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Posted

I'm on sebatical in Japan, so I've finally gotten my self some time with a CS cab, and while being a Hos player I wanted to give Tsubaki my all, I think I'm staying with litchi. That said, is there a bnb list any where yet? She seems like she is even more open as regards to combos than before, so I understand if its not worth making a list, just wonder. I really just need to know how to end combos, IE the stuff after the falling hatsu. Also, when are good spots to use her new 6D, and is j2d more comboable now? I really wanted Tsubaki to work, but my half combos do more than tsubaki BnBs :/ Oh well.

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Posted

There is some miss information, and lacking info in the first post. You can combo into daisharin. I`m pretty sure all three moves when you`re on the staff kill guard primers(though a might not, pretty sure it does). Which move fatal counters isn`t written any where. Is staffless 3c cancelable with 5d? I know you can kote out of it.

Posted

Only fatal counters I've noticed so far are 5C[e] and 6A[m]. After falling off staff you usually 5C (6C (1) 4kote depending on height) j.B j.C (5C j.b j.C 4kote j.C) 5C j.B j.C dj. D j.C 6C ittsuu~C 6C (2) 6kote. If midscreen on big characters you can j.b j.C land 5C again or you can go for j.b j.c j.D airdash j.c 2staff 6C ittsuu~C 6C (2) 6kote If you have meter after the last 6C you can super cancel to daisharin for mixup. 6D is okay but not spammable. Knocks off a guard primer but I'm not sure what the frame advantage/disadvantage is like when you stance cancel. It seems to be in your favor unless they IB it. It can be good in pressure but if IB'ed it can be unsafe. Use off of 2B[m] is pretty good. Can also air juggle.

Posted

Litchi Final Changes (going to edit the first post with this stuff) New move 6D[m]: First hit breaks primer, special cancellable. 2nd hit is not cancellable. Places staff in 5D set. New move 4D[m]: Overhead, can be special cancelled on hit or block. Places staff in 2D set. New move ItsuuD: After 426D, the stance can be cancelled with D. Both hits of ItsuuB connects. Staff Litchi gains 2A > 5B on standing opponents without needing CH. IppatsuB is now falling Hatsu. Removes one primer, relatively safe on block. IppatsuC is now falling Chun. Removes one primer, relatively safe on block. 6A[m] loses Manten return, now ground bounces on hit. Also has Fatal Counter properties. Staffless 5C gains Fatal Counter properties. ItsuuA, B and Tsubame Gaeshi are all 5D sets. Daisharin is now 2D set. 3C[m] and 6C[m] both lose manten return, but both are special cancellable. Daisharin startup is slower. Ryuusiou startup is slower (though I wanna see frame data for this one :psyduck:) Ryuuisou, Kokushi Musou, and the last hit of Daisharin all remove guard primer. J2D[m] removes 1 Guard primer. JD[m] causes knockdown on hit. Staffless Litchi gains 5B > 2A. Staffless Litchi gains JC > JB. Untechable time on flying Mantenbou is increased (at least it looks that way!) 6Kote changes the set to 5D, 4Kote changes the set to 2D. Staffless 6C is special cancellable on either hit. Untechable time on Hatsu and Chun is increased (. . .probably) Shishin is now 6 hits instead of 4. EDIT: Also Hinta Love, all of Litchi's staffless normals are cancellable into 2D (no matter what the placement) not 5D afaik.

Posted

Are you sure you arent confusing the new tech time system(which basically gives all of litchis moves more untech time) with moves actually having more untech time? Like the reason you can do combo into rekkas loop and then combo out of them now isnt because chun has more untech time, just that combos arent penalized for length in time, but rather length in hits. And just to clarify, you can cancel 3c]m[ with 5d if the staff is in 2d set, but not 5d set?

Posted

Untechable time on flying Mantenbou is increased (at least it looks that way!)

it is, I´ve seen combos using or after random hits that are not posible on CT

Theres something that´s been bothering me, we all know Kokushi musou removes a GP, bu it actually doesnt matter when do you block it, it will still remove a GP, so I was thinking, what if after blocking it, you leave blockstun and then somehow you are forced to block it again, does it removes another GP?

Posted

sry I meant 6kote at the end of combos in the corner. As far as Ryuuisou having longer startup I saw no discernible difference. One kill I remember well Bang had a nail right in the middle of my sprite when the super flash went off and I still hit him first for the kill.

Posted

Oh? I didn't know there was a new tech system. Also Hintalove to clarify, it doesn't matter how the staff is set, you can use 2D after any of her normals (including 3C).

Posted

The new system makes it easier to tech as the hit count goes up and not by elapsed time. SO just to clarify, if I hit 5d to cancel 3c nothing will happen, but 2d wll make it return? That explains why Ive not been able to reproduce those combos, and I never knew that there were different return inputs...

Posted

I actually saw that she can lift with 5C and then j.B > j.C even after 11 hits. When in CT, it was around 8 that you couldn't do it w/o them being able to tech and hit blackbeats.

Posted

The last hit seems to be hit 13 Kenshuma. Also yeah Hintalove there's a difference between 5D and 2D, I was pretty surprised when I found out too.

Posted

Anyone know what's the cancel after jCin Staffless stance to perform combos like 5C jB jC Land 5C jB jC ... Thanks

Posted

The cancel is nothing. You just fall and hit 5c when youre on the ground. If youre wondering about how to do 2 jcs while falling, you have to kote the staff back(421d) and then do another jc after the recovery.

Posted

OK but we heard in the videos something after the jC but anything out. If you just do the jC, there no sound. I'll check tomorow

Posted

hm, I guess this is the thread for combo info? I just got back from Japan, and saw some tsubame combos in there, and one of them were pretty interesting. 1.Tsubame(normal hit)-6C-3C-hatsu-haku-chun or (haku-chun-hatsu) about 2000 basic one. has to be super close when it starts out. 2.Tsubame(counter as anti-air, the distance second hit won't hit only)- 6C-back kote-JBJCJD~ If it's limited situation like anti air, you can use the old style combo. 3.Tsubame(counter hit)-2C-6C-front kote-(JBJCJB-JCJB)-JD(hold) the last part () is depends, the point is you'll finish the combo up with JB. you can carry the opponent and keep pretty good situation with the flying stick. koichi was using this, I thought this can be reliable Tsubame combo. I think these three are the basic tsubame combos in terms of damage and situation. of course arranging the combo parts is the most fun part of litchi tho. However, since I don't really see any tsubame combo in match vids, I decided to drop these in here. Even tho tsubame is pretty scary to depends, it still is the important counter option. hope these combo, (especially the last one) could help some of litchi players in US! btw, I totally forgot to try Tsubame-6B~ combo. does it work now? I was having trouble with not sticking distance tsubame combo so.

Posted

You would put my channel up there...

And Shonen has me a lot more interested than Manakan does.

I haven't seen anything recently for Shonen and I haven't heard of Manakan in a while. *shrug*

Posted

I doubt it would be Shounen. He was on like 1 vid a year ago at a-cho? he's not an a-cho regular for GG either so it's more likely one of the kouhatsu guys that seem to go to a-cho a lot nowadays, Lucky would be my guess.

Posted

OK but we heard in the videos something after the jC but anything out. If you just do the jC, there no sound.

I'll check tomorow

That's ok, I found the cancel. :keke:

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