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Cornix

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Everything posted by Cornix

  1. Not well enough since I wasn't lying. :D
  2. IIRC you leave out one of the jump moves.. I think you leave out the j.B. so it becomes 2C j.C 6C depending on exactly where you are.. otherwise... he has it right, the closer to the corner the faster the staff comes back etc, so it speeds up when you have to start your linkers. It's all very stupidly confusing.
  3. j dj at full screen sj dj otherwise. obviously this only works if he super counters off your staff when it's not attached to you. It is difficult if he super counters off your shishin or something when you're right there, you almost have to predict it and start your super jump there. When he has the meter for it and you pressure him on wakeup with your staff stay at max haku range and start holding 2 then, it still puts you into position for your haku as a low mixup.. just be sure to wait a little before starting to see if he supers.
  4. Please do this so that when we combo off our airthrow it throws you off. :D Linking airthrows has fallen out of favor, if we land one in a random air to air battle or something we're far more likely to just j.C 5B ItsuuA/DP instead, and the only time you really fit airthrows into a 'combo' is after stickman, and it's become far more likely to see some of our rekkas to bring you back down to set up our oki game. Don't 'look' for it, you've got plenty of time to break on reaction to it, don't worry about linked air throws. Then again I could just be lying to throw you guys off.
  5. IAD over them, except for tager... just wait for tager to whiff. Tager is the only one who can escape all of 13 orphans, but that's only if he actually gets you with the throw. Bang and Hakumen can get out of shishin with counter/guard point but that doesn't last long enough for 13, Haku-men can technically get out with his super counter but you can dodge that and it costs him 50 heat to get out of 50 heat, which I'd say is a fair trade since you can jump his super counter and get him before he recovers (depending on where you are on the screen)
  6. It couldn't be because the description of j.B in LKs litchi thread legitimately says 'Use this move a lot.'... most people take that as 'SPAM THIS LIKE IT'S ICECAR AND 1999!'
  7. Depending on spacing you can always just 5A and break his string. barrier ->command back dash(447) will work after almost any of his hits. It gives you a bit of invincibility.
  8. You can do it the other way around too, hit a thirteen orphans and all green them at the end, it's not the best damage (since all green doesn't DO all that much damage) but it hitting all green off tsubame is something no one expects and throws them off, and then when they land in a thirteen orphans they're baffled for the rest of the match. Plus, depending on circumstances, if you've got 100% meter it'll probably do enough to kill them. Just do damage, and keep them in the thirteen orphans, or just leave them alone. It helps to get on the opposite side of them from your stickman and combo that way, try to end it in different ways, a lot of people won't think of you airthrowing them at the end, so try doing that at the end every once in a while and then just keep airthrowing them til they tech out.
  9. 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ This is the combo that I always suggest starting with, it's easier than the ItsuuC j.Chun combo that sten was mentioning, though less damage and doesn't quite carry as far. Litchi on a 'basic' level is her corner game. Her staff and interactions with it make her corner combos and mixups and pressure on wakeups. So as opposed to noel your major 'objective' is to get your opponent into the corner and then to keep them there and under pressure. One of litchi's big strengths is in her ability to zone... she has excellent melee pokes (obviously she isn't a 'zoning character' like nu). The first pieces of the puzzle to put together is to understand your pokes, get her basic midscreen combo(s) under your fingers, and to understand her basic corner game. Practice those three apart from each other, and then all you have to do is string them together. Practice either the combo I listed or the ItsuuC -> J.Chun combo. Practice Litchi's corner ukemi game (LK explains it in the 4th post in this thread http://dustloop.com/forums/showthread.php?t=5791 ) Mess around with her pokes, 5B, 6B, j.B, j.C and understand how they act and when to use them. Then link it all together, land a poke, do her combo, get her to the corner, and keep them under pressure with her corner ukemi and you'll have a solid, if basic, Litchi, and can move on to the fancy stuff after that.
  10. I'm still a big fan of 'Tsubame -> All Green as they come down with tsubame -> Thirteen Orphans off the wallbounce'
  11. To be a little more.. detailed... When you start up daisharin, the background changes. during this time you push Direction + D the ways you want it to go, and then it'll go off and do each of the commands you did in the order you put them in.. I.e. Daisharin Start Up... 6D 3D 2D 9D 3D.... then the super starts and the staff will go forward, down and forward, down, up and forward, down and forward.
