Urichinan Posted November 17, 2010 Posted November 17, 2010 (edited) Those are loketest 5 changes. So according to that, if it is true, j.C]m[ is techable. Again. Thank you for that. Obviously I wouldn't be posting things from old tests. -_-" LK I was being sarcastic. Now for another change: +Chun has more untechable time +6B[m] wallbounces on CH again -j.C[m] on CH send the opponent flying 6A[m] just knocks back, but does not ground or bounce the opponent (Like her 6A staffless?) Edited November 17, 2010 by Urichinan
Dragonthorn Posted November 17, 2010 Posted November 17, 2010 Not sure what to make of the new 6a[m]. Seems pretty useless now, unless you can do something off of it. Is it manten return state again?
Nakkiel Posted November 17, 2010 Posted November 17, 2010 Nothing has alluded to that. I guess it doesn't particularly matter in the current changes, you shouldn't be throwing the move out anyways since you need 50 meter to combo off of it. With the current changes, 6A[m] RC ItsuuC would probably be the go to combo-starter for it. I wonder if it's still safe on block. /theory derp
Urichinan Posted November 17, 2010 Posted November 17, 2010 +6B[m] wallbounces on airborne opponents (On normal hit) +Forward throw cause a spin down, can be followed up
Dragonthorn Posted November 18, 2010 Posted November 18, 2010 Nothing has alluded to that. I guess it doesn't particularly matter in the current changes, you shouldn't be throwing the move out anyways since you need 50 meter to combo off of it. With the current changes, 6A[m] RC ItsuuC would probably be the go to combo-starter for it. I wonder if it's still safe on block. /theory derp Wasn't asking if I should be throwing it out or not anyways. Well, it does seem useless if you can do more damage off of 4D now. Not to mention 4D is a lot safer. There was a better trade off in using those 2 moves in CS1. Not 4D is much superior. Well... unless you can use 6a[m], RC, itsuuC for long range, like right off a 2B[m].
Urichinan Posted November 18, 2010 Posted November 18, 2010 4D isn't special cancelable anymore thus meaning if they clock it you have all that time that your falling not being able to attack or guard. Though her overheads were retardedly compared to many others so it isn't that bad.
HiagoX Posted November 21, 2010 Posted November 21, 2010 Okay, I'm can't believe what I'm reading but look: ライチはJBJCループが発見されて中央で火力でない?なにそれ(素手時)状態です JBJCJB>着地>JBJCJB>6C>小手>JB~ 画面端持ってって~? 大車輪(チャリンチャリンチャリンチャリン あれ…前作とやること変わってねえ… 棒所持時は中央全然伸びませんが、素手時だと中から上記行けちゃうからやばい Summing it up: Litchi got a new midscreen loop without Mantenbou using [j.B > j.C > j.B > Kote (?)] xN. The loop shouble be able to carry the opponent all the way to the corner and when you get there, you should be able to Daisharin afterwards if you have meter. He says Litchi is actually dangerous at midscreen without Mantenbou right now.
ATGMantenbo Posted November 21, 2010 Posted November 21, 2010 last I heard j.c was ground techable .. looks like I was wrong. this is awesome but I hope they remove the loop before the official release
Nakkiel Posted November 21, 2010 Posted November 21, 2010 Kote is when Litchi calls the staff forwards or backwards while it's planted. j.BCB kote? That sounds really strange, I'm curious to see it.
Urichinan Posted November 21, 2010 Posted November 21, 2010 (edited) last I heard j.c was ground techable .. looks like I was wrong. this is awesome but I hope they remove the loop before the official release It's not air techable though, they tech when they hit the floor. This is a juggle so they don't touch the floor, j.B will catch them as they fall after j.C so they don't hit the floor and can tech. It's actually possible in CS1. Kote is when Litchi calls the staff forwards or backwards while it's planted. j.BCB kote? That sounds really strange, I'm curious to see it. I bet it's like when Noel does j.D SUPER low to the ground and it cancel's into a neutral stance. In this case maybe Litchi is doing Kote really low and she hits the floor immediately. Edited November 21, 2010 by Urichinan
TeeJay Posted November 21, 2010 Posted November 21, 2010 I'm curious what I'll be doing with the staff soon combo-wise. So that's the WoZscreamer I occasionally meet online.
HiagoX Posted November 21, 2010 Posted November 21, 2010 Okay, I need to ask. What are the proration values for j.B and j.C?
HiagoX Posted November 21, 2010 Posted November 21, 2010 I'm trying to imagime how many reps would it take for it to go midscreen > corner. And how much damage would be dealt. Any thoughts?
C0R Posted November 21, 2010 Posted November 21, 2010 There's a 6c in there as well according to Eirei's latest translation Litchi + Staffless jB has more untech time, otherwise staffless Litchi didn't change much. The midscreen combo is jBCB land jBCB 6C 421D jB etc. You can go into it from Chun, so it's easy and dangerous enough.
Nakkiel Posted November 21, 2010 Posted November 21, 2010 I'm trying to imagime how many reps would it take for it to go midscreen > corner. And how much damage would be dealt. Any thoughts? From midscreen it would take I think about 2 or 3 with running momentum? The 5C j.BC land 5C j.BC.... combo is very similar to this, so I imagine you could do potentially 4 reps.
Dragonthorn Posted November 23, 2010 Posted November 23, 2010 I wonder what are the possible combo starters for the new staffless loop? If I were to guess, it'll involve 4D. Man, she's so reliant on that move now. Theory fighter: 2C-4D-hakuchunhatsu-riichiA-B-6C(1)-4kote-j.BCB loop-corner ender So much for balance indeed.
Most Unknown Posted November 23, 2010 Posted November 23, 2010 I'm feeling her changes so far. The complexity of her design is really saving her from being worse then her CT counterpart...
Dragonthorn Posted November 29, 2010 Posted November 29, 2010 I'm hoping her combos won't become too easy. Judging by the new loops they sure look easy to do. Her high execution barrier was part of her charm. XD
Nakkiel Posted November 29, 2010 Posted November 29, 2010 (edited) The execution on most of her combos isn't that high compared to other fighting games (imo). I personally think her high execution is more placed in her gameplan at high-midlevel and high level. Being able to flow between staff and staffless effectively and mixing it up and pressuring safely when 6A[m] stops blowing people up is a little more difficult than people give credit for. Edited November 29, 2010 by sG
Diveman Posted November 30, 2010 Posted November 30, 2010 I wonder what are the possible combo starters for the new staffless loop? If I were to guess, it'll involve 4D. Man, she's so reliant on that move now. Theory fighter: 2C-4D-hakuchunhatsu-riichiA-B-6C(1)-4kote-j.BCB loop-corner ender So much for balance indeed. would that combo midscreen or corner?
Nakkiel Posted November 30, 2010 Posted November 30, 2010 Corner, although IppatsuA IppatsuB doesn't work when you're too deep in the corner.
Lord Knight Posted November 30, 2010 Posted November 30, 2010 The execution on most of her combos isn't that high compared to other fighting games (imo). I personally think her high execution is more placed in her gameplan at high-midlevel and high level. Being able to flow between staff and staffless effectively and mixing it up and pressuring safely when 6A[m] stops blowing people up is a little more difficult than people give credit for. 6A never stops blowing people up
Diveman Posted December 1, 2010 Posted December 1, 2010 Corner, although IppatsuA IppatsuB doesn't work when you're too deep in the corner. hmmm what about using Ippatsu A, then getting down the pole, 6C (1) 4kote, etc etc when you're too deep in the corner
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