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- 5B>5C>6D(1 hit)>IttsuB connects. However, on block there is a big enough gap between 5C>6D that it is possible to retaliate and interrupt Litchi's string with the right moves. - There is also a gap between the first and second hit of Litchi's 6D that allows for retaliation. This is similar to how Ragna can IB+ID the current Litchi's 5C[m]. - IttsuC's recovery has changed. It wasn't possible to connect tk.Chun or IAD>j.C after hit. - 4D>Kote>j.B>5Bor2B~ connects - 4D gatlings into 5B, 5C. Gatlings, not combos. - In the corner, 3C[m]>IttsuB allows for both hits of IttsuB to connect. From here, you can combo into 5C, 2C. - RiichiA is the same as in CT. RiichiB is falling Hatsu. RiichiC is falling Chun. - Regarding ending combos with Tsubame: We already know that Tsubame>6C becomes techable after the first hit of 6C. Trying to end with j.C instead of 6C didn't produce any results leading to knockdown either. Therefore, the only way to "finish" the combo is with the techable 6C until further development. - On guard 6D does not give frame advantage. It is estimated to be +0 at best, probably -1 or -2. It leaves you at a range where the tip of 5B barely connects with the opponent. - 6D, Ryuuisou, Daisharin (drop), Kokushi Musou, remove guard primer. Basically all her supers have some way to remove guard primer now. In Kokushi Musou's case, it happens on the first contact with the opponent. It doesn't matter which hit.

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Posted

awwww maaaan i was starting to dig riichiB/C cross/mixups ._. but oh well, falling chun seems appealing to me, and if hatsu still has its long untechable time you should be able to combo off it yea? glad KM removes primer with any hit.

Posted

RiichiB is falling Hatsu. RiichiC is falling Chun.

im actually disappointed by this, i like the riichi options in CT.

Posted

- 2B>6D>IttsuB>~ confirmed combo. - IttsuC either activates slower, has more delay after recovery, or both. The players aren't sure which but they all know for sure that there has been some kind of nerf.

Posted

This update is from the same person who reported the changes to Litchi which I posted earlier today as well as yesterday. He also warns that some of these points are things he heard from other players after the loketest so he did not confirm all of these himself.

Combos

-- 2A>5B>5C>6D(1 hit)>IttsuB>2C>6C(1 hit)>Kote>dash 6C(1 hit)>Kote>dash 6C>3C.

Starting with 2A results in about 1600 damage. Starting with 5B results in 2300. This combo is weak both in terms of damage as well as carrying the opponent to the corner. However, the staff placement allows for Shishin oki.

In the corner, you can replace the last 6C>3C with j.C>Kote. This will allow for the similar kind of falling Kote okizeme that you can currently do with Tsubame>j.C>Kote~

-- 2B>6D(1 hit)>IttsuB>2C>6C(1 hit)>Kote>dash 6C(1 hit)>Kote>dash 6C>3C.

Combo starting in low. This will not link if there is any delay between 2B>6D. Thus, this is not a hit confirmable link -- you just have to go for it. For the record, 6B>6D does not work. Furthermore, 6D does not combo if you hit with 2B from too far away. At this range you are best off doing 2B>6B.

-- (Close Range)4D>Kote>j.B>(land)>2B>2C>6C(1 hit)>Kote>dash 6C(1 hit)>Kote>dash 6C>3C.

Overhead combo. This combos even if the opponent got hit while standing but the links at the beginning of the combo will get tighter. This obviously has to do with the fact that crouching opponents are in stun for a couple frames longer than standing opponent.

-- 4D>Kote>j.B>land>2B>2C>3C>Kote>2B>2C>j.B>JC>j.B>j.C>Hatsu>Chun

Alternative 4D combo for when you hit the opponent from a far distance.

-- (Corner) ...small combo>Tsubame>6C>Kote>(6C>3C)OR(j.C>Kote~)

A realistic situation for when this combo will come in handy is when you have broken the opponent's guard after a Shishin mix-up in the corner (using either 6A>5C or 2B>2C) and then quickly go into Tsubame so that the combo is small enough that the scaling from Tsubame won't force an early tech.

