ATGMantenbo Posted December 17, 2010 Posted December 17, 2010 (edited) since a lot of players(including me back then) are having trouble with "hatsu > riichiA > ippatssuA" link, I decided to make a tutorial video to show how it's done LK, I suggest you include this video in the first post so it will be easier for newcomers to find. Edited December 17, 2010 by ATGMantenbo
Nakkiel Posted December 17, 2010 Posted December 17, 2010 Just to clear up, if you do dash 6kote, don't delay the rekkas (or only delay them a little bit if needed). Otherwise you'll just mess yourself up again. Also that's my favorite Litchi color when DLC is available :P
Locke Posted December 18, 2010 Posted December 18, 2010 Uh, Jin main here. I want to pick up Litchi, because for some reason, she all of a sudden looks very interesting to me. How high is her execution barrier? I remember I could do some basic combos from CT but I have not touched her at all in CS. I can do Jin's advanced combos in real matches, and get 5 or 6K with the right starter and enough meter. So can I learn to be this good with Litchi using my experience with other fighters and characters? Just from really watching litchi's combos in videos, I figured out it's not as complex as it looks. I decided not to make another thread cuz I'd get yelled at.
Ryyudo Posted December 19, 2010 Posted December 19, 2010 Uh, Jin main here. I want to pick up Litchi, because for some reason, she all of a sudden looks very interesting to me. How high is her execution barrier? I remember I could do some basic combos from CT but I have not touched her at all in CS. I can do Jin's advanced combos in real matches, and get 5 or 6K with the right starter and enough meter. So can I learn to be this good with Litchi using my experience with other fighters and characters? Just from really watching litchi's combos in videos, I figured out it's not as complex as it looks. I decided not to make another thread cuz I'd get yelled at. Since you at least got one character down well, you know some of the finer intricacies of the game and what not. Execution will probably not end up being a huge problem.... More like making new muscle memory and patterns will and knowing when you're going to hit stuff, since Litchi's combos change because of position and other various random things that needs to become controlled. And then it'll become less hitting the combos, which aren't extremely hard IMO, and more starting and continuing them properly. My advice, start learning some combos and don't fully worry about getting them 100% all the time. Play more and get used to the really random situations you'll find yourself in as Litchi and see what you can make off the situation. Litchi is a lot of exploration and learning to control all those 'random' things. Then go back and learn combos more and their situations, etc. But of course, any experience from anything always helps, as long as you don't make it the only thing you know
MrViceTaicho Posted January 10, 2011 Posted January 10, 2011 i saw the Hidden Litchi moves? but it was lock..=( i was playing with a ragna player and he astral me and i mess up and grab came instead but the funny thing is that she dodge ragna astral while she was trying to grab.and we try quite a few time after and it works...???if u dont believe me try it.^^
CaptainAwesome Posted April 6, 2011 Posted April 6, 2011 Hey all- first off thanks so much for all the help Litchi, this site has been extraordinarily valuable. I feel like I've learned more in the last 3 days then in my 3 months of frustrating playing (though still want to hire a live tutor if anyone is in the NYC area) though I haven't done actual "work" in a few days lol. Second- there seems to be some hardcore smackback for posting in the wrong area as well as not researching your question first, so I think I'm covered on both of these, but forgive me if not. I never played CT, just CS. Received it as a Christmas Gift, played with it for a few days, liked Litchi, then got connected onto the PSN. I got to the third challenge and then really just did online matches. After some major ass-kickings, I met some really great Litchi users (who all seem to be pretty friendly and willing to help out unlike other mains- a generalization I realize but thanks to SaxPlayaTJ, RomeyYourHomey, WoZScreamer and HowlingMoon) who gave some good tips, I would record the match and try to "duplicate" what they did- this made things maddening as there was no technical context that this site has greatly helped with. The overall process has been painful as I thought I was pretty good with her since my win ratio was about 67%, my psr was 151- but I'm now recognizing I'm not using her to even 1/2 of her potential, just observing oppertunities on when to spam DP, doing 5-7 hit ground combos, winning air games and using haku as a ghetto go-to move in surprise situations. Now I refuse to use DP but once a round and in desperation and to forcibly attempt IsuuA loops and other tools- to gain familiarity with their use in battle this has resulted in loss after loss, currently ratio is 63%, psr at 135- but I'm hoping the long term effects are worth it. I often find myself very embarassed when I see another Litchi player in the ranked matches as I will undoubtedly be nowhere near their skill level and feel like I'm "despoiling" the character lol. Now I'm earnestly trying to improve and teaching myself the ItsuuA loop, etc. I almost always whiff and drop the combo live since I'm so surprised it landed I don't know what to do after, I know the solution to this is practicex1000 until muscle gets it into memory, but I'm genuinely (nerdishly) excited to be able to pull off some of these combos. That being said, I have a few general questions if anyone could help with and again I didn't see it being addressed directly on the other threads. 