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BardicKnowledge

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  1. This is usually good once in a round, but the advice to not use this often is sound; if they predict the midair 5D, they will punish will super. Litchi's backwards recoil off of it will push her into the super, and at IAD height, you won't be able to block before the stream hits you.
  2. Hmm -- that's better, but doesn't have Litchi on the staff as long due to having no actual ippatsu strikes. Guess for now we have to choose between damage and taunt factor. :p
  3. I'm not anyone exceptional, but will try to answer a few of your questions. Not great priority -- Nu's standard antiair stuff beats it clean. Unsure about other chars, but it's not nearly as good as it looks. In a blockstring I don't think it's quite fast enough to be effective, but I could be wrong on this point. 2D is unsafe at the end of a blockstring, as you'll be close enough to be punished. j. D or tsubame will both put the staff on the ground as if you did 2D (meaning the D return will be low). You should be outranging 2A pokes as Litchi IMO: use 6A , 2B, or 3C depending on the distance. At extremely close range, Litchi's moves (except tsubame) won't come out fast enough to beat jabbing -- unless your own A poke is faster. Chun outside of a combo is dangerous, incidentally -- you'll eat combo if they block it.
  4. It wouldn't be guaranteed, but would it be a possible finisher to 5B 2C itsuuA kote (623) haku hatsu riichiA ippatsu A~ assuming they tech the wrong direction? Just start charging as Litchi hops onto the staff, and after the ippatsu A, in theory it could work if they tech backwards. Won't combo, but at least you're on the staff charged safely.
  5. I've been playing around with the ippatsu combo: 5B 2C itsuuA kote (623) haku hatsu riichiA ippatsu A~ It's incredibly stylish. Currently I'm ending the combo as follows: (2nd) ippatsu A, j. B j.C hatsu chun. The first j. B may need to be either up off of the manten or down, depending on height. If down, then double-jump into the j. C. Are there any more damaging finishers that I could be doing instead? Occasionally I'll go into air throw, which can help but isn't as guaranteed.
  6. Thanks for both of the suggestions -- the combo DVD has it as the start of its (not quite as good as LK's bnb) 8th combo. One more quick question for this SF2 convert: The video lists the iad as 96 -- I've been doing 696 attempting to TK the dash, if you will. Which way is correct? Also, thanks for being so helpful -- it's refreshing to find a forum that's friendly to people with questions. EDIT: Finally got it working -- needed to hold D ever so slightly longer, and time the JC correctly -- I've been waiting too long to make it connect.
  7. I'm holding it until she recovers from the staff animation -- should I hold it slightly longer still?
  8. I have a question about the first combo listed: 5B 5C(2) 3C [D] ]D[ iad JC haku staff2 dash JBC land tsubame 6C~ After the [D] hit and before JC can hit, my dummy ALWAYS techs out of it. Is this because my iad isn't instant enough? Right now, I've been predicting a tech and chasing with 236C -- it will pound them down making the staff2 connect, and I can continue the combo from there. Should I just be faster?
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