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Posted (edited)

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Going to split this in a way that everyone can (hopefully) understand. As of now, these are the most practical Litchi combos. Litchi may seem like a daunting character combo wise, but if you understand how her combos work, then it'll be way easier to remember them, and hitconfirm into them. This is the way I personally think about combos - you don't have to think of them this way, but it'll simplify learning the combo parts in the long run.

As usual, please understand everything here first:

Litchi Beginner Thread

Guide/Breakdown of her normals and specials are here:

Litchi Normals/Specials Rundown

These are the situations you'll need to familiarize yourself with:

1. Normal combos

2. Hitconfirm with the staff

3. Combo correction

4. Staffless combos

5. Staffless combos while the staff is coming back

6. Burstsafe combos

1, 2. Normal Combos, Hitconfirm with the staff

MIDSCREEN

For the most part, you'll use the same combos midscreen. You shouldn't have to modify your midscreen combos unless you carry them into the corner. Here's the ideal combo starter:

-5B > 2C > itsuuA > 6kote > haku > hatsu > riichiA > ippatsuA > ippatsuB

A huge chunk of Litchi's high damage combos all start from this, this is the combo starter you should be aiming for, no matter where you are on screen. Although I listed 5B > 2C as the starter, a lot of normals can quickly go into itsuuA (for example, 6A) - I'll list what works below. From here on, I'll refer to it as [starter].

Starters:

-5B[m] > 2C: Full combo, itsuuA route

-5B[m] > 5C: Full combo, itsuuB or C route

-2C[m]: Full combo! If you are in the corner after ippatsuB, do a +1 corner combo.

-3C[m] > iad jB > 2C: Full combo.

-5C[m] > 3C > iad jB: Full combo.

-6A[m] > 2C: Full combo.

-2B[m]: Full combo

-5A: If used for CH AA, Full combo.

-5A mash: Weakest combo

-2A: Full combo

-2A mash: Weak combo

Full combo

ItsuuA route

-[starter] > 2D > jHatsu > jChun > 6C(1) > itsuuA > ...

General combo used on characters that you can't hit with 5C OTG. Use this when you get a solid hit in. Judge whether you can go into the corner or not before moving on.

-[starter] > 2D > iad jC > 5C > iad (staff2) > jC > itsuuC > [D] > rising jC > ]D[ > airdash jC > 6C(2) > [ender]

Airdash combo that will carry to the corner. Obviously, you wouldn't use this if you were too close to the corner. Be wary around midscreen, it's hard to judge whether this is actually usable there or not. Doesn't work on characters you can't OTG with 5C. Awkward against Tsubaki.

ItsuuB route

-5B > 5C(2) > ItsuuB > dash 6C(1) > 6kote > hatsu > riichiA > ippatsuA > ippatsuB > 2D > jHatsu > jChun > staff2 > 6C(1) > ItsuuA > ...

ItsuuB route. Although this works regardless of standing or crouching, you have to delay the 6C a lot to make it work on a croucher. As a rule, just use this on standers, Tager and Hakumen. On crouchers, replace 6C with 3C.

-5B > 5C(2) > ItsuuB > dash 6C(1) > 6kote > hatsu > riichiA > IppatsuA > ippatsuB > 2D > iad JC > land > 5C > (staff2) iad jC > land itsuuC > [D] > rising jC > ]D[ > airdash jC > 6C(2) > ender

ItsuuB route of this varient. Again, awkward on Tsubaki. Again, using 3C against a crouching opponent is preferred.

ItsuuC route

Note: Try to avoid ItsuuC route if at all possible unless you are near the corner.

-xx > itsuuC > [D] > dash sjBC > ]D[ > airdash > jHatsu > jChun > staff2 > 6C(1) >ItsuuA . . .

Must be used far away from the corner.

-xx > ItsuuC > [D] > dash jC > ]D[ > dash jBC > staff2 > jBC > ItsuuC > ...

Used a pinch outside of midscreen.