1- I watched a really good youtube vid of a Litchi v Hazama- one thing the litchi did at *perfect* range twice in the match just out of Hazama's chain reach was "All Green*. I've pulled it off occasionally as a surprise maneuver, but I didn't see the player do the small tell-tale movements or jump to cover the awkward button presses. Is there an easier way to input this? I tend to..I'm not sure if there is a formal word...but almost "hide" the moves so that I'll do 5bm, 5c(2) (I think it's 5c..now I'm second guessing myself...the move where she makes two staves and hits with both) and during the animation of the C, quickly do the directionals. I notice the damage is signifcantly reduced, so wondering if there is an easier shortcut way to do this. 2-I'm having a great deal of difficulty on what is essentially the 6th challenge. I watched one Litchi player do it and tried to duplicate the 5bm, 5cm, 3cm, IsuaaC, chun...my difficulty is that I seem to be able to do this (based on range and size) to where I just naturally flow the direction from the itsuu very briefly backwards, barely touching 7 and going right to chun. Litchi doesn't jump, but essentially, the chun lands allowing me to do 2c, jb, jc, etc. When I watch Litchi players do it now, and then seeing in the challenge, they do literally jump back it seems and then almost "fall" into the chun. I tried it for an hour and didn't land it once. Is it a physical press to 7, then chun? or again is there an easier way to do the input? Is it better to have the physical jump back into chun? (does it help landing the 2c consistently?) 3. I got semi-frustrated against a Noel player once who just waitied for me to attack and used her D to step back and attack me, after a few botched attach attempts, I waited for her on the staff. She rushed me and I caught her with the A (Last Chance?), and was surprised that it then caught 4 more times. Is that the max before it techs out? Is this considered bad form? (Like spamming?). I tried to make a combo out of it, so tried jb, jc, but coouldn't get the jc to connect, are there options to do after that? 4- While practicing, I did a ground combo that ended with chun. I had forgotten I changed my shoulder buttons for a new layout and basically hit cancel, then throw and she did an air throw. I used 2b, 2c to keep the dummy airborne, but couldn't really connect on the jb or jc to keep it going. I've tried this a handful more times ( i don't want to play with cancels until I get much better at basics) but was curious if this is a legitimate way to keep up a combo? I noticed the few times I 've tired it that the dummy really flies up and out of reach, so was wondering if it was a way to prevent a loop, or I'f I'm inputting something incorrectly. 5. I've read all the rage and debates on controller (ps3) vs arcade stick. On the urgent recommendations of a psn friend, I bought the blazeblue fight stick. After a day I was so frustrated and annoyed with it, I went back to a controller. Obviously it's a matter of preference. I like Litchi a great deal and want to master her and be able to pull off these visually stunning combos, however I know many of them are going to be changed for CS2. Going by people's comments, by the time I am very comfortable with the arcade stick, CS2 will jusssst about be released making it a moot point. I guess I just want confirmation that these combos can be executed just fine on a controller and that is one is not necessarily "better" than the other? 6. I've occasionally poked a 2b[m] and had it accidentally connect to a 6b[m]. It doesnt seem to wall bounce, so I can't do 5b or 2c combos from it, but is there a recommended followup chain or combo from this? 7. The vs match section was very helpful, though I got lost a few times since it had the notation for the other player in which I'm not familiar with (I'll get there in time I'm sure), but against Carl Clover, I generally find 6b[m] is very useful when he sends Nirvana and charges at the same time as it stops her and connects with him in many case. I see the advice is to use 3c[m] so will try that. My question is there seems to be an attack in which he comes straight down on you- I'm a bad blocker as is, especially panicking when I get trapped between the two, but what is the defense against his jump down? I feel like (and I could be wrong) that I have remained fully motionless, holding back and barrier, and he still connects with it. Against Jin- there seems to be a time where he jumps over me and casts freeze, when recovered, I generally go for a 2A or 5A poke, but always lose to either his double kick or his low punches which then turn easily into a 14-15 hit combo, double that if he has meter for ice arrow. Is my timing off? How do I handle the jump over ice? Should I just remain still and block the freeze, punches, kicks, etc and wait for a better opening? 8. Finally, phrasing...I understand...theoretically what "hitconfirm" means, but not quite sure what that means in a literal sense or how it applies literally in combat. I'm still trying to grasp the literal difference between a "combo" and a "blockstring". And lastly, a few times someone mentions something and a move "just to keep them honest"...I tried to find a specific example, but couldn't remember where specifically I found that term. Thanks for the help, feel free to add me or give me permission to add you- my PSN is Firewolf79. I think I'm going to stop the online play until I'm better, but would definitely welcome going back on to meet with a Litchi player for some helpful tips and spars.
