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Cornix

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Everything posted by Cornix

  1. I've been wondering what BE actually stands for, even if I understood what it was. In the beginning I decided to not even try to use all-green since I never got it at all. I started getting it lately, but it's still only like 75% of the time on good days, and like 25% of the time on bad days. In close games I reserve all-green for people that are jumping in, since I'll end up superjump C'ing... I actually finished a tournament match like that just yesterday.
  2. The way the staff behaves in 426d is determined by how you plant it. 5d and j.2d follow that into the air pattern while 2d, j.5d, and tsubame will have it stay low to the ground. It's the same for sending the staff regularly by just hitting d.
  3. JC is Jump C... jc is Jump Cancel. JBC is how LK denotes Jump B -> Jump C. So when you JBC you're going to hit b then c while in the air. so 5B 5C(2 (which means let both of the 2 hits hit, a 1 there would mean only let the first hit go) 3C [Press D] ]Release D after litchi recovers with the right timing[ instantairdash haku(236A) staff2(the hit where the staff is coming back to you, no button input) dash JumpB JumpC land Tsubame (623D) 6C. http://www.youtube.com/watch?v=9BvLaLmpSOY starting at 2:57 is combos involving the 3C, that exact combo isn't in there but you'll see what the 3C [D] ]D[ timing is.
  4. There were a few. The biggest, or at least most noticeable issue is your complete obsession with being staffless, you rarely if ever had your staff with you, which got you rocked with combos you could've otherwise avoided. Aside from leaving off combos when you didn't have to you didn't follow up on much of anything... Corner pressure and mixups are litchi's greatest strength, but you didn't even pressure opponents while they were in the corner, much less use any of her mixups. You zoned fairly well at times, but your reliance on 426D was extremely noticeable and at times ruined your zoning because of your reliance on it. It's a potent move, but it has it's place just like everything else. Get more comfortable with using her staff, don't always drop it on the ground, having her staff leads to her most damage combos and gives you access to her best zoning moves (her pokes in 5B[m] 6B[M] j.B and j.C), and her best defensive moves (tsubame, itsuu). Her biggest and hardest hitting combos will involve both having the staff and not having the staff, but in general the best ones start with her having the staff and come off of her great staff pokes or staff defensive moves. Keeping the staff will help you open up the game and start your offense while minimizing risk.
  5. Yep Jump B then Jump C. As for guardian. j.2D isn't a terrible move, it's a decent TK option as it is pretty fast, and it will sometimes catch a few people offguard, but in general there are better things to do that will lead to better combos. Plus I'm still not used to which side her little kick comes out on which needs to connect to really pick up anything resembling a combo after the attack. DPs will generally beat it clean just on the fact you're in the air and they're DPing, so I wouldn't suggest using it all of too often, crossing up with a IAD j.B would probably be better. Aye agreeing with bardic here, no 2d if the other character is within a half screen of you (and never against nu) and even then there's not a huge point unless you're trying to set up a 13 orphans trap. If you need to set the staff while near them j.D or tsubame are much much much much much much better. And yeah... people who are mashing A's at you, IB it and tsubame is your best bet with staff or just block all the a's and jump out.
  6. Hmm, that's a point I hadn't actually thought of, I was using it to get above him and not take the throw after the counter, he was just not punishing it I suppose.
  7. To add, a good bait for this autoguards is definitely to cancel out of your 6B (her twirly step forward that doesn't actually do the attack) will let you extend it past his autoguard. Don't rely on it or do it every time because anyone smart will start punishing with his giant sword swings, but it is an option to keep in mind, using it early will hopefully keep him from autoguarding too often. Also, Chun is an excellent option as the hit goes off while you're over his head and he'll block the attack but not grab you from his autoguard. (I'm not entirely sure this is always correct but I saw it just now against a friends haku-men)
  8. Aye Riichi is a very good tool to get space and to get back near your staff. Aside from hatsu (and sometimes haku depending on the situation) just returning the staff will worry opponents enough to make them back off for a while, though you'd have to do that before they got to you so you don't eat the combo. In general though if you drop a combo or something happens that leaves your staff planted get it back as soon as you can. Tsubame > anything staffless by far, and the pokes with the staff (j.C/5/6B) are your best bets.
