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


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Posted

Yeah, less 6C is better, but certainly not internet friendly since 6B itsuuA transition is not as lenient on the timing.

Also, anyone got 4D combos I should make clips of, or should I just refer to the earlier posts for those 4D combos.

Edit: Any combos after a 2B[m] 6B[m] Ryuiisou start up that people use? If not I think I'll investigate those next after I get some 4D combos down.

Posted

Alright I need help as i'm completely confused on this.

5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D

the staple BnB. I get everything down good. But once I cancel Hatsu into RiichiA, they end up teching before Litchi gets it off. Are my rekkas off timing? Is the RiichiA too early/late?

i'm really dumbfounded on how I get this sometimes and don't majority of the time. Is there some delay during the rekkas that i'm not timing right?

Posted

You need to make sure you hit hatsu in a way that they will be in front of the staff when you land on it and do ippatsuA. Doing itsuuA > Dash 6Kote tends to make this overall easier.

Posted

yea I think I was trying too much without the dash and when I did do dash kote6, it wasn't fast enough. I overall get it now than say 20 mins ago. Appreciate it.

Posted
You need to make sure you hit hatsu in a way that they will be in front of the staff when you land on it and do ippatsuA. Doing itsuuA > Dash 6Kote tends to make this overall easier.

I'm finding I have a similar problem. I land this with a pretty good rate of consistency, but I end up having to delay the Hatsu significantly, doing it after Litchi travels as far as possible with the Haku. It works more often than not, but it seems like extra work to time that properly, especially if you factor in online play. Is it more practical to just always do dash 6Kote or 2366A for the Haku?

Cool comboes.

though i'm having troubles with 6Kote... is it necessarry?

Chances are, if it's part of the combo, it's necessary. From the ones I have tried thus far, the 6Kote is essential to repositioning the staff properly and changing the trajectory.

Posted

i'm so sorry. I'm an idiot. I read 6Kote like it was supposed to be 6623D like 6 and then do Kote. Sorry, i get it now but i'm still getting stuck on hitting 624A > A on Jin and stuff. I actually can't get it to connect but like once. And is it true that litchi's getting nerfed or something?

Posted

This works for me maybe for others.

As soon as I do haku I delay hatsu and I'm able to do the rest of the combo and I don't have to do the 6kote.

Posted

Alright, I got my copy of CS Tuesday night and so far I've been doing REALLY well adapting to the new combos, timing and spacing but the only think I can't do is ItsuuC combos, the two in particular are ItsuuC ->[D] -> j.C -> ]D[ -> IAD -> j.C -> [ender] and ItsuuC -> [D] -> j.B -> j.C -> ]D[ -> IAD -> j.B -> j.C -> [ender]

I've tried it inputting it as ItsuuC -> 9[D] and I've been able to get it once or twice but still no rapid success, are there any other techniques to doing this?

Also I don't think I saw this posted anywhere but here is a midscreen combo:

2C[m] -> ItsuuA -> 4Kote -> 3C -> 2D -> Hatsu -> Chun -> Staff 2 -> 5B[m] -> ItsuuA -> 4Kote -> 3C -> 2D -> Dash -> 6C(2) -> Staff 2 -> ItsuuA -> 4Kote -> 3C -> 2D -> Dash -> 6C(2) -> 6D[m]

The combo from beginning to end give you 50% Heat so you can always use Diasharin afterwards without having to worry about heat gain.

Posted

I'm trying to get the 2D combo down. I can get the opener but I'm confused how to do the next part in this combo.

[opener] 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 [ender]

When is 2D suppose to hit so that staff2 hits after j.BC?

Posted

i'm really having a hard time to hit ippatsuA on 2D combos. i don't know what i'm doin wrong. and does any one have a video compilation of all those combo written? so i can see if i'm doin it right. x__x

Posted

i'll start off with a more general question/statement this time since more people seem to be posting. when practicing as litchi, i highly suggest either practicing against lamda or hazama once you start getting her combos down. the combos and methods of executing them on those two character should work on the rest of the cast, not not the other way around. the reasons are that hazama is comparatively difficult to hit with x>jc>j.c>kote>falling j.c>5c, and lamda absolutely requires crouch barrier to pull off the itsuu loop(in addition to having the type of air hitbox which can't be hit by combos like 3c>2b>2c>j.b>j.c)

if anybody has any other observations on character specific difficulty in combos that practice routines should accomodate for, please mention them.

i don't really know what some of you mean when you say the "2d combo", but if you mean the attacks after 2d into staff2, it's dependent upon where the staff is relative to the corner. for the specific combo mentioned, if the staff is close to you and at the proper distance from the corner, 2d>staff1>j.b>j.c>staff2 should work just by holding 9 after 2d and doing j.b as fast as you possibly can. you can delay the j.c a fair amount if the staff needs more travel time for its distance from the corner.

