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Posted

I can't get them far enough in the corner for that, every time the staff falls really far out. I'm probably just timing it wrong. Thanks though, I've been trying to do that one.

Posted

2c cross under > haku > last hit of daisharin > run out of corner > 5b > hatsu > riichiA

Posted

Not sure anyone but me still cares about this, but I've concluded that sliding off the staff instead of getting Riichi A is based entirely on the position of the staff. I got it to drop once and then I tried every opener I could and it dropped every time just before j.2B.

Posted

Litchi CSE changes loketest 2

-Ground midscreen chun followup doesn't wallbound, instead, it spins.

-2C > 4D Gatling returned

-Staffless normals =/= staff normals. So, jB > jC > jB[m] works.

-Mantenbou launch hitstun slightly lower than last loketest. Still probably more than CS2.

-Ground throw is special cancellable.

-Staffless attacks have less hitstop

-Staff 2B now gatlings into 6C and 3C

-Staff JD has less landing recovery, usable in oki

-Staffless 6A now knocks down on air hit. It is not emergency techable.

-Daisharin appears to be the same as last loketest.

Posted

CS2 has been out for a year. The timespan between CS1 and CS2 was also about a year.

Posted
Litchi CSE changes loketest 2

-Ground midscreen chun followup doesn't wallbound, instead, it spins.

-2C > 4D Gatling returned

-Staffless normals =/= staff normals. So, jB > jC > jB[m] works.

-Mantenbou launch hitstun slightly lower than last loketest. Still probably more than CS2.

-Ground throw is special cancellable.

-Staffless attacks have less hitstop

-Staff 2B now gatlings into 6C and 3C

-Staff JD has less landing recovery, usable in oki

-Staffless 6A now knocks down on air hit. It is not emergency techable.

-Daisharin appears to be the same as last loketest.

What a mix...

Posted
Litchi CSE changes loketest 2

-Ground midscreen chun followup doesn't wallbound, instead, it spins.

-2C > 4D Gatling returned

-Staffless normals =/= staff normals. So, jB > jC > jB[m] works.

-Mantenbou launch hitstun slightly lower than last loketest. Still probably more than CS2.

-Ground throw is special cancellable.

-Staffless attacks have less hitstop

-Staff 2B now gatlings into 6C and 3C

-Staff JD has less landing recovery, usable in oki

-Staffless 6A now knocks down on air hit. It is not emergency techable.

-Daisharin appears to be the same as last loketest.

Woo good to know jb>jc>jb[m] works

Posted

it's almost impossible to whiff daisharin in the corner which affects litchi's easy corner oki

but if in case they can't find a midscreen daisharin combo~ we could always use the old rapid into itsuu combo

5A>5B>2C rapid into itsuu lol~ and with matenbou's + hitstun we'd probably have new and cooler combos

does hit stun refer only to when the stick hits or even when it's blocked? +frames? might be asking for too much lol

Posted

I have to chuckle at daisharin nerf, but still feels bad.

Maybe while midscreen - Chun or grab before falling hit, the movement or grab will make the falling stick whiff?

Posted

i want to say daisharin nerf is a big blow. . .

but considering other okizeme options -

1) Shishin is still better than CT

2) Kokushi is still possible to follow up (according to posts on BBS), however it's average at best against most characters

3) Daisharin is the clear best, but that falling hit is going to be a problem. . . ive got a couple of ideas but nothing is really solid until the game comes out

4) jD is the unknown. Oki could be gdlk - she could even have strong meterless again

but overall as usual, we have to wait 3-4 months after the game comes out to see her true strength

Posted

-purple throw before last hit of daisharin

-opponent techs, daisharin hit goes through

-airdash

-???

-profit?

haha.

the way l see jd, though it's speculation the staff could be used to stop rolls, and depending on how long you hold it and how close you are you'd get a 3way mixup. at the very least you'd be safe with the right read. worst case scenario there's still shishin lool. l personally love how it looks though so thats fine :3

but yeah idk :/

Posted

i think they implied that okizeme is actually possible after using jD for knockdown

not, jD is used in okizeme

Posted

I really cant picture it, after a Haku, Chun now makes the opponent spin?

This "spin" is like Litchi 6Throw or like Hazama's Zaneiga?

Posted
I really cant picture it, after a Haku, Chun now makes the opponent spin?

This "spin" is like Litchi 6Throw or like Hazama's Zaneiga?

like 6THrow.

It's ground Chun. Yeah- weird.

Posted (edited)

man litchi was so OP back in cs1. I didn't really mind when they nerfed itsuu lol it was pretty broken how she can hitconfirm from normals>itsuu>death lol for massive damage. Now she's simply a solid character, but I'm not so happy with daisharin nerf coming soon :(

Adapt and overcome I guess.

Edited by DXcellence718
Posted

As far as I know it does, 2C will work on anyone it doesn't (like Hakumen or Tager for being too large to do it fast enough)

j.2D 6C dash under 5B Hatsu will cause the opponent to fall behind Litchi when you do IppatsuA. Dash under 5B 6B will cause them to fall in front of you. For reference, Tanki Hatsu is just another way to notate/say IppatsuB.

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