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[CS1] Litchi Fresh Meat buns Thread (Guide and Combo Discussion)


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Posted

LK, please add this combo to the 4D combos, corner section.

4D > 6kote > j.B > 2C > 3C > 2D > j.C(delay a bit) > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > 6C > 6D

dmg = 3348

discovered it while I was trying stuff out with litchi

works on all the cast; remember to use barrier return when playing against lambda

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Posted
LK, please add this combo to the 4D combos, corner section.

4D > 6kote > j.B > 2C > 3C > 2D > j.C(delay a bit) > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > 6C > 6D

dmg = 3348

discovered it while I was trying stuff out with litchi

works on all the cast; remember to use barrier return when playing against lambda

Since it's a corner combo, why not 4D > 6kote > j.B > Haku > Hatsu > RiichiA > IppatsuA > j9D > FallingC > 2C[m]/6B > Itsuu Loop

For the opener?

Edit: My Example

4D > 6Kote > jB > Haku > Hatsu > RiichiA > IppatsuA > j7D > jC > 6B > ItsuuA > 6Kote > 5C > 5D > jC > Staff2 > 2C[m] > ItsuuA > 4Kote > 3C > 2D > 6C > 6D > (Daisharin)

3809 damage, 52 meter

http://www.youtube.com/watch?v=j6hXho4c9fw

Posted

I'm already having problems doing the starter combo 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D. IppatsuA always fails to connect for me at that point, I'm doing the combo as fast as I can so what's going on?

Posted
I'm already having problems doing the starter combo 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D. IppatsuA always fails to connect for me at that point, I'm doing the combo as fast as I can so what's going on?

See my Litchi combo vids. Timing is everything, not always the fastest.

Also, ATG, have you done that combo on Lambda? Holy hell, I can't get it to save my life. I keep dropping it at 6C since it whiffs without a staff2 hit it seems, and I can't barrier return the 1AB to 6C fast enough.

Posted

Yes it worked fine on lamda, guess your barrier return should be really fast in order to connect to 6C.

you alteration of the combo is great but why 4kote at the end when you can do another rep of the loop?

4D corner combo after your alteration:

4D > 6kote > j.B > Haku > Hatsu > RiichiA > IppatsuA > j7D > jC > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > staff2 > 2C[m] > itsuuA > 6kote > 5C > 2D > j.C > 6C > 6D

dmg = 3866 , meter = 55

EDIT: I wish I had a recording device like yours hehe ;)

Posted
See my Litchi combo vids. Timing is everything, not always the fastest.

I can bearly tell what's the difference from your video and what I'm doing. Correct me if I'm wrong but it appears you delay either Hatsu or riichiA??

Posted
I'm already having problems doing the starter combo 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D. IppatsuA always fails to connect for me at that point, I'm doing the combo as fast as I can so what's going on?

There's delays between the bolded portions. Experiment, see what works for you. Depending on how much you delay ItsuuA, you may only want a slight delay between Haku and Hatsu or you'll want to cancel it as late as possible.

Posted

anybody know any good itsuuB combos?

I do 2B > 6B > itsuuB > 3C > 6kote > haku > hatsu > riichiA but my riichiA always misses in this combo

Posted
I can bearly tell what's the difference from your video and what I'm doing. Correct me if I'm wrong but it appears you delay either Hatsu or riichiA??

I had the same problem and struggled with it for 4 days almost ... now my success rate of connecting the IppatsuA is almost 90%

All I tell you is practice and see what works for you.

I almost always delay between the haku and hatsu ... try that

dashing then 6kote is really good .... I noticed if you start your combo with 2C then dashing 6kote is a must

I myself do dash 6kote in midscreen combos ... and delay between haku hatsu in fullscreen combos

you can delay between itsuuA and 6kote but I don't use that.

it's all about trial and error ... just practice and see what works best for you in most situations

Posted

Thanks Spud and ATGMantenbo, I tried delaying Hatsu as much as I can and it WORKS. Finally, I've been practicing this startup combo for like almost five hours yesterday with Zero success rate and now I can do it with a fifty percent success rate..... Yeah. Anyways, I never had to had to dash Kote to get the 2C startup combo to connect, does this apply to the corner aswell?

Posted

dash kote just makes life easier for me in midscreen combos and in combos where I start with 2C .. you don't have to dash kote in the corner .. just delaying between haku hatsu is all you have to do. In the end, it's all a matter of preference

Posted

Not really. Best way to tell how you're muffing the IppatsuA

Facing the wrong direction - Delay or speed up the time spent between Haku Hatsu, or dash closer and Haku Hatsu

IppatsuA is facing the right direction but whiffs - RiichiA IppatsuA is too slow, speed it up. Either that or the opponent is too far, speed up Haku/Hatsu

Posted
anybody know any good itsuuB combos?

I do 2B > 6B > itsuuB > 3C > 6kote > haku > hatsu > riichiA but my riichiA always misses in this combo

I think off 2B > 6B it's more stable to go into ItsuuC.

Posted
anybody know any good itsuuB combos?

I do 2B > 6B > itsuuB > 3C > 6kote > haku > hatsu > riichiA but my riichiA always misses in this combo

I personally use 2B > 6D > ItsuuC. You can get the ItsuuB > 3C > 6Kote >haku > hatsu > riichi A > ippatsuA easily off of raw itsuu B (what i use for held itsuu ground burst punish). Otherwise the combo you listed with 2B starter will have no hitstun left for ippatsu A to connect. I was messing with that combo a couple of weeks ago.

