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Posted

Corner rape? Her pressure was mediocre at best and slightly better with tension, most of it was escapable.

I disagree, the ability to Manten Cover every single entry point was well powered enough; escape options when every motion was timed correctly was simply amazing. I don't know where the lot of you think it's only mediocre; a guaranteed 50/50 mix that had potential to continue is solid. The escapes in corner after 3C were mostly either DP (Which would eat Shinshin), Super (50 Tension w/ Predictability), no-tech (if you followed the character in air you could throw/j.C to floor), and dead-angle (also 50 meter). Just because they were escapable didn't mean her paths were always finite.

With her spacing options it was more than enough.

I don't know why there's this voice of the people saying "Oh, corner wasn't all that good", when it made her what it is. I've had good tournament results and general victories over strong players with this "mediocrity", and I'm curious as to what the justification is besides armchair theory.

Posted

Oh god Litchi what have they done to you? *weeps*

I'm sure there will be a way to take them down to the ground and mix them up anyway

Posted

She can still do itsuuC bnb guys. Also who cares about comboing out of tsubame, at best you got like 2.8 or something. I also didn't really hear anything about damage nerfs.

Posted

Also who cares about comboing out of tsubame, at best you got like 2.8 or something.

Please tell me you're joking.

~Chun

Posted

I'm really not. You guys are looking at the wrong shit, really. It's still possible to do it too.

Posted

I'm really not. You guys are looking at the wrong shit, really.

Yeah, I have nothing more to add. This only affirms what I thought before.

~Chun

Posted

I'm really not. You guys are looking at the wrong shit, really. It's still possible to do it too.

Well, tsubame was really awesome, While at most people would spam tsubame in peoples block string get a hit-> combo into corner and start her game ^^, good times.

Alternative I can see people just using the J.c -> 632 D into ground pick up lots, The question is what do you do once the her Rod returns and you want to get rid of her staff while maintaining combo. I can only hope some new moves solves this issue.

Posted

Ryuuisou nerf is really unnecessary too though, that makes me mad. I wanna test all the properties of her moves on my own, especially the new ones. Outside of tsubame and Ryuuisou they only added so we can just go forward instead of relearning this entire character.

Posted

its just normal hit right o__O so u can combo off CH? and you cant do tsubame enders? i guess its not THAT bad. . . . im also confused about this slide down. does that mean the JD as in staff recall animation wont keep you suspended in the air for that half second?

Posted

Well they said that normal itsuuC bnb still worked, so you can still combo out of tsubame, I think you just cant' do multiple tsubame's in one combo. I'll let JP figure out what to do about that though :|

Posted

so about ryuuisou, so is it gonna have a animation before the super flash? (like kokushimusou) or is the super flash still instant while the flame takes a while to come out? (kind of like nirvanas uppercut super) either way agreed that it should have been kept the same. after really thinking about it.

Posted

maybe another anti-air?

well this jump kick move kinda matches the picture given, and it doesnt look like it hits upwards at all. of course, a deceptively tall hitbox is welcome.

Posted

Aw man. LK, you're going to have to make another guide lol. I just thought about it. But I see, that the changes aren't exactly HORRID. Just more Itsuu's and less calling back the staff. Either that or 5C them to bait a tech > ItsuuA or something >_>

Posted

Some things I picked up while checking BBS:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/612 if you can read Japanese, there's stuff here about 4D and 6D, clarification would be great.

Kara fastfall is still in.

Apparently 6C > 5C late combo doesn't work anymore?

2C > 6C loop still works (even on Tager smaller hitbox)

Kokushi Musou and Daisharin are untouched.

3C combos all still work.

6C > DP was really hard.

Tsubame > RC makes you go staffless, but doesn't launch? (http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/635)

6D is like a staff fling? Apparently you can combo into it.

4D is another staff placement?

Posted

6D is a 2 hit attack. On guard it can be canceled into a special, but the window for this is very late. For example, after the timing of the 2nd hit you can cancel into Ittsu or Shishin. On hit confirm you can do combos such as 2B>6D>Tsubame~. In another post it was mentioned that 6D is a possible anti-air.

4D has good reach and good hitstun. Can combo on CH. They haven't figured out if it's comboable on normal hit but it can cancel into hatsu and chun so you have 4D>Hatsu>Chun for 1.6k damage.

If you start a combo with 5B, Ittsu combos are impossible. The second hit of 6C in the final part of the combo ...>6C>Tsubame>6C>... becomes techable. It was impossible even on Tager. They are speculating that Ittsu combos might be possible if you do start it off a raw IttsuC (so not confirmed -- something for them to check next time).

The regular 5B>5C>3C>... combos are all still possible. It tops out at around 2.5k damage. Also damage in general has gone down (staying with the theme for all damage nerfs in the game). IttsuC combos when taken as far as they can go before teching has only done about 3k damage.

Also, the link you posted earlier LK (http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/635) is a bad combo. It was identified as a mistake in the next reply so the Tsubame>RC making you go staffless is unconfirmed.

Seems like there isn't much info on Litchi's new properties yet. I think I saw someone making a list of what to check for in the next loketest.

Posted

How would cancelling 6d into itsuu/tsubame work? I thought it set the staff down. Especially since you also said you can go into shishin. Unless the time you can cancel starts while the staff is still in hand and ends a bit after the staff sets, which I guess would work. Would be sweet to have a normal AA if it does end up working as one though. Wonder how the staff flies when set by 4d and 6d. Nice to know the new staff sets can combo though, seems like that could give us a more safe way to set. Especially 4D since it sounds like it has very little frame disadvantage if any. You should post that in the loc test thread or I can copy paste it if you don't mind. Think all that clarification has yet to be posted in there.

Posted

Thanks for clarifying Zenmetsu. Also afaik 6C > 5C OTG relaunch is out, at least late combo.

Posted

Yeah, I have no idea on how canceling the new D's to staffed moves would work STenSatsu. This is entirely speculation but maybe there are different return state windows for the move on block? But I don't want to talk too much about theoretical stuff until more info comes out so I'll leave it at that. Seems like some of the people on the BBS who haven't gone to the loketests are having trouble imagining what the new D moves look like due to the vague descriptions that were given. Apparently not many people were trying out Litchi and focusing more on other characters. Some things I left out previously: - Litchi's 6D was described to look similar to Shiki's tackle in Melty Blood (whatever that means). Another post described it to look like a move where Litchi moves forward with an animation similar to the second hit of her j.D (I wonder if he meant her j.2D since that one actually does have a second hit as opposed to regular j.D?) I dunno, I'm confused like some of the people on the BBS as well. - Litchi's 4D is possibly an overhead kick. It looks similar to the move she was using in the screenshot shown in the Famitsu scan. Activates fast -- about the same timing as her 6A overhead. - Timing on Tsubame>6C got harder. On Noel, the guy tried doing Tsubame>6C>2B>2C but she teched @ 2C. I guess by now it's needless to point out that Tsubame jacks up the techability time for combos.

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