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Posted

1 - do tk chun on the last hit of kokushi. l usually do 360c so that its guaranteed to come out. you can also cheat and just do a regular jumping chun, land 5b[m], 6d, combo.

2 - refer to the combo thread, your solution is there

3 - im not sure of those either, but kokushi oki is really good. +200 or something. if you cant do other oki options, then her basic mixup with kokushi cover is more than enough. dont forget about double overheads, 6b feint, low airdash mixup, fuzzy guard etc. its all safe with kokushi.

4 - last hit of daisharin has 10 p2, it ends the combo on hit basically. misfortunes if you managed to get a 5c fatal, and then daisharin comes down and ruins it

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Posted (edited)
They say it helps with all sorts of things. TBH I think my heart would explode. When I dash I feel like I'm gonna throw up and die. I already carry lots of stuff around and it's hell on my back and shoulders.

With a lifestyle change comes a metabolic change. You need to eat more to build up your body, and I'm trying to not eat to save money and slow down as I enter my thirties.

Linhua General: Old man talk

human body stops growing at 25(average) so in ur late twenties I think it's better to consume less carbohydrates(not a body building material but people tend to move less than when they're younger) and proteins, especially fats :v eating less is not the answer, but eating properly is. less red meat, no bacon, no egg yolk, less milk(prefer non fat) more veggies etc

jeez... I love egg yolks... T___T

I'm trying kokushi and air chun but I try all sorts of timings for it but the opponent always techs. When Am I supposed to hit and where? Litchi takes too long to get down unless you go early, but then you don't get the last hit.

imma having the same problem, after tk.chun, 5b often misses...but when 5b connects, corner rape ensues

somehow, u have to tk.chun near the ground when jumping so that u can 5b ASAP, but I'm not sure about when to tk.chun properly, on the last hit of kokushi or when the enemy falls to the ground? sometimes I try doing before the last hit of kokushi but it lacks damage

=======

@TD: u tk.chun right on the last hit of kokushi or right after it?

Edited by deadsnake
Posted (edited)
1 - do tk chun on the last hit of kokushi. l usually do 360c so that its guaranteed to come out. you can also cheat and just do a regular jumping chun, land 5b[m], 6d, combo.

2 - refer to the combo thread, your solution is there

3 - im not sure of those either, but kokushi oki is really good. +200 or something. if you cant do other oki options, then her basic mixup with kokushi cover is more than enough. dont forget about double overheads, 6b feint, low airdash mixup, fuzzy guard etc. its all safe with kokushi.

4 - last hit of daisharin has 10 p2, it ends the combo on hit basically. misfortunes if you managed to get a 5c fatal, and then daisharin comes down and ruins it

TK Chun > 5B > 6D is working nicely.

I have, but the first post contains empty space, I looked at a few other posts but they seemed to be combo movie stuffs/old, checked again and found some stuff thanks.

Yeah, Kokushi is generally my always with meter. Tsubame into 41236D (Not sure of name) is usually when I don't have 50 heat. I was sure there where specific set-ups, maybe 6C (2) > 6D > 3C > RiichiA > C on staff (Not sure of name) = cross-up reset?

Thanks.

imma having the same problem, after tk.chun, 5b often misses...but when 5b connects, corner rape ensues

Strange, this always seems to hit for me now. TK Chun > 5B[m] > 6D right after Kokushi finishes. Make sure you do 5B[m] right away.

Edited by Kujikawa
Posted

somewhere in between. you dont want to do it too much before or after the last hit ir it'll whiff/bluebeat. i'd say as soon as it ends

Posted
somewhere in between. you dont want to do it too much before or after the last hit ir it'll whiff/bluebeat. i'd say as soon as it ends

thx... I'll practice some

Posted (edited)

Hmmm, to make sure, since I can't get it to hit (might just be strict timing), but

Kokushi (All hits) > Tk Chun > 5B[m] > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D > Chun > 6D > 5B > 6C (1) > 4Kote > jB > dj > jB > jC > jD > Falling jC > Staff 2 > 6A > Kokushi doesn't work right?

