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Posted (edited)

Chou was way more impressive than Don, there's no mistaking that. However, it was still nice to see Don beat like 8 people in a row.

EDIT: I liked Chou's 2a 5b 2c Daisharin (6) Haku, dash to other side 5b Hatsu RiitchiA IppatsuA IppatsuB 5d (ground trajectory)>air combo.

Also I believe that such a thing may also be possible from 5c combos. Only you'd have to do 5b 5c 3c Daisharin (33) etc

Edited by crazycrackers
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Posted
sure but can you handle -10 bar connection? I'm in the middle east right now drifting with my FJ cruiser and riding dem camels ... nah just kidding about the camels part lol

Lmao goddamnit ATG. AT LEAST make it worth your while and ride the damn camels!

Posted (edited)

Lol. I'd come help you guys but I don't have a strong connection and also don't like netplaying, sorry! Maybe sometime in the future.

EDIT: And you're 360 users anyways :psyduck:

Edited by sG
Posted

GG's from yesterday to Ryuudo and Greyfox.

You guys got a lot of work to do, and CS1 is almost over!

First thing you should try to do is try to always get knockdown into Daisharin.

Posted

From San Antonio TX, I'd like to personally thank the Litchi's here for an awesome end of the year.

Here's to a new year where we wreck face with CS2 Litchi.

Posted

Now I think about it, who uses C in Litchis BnB rather than B? I found that it does a little more damage than B but that means it looks like the combo is shorter. I dunno I'm testing it out now.

Posted

using C as a starter means u'r going to go through combos with less proration, CMIIW, B has more prorartion than C

less proration should give you more damage on the exact same combo minus the starter, CMIIW

  • 2 weeks later...
Posted (edited)

Litchi proration numbers are out.

Stuff that's really nice is the 120% bonus prorate on ippatsu (up from 110%), the 100% p2 on 6B[m], 5B[e]. 2C[m] got nerfed (rightly so), 3C, only a bit. Tsubame, 4D, J2D, Itsuu (all of them) got favorable proration. They really want Litchi to be played staffless this version, a lot of Litchi's staffless moves have 100% p2. (5B, 6B, 5C, 2C, 3C all have it).

Hatsu and Chun aren't useful fillers for Daisharin anymore due to the changes in proration.

I'm wondering how this stuff will affect combo development.

EDIT: 100 P1, sorry :| Still great though.

Edited by Lord Knight
Posted

i have a question

i read a lot in this forum, but im not good enougj writing in english xP so i cant participate too much

i play a lot vs a hazama and a bang

they jump a lot and i can jC them with certain facility

but when i get an wallbounce counter hit, i really dont know how to continue...

only ryuisou xDDD but i dont have always enough meter

i already know, in cs2 we will lost this jC wallbounce

but i want to make a profit now, then =3

thanks

Posted

You can always corner the opponent in CS1 with the right combo variation, read the CS1 Final Combo thread to see all the essential stuff you should know.

Posted

技名:単発ダメージ(乗算補正(%)/初段補正(%))

■共通通常技・投げ

前投げ:0・0・700(100・100・55/90) ダメージ固定

後投げ:0・700(100・55/90) ダメージ固定

空投げ:0・1400(100・55/100) ダメージ固定

5A:170(84/80)

2A:150(84/80)

JA:180(84/90)

■棒所持通常技・ドライブ技

6A:620(92/70)

5B:720(89/85)

2B:680(89/80)

6B:820(94/100) 同技補正10%

JB:720(89/80)

5C:400×2(89/90) 乗算補正は1度のみ

2C:700(89/80)

6C:350×4(90/100) 乗算補正は1度のみ

3C:720(92/90)

JC:860(89/90)

6D:600×2(80/100) 乗算補正は1度のみ

4D:800(92/70)

JD:540(89/100)

J2D:540・480(89・89/100)

■素手通常技・ドライブ技

6A:440(89/80)

5B:450(89/100)

2B:390(86/70)

6B:740(89/100)

JB:500(89/90)

5C:620(89/100)

2C:600(89/100)

6C:300・900(89・40/100) 初段に同技補正70%

3C:670(89/100)

JC:600(89/90)

各種D(横):220×2(84・84/100)

各種D(斜):200×2(84・84/100)

技名:単発ダメージ(乗算補正(%)/初段補正(%))

■必殺技・DD・CA・バースト

一通A:710・730(80・100/80・?)

一通B:750・750(80・100/90・70)

一通C:720・710(80・100/80・70)

燕返し:480・500・440・1000(92×3・10/100)

東南西北(横):480×4(80×4/80)

東南西北(斜):520×7(80×7/80)

白:710(92/80) 同技補正85%

白(派生):710(92/80)

發(地上):740(92/100)

發(空中):760(92/100)

發(地上派生):740(92/?)