Lord Knight Posted April 6, 2011 Author Posted April 6, 2011 1 - optimal input for ryuuisou is 62123698C. basically, hit forward, back, then roll all the way up to up, then C. 2 - yes, you jump back with 7 and do chun. however this combo isnt really useful since they jacked up chun's prorate 3 - thats random lol. . . but you can connect with it like 8 or 9 times. but really you should just do one and do ippatsuB (just hit B while youre on it) into whatever. dont worry about stuff like "spamming" or whatever 4 - comboing into airthrow is not legit 5 - controller vs stick doesnt matter, use whatevers more comfortable for you. however i highly recommend stick. even if you learned stick and cs2 came out youd be able to just learn it, and you could play any other game on stick, as well as play at arcades. win/win 6 - 2b > 6d works but only point blank. 2b > 6b > ryuuisou > whatever if youre far but that rarely happens 7 - you would think 6b is useful but you cant special cancel it on block (ie cancel into a special move). 3c is good cause it has that same range and you can special cancel into itsuu stance, then visually confirm if he's airdashing at you, and punish him with itsuu A youre probably talking about his j2C. it actually crosses up - you have to block the other way. he's safe after this against jin if youre blocking his j236d (thats what it sounds like at least) he's safe enough to not be attacked by any moves but reversals. just block it. 8 - hitconfirm is the ability to recognize that a hit has connected and go into an optimal combo example: hitting with 6a and then going into 2c, but if they block it doing 5b hitconfirming is VERY VERY important whatever fighting game you play, and its very important for litchi hitconfirming well will mean youll carry them to the corner a lot, maximize damage and meter gain combo - string of moves that hits them, blockstring, string of moves that hits them blocking keeping them honest. . . this is sorta conceptual, but it's basically showing the opponent that you can do something to them, so that next time you do it, you can do something else example, jin has a hop kick (6b), they really like ib'ing 5c[m] and using it to hop over 3c. so to stop them from doing it you do 5c > 6d which will win
JD012 Posted April 13, 2011 Posted April 13, 2011 just a standard hatsu > riichiA > ippatssuA question but its not covered in the very helpful vid. My trouble is i can only seem to get her to actually do riichi maybe 10% of the time. When do i have to input the command for it to come out reliably?
Nakkiel Posted April 13, 2011 Posted April 13, 2011 Buffer RiichiA during Hatsu and press A when Hatsu hits the opponent. Treat Hatsu > RiichiA like one fluid motion.
JD012 Posted April 14, 2011 Posted April 14, 2011 so i have to press a right as hatsu hits? tried it that way and it works a lot better. Thanks alot.
CaptainAwesome Posted April 21, 2011 Posted April 21, 2011 Hey all quick update and question. First- thanks to PZF and LK for all the Litchi help so far. I can now saw I've seen at least a 50% increase in landing the ippatsuA on the combos. (Now I'm trying to master the damn timing between hatsu and chun before the 6c(1) for full-screen combo.) Still no progress on the air glide. Anyway, last week WoZScreamer and I had a Litchi v Litchi spar. He kicked my ass from one side to the other as he always does with combos that make me drool and hope to master someday but he did something I'd never seen before. I emailed him on here, but I don't think he's checked it yet, so wanted to ask before I forget. At some point during the spar, we were both midscreen and staff-less. He engaged in a 13 hit combo, without cancels and only using hatsu, haku and chuns in different variations. I saw a video ( I believe posted by LK) of a similar (or same) combo but if I remember correctly its only effective in the corner. I distinctly remember us both being in mid screen area though by the end I was in the corner and am pretty positive there were no cancels and no other moves then those 3 hits in different variations. Any help on this? Or am I getting something wrong...its possible..it was a week ago and I unfortunately didn't save the vid as I normally do. Thanks again
EyeLovePumpkins Posted May 17, 2011 Posted May 17, 2011 In the video, I'm unable to combo ItssuB from, 2B 6B ItssuB. Or even ItssuA after 6C, is there some trick to doing this?