But it does work if you omit the 5B[m]?

I'm pretty sure it does.

Darn it.

Omitting the 5D > Chun > 6D , it seems to work for 5k if you delay the Tanki Hatsu.

Edited by Kujikawa
Posted

you just have to keep practicing, it is rather difficult at first. make sure tk chun is coming out correctly(you should see the superjump silhouette trailing behind litchi). also, make sure youre doing it as fast as possible so she'll recover faster. try to buffer in the 6d after the chun so there's no delay, and be ready to hatsu if the 6d connects. a good visual of this is to watch shounen, he gets it 100% of the time lol

Posted
Hmmm, to make sure, since I can't get it to hit (might just be strict timing), but

Kokushi (All hits) > Tk Chun > 5B[m] > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D > Chun > 6D > 5B > 6C (1) > 4Kote > jB > dj > jB > jC > jD > Falling jC > Staff 2 > 6A > Kokushi doesn't work right?

But it does work if you omit the 5B[m]?

I'm pretty sure it does.

Darn it.

Omitting the 5D > Chun > 6D , it seems to work for 5k if you delay the Tanki Hatsu.

If you TK'd Chun, you don't need to 5B[m], you can go straight to 6D.

Posted
Hmmm, to make sure, since I can't get it to hit (might just be strict timing), but

Kokushi (All hits) > Tk Chun > 5B[m] > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D > Chun > 6D > 5B > 6C (1) > 4Kote > jB > dj > jB > jC > jD > Falling jC > Staff 2 > 6A > Kokushi doesn't work right?

But it does work if you omit the 5B[m]?

I'm pretty sure it does.

Darn it.

Omitting the 5D > Chun > 6D , it seems to work for 5k if you delay the Tanki Hatsu.

kokushi formula -

100 p1 starter (raw kokushi, FC 5C > kokushi, 3c during kokushi)

kokushi (full hit) > tk chun > 6d > tk hatsu haku chun > haku hatsu > riichiA > ippatsu > tanki hatsu > 5d (small hold) > chun > 6d > whatever ender

80 p1 starter (6a during kokushi)

kokushi (full hits) > tk chun > 6d > haku hatsu > riichiA > same stuff

chun during kokushi

kokushi full hits > tk chun > 6d > haku hatsu > riichiA > ippatsu > tanki hatsu > 5b > 6c(1) > etc

hit them near the end of kokushi

whatever high/low > chun > 5b > 6d > same as above

Posted

Any tips on how to practice confirming and choosing the right combo while the staff is returning?

Posted
If you TK'd Chun, you don't need to 5B[m], you can go straight to 6D.

That's what I've been trying to hit but almost every time the opponent techs before 6D hits.

stuff

Thanks a lot, really helpful.

Posted
Any tips on how to practice confirming and choosing the right combo while the staff is returning?

random hits > staff return formula = experience + self-confidence

back on the topic of kokushi, it's super easy to get tk chun if they are against the wall, but if for some reason they are being pulled away from the wall, it's safer to use the cs2 combo, ie walk back 5b[m] > 6b > itsuuA, etc

in other news, litchi matchups

Litchi vs Valk - 5/5、

vs Makoto 5.5/4.5

vs Plat 5.5/4.5

vs Haz 5/5

vs Tsubaki 5/5

vs Lambda 5/5

vs μ 4.5/5.5

vs Bang 4.5/5.5

vs Rachel 4/6

vs Hakumen 5/5

vs Arakune 4.5/5.5

vs Ragna 5/5 or 4.5/5.5

vs Jin 5.5/4.5

vs Tao 4/6

vs Noel 5.5/4.5

vs Carl 4/6

vs Relius 5.5/4.5

vs Tager 5.5/4.5

Posted

Watched some Shounen, the problem I was having was due to posistioning and the way Kokushi hit (Spins opponent out of corner, etc) works almost every time now, thanks =)

LI vs Rachel is in Rachels favor by that much? I thought Litchi did good against her due to random staff hits interupting her set-ups and Litchi good ranged pokes?