  12. 1. You have no control over how long the staff takes to fly, it's dependent on how far away you are from the corner. You need to be aware of how far you are so that you know how to 'edit' your BNB comboes to account for the increased (or decreased) fly time. It's a question of getting used to what to do as opposed to where you are onscreen. Practice it at different distances from the corner and get used to what works and what doesn't, sometimes you have to omit the haku or sometimes the j.BC. It all depends. 2. Because you shouldn't be doing RiichiA after forward grab, you should be doing ItsuuA. And the timing on that is that you have to cancel out of the second hit of the forward grab with ItsuuA and then you should be fine.
  13. Every time I try to put in a riichi combo I just completely miss. I've been doing that a lot on 5B 5C(1) ItsuuC j.Chun a lot too, the j.Chun just won't connect for me online.
  14. I got a message from a nu player accusing me of cheating when I riichi movement'd through a gravity pit.... I haven't gotten any messages for using the kicks, most people I play seem to know what's up and inferno divider me or haku-men j.C.
  15. They do, and it's fun, also somewhat distracting to opponents. Natural advantage! Litchi should move up a tier just cuz of that. I knew Litchi was for me because the first time I picked up the game I picked litchi and my opponent played tao, I haven't looked back since I saw that special opening.
  16. Well dropping those combos is still open for criticism, even if you don't 'normally' drop them, you still did, so it's still something to work on. Not to say I don't drop combos (since I do) but execution is always something you can work on.
  17. 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ This one is probably the easier of the two midscreen BnB's I'd start there and learn the itsuuC one when you get more comfortable with the spacing from opponent and spacing from corner stuff. You'll see it, it's hard to describe exactly what and where, but it's both how far the opponent is and how far she is from the corner.
  18. Haha, if they're zoning exclusively with 6D the match gets kinda funny. Drop your staff... riichiB to throw it forward at them, then riichiB or C to close on them right after their next 6D. Riichi movement throws EVERYONE off.
  19. Pick with 6D or 2D, or backdash out and keep your zoning. I don't think I've ever clashed fully through a 2C, mostly it's a jump-in on recovery from IADing a 5D that lets me in. (nu's the only other character I'm learning so I've done this match-up both ways, though I'm not great with nu yet) When we get to you we can't let up, because it's DIFFICULT to get in on you, and so we have to bring you to the corner and keep you there. Be careful and cautious, keep your zoning and don't do anything crazy, backing up to keep your distance for drives is definitely a positive thing just don't back into a corner or you've done our work for us without us having to hit that pesky BnB. :D
  20. I know that. But you can't deny that daisharin was the LAST special you ever got to work well. And even now sometimes it does stuff (that even helps more than what I tried to do) that I have no idea where it came from.
  21. About the same as diveman said... I liked the pokes with itsuuB, but it's not all that safe. Big thing though. When you follow up with pressure with shishin, with hakumen you have to watch out, he can counter that shishin and catch you with the throw for some good damage. the other thing is when you do pressure like that, Haku is a much better option that 2a since it's actually a low hit. 6A or 236A are your best too mixups to follow that string along with a throw, make sure to change them up.
  22. Lol... 3c makes everything more fun, before I looked on here I was learning without the 3c at the end by myself, hadn't ever thought of it.. and now I'll just forget half the time and hurt myself. Getting supercounter'd by a hakumen because you forgot to 3c at the end of a corner combo is a definite way to help you remember, and also to help you hate yourself. If anything I can't wait for you to talk about riichi and it's usefulness, that's the hardest part I'm having incorporating into playstyle for now. RiichiB is useful... but I get to obsessed with A cuz it's fun and C just confuses me.
  23. Yeah... recently online I've been getting pushed around a bit, when I can steal one of my friends XBL of PSN accounts anyway. The fact that I can't get some of her strings to go off, or I'll go to tsubame out of pressure and end up just dropping the staff and offering my face to the opponent or something ticks me off, but in general playing offline I'm fine. Stick with the boobie lady and avoid online play as much as possible. ^.^
  24. It's not an infinite loop, you can do it a few times depending on how you got into the combo... I don't think you can ever really do it more than 2 or 3 times without them getting a tech, and if you do most of her combos that end with 6c Tsubame 6c in the corner they can generally tech out on the first one, it's better to just set up the ukemi and reset the combo meter to do more damage.
  25. Thirteen Orphans may actually be better midscreen if you do it right, it's easier for them to escape, but with the right setup Kokushi Musou (I switch between the two names all the time) becomes easier to mix up in midscreen since you can add in jumping over and switching their block sides on them along with the 50/50 block game. All Green is dangerous everywhere except for when you're right in the corner. Daisharin is well... daisharin.... it's really confusing to everyone including the litchi player most of the time.
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