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Posted

hmmm, I guess reg throws will be more important now, since they are the most efective way to get itsuu. Also, 5B 2C 4D, 2D IAD J.C does not work midscreen???

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Posted

Regular throws are important now, she's good at getting throw reject.

Right now, I dunno, I'll check BBS for updates later. See the CS2 Combo thread if you're interested in anything.

Shoutouts to Chou for winning NSB and ocv'ing 2 teams with Litchi, lol

Posted

I enjoyed Litchi footage, but nothing too impressive. Litchi can NEVER be judged from the start, but man do I hope we get some better information soon.

Though I must say, that 5B > 2C > 6D > Hatsu > RichiiA > IppatsuA > j.B > Hatsu > Haku > Chun > [ender] was very slick.

Posted

Hey there, sorry if this is the wrong thread to ask this but I didn't want to clutter the cs2 litchi combo thread with noob questions, and I didn't see a QnA thread in the stickies. I am practicing cs2 combos in anticipation for its release, and am having trouble comboing from hatsu to riichiA > ippatsuA in Lord Knights 4.1k damage corner combo:

5B > 2C > 6D > haku > hatsu > (riichiA > ippatsuA > ippatsuB > land > hatsu) x2 > 6c(1) > 4kote > jBCB > jBCD > jC > 6C > (daisharin?)

I am thinking I am either supposed to delay the initial hatsu after haku (which seems to result in ippatsuA missing entirely when I try it), or I am somehow not canceling into riichiA from hatsu. Maybe this is a combo only possible in cs2 and Lord Knight figured out the damage by doing a ghetto techable version? I'm thinking not though. Any help would be appreciated, thanks for your time.

Posted

The damage was given on BBS. This combo is easier in CS2 because 6D wallbounces. When I tried it I just did 5B > Hatsu > RiichiA instead.

Alternatively, you can simply turn off air teching.

Posted

Final changes-

Staff:

6A no longer ground bounces, forces crouch. Can be combo'd off CH or RC.

6B hitstop drastically increased. Ground hit is the same, on air hit, it will send them flying/wallbounce near corner.

6C causes stagger on normal hit (think Rachel's old 5CC). 6C > 5D/2D was added.

2C on CH sends them high into the air, this is linkable into ItsuuA. 2C > 4D is possible.

3C is ground techable. 3C > 5D/2D was added.

4D cancel is removed. Move now groundslides on hit.

6D cannot be itsuu cancelled. "+3" on block. On air hit, will send them flying/wallbounces near the corner.

JB hitbox is slightly smaller, instant overhead is no longer possible with rising jB

JC counter hit sends them flying/wallbounces near the corner.

J2D's 2nd hit now pulls in.

Staffless

6C's 2nd hit prorate seems to have increased

3C is emergency techable

2B > 5B gatling added. 2B > 5B > 2B is impossible

2C > 5C gatling added. (BBS made no note of 2C > 5C > 2C not being possible, so assume this works too)

JB hitstun is significantly longer

JC is emergency techable

66D has extremely fast start up

6Throw is not special cancellable. Opponent is stuck in spinning stagger.

4Throw is not special cancellable.

Air throw range increased

Itsuu cannot be special cancelled into from normals. You cant jcc out into it either. Proration/damage on it is very friendly. Startup buffed (?)

ItsuuA, when it's blocked, the followup will always come out. Reaches further than before.

ItsuuB, when blocked, the followup will always come out. Sets staff in 5D set.

ItsuuC, when blocked, the followup will always come out.

Tsubame - falling staff's drop speed has increased.

Chun - Hitstun increased

Shishin - on air ch, followup is possible

Ryuuisou - on normal hit, less hitstun.

  • 1 month later...
Posted

Done and done.

Apparently, more new stuff is coming. Cool stuff like blah > 2C > delay 6D(1) > haku > chun > etc

Works because the 2nd hit of 6D (the one that sends them flying) whiffs.

Posted
Done and done.

Apparently, more new stuff is coming. Cool stuff like blah > 2C > delay 6D(1) > haku > chun > etc

Works because the 2nd hit of 6D (the one that sends them flying) whiffs.

is it on the video thread? i wanna see :O

Posted (edited)

Is it still possible to link staffless 5B after a gound hit 6D?

in a combo like 5B > 5C (2 hits) > 6D (2 hits) > 5B > Haku > Chun > 5B > j.BCB > etc.. ?

i was testing here, in CS1 this combo is possible near corner: 5B > 5C > 6D > (staffless) 5B > Haku Hatsu > Ippatsu A. Riichi A, B > Hatsu Haku Chun etc... is it possible in CS2?

one thing i don't undestand is why ppl do not use 5B > 5C > 6D to combo, staffless 5B (in CS1) is hit confirmable after it and it can lead do Haku Chun for some nice damage.

Edited by Djudjo
Posted

Only in the corner, and it's actually not optimal.

The 2nd hit of 6D has wallbound now, so you can't do that midscreen.

People don't use that confirm in CS1, because it's simply better to confirm into ItsuuB.

Posted

Only in the corner, and it's actually not optimal.

The 2nd hit of 6D has wallbound now, so you can't do that midscreen.

People don't use that confirm in CS1, because it's simply better to confirm into ItsuuB.

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