Weak combo

-xx > sj > jB > jC > dj > jB > jC

Used after 5A AA mash.

-xx > itsuuA > 2C > 6C(1) > 4kote > jBC > [D] > ]D[ > airdash jC > staff2 > 6C(2) > ender

Used after 2AA, jB > 2A > 5B > 2C, etc. Classic airdash combo. You'll need to adjust this combo depending on position. For example, far away from the corner, you won't have to hold the staff out. Although you want to avoid this combo, make sure you have it down.

J.Hatsu > J.Chun Followup

Because of the nature of "midscreen", you might end up in an awkward position after jHatsu > jChun > staff2 > 6C(1) > ItsuuA - not in the corner, but not really midscreen either. Here are the various followups after that itsuuA.

-ItsuuA > 4Kote > 3C > 2D > dash jC > dj > falling jC > land > itsuuC > jC > 4kote > falling jC > [ender]

Note you'll likely be unable to go into Kokushi route after this. This is a bit awkward on Noel/Mu/Lambda, but usable if you can guarantee that you're going all the way to the corner.

-ItsuuA > 4kote > 3C > 2D > 6C(2) > staff2 > 6C(2) > 6D > Daisharin

Easy, but you have to commit to Daisharin, and you definitely will not be all the way in the corner.

-ItsuuA > 4kote > 3C > 2D > jBC > staff2 > 6C(2) > Daisharin

Again, you have to commit, but this will put you in the corner or extremely close to it.

4D Route

-4d[m] 4kote > falling j.B > 3C > 2D > hatsu > chun > staff2 > 6B/5C > itsuuA > 4kote > 5C/2C/3C > 2D > j.BC > airdash j.BC > staff2 > 6C(2) [ender]

An option for midscreen 4D combo.

-----

NEAR CORNER/CORNER

Near corner and corner are essentially the same thing. Litchi actually gets most of her biggest average damage going into the corner, not in the corner. Before we get started, I'll introduce the main corner combo part.

-xx > ippatsuA > j7D > falling jC > [dash 2C > itsuuA > 6Kote > 5C > 2D > jC > crouch barrier > 2C[m] > itsuuA > ender]

This has been commonly referred to as the itsuu loop. Everything you do near the corner/in the corner will be a variant of this above combo (there's one other one, but I'll share that later).

The section in brackets is the REALLY important part, so make sure you get it down. This is the root of all the corner combos. From here on, I'll simply refer to it as [corner combo]

Starters:

-5B[m] > 2C: Full combo, itsuuA route

-5B[m] > 5C: Full combo, itsuuB route (itsuuC route will work, but B is preferable)

-2C[m]: :toot::toot::toot::toot:

-3C[m] > iad jB > 2C: Full combo.

-3C[m] > itsuuC: Full combo

-5C[m] > 3C > itsuuC

-6A[m]: Full combo.

-2B[m]: -2 full combo

-jB > 5B > 2C: -1 full combo

-jB > jC > 2C: -1 full combo

-5A: If used for CH AA, Full combo.

-5A mash: Weakest combo

-2A: -2 full combo

-2A mash: Weak combo

NEAR CORNER COMBO PARTS:

ItsuuA route

-[starter] > 2D > iad jC > [corner combo] > [ender]

Mostly universal. Use when DEFINITELY going into the corner - as in, use when the airdash jC will have Litchi touching the corner. It doesn't matter how far you are, as long as your are actually touching it.

-[starter] > 2D > iad jC > dash > barrier > [corner combo] > [ender]

Mu, Noel, Lambda, sometimes (really random, so always do it) Carl.

-[starter] > 2D > iad jC > dash 6B > [corner combo] > ender

Do this when you are unsure about how close to the corner you will be after you do iad jC. Of course, doing the 6B means you AREN'T doing the 2C.

-[starter] > 2D > jC > [corner combo] > ender

Do this when really close to the corner. You can still do iad jC.

