Jump to content
Dustloop Forums

Recommended Posts

Posted
5B[m] > 2C[m] > 6D > Haku > Hatsu > Riichi > Ippatsu> *delay* Tanki Hatsu > Hatsu > Riichi > j.2B > Air Hatsu > Haku > Chun > 5B > 6C(1)> 4Kote > j.B > JC > j.B > j.C > j.D > j.C > 6A > Tsubame Gaeshi

4.1k, 59 meter.

I'm gonna practice this....

  • Replies 1.9k
  • Created
  • Last Reply

Top Posters In This Topic

Posted
5B[m] > 2C[m] > 6D > Haku > Hatsu > Riichi > Ippatsu> *delay* Tanki Hatsu > Hatsu > Riichi > j.2B > Air Hatsu > Haku > Chun > 5B > 6C(1)> 4Kote > j.B > JC > j.B > j.C > j.D > j.C > 6A > Tsubame Gaeshi

4.1k, 59 meter.

Usually cut the air hatsu part out due to my fear of dropping combo wen needed but i must say it has come in hand for heat gain many times. 2 of these = 100Heat for Oki abuse , or u can use 50% each time if u wish (I hope im not the only one astral'ing with litchii out there) >:]

Posted

Gaining heat never is on my mind. It's always extra - and it's not like I run on heat.

It's not like everything centers around 13 Orphans or Daisharin being used.

What I really want is to know what I can do from where, because it's at least 3 times as critical, now.

Posted
Gaining heat never is on my mind. It's always extra - and it's not like I run on heat.

It's not like everything centers around 13 Orphans or Daisharin being used.

What I really want is to know what I can do from where, because it's at least 3 times as critical, now.

Well apart from the basic corner carries and staff [m] / staffless pressure, ur corner combo needs to be flawless . its her easiest oki to be honest. also u notice some litchii's use daisharin more than 13 orphens, its wateva u feel 100% comfortable with , during the match with . (sometimes its needed depending on who ur facing e.g. vs hakumen , daisharin fakes help , vs anyone 13orphens can really get u that nice corner combo reset, from 13orphens > Chun > 5b[m] 6D --->in to the corner combo-------heat gain ------>dairsharin / 13orphan oki game again .

Learn to Abuse her oki lol , its fun , effective, and can be used for protection + offense (i.e. using daisharin/shield as a shield for them rush down characters , they have their mind on rushing u down (usually a grab to have frame invincibility from last hit of daisharin or 13orphan) u can tech grabs and if ur in position , tech them in to the distortion for another reset.

Gaining heat is fundemental.

Learning basics is fundemental

add them 2 together u have a basic litchiii > what u do from then onwards is up to u

Posted

The worst is being grabbed out of 13O/Daisharin. They are fully invincible, and just sit there while the stick does stuff.

Posted
Gaining heat never is on my mind. It's always extra - and it's not like I run on heat.

It's not like everything centers around 13 Orphans or Daisharin being used.

What I really want is to know what I can do from where, because it's at least 3 times as critical, now.

meter is EXTREMELY important for litchi

Posted
meter is EXTREMELY important for litchi

Not to say i told u so but...........if there's a level 1-3 bar , 1-100% heat bar a rage bar or any "bar" , its important Starsickle lol

to say its not important made LK have to come tell u how extreme it is xD LOL

Posted
Gaining heat never is on my mind. It's always extra - and it's not like I run on heat.

It's not like everything centers around 13 Orphans or Daisharin being used.

What I really want is to know what I can do from where, because it's at least 3 times as critical, now.

heat =oki

oki= annoyance

annoyance leads to buttons being pressed (or just blocking)

pressing buttons(or blocking)=free mixup

mixup= 50/50 opening up your opponent

opening up your opponent=combos

combos=damage

damage=meter gain(not really but her meter will go up because of the long combo)

you see how it works

u jelly?

