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Posted
Mah-jang is a fun game. I play that all the time.

Too bad not many around me do so, net play is the only way to go for me.

the truth comes out, lol

Posted

so 4D isn't entirely nonfunctional like 6A .. saw a couple jp litchi's do nice combos off it.

in case you guys don't know, 4D combos off of "close range" 5C(either hit) on crouching opponents.

might use it on crouchers instead of going 5c > 3c > tsubame.

where's CS2 :( .. so many things I wanna try out with the new awesome litchi

Posted

i'm trying to learn japanese mahjong but the rules are so different from hongkong and singapore mahjong that i normally play o.o

on fatal 6a[m] can still lead to pretty good dmg i think

anw i tried doing 6b CH -> glide -> 5b -> 2c -> tsubame etc, but i can never link anything after tsubame. is this only possible in CS2?

EDIT: i just realized there's a 6a[m] combo posted by Kenny few pages back

Posted

thats fatal counter

litchi's 6a[m] is jin's 6a with better range, im totally fine with that

and its got FC property, which is definitely good vs hakumen

i dunno if jin's 6a is comboable on ch

Posted (edited)

Jin's 6a is comboable on CH into 5b I believe. Litchi's is still superior though. The only thing Jin's has over Litchi's is that it breaks a primer I think.

i'm trying to learn japanese mahjong but the rules are so different from hongkong and singapore mahjong that i normally play o.o

on fatal 6a[m] can still lead to pretty good dmg i think

anw i tried doing 6b CH -> glide -> 5b -> 2c -> tsubame etc, but i can never link anything after tsubame. is this only possible in CS2?

EDIT: i just realized there's a 6a[m] combo posted by Kenny few pages back

you're supposed to do 6b CH>glide>tsubame directly so that they aren't hit by the staff when it comes back down (thats what really prorates the combo badly). With the correct spacing that links into 5b>6c (1)>6kote>hatsu...etc

And I don't know if this is only possible in CS2, I think its probably possible in CS1 if you hit with Tsubame correctly. I myself have been practicing the new corner combos. Ex:

(staff is completely cornered)

w/e>hatsu>riitchiA>ippatsuA>drop>44>hatsu>haku>chun>5b(>j.bcb)>6c (1)>4kote>j.b dj.bcd>j.c>6c

(not completely cornered, like after a 2c>6d in CS2)

-w/e>(hatsu>riitchiA>ippatsuA>ippatsuB)x2>j.bcb>6c (1)>4kote>j.b dj.bcd>j.c>6c

-w/e>hatsu>riitchiA>ippatsuA>ippatsuB>hatsu>haku>chun>5b(>j.bcb)>6c (1)>4kote>j.b dj.bcd>j.c>6c

overall her combos are a lot more fun/interesting than before. Although I can't deny that I'll miss my precious itsuu

EDIT: Also tried out airgrab>itsuuC>6kote>hatsu>riitchiA>ippatsuA>ippatsuB....etc.

Very weird but fun new combo. Waiting for CS2 cuz the new litchi is hype.

Edited by crazycrackers
Posted

hmm i tried -> 5b2ctsubame, ->5b tsubame, -> tsubame right away. all three didn't hit the opponent with the staff coming down, but i still can't combo from any haha. i guess maybe i shd try other combos first.

yeah i agree that CS2 litchi seems to have more interesting play, though i'm worried about mid-screen game where she can't effectively bring people to corner easily anymore. still possible with proper starter though.

as for Jin's 6a, i have never seen it followed up with a combo without meter.

Posted
6a[m] is fine

and of course, staffless 6a is top class

in what way is staffless 6A top class? it has 22f startup .. makoto's 6B has faster startup and leads to better dmg in general + continue pressure if its blocked just like litchi's overhead.. her 6B would be broken class if Litchi's 6A is top class. more exapmles are ragna's 6B, bang's 5C .. etc.

Posted

Makoto 6B is -6 frames on block so you can't really continue pressure. Might have changed a bit in CS2 but yah. And makoto's 6B is broken class already.

But I agree that staffless 6A doesn't seem that good. You need 50 meter to combo after it apparently, like jin's 6A.

Posted
Makoto 6B is -6 frames on block so you can't really continue pressure. Might have changed a bit in CS2 but yah. And makoto's 6B is broken class already.

But I agree that staff 6A doesn't seem that good. You need 50 meter to combo after it apparently, like jin's 6A.

you can combo after staffless 6A .. so is most overheads in the game; I don't see how staffless 6A is top class compared to the other overheads

Posted
you can combo after staffless 6A .. so is most overheads in the game; I don't see how staffless 6A is top class compared to the other overheads

Weren't we talking about CS2? I thought you couldn't combo after it in CS2 meterless.