  9. I'm not entirely certain about the ~, I assume it just generally means 'This is the end of the guaranteed combo and where you proceed into her oki games and mixups to punish the opponent when they tech.' But LK will have to share what it means. JC is j.C, the notations LK used were slightly different than what I'm used to as well. The D release is 'picky' but after you get used to how it actually looks onscreen it gets pretty easy. It is indeed meant to be haku. After the JC (jump C) you'll land and haku immediately and the hit will land, people asked that around page 12 or so iirc and LK confirmed it again. JBC is j.B -> j.C. I'm going to go try and find a good video with this combo in it, since the youtube videos with the arksys combo video are getting taken down soon, and a lot of people have been asking about it. Also Dovie I fought you like twice on XBL last night on my friends gamertag, I had to use a pad so I couldn't do like any of her combos right, but it was good to see a litchi who knew what they were doing. Edit: I found a vid with the 3c timing in it. (not the exact combo but you see the D timing a lot) http://www.youtube.com/watch?v=9BvLaLmpSOY at 2:57. Also.. extremely helpful, you can watch most of the combos LK listed in there, they don't list the inputs but you can match them up.
  10. That sounds about right... it's difficult to explain the timing in frames, and I'm not able to clearly illustrate how it's supposed to look, but holding D a little longer is probably what you need to do, I'd suggest watching any combo videos you can find (particularly the one from arksys) or try to find the combo in some match videos. I know I've seen it in quite a few. Study those if you can't find the frame, it should also let you know quickly if you're doing a wrong move without being aware of it. The other thing to check is where you're catching the staff during the return state, it should be right next to them if not on their character when you stall it, if you catch it too late it messes with the timing of the whole thing.
  11. Once I can get back to the game I'll head in practice mode and see, I can't imagine it actually working. I didn't understand what the slashes meant... so yeah... that explains never seeing a second chun.. Now I feel kinda stupid.
  12. 5B 5C(2) itsuuC chun/tk chun/j chun 2C JBC D airdash JC staff2 6C tsubame 6C~ Ok, I tinkered with this one for a little bit, but I think I'm just not understanding what exactly chun/tk chun/j chun. Is it regular chun then tk the second chun then 8 chun or? Also been seeing Litchi's online spamming Tsubame 6C D 6C staff2 Tsubame~ forever in loop against the wall. I'm assuming since it's not in here there's something wrong with it, are the players it's happening too just missing a tech or why is it working?
  13. Depends.. if you absolutely impeccable timing and reactions and can tell the direction tao is driving in and whatnot you can sometimes edge her hitbox and land a j.B if she's coming down and you managed to jump just over her trajectory, but that won't work for too long, and if you mess up you're probably eating somewhere near 40% of your life.
  14. If you get used to it, I.E. if you play a tager often enough and are static'd enough, moving quickly, dashing, IAD, or even a regular air dash while static'd increases your velocity and can help you beat out a tager on speed alone, not to mention air dashing throws off a lot of tager's pull moves and you can end up behind him quite often for a J.B[M]. A lot of the important things is that if you are getting static'd make sure he's off his feet as soon as possible and stay away, his wakeup > your oki. Obviously though the best idea is to outzone him and outpoke him and always capitalize on anything that lands. But at least to a certain level, being aggressive while static'd will throw tagers off, but it is risky, and a good way to mix it up.
  15. Against the mod of a character forum... psh... too easy. I'd feel bad taking your moneyz!

  16. Lol... I haven't seen a bang that out-pressures me yet. Have you seen the bewbs? Or the panda on her head? The nail loses to the staff of invincibility, sorry sir. Bang doesn't really have the obsession over the creepy black thing... all he really does have over litchi is stupidity and stalker-ness. :D

  17. Hahaha... and pressure... and overall awesomeness.... and obsessions with creepy black blob things. Good to see old UFS names.

  18. Hahaha... shippu was here too... Litchi > Bang. :D

  19. Haku is one of her specials 236A staffless... Staff2 denotes the second hit of the staff (when the staff hits them coming back to you).
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