Posted (edited)
meter is EXTREMELY important for litchi

Well, Lordknight says so I'll just gain heat and do things, now!

heat =oki

oki= annoyance

annoyance leads to buttons being pressed (or just blocking)

pressing buttons(or blocking)=free mixup

mixup= 50/50 opening up your opponent

opening up your opponent=combos

combos=damage

damage=meter gain(not really but her meter will go up because of the long combo)

you see how it works

u jelly?

Ignoring the gross misuse of Modus Ponens and the circular logic being used, I see what you mean.

You can't just throw out 13O or Daisharin, though. It doesn't work. You can trick people into running into them or maybe, if you manage to complete a combo, you can drop it on their heads, but I think it only works because people aren't good enough to block all of it. Some people are, even if you're throwing more stuff at them during it. I think it only works because they are bad.

So - combos leads to Oki, but if you can't hit your opponent because your hit left them in the entirely wrong place on the screen, what do you do now except maybe hit D and hope you set the staff right for this mistake?

I don't get 3C->13O. Isn't it better to 6C->13O? It combos. When wake up you'll be trying to hit them to hit them into 13O instead of just hitting them with it from the start.

Unless I'm not doing it right and somehow 3C->13O does combo and I'm not in the right spot.

Edited by Star-Demon
Posted

Meter is important for every character, but, now, i think its more worthy for Litchi to do as much damage as you can, even if you have to spend 50 meter for a Daisharin as a combo ender (which gives around +800 damage) Litchi's BnB goes from 4k to 4.7k with a Daisharin ender, and she can even set some stuff up, even 6A~Kokushi if you have more meter.

Posted
Well, Lordknight says so I'll just gain heat and do things, now! .

You had to wait for someone Big to tell u sometihng that fundemental xD lol come on jelly! You Need to watch more litchii videos lol NicoNico PLEASE!

Posted

>_>'...

3C > 13O, is what you call an Oki.

Spending meter in Okis is more worthy because instead of just adding like, 400~1k to a combo, you can do a whole new combo and add like 2k~3k. Even tho its not certain, Litchis Okis in the corner always do a lot of damage.

Before trying an Oki, you have to know how it's supposed to work.

Posted
Snip

If you use kokushi in a combo, at most you'll get a little bit of damage, and then they'll fly out in the air somewhere and probably be out of the corner.

If you use it as oki, you'll get a full combo (which, off of kokushi, is like nearly 5k) and you'll get another chance to fool them, maybe even with meter as you'll build like 20 heat in the combo. The idea is not to use it frivolously (kokushi is bad midscreen because they have to neutral tech or roll into it); in the corner, it is basically guaranteed to catch them if you input it correctly as they will be unable to roll out. If you can't finish your combos, then naturally you're going to wonder what the big deal about Litchi having meter is, but the ability to end one combo and immediately start another is a huge one.

If you're using Ryuuisou right, it is a terrifying move against certain characters.

Posted
If you use kokushi in a combo, at most you'll get a little bit of damage, and then they'll fly out in the air somewhere and probably be out of the corner.

Ohhhhhhhhhhh! I didn't even think about the proration! It makes sense now.

If you use it as oki, you'll get a full combo (which, off of kokushi, is like nearly 5k) and you'll get another chance to fool them, maybe even with meter as you'll build like 20 heat in the combo. The idea is not to use it frivolously (kokushi is bad midscreen because they have to neutral tech or roll into it); in the corner, it is basically guaranteed to catch them if you input it correctly as they will be unable to roll out. If you can't finish your combos, then naturally you're going to wonder what the big deal about Litchi having meter is, but the ability to end one combo and immediately start another is a huge one.

I get it now. I totally never thought about it that way.

If you're using Ryuuisou right, it is a terrifying move against certain characters.

IT IS ALWAYS TERRIFYING!

Posted
If you use kokushi in a combo, at most you'll get a little bit of damage, and then they'll fly out in the air somewhere and probably be out of the corner.