Posted
Weren't we talking about CS2? I thought you couldn't combo after it in CS2 meterless.

yes you can't combo after staff 6A but you can after staffless 6A. it seems you're mixing up the two overheads or something lol

Posted

That's 6A[m] only, they have different properties.

6A]m[ is completely fine, it's a great move. You have a fair amount of gatlings for it (5A 2A 5B), the animation is fairly subtle and you get good damage off of it for no meter and it's essentially 100% safe. It may not be as strong as Makoto's 6B but it definitely leaves nothing to be desired.

Posted

good start up

gatlings into whatever

corner carries from anywhere

sounds good to me!

Posted (edited)

sG and LK, thanks for the explanation :keke:

CS2 Litchi is sick! I really can't wait to try her. No broke BS like in CS1 and no slowass char like in CT.

More use of staffless normals is great; ]M[ 2B is top class imo in the sense that it's low profile, use to bait DPs like jin's 623D and most CA's.

The hardest part imo is continuing the combo from staffless to staff mode when staff returns.

Her zoning got buffed with faster startup and recovery of staff set/launch. I like the use of fastfall in combos and DP first hit leads to 4k+ is too awesome. (also in CS1 but I never really knew about it until like a month ago lol).

Also, her throws and TRM setups are still scary due to comboability off of throws.

Galileo placing 2nd in the hatsu tourney made me happy :)

Anybody know if Chou is still maining Litchi? or did he join the Makoto-wagon lol

Edited by ATG Warlord
Posted
you think daisharin is broken?

way worse stuff than that move

Daisharin is like orb oki x3. You get 3 chances to put the enemy in a 50/50 mixup. Orb oki is already pretty gdlk, so yeah, daisharin is pretty broken IMO.

I find daisharin corner oki more broken than fever mode honestly.

Posted

fever is ridiculously obscene

it's good to live in america - no taos, no real arakunes

thanks to the characters being varied, everyone has some kind of answer to daisharin - but thanks to the nature of the move, she can counter most answers, but it almost always sacrifices the multiple mixup attempts, so in the end its really really good, but not really broken (to me)

curse on the other hand. . . .

Posted (edited)

The way I look at it, arakune has to do a bunch of stuff to get his 100% curse meter, and some characters can wait for it to time out if they have the necessary tools.

Hazama/Rachel can take away a lot of the time by CA+ running away, and when I play Makoto, I can BBS through a gap in pressure and trade to my advantage and stay far to kill some time.

Where as I feel Litchi has to hit you pretty much only once to get meter + corner daisharin, and if she hits you even once during the daisharin with her overhead/low(she gets more than 1 chance), it's 4K+ corner daisharin again. Maybe i'm a bit biased since I can't reaction block litchi's overheads(subtle animations FTL) but I do feel it is more powerful than curse considering it is easier to get and has an answer to pretty much every single option your enemy has.

Curse is pretty damn good but it's on arakune, so can't really complain there. He don't have much going for him outside of fever mode.

What i'm trying to say is, Daisharin being on Litchi with everything else she has is what makes it REALLY good(won't say broken, if you have good reactions, you can block those overheads). You can be sure as hell no one would complain at ALL if CS1 Tsubaki or Noel were the ones with Daisharin.

I wouldn't say there's anything broken in this game though, just some really really strong stuff, like Tao(yay burstsafe taunt loop),Valk's Mixup coupled with his retarded damage and gdlk pokes, Litchi, IBing, Dnails, Carlvana burger and curse.

Anyways, i'm no top player so I probably haven't reached high enough levels of play to see things eye to eye with you. Maybe in a few months(hopefully!):keke:

Edited by Nini Heart
Posted (edited)

Daisharin is good but not broken i feel. In cs1 it felt so much worse due to how much dmg and meter she gets frm a successful oki, and also practically any combo WILL bring you to corner and give her enough meter to daisharin even though she may have started a combo with 0. Coupled with ridiculous movement options, 2c anti air into itsuuA, that was what made cs1 litchi broken.

In cs2 though, she lost some of the easy corner carry. Her dmg is no longer off the charts too. It is more possible to zone her too, such that she doesnt force you into corner where she together with her staff can buttsecks you to death. This is especially true for chars that are built to be able to zone, like haz, 11, rachel etc. Daisharin is still strong, but the lacm in other areas tone down her gameplay a little. Recent vids show that people who avoid the corner against her tend to win the match. Against some chars though she still has some adv, probably noel and tager (my guess, take it with a lot of salt please)

As for ara, it's best not to underestimate him. He may not be doing much damage pre curse, but you are probably nt doing much ro him too. Also, carelessly ruahing him can give him the advantage. Given his awkward air movement i also find it quite hard to read him.

I am no expert but this is my 2cent (:

EDIT: again, if there's any critical error in my post please tell me (: i'm still trying to learn as much as most others here are, so any info will bw appreciated

Edited by rinuskoe
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