E3vE3 WAZ HEA Posted March 6, 2012 Posted March 6, 2012 tk chun is optimal if youre unsure, for stability you can use the cs2 varient cool, im trying to find some new things and nothing i did worked except TK chun, ill see what else i can do also is it possible to go straight into 6d once the staff come back
Fugu Posted March 6, 2012 Posted March 6, 2012 Heh, I didn't know people TK'd it. I've been just doing regular chuun.
Lord Knight Posted March 6, 2012 Author Posted March 6, 2012 doing regular chun means you cant use it later
EXonestar Posted March 6, 2012 Posted March 6, 2012 Hey LK whats ur highiest DMG with litchii b4 using a distortion A Fatal counter combo and Normal combo
Djudjo Posted March 6, 2012 Posted March 6, 2012 Litchi's Fatal Counters are nothing good. 6A P1 is not great and she can only do about 4k damage in a 5C FC combo IF she has the opponent and the staff placed near the corner.
Nakkiel Posted March 7, 2012 Posted March 7, 2012 I think it only works because people aren't good enough to block all of it. It's extremely difficult to block all the possible mixups you can run during Kokushi because some of the options are borderline unreactable to human reflexes and some (such as a fuzzy) are 100% guess work on your opponent's part. It is scary to block, it's difficult to block, even top japanese players can't block it all every time. Take advantage of your characters strengths, this is how you win.
EXonestar Posted March 7, 2012 Posted March 7, 2012 (edited) Litchi's Fatal Counters are nothing good. 6A P1 is not great and she can only do about 4k damage in a 5C FC combo IF she has the opponent and the staff placed near the corner. that 4k has helped me countless times + oki reset Dirty tricks >;D ftw Edited March 7, 2012 by EXonestar
Djudjo Posted March 8, 2012 Posted March 8, 2012 http://www.youtube.com/watch?v=XJ61N_AbUlw&context=C4a227c4ADvjVQa1PpcFPMqx0f28MRjYbda7A2QPJbIb2emGADEDk= 4.108 DMG 61 Heat
mMarikom Posted March 8, 2012 Posted March 8, 2012 I'm really struggling with relearning the j2b combo for some reason... Any tips for someone who keeps dropping at the j2b or the haku after j2b hatsu
Ichiban Posted March 8, 2012 Posted March 8, 2012 I'm really struggling with relearning the j2b combo for some reason... Any tips for someone who keeps dropping at the j2b or the haku after j2b hatsu Delay tanki Hatsu delay (haku)hatsu Delay Hatsu after j2b you want the character fairly low so you can pick up with haku chun
EXonestar Posted March 8, 2012 Posted March 8, 2012 Question:- What are the safest blockstrings for litchii ? anti DP ones o_O ?
TD Posted March 8, 2012 Posted March 8, 2012 abstract help but here goes: alot of her moves are jump cancellable. 2a, 5b, 5c, and 2c staffless, and 2a, and 5b with staff. if you feel like the foe will dp, you can jump out of the string and barrier. for anti mashing and jumping, frametraps work. things like 2a 5c w or w/o staff, 2a 6b etc. my philosophy is, any string that has a hole of -2 is the best since the only thing that beats it is f1 dp's. with these two at your disposal youre already a step ahead of all the netplayers. just imagine what learning more could do! anyway, im not the best with litchi but l guess l sorta answered your question? idk
Djudjo Posted March 8, 2012 Posted March 8, 2012 (edited) I'm really struggling with relearning the j2b combo for some reason... Any tips for someone who keeps dropping at the j2b or the haku after j2b hatsu You can try delaying Ippatsu and Tanki Hatsu. j2B has to hit the opponent fairly low (like hitting their foot) so Haku will connect. Question:- What are the safest blockstrings for litchii ? anti DP ones o_O ? Don't keep pressuring for too long, after some time they'll just start spamming invencibility frames, try to read them by jump cancelling before and punishing accordingly. Edited March 8, 2012 by Djudjo
EXonestar Posted March 8, 2012 Posted March 8, 2012 hmm i do these things , quite often but for some reason i just noticed now that it started to work O.o....... Thanks guys , later on , i think next week , im going to send a video of my gameplay and i want u guys to Totally break down my game play and give me tips (if thats allowed) o_o !?
Nakkiel Posted March 9, 2012 Posted March 9, 2012 TD pretty much hit the nail on the head. For the largest part since you're still learning the character, just worry about having 'safe' blockstrings and trying to fit in 6A]m[, 4D[m], throws and lows into your strings. It's very hard to give a canned blockstring for Litchi because she has a staggering amount of offensive options with variances in usability. If you are going for blockstrings though, try to set the staff down in your pressure (if you have it) safely, Litchi's staffless pressure is worlds stronger. You gain access to things like 5B 2A, your 6A, 6B, 5C and others are no longer a hard commitment and you gain a slew of jump-cancelable normals.
Star-Demon Posted March 9, 2012 Posted March 9, 2012 (edited) How does everyone make 6A safe but me? PS: How do I play this game? How do I play this character? Where are the flowcharts I was told to have? This is all I can do: This sucks. I only, ONLY land these two against bad players. Edited March 9, 2012 by Star-Demon
E3vE3 WAZ HEA Posted March 9, 2012 Posted March 9, 2012 How does everyone make 6A safe but me? i usually gattle into it like ill set the staff then go 2a 5b 6a, that usually works (for me at least) of if there cornered and there being pressured (staff launch, 13 orphans ect) go for the following as i said before 2a 5b 6a 2a 2a 5b 6b (held) 6a j.c(they'll see it coming and stand) 6a (they most likely wont see the second overhead and go back to crouching) if all else fails 6b heald into throw usually catches people off gard, just don't abuse it or they will get ready to tech a grab also dont forget if they continue to block over head theres always lows to throw in
EXonestar Posted March 9, 2012 Posted March 9, 2012 How does everyone make 6A safe but me? PS: How do I play this game? How do I play this character? Where are the flowcharts I was told to have? This sucks. I only, ONLY land these two against bad players. nice combo's , its a good start, and the coutner hit one is nice and easy to handle too, combo's you won't drop = GG's i go for the nonsense hard ones, i see in combo videos , they work but not al the time, BG's for me , i think i may have to go down a easier / safer road with litchii sometimes. too much experimenting for me o_o...... (dirty tricks !)