If you use it as oki, you'll get a full combo (which, off of kokushi, is like nearly 5k) and you'll get another chance to fool them, maybe even with meter as you'll build like 20 heat in the combo. The idea is not to use it frivolously (kokushi is bad midscreen because they have to neutral tech or roll into it); in the corner, it is basically guaranteed to catch them if you input it correctly as they will be unable to roll out. If you can't finish your combos, then naturally you're going to wonder what the big deal about Litchi having meter is, but the ability to end one combo and immediately start another is a huge one.

If you're using Ryuuisou right, it is a terrifying move against certain characters.

DIRTY TRICK

if you do 6a to try can catch them and they block it with 13O active, to a held 6b into 3c, mostlikly they'll think your going to do a 6b, stay stand blocking and get hit by 3c, and since the stick man is covering you, they are going to have a hard time seeing what move is coming next

problem opponents?

Posted

Thats Litchii in a nut shell lol , dirty tricks, oki combo resets and knowing when that overhead is gona come (whiles having the staff cover ur blind spots in between pressure

Posted
Thats Litchii in a nut shell lol , dirty tricks, oki combo resets and knowing when that overhead is gona come (whiles having the staff cover ur blind spots in between pressure

xD i love it LOVE IT

Posted

for litchi (and really, any character in the game), when it comes to combos, meter, knockdown, relative practicality, corner carry, and damage are all important. for litchi, corner carry, knockdown and meter gain are the most important, damage is secondary (although of course you want to maximize damage)

Posted (edited)

http://www.youtube.com/watch?v=HHGNIq19_0U&feature=channel_video_title

I need some Help cus the First combo on this video , the wall carry which involves two Chun's , the combo Drops everytime i get to the 6B , i done it on Counter hit on practise mode and repeated to do it like over 100 times. till i just got a tiny bit confused, cus im copying the video exactly. the other combo's in the video work , but very impractical , but that FIRST combo is VERY practical but doesn't work.

I do have a mid screen to wall carry combo already so im not angry i can't do this one but this one seems useful (and slightly more range than my one)

My Corner carry (Forgive me i forget her move names often)

41236D [M] > 66[Dash] > 6C > Kote6 > 236B > 64324A> A > B > 5D > Staff1 > Chun > 66 > 6D (When they are nearly about to hit the ground) and then you all know the corner combo ....6c kote4 etc etc

Another Question (cus i was in practice mode again for another 2 hours) - The corner combo Part where its :-

236a > 236B > 63214A > A > B > 5D > Staff 1 > Chun > staff2 > 6D

Can anyone give me a "exact" time for it becaue i can do it like 85 our of 100 times successfully but sometimes it drops my 4k-4.5k combo's with her and it makes me vex lol..... (some say Hold it for 1 second - yeah....that don't work , 85% Of the time pressing 5D AFTER 1 second works better than holding 1second which usually drops my combo)

Yeah =o i'll leave that for discussion cus im in need of assistance ......

I know timing is everything with EX Litchii but after doing the same combo over and over and over - with no clue what im doing wrong at times and whats going right , i need some sort of clear guide lol (in games if i drop a combo i usually just fling them back in the corner or pressure them like hell but we all know this won't help - DroppingComboNonsense......

Edited by EXonestar
Posted

The first combo involves a TK Chun, so the second Chun needs to be the air version.

For 5D > Chun > Staff 2 > 6D in the corner, you need to wait for them to fall slightly, hold D for just a second, input 236C and release D when your doing the input for 236C.

Posted (edited)

Thank you for the "TK Chun" correction . much appreciated.

As for the Hold for 1 second, that 1 second kinda feels like a Tap , cus i usually Insert Chun motion as soon as 5D is pressed, i'll try to hold more .

Thank you very much they're the only 2 Practical litchii combo's i cudn't do . Much appreciated my friend

-EDIT

Never mind i can do it ;D !

-EDIT

Edited by EXonestar
Posted

are there any other alternative to continue a combo after the opponent is hit with 13 orphans besides tk chun

Posted
are there any other alternative to continue a combo after the opponent is hit with 13 orphans besides tk chun

tk chun is optimal

if youre unsure, for stability you can use the cs2 varient

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...