Posted
random hits > staff return formula = experience + self-confidence

back on the topic of kokushi, it's super easy to get tk chun if they are against the wall, but if for some reason they are being pulled away from the wall, it's safer to use the cs2 combo, ie walk back 5b[m] > 6b > itsuuA, etc

in other news, litchi matchups

Litchi vs Valk - 5/5、

vs Makoto 5.5/4.5

vs Plat 5.5/4.5

vs Haz 5/5

vs Tsubaki 5/5

vs Lambda 5/5

vs μ 4.5/5.5

vs Bang 4.5/5.5

vs Rachel 4/6

vs Hakumen 5/5

vs Arakune 4.5/5.5

vs Ragna 5/5 or 4.5/5.5

vs Jin 5.5/4.5

vs Tao 4/6

vs Noel 5.5/4.5

vs Carl 4/6

vs Relius 5.5/4.5

vs Tager 5.5/4.5

just too make sure im reading it right the numbers on the left are litchi's and the numbers on the right are the other cast or vise verse

Posted

left number is litchi, right is the other char

rachel got so much harder, litchi lost almost every advantage she had over rachel, CS2 was the highest damage version of litchi ever, but it went down by quite a bit, glide throw = gone, daisharin = gone, rachel is doing like 3-4k off most hits and usually corner carries, the only good things litchi has is guard point and a buffed ryuuisou. its either you decide to do 2000-2500 off random hit into tsubame knockdown or do the 1.7k for 4d knockdown midscreen so you can at least get them to the corner as fast as possible and stop her from winding out after teching

it would be 6.5 for rachel, but you can seal her neutral tech wind by ending combos with 6d(2) > dash 6c(1) > 4kote > 6c > kokushi

Posted
left number is litchi, right is the other char

rachel got so much harder, litchi lost almost every advantage she had over rachel, CS2 was the highest damage version of litchi ever, but it went down by quite a bit, glide throw = gone, daisharin = gone, rachel is doing like 3-4k off most hits and usually corner carries, the only good things litchi has is guard point and a buffed ryuuisou. its either you decide to do 2000-2500 off random hit into tsubame knockdown or do the 1.7k for 4d knockdown midscreen so you can at least get them to the corner as fast as possible and stop her from winding out after teching

it would be 6.5 for rachel, but you can seal her neutral tech wind by ending combos with 6d(2) > dash 6c(1) > 4kote > 6c > kokushi

alrighty thanks for the clarification

Posted

Thanks, I soon need to start learning the matchups - Day 1 Litchi atm :0

To confirm -

stuff > falling jC > staff2 > 6C (2) > 6D > 3C > RiichiA > [They tech] > C on staff ...

This crosses up in the corner correct?

Posted

i dunno, i dont really use too much neta anymore because it doesnt do enough damage, you can test on your own though

Posted

the matchup does feel alot easier

@magical symphony, yes that is a crossup

OT, but this caught my attention: i've seen a litchi do: stuff , 6c(1) 4kote jb djb jc jd falling jc dash 6a 6b[m] 6d 3c 2d 6c(2) - you can extend that combo ender? cool. l guess its for anytime you thought you'd drop a corner combo and instead go straight to the ender... but lolnope combo's not done

Posted

pretty much the more reward you get for doing w/e you want vs litchi, the better your char probably does vs her

me saying litchi vs lambda is a bit liberal, lamda might beat litchi this version too

hakumen vs litchi, despite the damage differences, is INDEED even

Posted

Ohhh, Cool. Lemme think about those a sec!

Litchi vs Valk - 5/5、Meh, Even enough. Valk match seems the same for me.

vs Makoto 5.5/4.5 I think she's easier to play against now.

vs Plat 5.5/4.5 No change, but Platinum is still very dangerous.

vs Haz 5/5 Meh. I guess it really depends on who.

vs Tsubaki 5/5 Maybe, better be throwing dat stick the right way.

vs Lambda 5/5 I'm not sure if this reflects the strangeness reported in matchup thread. She's different.

vs μ 4.5/5.5 This is not an easy match.

vs Bang 4.5/5.5 This is also not an easy match.

