yeah whoever thought of 6428 anything is probably the same guy who thought curse on block was a good idea.
would it really kill them to make it a motion that people actually do sometimes in FGs? i say make it a 360 or something, since its kinda like a retarded 360 motion atm
Yeah the guys at ArkSys were just throwing darts at a board with this one, a goofy input and pretty crap damage to boot :sad: oh well take what you got and roll with it⦠anyway Iām gonna go work on my āGreat Wheelā combos in the morning
Sorry guys, I have asked this question before but Iām still having a lot of trouble with this oneā¦
After the 3C, D (hold)(release) how the fuck do you get the air dash to catch up to the opponent for the jC? Iām hitting 9,9 as fast as possible but I just donāt seem to make it in time. It seems Iām always just too slow or far away. I watch videos of players nailing this thing all the time and I just donāt get it. Any tips would be nice.
Thanks.
Whatās happening when you try the combo? Is the D hitting and theyāre teching before the j.C hits? Is the D not comboing at all? More info needed.
EDIT: On another note, Iām getting tired of playing Litchi. Once people figure out how to block her poke attempts, her staffed high/low game is pretty mediocre. I may be dropping her for a while to freshen things up. I donāt know.
try doing your airdash, then release D and quickly hit C. i dunno really what to say other than you might be rushing it; you have more time than it looks like to do stuff before you have to release D.
i get that ālitchi sucksā feeling sometimes too. i messed around with some other characters (my story mode ragna is surprisingly effective, and nu is a lollercoaster as always) but i always go back to litchi when i need the highest probability of winning.
sometimes when playing against the top tier i do wish i could āforce damageā a little better but thats probably because you gotta stop them from starting up their bullshit or you die. imo litchi isnt one of those characters that gets damage off run in and mixup after mixup.
i wouldnt say no to a little damage boost though (since its pretty easy to block her, more reward would be nice for those times you do hit) and the ability to do 13 orphans in the air (shenanigans!) but thats just wishful thinking. i dont think ive gotten far enough with the character to really understand every aspect of playing her.
yeah, I went through a āmeh, litchiā phase and screwed around with tao, but then I saw that riitchi combo vid and snapped out of it. :china:
I donāt think she needs a damage increase, she does have riitchi combos in the mid 4000ās (yeah theyāre beyond rare but she still has them). I think her supers could get a bit of a buff (all greenā¦) and maybe take a few frames off some of her slower movesā¦
ugh, I had no idea that tech rolling let you airtech earlier if you get punished until today, when I tried to use the BnB to punish a forward roll and the dummy teched milliseconds before 5C hit every. single. time.
Sooooo, whatās the best combo for punishing techrolls? Iāve been doing 5B > 5C > 41236D/C > 8B > 8B > 8C > hatsu > chun for a paltry 2.3k
Only added hatsu chun cause they tech almost immediately anyway from the 8C =/
Ok after coming back from the lab I think I found out a better way to make āAll Greenā come outā¦
:r::l::db::d:N:u: :snkc: / 641258 :snkc: when your on the left side of the screen
and
:l::r::df::d:N:u: :snkc: / 463258 :snkc: if your on the right sideā¦
Basically press foward then do a āJā like motion on the control/Arcade stick, sorry about the sloppy text set-up test it and see if it works for ya :tup:
^Sounds difficult but Iām sure it would still work since your covering all the directions :looney:
and if you hold :snkc: at the same time you press 8 / :u: it might actually help but Iām still not 100% sure
indeed 64123698 is a good way to start, but really all you need thats extra is the 1, so 64128. i mean once u hit down all u gotta do is hit up and hit C.
and for those who look down on this move dont! obviously 13orph and wheel does more damage / has mixup potential, but this move is great to punish random pokes / air dash ins if the opponent is low.
but beware of just throwing it out of nowhere, people can superflash buffer you back, so only do it reaction to moves with long recovery / a read etc.