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Posted

This is pretty much an x-copy of the Lambda Crescent Loop thread. I figure a lot of questions are going to be asked about this specific combo, so I may as well dedicate a thread to it too. For people who've played Litchi since CT, this combo doesn't even make sense according to the combo theory we're already used to, so why not break it down here? :vbang: (I'm probably going to be editing this thread a lot too)

Unlike Lambda's loop, there are specific places were using the Itsuu loop is optimal. Thankfully since the combo starter is the same as her old ones, it shouldn't take much freestyling to confirm into - just awareness of what normal you used to start the combo.

Breakdown of the combo

This loop takes advantage of new properties on some of Litchi's moves, along with the new changes in tech time. Staffless 5D/2D has much more untechable time on normal hit than in CT, opening up new possibilities. Specifically, in the corner, 5D's launch hitting twice, especially the second hit, gives time for you to continue the combo after the staff returns.

Combo Starters

You'll be starting the loop primarily one of 3 ways, all starting in the corner:

6A[m] 2C[m] ItsuuA

5B[m] 2C[m] ItsuuA

2C[m] ItsuuA

Of course, it's possible to start outside of the corner and carry them in, then go into the loop. Judging the space in which you can do this properly just comes with experience. Here are a couple of examples:

5B[m] 2C[M] itsuuA 6623D haku hatsu riichiA ippatsuA ippatsuB 2D rising jC staff2~

5B[m] 2C[m] itsuuA 623D haku hatsu riichiA ippatsuA ippatsuB 6B 2D dash rising jC staff2~

jB[m](ch) 5B[m] itsuuA 623D haku hatsu riichiA ippatsuA ippatsuB~

There are way more than this, just use your judgement and hitconfirm properly.

The actual combo!

5B[m] 2C[m] itsuuA 6kote haku hatsu riichiA ippatsuA j7D falling jC staff2 2C[m]/6B[m]/6C(1) itsuuA 6Kote 5C 2D rising jC staff2 2C[m] itsuuA 4kote 3C 2D 6C(2) staff2 6C(2) 6D[m] itsuuC 6C(2) 6Kote

Wow, that combo is pretty bloated. Fortunately, it works on everyone nearly the same (Lambda being the exception). Similarly, you can perform it on the cast (for the most part) the same. I'll take you through step by step, starting from the part you guys probably haven't practiced yet :vbang:

j7D: Jump back, wait until their hitbox is slightly before yours, and hit D. Done properly they should be falling with you. You can choose to delay it a bit more if you want, but don't wait too long. Also, do NOT hold D, just press it. It'll save you a lot of trouble in the long run.

Falling jC: Self explanatory.

staff2: If you still don't know what this is yet, you shouldn't be reading this thread! The second hit of the staff should hit their ground bounce.

2C[m]/6B[m]/6C(1): I put these here because these are the different options I've seen different Japanese Litchi's use. I think using 2C[m] does the most damage overall, but 6B[m] and 6C(1) is easier. Plus the damage added is minimal (I believe, don't quote me on this!). Personally, I use 6C(1). The untech time on that gives a lot of leeway for 6C(1) > ItsuuA. If you're going to use 6C(1), make SURE it's STAFFLESS.

*Break* How to make staff2 > 2C[m]/6B[m]/6C(1) Combo: This is the second awkward part of the combo, but it's really simple once you get used to it. Let the staff hit them, calmly walk up to them and use the normal of your choice. 6B you can input quicker since it has a longer duration. When I do 6C(1), I actually walk up to them (holding forward), then casually hit C. The game gives you a long time, but don't take too long or else 6C[m] will come out.

ItsuuA > 6Kote: Self-explanatory. Same as earlier in the combo.

5C: The next part you will likely drop. ItsuuA makes the enemy hitbox facedown on the ground. 5C whiffs almost everyone except Tsubaki (and probably Tager) when they are in this state. You have to hit them on the groundbounce, or else 5C will whiff. After you input 6Kote, just hold 5C. Take advantage of advance input so you can get through this :psyduck:

2D > rising jC: Self explanatory. I actually think you can input 5D, but that doesn't really matter. 2D will always work.

Staff2 > 2C[M]: Same as before. Since you're pointblank at this point, 2C[m] is the better option. Remember to give the staff time to come back to you, there is enough untech time for you to hit this.

ItsuuA > 4Kote; If you hit this, congrats! You're done. Just do whatever combo ender you feel like.

If you use 2C[m] as the starter, you can actually get an entire additional rep of the loop before ending it.

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Posted

EDIT: So there were some updates :psyduck:

Making staff2 > 2C[m] even easier

Japan has lovingly figured out a couple of ways to make the timing for staff2 > 2c[m] easier. I've seen both of these methods used equally.

xx itsuuA 6kote 5c 2d rising j.C staff2 dash 2c[m]

-After you land from j.C dash until after the staff hits. The dash makes the staff return slightly faster. It's more reliable than using staffless 6B.

xx itsuuA 6kote 5c 2d rising j.C staff2 1a+b 2c[m]

-Barrier return, mentioned in the guide. Also used to make the return faster, and is mandatory to land the loop on Lambda/Mu.

Posted

Hooray! More news from LK on new combos.

I had transcribed it slightly wrong, good to know my mistake before I started trying to do it.

Thanks LK.

Posted

Good post LK. I can't see anything you didn't cover! :)

Of course there's also other slight variations to the loop, but all the times I try them I usually wind up with the same damage output. So I don't think I'll bother posting the other 2 I know (i've messed with a 3rd that I haven't seen but I don't know if it works correctly since my opponent died in the middle of it) unless people ask.