vs Rachel 4/6 That's interesting. I DO have a harder time versus her now.

vs Hakumen 5/5 Currently my favorite matchup. This character is amazing but I still somehow like out-thinking Hakumen.

vs Arakune 4.5/5.5 Sit on it!

vs Ragna 5/5 or 4.5/5.5 What's the condition? PS this character is dumb.

vs Jin 5.5/4.5 I agree, Jin seems easier to play against.

vs Tao 4/6 Tao is frigging amazing.

vs Noel 5.5/4.5 Noel still a small blue tager.

vs Carl 4/6 No change from CS2, although I would say Carl's improvements make it a SOLID 4/6 now.

vs Relius 5.5/4.5 Learn to block dat wife and you got this, if you screw up he just gets really well rewarded and you don't.

vs Tager 5.5/4.5 As better as Tager is now, You can still just fight him the same way.

Posted

vs valk - new 4 winds helps out incredibly, sealing movement is super important, if you have dp he cant run train on you with mixup she can stop a lot of stuff somewhat safely compared to other chars

vs makoto - makoto dmg is too low, corner carry is weak, etc, litchi outdamages her most of the time

vs plat - still litchi favor, plat does less damage, some of the annoying items are weaker, low profile bat all day and use guard point vs cat stick

vs haz - you just need to be good, dont get hit by overhead > jayoku and you can win

vs tsubaki - i just learned a bunch of stuff like yesterday/today about the matchup, so i might change my mind, it might be really big in litchi's favor

vs lambda - like i said, im being liberal, if you have bad neutral you'll die

mu - fraud char, you need to not get hit by random ch into big damage, daisharin/6d is pretty helpful, get her to the corner and you win

bang - hard, they will run circles around you and do w/e the fuck they want, you lost slide 2a and daisharin, however he cant ashura you as long as youre holding the staff

rachel - they can just mash and do w/e they want, need to outright outplay them

hakumen - used to think this was bad, you need to use litchi's normals properly and then all the aggressive hakumen players will die

arakune - still gay, you do less damage so all the punishes are just meh, he's gonna backdash/gold burst all day, get him to block kokushi and you win, probably best to use 6d > 6c > 4kote > 6c > kokushi ender

ragna - need a lot of experience, but once you get it, it's even, use guard point against EVERYONE up till around 600 psr level, guard point is too good, you need good neutral too

jin - free, just need good neutral and patience

tao - unstoppable, stopping wake up cat pounce is super hard, she does too much damage with 50 meter and you cant touch her anymore

noel - need experience and good neutral. still outdamages you but not by much. you can destroy CA multiple ways. always assume the noel player will mash

carl - super hard, cant get hit more than two times in one round (assuming you're willing to burst)

relius - not too hard, need good neutral and good use of guard point

tager - free, just try not to mess up, only akira can win this matchup

Posted

Seriously LI vs Relius/Tsubaki is omega free. Fuck japanese Taos, Mu's and Bangs. I have to play my ass off in just casuals to win those matchups. Tho I have done pretty well against H.H's Mu for some reason. o_O

Posted (edited)
Seriously LI vs Relius/Tsubaki is omega free. Fuck japanese Taos, Mu's and Bangs. I have to play my ass off in just casuals to win those matchups. Tho I have done pretty well against H.H's Mu for some reason. o_O

You live in Toyko right? Do you play often at an arcade? In other words, are you on Jourdal/Pktazn's channels? I am collecting Litchi footage for me Litchi folder and I only have matches from LK/sG/Fio/Hane (No Shounen, hard to find his matches - I just join his XBL lobby as a spectator instead =P) and it'd be nice to have another Litchi player.

Got about 20 of them and haven't watched one yet.

Another question;

(Staff in corner)

5B > 6B > 2C > 3C > [Haku > Hatsu > RiichiA > 2 > jB > jHatsu > Haku > Chun >] 5B > 6C (1) > 4Kote > Ender

I'm assuming there is a better combo to use then this, I looked briefly through the Combo thread and couldn't find anything on it, ayone mind giving me something better? Thanks.

Edited by Kujikawa
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