Urichinan Posted August 11, 2011 Posted August 11, 2011 if anything, this is the thread to clutter, lol Eh, still, asking about the same move's properties like 4 times is useless. So, she's no longer able to combo off her forward throw unless she's in the corner... So I assume she either can't move in time or they spin too far away now? Interesting change, I bet it looks hilarious.
Lord Knight Posted August 11, 2011 Author Posted August 11, 2011 its just forward throw forward throw wasnt used too much but it does hurt a little. but im sure back throw combos still carry to the corner from anywhere, so its all good
Fugu Posted August 11, 2011 Posted August 11, 2011 Is there any indication of what we get in the wake of j.BCB (real glad that's gone, by the way)? Probably too early to ask considering how little exposure there's been at this point. Also, the 4D notes are unclear to me; does this mean that we've lost ground slide on regular hit but gained wallbounce near corner or do we still have ground slide plus wallbounce in the corner? EDIT: If there's no ground slide, what does it do now? SO MANY QUESTIONS.
Lord Knight Posted August 11, 2011 Author Posted August 11, 2011 4d wallbounds. think jC counter hit, 6b raw air hit. i dunno the degree of strength (ie how far, how fast, etc) there aren't a lot of litchi players so i dunno whats going on
Fugu Posted August 12, 2011 Posted August 12, 2011 Apologies for the incessant questions that you might not be able to answer, but is this just regular hit or CH? Also, in regards to all of this j.B j.C stuff, was he simply commenting that you could no longer j.BCB in a combo or is there an actual restriction on inputting them? Basically can you still do [stuff] (j.B) (d)j.BCD staff2 j.C? Or maybe now with the increased hitstun on staff2 we won't have to.
Urichinan Posted August 12, 2011 Posted August 12, 2011 The translations say that she can only do j.B and j.C once per jump, can we double jump and do it again? Uncertain.
Lord Knight Posted August 12, 2011 Author Posted August 12, 2011 i havent heard of not being able to do jB dj jBC, so i assume its once per jump
deadsnake Posted August 12, 2011 Posted August 12, 2011 hmm...manten hitstun slightly increased? what about block stun? for a long time I have been wondering wether staff hits can cover up as block string filler(which staff hit has a very short hitstun in CS and CS2 iirc) but maybe I'm just wishing for the impossible LOL
Lord Knight Posted August 12, 2011 Author Posted August 12, 2011 it has been used like that since cs1
Star-Demon Posted August 12, 2011 Posted August 12, 2011 "litchi - ryuuisou reaches higher" :D :D :D :D :D The only thing better would be if it did more damage on counter hit or if Hakumen could no longer counter it - air or ground - and teleport poor litchi. I mean - WTF.
deadsnake Posted August 13, 2011 Posted August 13, 2011 it has been used like that since cs1 heh? did I miss something? ;D staff2(return state) is on combos but u can't start a combo from a staff launch hit unless ur point blank iirc, that's why I want more hit stun when pressuring enemy, staff launch+return state, does cover the enemy but it's block stun is not long enough for litchi to do something like ]m[3c > staff2(litchi returns to 5 state) > ]m[6a(manten has not properly returned to litchi) > [m]blockstrings ===== doing all green on a 5d hakumen on a normal distance is just wtf..... orz
Lord Knight Posted August 13, 2011 Author Posted August 13, 2011 1) you can start combos from staff launch, as long as youre point blank or the staff launch counter hits them in the air 2)litchi can recover extremely quickly by using 5d/2d in staffless pressure. for example, 5b > 5[d] > 5b is an airtight blockstring. from there you can just be creative and either time your blockstring so you get staffless 2c > 5c > 2c[m] > whatever or stagger in a way that gets you staff2 > 2a, or even do whatever > staffless 2b > 5b > 2a > 5b[m] or something. i dont really care about ryuuisou reaching higher. id much prefer it go back to 6+0.
deadsnake Posted August 13, 2011 Posted August 13, 2011 i dont really care about ryuuisou reaching higher. id much prefer it go back to 6+0. +1 for this....love to trap opponets using the +0 thingie LOL
Star-Demon Posted August 13, 2011 Posted August 13, 2011 doing all green on a 5d hakumen on a normal distance is just wtf..... orz I didn't KNOW that at the time. Imagine my surprise when hakumen is randomly throwing out jumping 5D, and suddenly my character is someplace else. Or if Hakumen is hiding behind FourGods and then 5Ds. Characters should not teleport on the screen outside of their own inputs (chipp, bang). Don't tell me you think that is ok? That is not ok. It'd be like throwing the stick and suddenly hakumen counters and Litchi eats HAKUMEN COMBOS. Or throwing an Ice Sword and Jin teleports to the other side of the screen. PS: Any buff is good buff.
deadsnake Posted August 13, 2011 Posted August 13, 2011 the safest way to spend ur meter using all green on a 5d hakumen is by hitting hakumen with the tip of the fire(all green) iirc, litchi doing all green, she extends her arm deeply upfront thus her hit box is inside hakumen's 5d active frame and so she got hit by zanshin.... I think that's the reason why litchi got teleported unto hakumen, I think.... instead of all green, u should worry more of ur staff2, if hakumen times it correctly while staying near the other side of the screen and u just rush ur way in(ground nor airborne), u'll just end up getting zanshined staff launch is a bit more tricky for hakumen though, u can just vary ur staff launch by holding D ( assuming that u set ur staff right in front of hakumen's face)
Fugu Posted August 13, 2011 Posted August 13, 2011 I'm not totally sure where to post about this but I don't really think it warrants its own thread: Why is the hitbox data for every character up on DL except for Litchi's?