-[starter] > 2D > jBC > land > (staff2) jBC > itsuuC > j9C > 4Kote > falling jC > [ender]

Use this at a spot where you think IAD jC won't work, but you can't use jHatsu/jChun combo. Takes a lot of experience to learn how to use properly.

4D Route

-4D > 4kote > falling jB > 3C > 2D > iad jC > staff2 > 6B > ItsuuA > 6Kote > 5C > 2D > jC > crouch barrier > 2C[m] > ItsuuA > 4Kote > [ender]

Possible from the start point of the screen. Do whatever modification is necessary. For example, doing, ItsuuA > 4Kote > 3C > 2D > jC > dj falling jC if you are a bit farther than expected.

CORNER COMBO PARTS

In the corner, the starter is really similar to the midscreen/near corner starter, with a small difference. Here it is:

-5B > 2C > ItsuuA > 6Kote > haku > hatsu > riichiA > ippatsuA > j7D > falling jC

Combined with the [corner combo] above, you're pretty much set. The only difference between this and near corner combos is that you don't get ippatsuB in there, so the damage is a pinch lower. From here on, I'll call this [corner starter].

Full combo

-[corner starter] > [corner combo] > [ender]

Yep, that's it! Remember that you aren't simply limited to just 5B > 2C for the starter.

-1 Full combo

-[corner starter] > dash 2C[m] > itsuuA > 6Kote > 5C > 2D > jC > staff2 > itsuuA > [ender]

Omits the 2C in order to complete the combo. Used off of 6A > 5B > 2C, J.B > 5B > 2C, J.B > J.C > 2C starters.

-2 Full combo

-[corner starter] > dash 2C[m] > itsuuA > 6Kote > 5C > jB > jC > 4Kote > falling jC > [ender]

Weakest combo off a solid hit. Still good to know, because it could happen. Do this off 2A > 5B > 2C, JB > JC > 5B > 2C starter, or JB > 2A > 5B > 2C starter. Really, once you get good at confirming, you should only do this off a single 2A.

:toot:

-[corner starter] > dash 2C[m] >

ItsuuB route

-5B > 5C(2) > ItsuuB > dash 6C(1) > 6kote > hatsu > riichiA > ippatsuA > j7D > falling jC > [-2 full combo] > [ender]

As usual, Use 3C on crouchers.

ItsuuC route

-3C > ItsuuC > dash > 6kote > Hatsu > riichiA > drop > delay > jD > rising jC > [corner combo] > [ender]

Good damage off 3C.

-3C > ItsuuC > [D] > dash jC > land > ]D[ > jC > dj > falling jC > itsuuC > jC > 4Kote > falling jC > land > 5C > 2D > jC > dj > falling jC > land > itsuuC > jC > 4kote > jC > [ender]

Max damage ItsuuC combo off 3C. Possible to start slightly outside of the corner.

4D Route

-4D > 4Kote > falling jB > 3C > 2D > jBC > staff2 > land > 2C[m] > ItsuuA > 6Kote > 5C > 2D > jC > crouch barrier > 2C[m] > itsuuA > 4kote > [ender]

"Safe combo". If 4D is blocked, doing 4Kote is safer because Litchi recovers faster.

-4D > 6Kote > falling jB > haku > hatsu > riichiA > [corner combo] > [ender]

Higher damage, but unsafe if the 4D is blocked.

ENDERS

Saving the best for last. There are 2 main ways to end a combo, depending on what okizeme you want.

- 3C > 2D > 6C(2) > Daisharin

Daisharin ender. Seen very often. You'll be doing this a lot.

-dash 3C > 2D > sj8 > jC > falling jC > land > 6A[m] > Tsubame > 3C > Kokushi

Kokushi route. Useful sometimes. Successful mixup after Kokushi does more damage than doing Daisharin. There are other ways to do this, such as sj9 > jC > jB whiff > falling jC, which is a bit more consistent and works on the entire cast. Input it as 6369 jC if you want to use this method.