Nakkiel Posted May 17, 2011 Posted May 17, 2011 That isn't possible in CS2. In CS1, you need to TK Itsuu (412369) for 6B[m] and 6C[m].
MrViceTaicho Posted June 1, 2011 Posted June 1, 2011 hmmm don't know if it as already answered but when i do 4d run recall staff(hold) haku hatsu when do i release d?
Nakkiel Posted June 1, 2011 Posted June 1, 2011 Release D when Hatsu connects, or within a few frames after.
Romeyurhomey Posted June 7, 2011 Posted June 7, 2011 Has anyone figured out a magical way/strategy to input dash>B after Haku>Chun? I'm 50/50 sometimes I get it or I don't =(.
ReachForTheEnd Posted September 6, 2011 Posted September 6, 2011 Okay. I am thinking about maining Litchi. What are some tips and trick for getting used to her unique motions and very unique fighting style? Also where is a good place to start learning? This is my first fighting game.
Romeyurhomey Posted September 6, 2011 Posted September 6, 2011 First learn the difference between her staff and staffless moves and see how you can connect between the two. She has a good corner game so learn corner combos and how to setup characters to get into the corner.
Kashell Posted September 6, 2011 Posted September 6, 2011 Alright everyone, a new issue/question. In the console version, Litchi's challenge number 8 has her doing a crap load of stuff in the corner that takes a way half of Bang's health. It's lovely, but I get stuck on this one part. Off the top of my head, the combo goes: 5B, 2C, 6D, 236B, 63214A, A, B, 236B, 236A, 236C, 5B, jBCB, 6C, 623D, and then some other stuff that looks spiffy. The point is, I'm having trouble with the part after you nail the first jBCB. Apparently, Litchi is supposed to land, do the first part of that double kick, cancel with a kote, and then continue the aerial assault. However, I'm having a tough time with that landing. Any tips for being able to do that? Also, can that jBCB, 6C be used mid-screen as well?
Urichinan Posted September 6, 2011 Posted September 6, 2011 You need to delay your j.BCB before 6C(1) Yes it works mid-screen, it's in pretty much every single combo that she has.
SIne Posted September 16, 2011 Posted September 16, 2011 For that combo to work (to get jbcb to combo properly ) do 5b then jump b as quickly as possible then delay the the jump c a bit so the other j. B hits as you are going back to the ground then do 5b 6c 421 d etc
Kashell Posted September 19, 2011 Posted September 19, 2011 For that combo to work (to get jbcb to combo properly ) do 5b then jump b as quickly as possible then delay the the jump c a bit so the other j. B hits as you are going back to the ground then do 5b 6c 421 d etc Alright, so basically the 5B and the jump need to be executed at the same time, and then follow with a delayed jC and another jB. I notice that the jC seems to done during the apex of the jump and the second jB is done right before Miss Thing lands in some of the videos I've seen. I'm hoping to give that a shot at some point. Thanks!
Adam0812 Posted September 21, 2011 Posted September 21, 2011 Hi guys, Wondering if you can give a beginner some help, I'm having a nightmare trying to do mission 7 on cs2, the demo does a dash kote into haku, hatsu. Im just finding this impossible to do fast enough, im wondering if there are any other tips for this combo, I'm inputting the dash kote as 6623 (or rather 4421 as I'm facing left after the back through). Any help is greatly appreciated
Urichinan Posted September 21, 2011 Posted September 21, 2011 Hi guys, Wondering if you can give a beginner some help, I'm having a nightmare trying to do mission 7 on cs2, the demo does a dash kote into haku, hatsu. Im just finding this impossible to do fast enough, im wondering if there are any other tips for this combo, I'm inputting the dash kote as 6623 (or rather 4421 as I'm facing left after the back through). Any help is greatly appreciated Just practice, keep doing it until you can do Dash > Kote > Haku, then worry about the rest of the combo. Doing Kote > Dash > Haku (2366A) also works, but the Challenge Mode might not accept it. It actually doesn't have to be done too fast, you just need to buffer it correctly. Good luck!
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