Posted
It's the same as in SF. Just try and do it fast. Make sure you keep your finger on both the B and C button. Note that you may not actually notice her move forward (think Juri's kara throw in SF, it's almost too small for you to pick up on but it's crucial to actual gameplay)

Thanks. It seems to me that 6B~C gives the most range on the kara throw, is this just my eyes deceiving me and it's been tested and proven that 6C~B and 2C~B give the most range?

Posted

in response to 4d corner combos:

the best combo ends in 4kote>dash>3c>2d>8hjc>j.c>j.c>6a[m]>tsubame>3c

dash may not be necessary on some characters. for daisharin,

(after itsuu)9>j.b>j.c>6kote>falling j.c>5c>2d>9>j.c>crouch barrier>6c

both of these do over 3900 damage.

haku hatsu definitely is the best option in corner, but keep in mind there's a good distance in which you'll be doing a corner combo, but won't be able to use haku>hatsu.

in response to itsuuB combos off 2b:

it's true that itsuuC is generally better to do if you can, but at far ranges it won't combo and you need to use itsuuB. the combo i use is:

2b>6b>dash>6c>6kote>delay until staff hits ground>hatsu>riichiA>ippatsuA... etc.

usually ends in tsubame midscreen. it's fairly difficult to get down consistently, but the trick is to do both 6c and the 6kote as fast as possible, and to do the delay mentioned(because you can't do riichiA until the staff lands).

Posted
Thanks. It seems to me that 6B~C gives the most range on the kara throw, is this just my eyes deceiving me and it's been tested and proven that 6C~B and 2C~B give the most range?

I'm pretty sure it's the same as CT, in which case 2C gives you more range.

Posted

cool thx lunaris

I don't know but I seem to be investing my whole time in 4D, but the move is interesting .. I found a full screen combo beginning with 4D:

4D > 4kote > j.b > 2C > 3C > 2D > dash j.b > j.c > dash 6C(1) > itsuuA > 4kote > 3C > 2D > j.b > j.c > 5C > j.b > j.c

5C at the end will not work on characters like lambda and noel so I use three dragons instead.

Anybody wants to make comments about the combo? also this is fullscreen only ... if you are 3/4th screen, end it with 6C > staff2 > 6C after 2D.

Also, your combo; 2B > 6B > itsuuB is great and stable .. I use it also after random 5B > 5C > itsuuB coz i struggled for a while to find a stable combo off random 5Bs and when they are far that 2C will whiff. is there better combos to use off (far)5B > 5C?

Posted

We've talked about using fullscreen 4D, using 4D > 4Kote > jB > 3C > 2D > Hatsu > Chun > staff2 is a superior combo part.

Posted
Also, your combo; 2B > 6B > itsuuB is great and stable .. I use it also after random 5B > 5C > itsuuB coz i struggled for a while to find a stable combo off random 5Bs and when they are far that 2C will whiff. is there better combos to use off (far)5B > 5C?

Some of the more seasoned Litchi mains can correct me here if there's a better alternative, but from a little past midscreen I like to use 5B > 5C(1) > 3C > itsuuC > [D] > j.C > dj.]D[ > falling j.C > 6C(1) > itsuuA > [sJ combo]

From the distance you're asking, you typically need to dash after itsuuC to hit with j.C. After your double jump, you can delay ]D[ quite a bit to let her cover some more horizontal distance, and finally after the falling j.C you may need to dash a little bit to push them closer into the corner for the SJ combo. Does 3349 damage and ends with kokushi musou setup.

Posted

Is there any reason to use 3C in ItsuuC combos? Does it do more damage or something? Seems to me like it's just all around better to leave it off for better spacing during combos.

Posted
Is there any reason to use 3C in ItsuuC combos? Does it do more damage or something? Seems to me like it's just all around better to leave it off for better spacing during combos.

itsuuc does not combo off of 5c[m] at long ranges, but it will always link off of 3c[m], so yes

frostediheavens, the only thing i think can be added to your post is that you can end that combo in daisharin as well(for slightly less damage/)

Posted

noticed that jp litchi players input daisharin in the air as opposed to after 6D ... then they go for aerial hatsu .. any ideas why? hatsu aerial or not is not an overhead and doing a 6d before daisharin does more dmg .. i believe it has something to do with fuzzy guard and rolling opponents or something.

someone care to clarify?

Posted

Sounds like you've been watching H.H.

Generally, 6C > Daisharin is better than 6D > Daisharin because of positioning for the actual super/what you can cover. I'm going to assume this isn't common knowledge (for Americans), but a poorly input Daisharin post combo can simply be jumped out of. You might've noticed after the 1 (to catch roll), some Litchi's do 9 instead of 3. This is to stop neutral tech > sj out.

Of course you can cover these same options with 6D > Daisharin with an input like 619333, but you're only getting 3 hits of Daisharin for mixup, compared to 193333.

Alternatively, H.H specifically uses 138333. This OS's a ton of reversals, wake up super counters, catches rolls out of the corner and no tech (one of the purposes of the hatsu). To make it not completely worthless, he follows up with haku or chun for high/low. It's very easy to react to a hit of Daisharin > hatsu picking them up as well.

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