Since it was a big deal, I've gone and noted that the combos posted are not the best. I posted damage and meter for viewing at least.

Also, your example posted above:

5b 5c 3c itsuuC [d] dash j.c ]d[ staff1 haku chun staff2 6c(1) itsuuA 4kote dash 3c 2d staff1 dash j.b j.c dash 6c 6d daisharin(kokushi ender also possible off of 6c(1)

Doesn't hit FULL full screen, but like 95% full screen. The staff2 on the second set barely misses on most the cast (though I'm sure on some it will nick them while they're down). I've posted both the success and the full screen shortly, but even with hitting the dashes and adding some delays on some moves here and there, I still can't get it.

Success:

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

Failure:

http://www.youtube.com/watch?v=PpvFEL3KYbQ

Edit: Any examples of midscreen and corner ItsuuC you want me to throw out there?

Edit2: Because I am seriously listening to your suggestions, here's an improvement of 200 damage on the corner combo. Not your ideal, but getting there.

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

good stuff, it's great to finally have some discussion going on here with more than just two people. i don't know if you're being serious or patronizing at certain points, but i'm not going to worry about it. the videos help in discussing this stuff, by the way.

i made a mistake in writing the full screen combo. it's hatsu>chun, not haku>chun. this actually should make it full screen, because the hatsu>chun combo travels farther.

and to be clear, i want to note that the point of doing dash>crouch barrier>2c[m] isn't just for the damage(although 2c[m] is superior to 6c), but also because it works on the entire cast. you should find that if you try to do 6c for an itsuu rep in many situations, it will fail on lamda without crouch barrier as well.

when i do j.c>crouch barrier>2c[m], the input i'm doing looks like this:

j.c>66>1+AB>pause>2c[m]>62314d

just noting that for clarity.

getting down the "ideal" i wrote and cutting out 6c may not seem like much of an improvement. it is, but it's not because it does a lot more damage. the reason is that it gives a lot more meter by extending combos; the damage benefit is not as large. tsubame alone gives 11 meter, to give you an idea. 4kote>2c>6c>3c>2d>double j.c>6d is also a good(and easy) ender for the itsuu loop from 5b[m](in fact, this and the tsubame ender i wrote are the two general daisharin/kokushi enders that you can go to for almost every combo(although they are not always optimum)), but it won't work or will be worse/harder if you use 6c in the combo before that.

i didn't go into much detail earlier, but the biggest reason to cut out 6c in your itsuu reps is twofold; litchi has many methods of ending her combos with supers for increased damage which cannot be done using 6c, and combos are extended, which gives a substantial increase in meter gained(in addition to about 400+ damage depending on the combo). earlier i made it sound like the best reasons to use it were "easier enders+damage," which are both true but not really the best/whole reasons to cut out 6c.

not sure how much of the above you didn't know, but i like to write things out for other people who may be reading and don't know. but who's gonna read this wall of text willingly? haha.

Alright, I got my copy of CS Tuesday night and so far I've been doing REALLY well adapting to the new combos, timing and spacing but the only think I can't do is ItsuuC combos, the two in particular are ItsuuC ->[D] -> j.C -> ]D[ -> IAD -> j.C -> [ender] and ItsuuC -> [D] -> j.B -> j.C -> ]D[ -> IAD -> j.B -> j.C -> [ender]

I've tried it inputting it as ItsuuC -> 9[D] and I've been able to get it once or twice but still no rapid success, are there any other techniques to doing this?

Also I don't think I saw this posted anywhere but here is a midscreen combo:

2C[m] -> ItsuuA -> 4Kote -> 3C -> 2D -> Hatsu -> Chun -> Staff 2 -> 5B[m] -> ItsuuA -> 4Kote -> 3C -> 2D -> Dash -> 6C(2) -> Staff 2 -> ItsuuA -> 4Kote -> 3C -> 2D -> Dash -> 6C(2) -> 6D[m]

The combo from beginning to end give you 50% Heat so you can always use Diasharin afterwards without having to worry about heat gain.

don't take this the wrong way, but NEVER use an alternative combo like this when an ippatsu combo is available. it's a good combo for people who haven't gotten the ippatsu combo down, but ippatsu should always be used when available because it has positive proration.

that combo would be a good one to go for the kill with though, since it is easier than ippatsu(to help ensure that you don't mess up, you should always go with the easiest combo if both combos will kill your opponent).

Posted
i don't really know what some of you mean when you say the "2d combo", but if you mean the attacks after 2d into staff2, it's dependent upon where the staff is relative to the corner. for the specific combo mentioned, if the staff is close to you and at the proper distance from the corner, 2d>staff1>j.b>j.c>staff2 should work just by holding 9 after 2d and doing j.b as fast as you possibly can. you can delay the j.c a fair amount if the staff needs more travel time for its distance from the corner.