Posted

Most of the variants either add a small amount of damage, give more meter or give special positioning. It's all preference really.

Posted

good post, and i have yet to really read it all in depth, but there are a few things you didn't mention:

some starters for the itsuu loop will require you to do 7jump>j.c>j.d>j.c. in particular, a [corner]5b>5c>3c>itsuuC combo should require this due to height.

vs lamda it's required(and helps vs other characters) to crouch barrier for at least a moment as you get to the ground after 5c>d>j.c. sometimes it's possible/necessary to run before you barrier.

it'd help if you mentioned which times it's possible/helpful to delay in this combo, particularly during 5c>d>j.c, and maybe itsuuA.

also, isn't it 6b staffless before itsuuAs, not 6b[m]? you listed 2c[m]/6b[m]/6c(1) but if i remember right you have to start the 6b before you get the staff.

for the future, listing possible enders and other methods of getting into the combo(any corner combo with an early falling j.c while the staff is near you, for example) would be good. although, that might make the thread too long, heh.

i'll edit this post with anything else i can remember, but you covered mostly everything and it's also well-formatted. good work.

Posted

Fisrt of all, great post. I will surely be a great aid.

Sugestion: Post some videos if possible. The theory is always important but to actually see the combo can be useful too.

Posted

There is a combo I have been wanting to test but have no way of testing it so if someone would be as kind as to do it for me I'd very much appreciate it!

5B[m] > 2C[m] > 41236D~A > 6Kote > Haku > Hatsu > RiichiA(A on the staff) > j.7C(Falling) > Haku > Hatsu > RiichiA(A on the staff) > j.7D > j.C(Falling) > Staff2 > 6C(2) > 6D[m] > 632146D

There is a MAJOR possibility that this does not combo but it's something that I believe would look AWESOME, plus if it does combo we could also try going into the loop. (Or a shortened version of it.) Even if the damage isn't the best it would still be something to add to the books.

Thanks to whoever decides to test this!

Posted
good shit

Pretty good critique actually. I wanted to talk about some of that stuff (and honestly some of that I didn't know), but the main point of the thread is just getting the basic one down. I guess I'm going to toss any extra shit into the second post.

Fisrt of all, great post. I will surely be a great aid.

Sugestion: Post some videos if possible. The theory is always important but to actually see the combo can be useful too.

Watch any recent Litchi video, everyone goes for this in the corner.

Posted

thanks LK. glad to be able to provide something helpful. also, i need to be more specific; the delay i mentioned in my post during the 5c>d>j.c part of the combo is from the d>j.c, in case it wasn't clear. the delay is very slight, but as far as i can tell, it's sometimes necessary for lamda(who i mainly practice against).

5B[m] > 2C[m] > 41236D~A > 6Kote > Haku > Hatsu > RiichiA(A on the staff) > j.7C(Falling) > Haku > Hatsu > RiichiA(A on the staff) > j.7D > j.C(Falling) > Staff2 > 6C(2) > 6D[m] > 632146D

There is a MAJOR possibility that this does not combo but it's something that I believe would look AWESOME, plus if it does combo we could also try going into the loop. (Or a shortened version of it.) Even if the damage isn't the best it would still be something to add to the books.

haku has same-move proration, so it wouldn't work out as well as the already-established combos. i tested it anyway, and it drops at the second ippatsuA(which is what i assumed you meant by simply riichiA).

either way, forgive me for being anal, but this probably should have gone in the CS Litchi info thread since this is dedicated to the itsuuA loop.

Posted

The only way I could see that happening is with 2C starter, and even then it's probably still not worth it.

Posted

Worthless thread. That combo is easy as hell. Litchi is a horribly broken character etc...

Posted

Litchi isn't broken it takes A LONG time to get good with her, her combos are very hard to execute and you have to plan out your whole series of combos. She is very area specific and the amount of character specifics you have to learn is just ridiculous, not to mention you also have to flow between her different fighting modes without messing up a single time. If you want someone who does good damage for easy combos and has a amazing mix-up that ANYONE can use why don't you look into Ragna. :eng101:

Posted
Worthless thread. That combo is easy as hell. Litchi is a horribly broken character etc...

st1ck be trolleth

but nehow, this helps in char. spec. is the timing diff. for evry char.?

Posted

Yes it does. =^.^=

Though he messed up the timing for it in the middle section of the combo, that's why it was a Black Beat. It's an a amazing loop and it leads to a great corner game! And the fact that you can use so many variations to the combo depending where you're at on the screen so you can go into the loop is fantastic!

Oh and LK I have a question for you... Why don't we have a Litchi combo thread? I mean there are SO MANY it would help people learn a much better way of doing combos other than:

Tsubame > 6C > 2B > 2C > j.B > j.BCD/HakuChun.

Posted

I don't like posting incomplete info. If you follow the Litchi Info thread and video thread, there are combos and links to new combos. If you look at the CT Combo thread, it wasn't actually started until early May (when everything was pretty much stable). I also don't want to just post old combos either, I'd like to stay current.

  • 1 month later...
Posted

I'm sure most have seen this new alternate itsuu loop combo:

http://www.youtube.com/watch?v=-DatySnmQM8

@ 3:07

My question is regarding the Jb wiff after JC, is it necessary for this combo to work? Because i had a hard time doing this.

Interesting to say the least. & I'm liking the fact that this combo ends with a Kokushi Musou.

Posted

It looks cool but it doesn't do as much damage as the normal one. I'd learn it though, even if the damage isn't as good it is always nice to know lots of combos. It makes you look like you know more! (Because you do...)

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