-- (6B or j.C Counter Hit)>2C>IttsuA>(dash 6C(1 hit)>Kote x2)>dash 6C>3C

-- Back Throw>IttsuA>(dash 6C(1 hit)>Kote x2)>dash 6C>3C

-- Air Throw>j.B>(land)>5B>IttsuA>(dash 6C(1 hit)>Kote x2)>dash 6C>3C

Like mentioned above, you can switch the final part of all these combos with j.C>Kote if you are in the corner.

Others:

- 6D>5B connects and it might seem idealistic to use for its ease of hit confirming, but 6D results in 5D staff set. In addition to making it difficult to do combos with this staff placement, it is unattractive for okizeme purposes. It is recommended to try and combo into IttsuB as often as possible unless there is further development with the 5D staff placement.

- 6D and 4D gatlings into all normals except for 6A, 6C, 3C.

- IppatsuA has been confirmed to combo for at least 3 hits.

- Midscreen Tsubame results in huge knockback of the opponent to the point that comboing afterward becomes hard if not impossible. The knockback is to the point that 2C can't reach. The reporter mentioned that he feels he can reach if he does dash>2C but is unsure. Tsubame still not RCable.

- 6C[m] lost manten return state.

- The second hit of 6C can be canceled similar to the first hit.

- There have been no obvious uses for IppatsuB~C as of yet. So far the only thing found for combos are:

IppatsuB(Hatsu)>(land)>j.B~ and IppatsuC(Chun)>(land)>2C>jc~

It is possible to rekka Hatsu>Chun as well as Chun>Hatsu off the staff. For frame advantage, Hatsu is about equal. Chun is slightly disadvantageous.

Posted

wow, litchi´s looking really good now, I like how both hits of 6C can be special canceled, I wonder if you can cancel it in the middle, like 6C (1) > Haku, there you have a pretty decent mixup. 1st post updated EDIT: that black costume with purple hair, looks a lot like Jam´s alternative color (dont remember which one, but it was from reload)

Posted

I have to say I was quite worried over the fate of litchi in the first changes announcement.. But I'm becoming less and less worried as I keep seeing more changes. Still probably going to at least try the new characters but switching off of litchi doesn't look like it will happen anymore. And yeah.. the special cancel to haku off of 6C gives us a much better mixup chance, lookin forward to that. Most of what I've seen so far is Tsubame is being replaced by Kote Dash... which is meh.

Posted

Sorry I should have been more clear. I said nothing about 6C being special cancellable on block so right now we can only assume that it's only special cancellable on hit.

Posted

any news on if 6C[M] is special cancelable? that could make 6C a LOT better 6C itsuuA would probably be possible and the current 6C j.BC jc j.BC great wheel combo would be much easier

Posted

There is no information pertaining to 6C[m]. The only posts regarding it are speculative so I obviously don't bother reporting about those, despite the fact that some of the theory-fighting discussions the Japanese have are very interesting.

Posted

There is no information pertaining to 6C[m]. The only posts regarding it are speculative so I obviously don't bother reporting about those, despite the fact that some of the theory-fighting discussions the Japanese have are very interesting.

well, I guess it's special cancelable in CT, so since no news USUALLY means no change, hopefully it will be special cancelable...and will be source for HUGE DAMAGE

on another note...I'm going to really miss riichiB (fling)

Posted

I don't think it's special cancellable as I'm almost positive you have to input 2369c even to get the ground chun to come out off it. Kind of like Bang's 6d->6239b bnb.

  • 2 weeks later...
Posted

Been busy all last week but word on the BBS is that Litchi is going to revolve heavily on IppatsuA combos. They are stupidly easy to do now.

thats pretty cool, I always want to incorporate Ippatsu combos in CT but as they are distance dependant (midscreen) or in the corner, I find myself doing simpler combos just to get them in the corner and then I can work on Riichi combos.

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