Djudjo Posted March 9, 2012 Posted March 9, 2012 (edited) How does everyone make 6A safe but me? PS: How do I play this game? How do I play this character? Where are the flowcharts I was told to have? This sucks. I only, ONLY land these two against bad players. CS:EX Litchi is a pretty hard character. You can try to keep pressuring with mantenbo until you take your opponent to the corner, and then you'll have more mix-up options. Midscreen, try pressuring using safe strings like 2A > 5B > 2B etc..., but only interrupt the string with mantenbo launch when you're sure mantenbo will hit the opponent, then start it all over again, you can ever start a new string but using j.B > j.C, another good option is to hold mantenbo launch and use whenever you feel apropriate, Kote is also a good option, just do not spam it. I always go for mantenbo 5D, as it will punish jumps and back IAD. If you happen to take your opponent to the corner you'll now have the IAD option as a mix-up. So, usually place the staff near the corner, but do not recall it. And keep interrupting your strings using IAD j.C > j.B. Ex: 5B > 6B > 2C > IAD > j.C > j.B / Ex2: IAD j.B > j.C > 2B > 5B > IAD. If they start punishing your IADs using invencibility frames, you can try using a jumping barrier block or, hold mantenbo recall so you release i when you feel like they'll try something fishy. If you manage to land a hit, just go for a combo. 6A 2.7k if the staff is away, 3.4k if the staff is near 2B 2.2k if the staff is away, 2.7k if the staff is near j.C > j.B 3.1 if the staff is away, 3.6k if the staff is near The combo route is pretty simple. j.C and 6A starters ...> 5B (only for j.C > j.B) > 6B > 5C > 2C > 3C > Haku > Chun > Hatsu > Haku > Chun > 5B > 6C (1) > kote > aerial 2B starter 2B > 2C ( > 5C) > Haku > Chun > Hatsu > Haku > Chun > 5B > 6C (1) > kote > aerial And with the staff near the corner just go for the simplest combo. ...> Haku > Hatsu > Riichi > Ippatsu > Tanki > Hatsu > Hatsu > Haku > Chun > 5B > Kote > aerial If the staff is IN the corner: ...> Haku > Hatsu > Riichi > Ippatsu > drop > backdash > j.B > Hatsu > Haku > Chun > 5B > Kote > aerial Edited March 9, 2012 by Djudjo
Star-Demon Posted March 9, 2012 Posted March 9, 2012 I've been trying to do that stuff, I played much better today. Too bad it's not on netplay where I need to make sure to beat people so they know. Spacing Spacing Spacing...
deadsnake Posted March 10, 2012 Posted March 10, 2012 at the start of a match, do you prefer to back dash or immediately rush the opponent down (rebel 1 > action >2c/j.c/5b/IAD.grab/etc) I know this is matchup dependent(or is it opponent/player dependent?), so yes, I need a detailed answer
EXonestar Posted March 11, 2012 Posted March 11, 2012 I've been trying to do that stuff, I played much better today. Too bad it's not on netplay where I need to make sure to beat people so they know. Spacing Spacing Spacing... Keep striving star demon ! I'll be watching that stream >;D !
E3vE3 WAZ HEA Posted March 11, 2012 Posted March 11, 2012 I've been trying to do that stuff, I played much better today. Too bad it's not on netplay where I need to make sure to beat people so they know. Spacing Spacing Spacing... quick note, if ur going against tsubaki or mu, i found that at the start of the match 2b[m] goes under tsubakis 22a and mu 5c netting you a counter hit and extend let us use 6c[m] after 2b[m] (see where im going with this) if u know how to IAD after 6c u get easy corner carry as well as a free combo at the start of the match
Lord Knight Posted March 11, 2012 Author Posted March 11, 2012 at the start of a match, do you prefer to back dash or immediately rush the opponent down (rebel 1 > action >2c/j.c/5b/IAD.grab/etc) I know this is matchup dependent(or is it opponent/player dependent?), so yes, I need a detailed answer Depends on matchup first, player second. As in, personally, I have an idea of how I should start the round against every character, but you need to adjust to how the other person plays. For example, vs Tsubaki, using itsuu is great because it beats 22a (which beats pretty much every button you have, and leads to the corner right away). But if they read it they'll run up 2b or do 3c from the start. If I see they like doing that, I'll do 5B at the start of the round. If they like being passive and running away to charge at the start of the round, I'll chase them. Another example, vs Rachel, I like doing 2B at the start of the round if I've never played them before, because I assume they'll start the round with lobelia. If I see they like to run away first, then I'll adjust in later rounds. It's all about planning, observation, and application.
Djudjo Posted March 11, 2012 Posted March 11, 2012 Try the safest options first. Itsuu, back step, back IAD. Then, see their reaction in the first round and then try to punish them accordingly. Be careful tho, some characters can punish Itsuu quite harshly, like Hazama with 3C and Ragna with 6C. Attacking in the beginning of the round is ALWAYS a risk as you'll never know how the opponent may react. And if you choose Itsuu, always go for Itsuu C, even against aerials, it's easy to follow-up and its more certain to hit.
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