Thanks for the answer, but I'm still having difficulties. After I hit j.BC, the opponent is too high to combo after. What should I adjust? Also, is there any difference between using 5d or 2d in that combo?

Posted
Thanks for the answer, but I'm still having difficulties. After I hit j.BC, the opponent is too high to combo after. What should I adjust? Also, is there any difference between using 5d or 2d in that combo?

After j.BC, what happens? I assume the Staff2 hits, because that whiffs only because the opponent is too low. Then it's possible that you're either hitting 6C too soon or not soon enough. Keep in mind you can start 6C slightly early and let the Staff2 hit put them into your 6C animation. Also keep in mind that Staff2 hits do not recover immediately, so you can actually delay the input slightly.

SNIP

I apologize if I'm patronizing you, because I'm not trying to. I'm seriously trying to tap into what knowledge of CS Litchi you have, because as far as I know, you easily have tons more experience with her than me. I'm just trying to do my best to soak up everything I can possibly squeeze out of you in terms of information so I can ramp up and get solid with her ASAP.

I did Hatsu instead of Haku, and was able to cover it to full screen, so thanks for that. Also, is there any negative benefit to using 6B instead of 2C[m]? As far as I can tell, no repeat penalty like a 6C, but it is a tighter link than 2C[m]. Does it not work at certain points in some combos that 2C[m] would? 6B itself also does more damage than 2C[m] so it would be the better of the two in the damage option.

I'm gonna pass out early tonight because I gotta wake early for Otakon tomorrow, but thanks for your help so far. Also, when I get back I want to post 3(Full, Mid and Corner) 4D combos because I'm interested in working on that, so if you don't have any you'd like me to post as examples I'll just wing a few until I see something I like.

Posted

@lunaris - what i mean by 2D combos are the ones listed under 2D combos, i hit ippatsuA veeeery rarely. :< imma go practice a bit later. thanks for the links and the reply. i'm getting mooooore serious on playing Lichi now.

Posted
@lunaris - what i mean by 2D combos are the ones listed under 2D combos, i hit ippatsuA veeeery rarely. :< imma go practice a bit later. thanks for the links and the reply. i'm getting mooooore serious on playing Lichi now.

What 2D combos are you struggling with in particular? If you let me know which ones I can clip them and give you a good visualization.

Posted
What 2D combos are you struggling with in particular? If you let me know which ones I can clip them and give you a good visualization.

If you don't mind, can you clip the one I mentioned earlier?

5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2

Posted
@DJHOUSHEN - err the starter? opener? this one 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D.

Watch any Litchi match vid, that's the starter they go for the most.

Posted
@DJHOUSHEN - err the starter? opener? this one 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D.

We mentioned this a bit on the last page. I'm having some trouble figuring out if there's a better way to land this consistently, but you might want to try delaying the Hatsu there significantly, doing it after Litchi travels as far as possible with the Haku. That works for me pretty much 100% of the time. Otherwise, you can try doing dash 6Kote (6623D) or dash Haku (2366A), whatever you can do to make Litchi travel forward more so that they land on the other side of the staff when it's time to hit the ippatsuA.

Posted

Hello there, I'm looking to be a pretty good Litchi player here. I had a hard time in the first game deciding who I wanted to play for a while I bounced around from character to character but I decided down on Litchi. I put some practice in her, not enough what I wanted to put into her for CT (physics gets in the way for my time to practice with her). I only really know one combo that I can move into going from some moves randomly, and I'm looking to expand on combos. I apologize if I didn't see this in past posts but are there any basic BnB's I can start with and practice before I move into more complex combos. Great stuff I have been reading on here anyways. I did pick up on one or two new tricks just from reading and trying them out. Again I apologize if I didn't see any of her BnB's that were listed.

Posted

Anyone have any tips on hitting the first corner combo listed [opener] j.7C dash 5C j.BC land 5C j.BC 4kote falling j.C 3C 2D 6C [ender]

I'm having trouble getting the dash 5c after j.7c, any tips on timing for the j.7c?

Edit: Ok i can hit it on ragna without the dash 5c, is the dash there only for certain characters or what?

Posted

@Lord Knight: Where can i see your vids? Thanks~

@Escobar: Thanks man, delaying Haku did the trick i can now hit ippatsuA for like 50% now, i still need to get the timing right.

Posted

I don't understand what you guys mean by the 2D in the 2D combos. What is 2D supposed to do if the staff is already placed from itsuuA and 6kote? 2D does the same thing as 5D and no matter what I do after ippatsuB, 2D just seems to make it do a normal 5d trajectory.

I never even see people use a 2D in these "2D combos", most of them go straight into j. BC and things like that.

Can anyone explain this to me? Getting good with itsuuA combo openers... just not understand the one in this guide.

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