. Edit: Used frame data off of the Zetaboards.
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That's why I can't wait..
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I can't wait to see a Litchi that plays more without Mantenbou than with, and does it well. Whether it's impractical or not.
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He did Riichi combo, Not combos
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I don't know man, linking 4(5?) 2As to finish a round is pretty satisfying, more so than an astral finish.
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Ugh, I can't get haku > Chun > 5B > jc > JB > JC > kote > f.JC > 5D > .... combo to work. What am I doing wrong? Anyway, after about an hour I still can't get the timing for 5D. I did it 3 or 4 times. It either comes out much too slow, or (If i'm mashing D) doesn't come out at all. Are there any visual/audio clues that can help me with the timing?
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http://www.youtube.com/watch?v=UvPHAz6ww-Q Just found this on youtube. I assume it's from nicovideo, but he doesn't really provide a link, so I don't know. Anyway it has Richi combos, super combos, Richi to super combos, mix ups, and some awesome bang stuff at the end. I really enjoyed it. Edit : Just saw that he posted the link on zetaboards. Whatever, beat him to it here.
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Do you guys find yourselves using supers/distortion drives often, or do you use the meter more for combos? Oh and doug, there's an edit button you know =/
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Hey that was in my "Combo" 3 or 4 posts earlier >_> and for all green try to input c when the stick is in neutral position. It's like 642C8
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I have a very interesting/fun combo. It's obviously not worth using against someone who knows how to grab break though. If you do get lucky enough to pull it off you're in for some great damage. (6147) start without M 5B > 5C > 2C > 6C > 5C (or2B) > 2C > JumpCancel > air grab > falling j.c > haku > chun > RC > air grab > falling C > haku > Hatsu > RC > Air grab > falling C I know it's a very unorthodox combo, but I figured it was worth mentioning.