Nakkiel Posted August 13, 2011 Posted August 13, 2011 I didn't KNOW that at the time. Imagine my surprise when hakumen is randomly throwing out jumping 5D, and suddenly my character is someplace else. Or if Hakumen is hiding behind FourGods and then 5Ds. Characters should not teleport on the screen outside of their own inputs (chipp, bang). Don't tell me you think that is ok? That is not ok. It'd be like throwing the stick and suddenly hakumen counters and Litchi eats HAKUMEN COMBOS. Or throwing an Ice Sword and Jin teleports to the other side of the screen. PS: Any buff is good buff. Counters have always had large hitboxes upon activation. Learn the matchup and it won't happen to you unless you're being predictable. There's nothing unfair about it. I'm not totally sure where to post about this but I don't really think it warrants its own thread: Why is the hitbox data for every character up on DL except for Litchi's? LK finished the data but there's a lot and last I heard shtkn is working on putting it up. hmm...manten hitstun slightly increased? what about block stun? for a long time I have been wondering wether staff hits can cover up as block string filler(which staff hit has a very short hitstun in CS and CS2 iirc) but maybe I'm just wishing for the impossible LOL youmustbenewhere.jpg
deadsnake Posted August 14, 2011 Posted August 14, 2011 LOL, never used the 5b]m[>5d>5b]m[ in my pressure
Lord Knight Posted August 14, 2011 Author Posted August 14, 2011 (edited) litchi joketest update Ground follow up Chun - more or less knocks as far away (midscreen) as Hatsu 4D - near corner, able to follow up with 5B. Combo damage is about 3500. J2B combos are possible. Outside of it not sliding, it's more or less the same. Held D - Unsure. Did they take out 66[d]? Player thought he might have been messing up. I think they might have slowed it down. Hitstun increase is significant, 6A > 6B > 5D (launch in 2D set) > dash 5B works. j2D - Still comboable. Unsure about whether it is still +19. Forward throw - Despite sending the opponent very far, it might be possible to combo off it without meter. Near the corner, just do whatever. Damage is around 3.3K. Itsuu - same shit. Kokushi - Looks like you can follow it up. Apparently it's easier than previous versions, however the poster assumes the P2 is worse. I'd like to add that the P2 is already 71 so I'm not sure. Daisharin - Last hit is like Tsubame's falling hit. However, it is not emergency techable, so you can pick up with haku. He adds that maybe we shouldn't use haku to pick up. This will make random confirms a bit easier, I think, but I dunno what they'll do with the P2. Combos - JACB could've been a BCB replacement, but JC being sped up makes it difficult, if not impossible. jB dj jBC > hatsu > chun is the standard ender/aerial for now. Near corner/corner combos are more or less the same. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1304691007/650 Edited August 14, 2011 by Lord Knight
Joemomma5 Posted August 14, 2011 Posted August 14, 2011 litchi joketest update Ground follow up Chun - more or less knocks as far away (midscreen) as Hatsu 4D - near corner, able to follow up with 5B. Combo damage is about 3500. J2B combos are possible. Outside of it not sliding, it's more or less the same. Held D - Unsure. Did they take out 66[d]? Player thought he might have been messing up. I think they might have slowed it down. Hitstun increase is significant, 6A > 6B > 5D (launch in 2D set) > dash 5B works. j2D - Still comboable. Unsure about whether it is still +19. Forward throw - Despite sending the opponent very far, it might be possible to combo off it without meter. Near the corner, just do whatever. Damage is around 3.3K. Itsuu - same shit. Kokushi - Looks like you can follow it up. Daisharin - Last hit is like Tsubame's falling hit. However, it is not emergency techable, so you can pick up with haku. He adds that maybe we shouldn't use haku to pick up though? Was unsure about this. Combos - JACB could've been a BCB replacement, but JC being sped up makes it difficult, if not impossible. jB dj jBC > hatsu > chun is the standard ender/aerial for now. Near corner/corner combos are more or less the same. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1304691007/650 I'm liking decrease in knock on Chun. Could make dash 5b less time strict. I'm a little confused about Daisharin's last hit, the player says Haku shouldn't be used, I'm assuming they've yet to find ways for possible last hit daisharin combo to oki shenanigans? From the information provided, I feel like her changes weren't TOO drastic. Looking forward to more changes/info in the future. Thanks for the post man.
Lord Knight Posted August 14, 2011 Author Posted August 14, 2011 the knockback makes dash 5b impossible
Djudjo Posted August 14, 2011 Posted August 14, 2011 (edited) So her stafless BnB by now is (2/5A)5b-6B-5C-2C-3C-Haku-Hatsu-Chun? Is it still possible to combo after Chun near corner? It wall bounds, right? "4D - near corner, able to follow up with 5B. Combo damage is about 3500. J2B combos are possible. Outside of it not sliding, it's more or less the same." What did you mean by "J2B"? the falling j.B after a Hatsu? Edited August 14, 2011 by Djudjo
Lord Knight Posted August 14, 2011 Author Posted August 14, 2011 i dont know what her staffless bnb is. j2B is the falling jB off the stick, used in combos like 4d > hatsu > riichiA > ippatsu > tanki hatsu > haku > hatsu > riichiA> j2B > hatsu > haku > chun > 5b > 6c(1)> 4kote > jB > dj jBCD > falling jC > 6c(2) > daisharin
Joemomma5 Posted August 15, 2011 Posted August 15, 2011 nice to hear she still has j2b combos. I have those down pretty well and they look great :P. Now im just really wondering what we're gonna do staffless midscreenies. 5b 6b 5c 2c 3c haku hatsu chun sounds boring :/
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