發(空中派生):760(92/?)

中(地上):700(74/80)

中(空中):690(74/80)

中(地上派生):800(74/80) 同技補正85%

中(空中派生):790(74/80)

一発:720(90/100) ボーナス補正120%・同技補正80%

単騎發:760(94/100)

単騎中:690(74/80)

引っ掛け:690(92/90)

緑一色:2000(85/75)

大車輪(入力部分):360×n(94×n/74)

大車輪(落下部分):1020(92/100)

国士無双:250×16(71/100) 乗算補正は1度のみ

カウンターアサルト:0(?/?) 初段補正×乗算補正=46%くらい

バースト:0(110/65)

■計算式

Nhit目のダメージ=単発ダメージ×1hit目初段補正×[1hit目乗算補正×2hit目乗算補正×・・・×(N-1)hit目乗算補正]×キャラコンボレート

小数点以下は切り捨て

おそらくキャラコンボレート前で一旦切り捨ててキャラコンボレートかけた後に再度切り捨て?

キャラコンボレートはライチの場合80%

同技補正はその技以降に、ボーナス補正は次の技以降にかかる

ガードクラッシュ補正は90%

Source - http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1293965332/128 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1293965332/129 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1293965332/130

Looking good!

Posted

Yeah, she looking real solid right now. Now for the patch to come out so I can get used to her for the 3rd time. xD

Posted (edited)

weird why they would have repeat proration on staff 6b o.O is there even any reason why it would be done more than once in a combo?

anw on a random note, i think i saw a vid whereby litchi does 3C CH -> 2D -> 2/5D and mantenbou hits the opponent into a valid combo. i guess this makes 3C slightly more useful haha.

Edited by rinuskoe
Posted

I was just thinking... I wonder if she can land into Itsuu.

Like:

CH 6B[m] > IAD > j.C > ItsuuA or CH j.B[m] > ItsuuB

It works in CS1 but there is no way to test it in CS2. >_>

Posted (edited)

Right now 6B[m] CH (midscreen) > glide throw > 5B > 2C > tsubame > 5B > 6C > kote > JBCB loop

Thanks to the proration numbers, some new combos came out:

Corner -

5B > 2C > 6D > Hatsu > RiichiA > RiichiA > Ippatsu > Tanki Hatsu > land > Hatsu > RiichiA > J2B > jHatsu > Haku > Chun > 5B > 6C(1) > 4Kote > jBCB > dj JBCD > falling jC > 6C(2)

4426 damage.

Corner/near corner 6B[m] ch

6B CH > 4D > 6Kote > Haku > Hatsu > RiichiA > IppatsuA > Tanki Hatsu > Hatsu > RiichiA > J2B > Air Hatsu > Haku > Chun > 5B > jBCB > land > 6C(1) > 4Kote > jBCB > dj jBCD > falling jC > 6C(2)

Approx 6000 damage.

6B CH > Double gold burst > 4D > 6Kote > Haku > Hatsu > RiichiA > IppatsuA > Tanki Hatsu > Hatsu > RiichiA > j2B > Air Hatsu > Haku > Chun > 5B > jBCB > land > 6C(1) > 4Kote > jBCB > dj jBCD > falling jC > 6C(1) > Daisharin (939999) > Air hatsu > Kokushi

Damage "not less than 8500"

Edited by Lord Knight
Posted

You can do most of these in CS1

CS1 j2B loop - staff needs to be slightly out of the corner -

5C (FC) > Haku > hatsu > riichiA > ippatsuA > tanki hatsu > (land > hatsu > riichiA > J2B) X2 > land > hatsu > riichiA > j2C > 5C > 2D > JC > Staff2 > dash 2c > ItsuuA > 6Kote > 5C > 2D > jC > barrier > 2C > itsuuA > 4kote > 3C > 2D > 6C > 6D > Daisharin (339399) > hatsu chun hatsu hatsu > last hit of daisharin > kokushi

Posted
Right now 6B[m] CH (midscreen) > glide throw > 5B > 2C > tsubame > 5B > 6C > kote > JBCB loop

6B CH > 4D > 6Kote > Haku > Hatsu > RiichiA > IppatsuA > Tanki Hatsu > Hatsu > RiichiA > J2B > Air Hatsu > Haku > Chun > 5B > jBCB > land > 6C(1) > 4Kote > jBCB > dj jBCD > falling jC > 6C(2)

Is the first one better than 6BCH-glide throw tsubame 3hit-5B-6C~ippatsuB~ one?

I've never touched CS2, so not quite sure, but 5B2C-tsubame seems really hard to lead to 3 hits tsubame.

and second one, since haku have same move proration, I'd say J2B > Air Hatsu > Haku > Chun part should be replaced by J2B-(JBJCJBx2)-6C~ should do better damage.

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