Edited by Lord Knight
Posted

Combo Correction

All right. . . so not everyone is perfect. Here are some ways to correct combos in case you mess up at some point. Once you get deep into a combo (for example, starting [corner combo], or doing jHatsu > jChun midscreen), there isn't much you can do, but you can correct the start of a dropped combo.

-5B > 2C > 6D(2) > 5D > jHatsu > jChun

Midscreen, correction for misinputting ItsuuA.

-5B > 2C > 6D(2) > 5D > jBC > staff2 > jBC > itsuuC

When you reach itsuuC, you'll be in the corner. Correction for misinputting ItsuuA.

-5B > 2C> ItsuuA > dash > 5D > haku > slight delay > chun > staff2 > 6C(1) > ItsuuA

Somewhat near corner, correction for misinputting dash 6kote.

-5B > 2C > ItsuuA > dash > 5D > haku > slight delay > hatsu > slight delay > chun > staff2 > 6C(1) > ItsuuA

Far from corner, correction for misinputting dash 6kote.

-5B > 2C > 6D(2) > 5B > Hatsu > riichiA > etc

Corner, correction for misinputting ItsuuA

-5B > 2C > 6D(2) > 5D > jC > Dash 2C[m] > [corner combo] > [ender]

Corner, correction for misinputting ItsuuA

-6Throw > delay > Tsubame

Correction for mistiming itsuu after throw

Posted

STAFFLESS COMBOS AND STAFFLESS CONFIRMS

Your goal staffless is to hitconfirm in a way that lets you get the staff back midcombo. Unlike the staff combos, these combos are a bit more freeform - all that matters is that you move on to 3C as soon as possible.

There are two loops you'll need to know that will aid in your confirms:

-xx > jBC > 5C > jBC > 5C > etc...

This combo part works on characters that you can hit OTG with 5C. So use it on Arakune, Bang, Hakumen, Jin, Tager, Litchi, Rachel, Ragna, Tao and Tsubaki. From here on, I'll call it the [jBC loop].

-xx > jB > delay jC > jB > land > dash jump > jB > delay jC > jB > etc

This combo part is for characters that you can't hit OTG with 5C. So use it on Carl, Hazama, Makoto, Noel, Lambda, Mu and Valk. I'll refer to this as the [jBCB loop].

Staffless Combos

-5B > 2C > 3C > 6kote > 2C > [jBC loop until around 14-15 hits] > 3C

Confirm when the staff is far away. Watch out, you can't do this to Bang (3C > 6Kote > 2C won't work)! On Hakumen, Arakune, Tao and Tager, you can do 3C > 6Kote > 5C.

-5B > 2C > 3C > 6Kote > 2C > 2D > jHatsu > jChun > Staff2 > 6C(1) > ItsuuA > [followups]

Confirm when the staff is close. Won't work on Valk or Bang (3C > 6Kote > 2C doesn't work). Again, on Hakumen, Arakune, Tao and Tager, you can do 3C > 6kote > 5C.

-5B > 2C > 3C > 6Kote > 2C > [jBCB loop, 2-3 reps] > 6C(2) > 3C

Confirm when the staff is far away. Won't work on Valk.

-5B > 2C > 3C > 6kote > 2B > 2C > 2D > jHatsu > jChun > staff2 > 6C(1) > ItsuuA > [followups]

Use on Valk/Bang.

Staffless confirm while the staff is launched

...

Unfortunately, I can't help you out much with this. Learning how to do this well takes time and experience. Use the combo parts you know and do your best to get the staff back in a way that you can continue comboing.

Posted (edited)

Burst-safe combos

Sweet, time for the good stuff. These combos, as their name implies, are safe from bursts. Generally, it's not worth it for an opponent to burst late in your combo - they would've already taken huge damage. Your opponents will try to burst relatively early, usually after itsuuA, but before riichi. Of course, there are some parts of the combo (for example, 2C > Itsuu . . . > A) that are "burst safe", but an experienced opponent won't burst there. On top of that, against characters with skinny hitboxes (like Hazama), itsuuA might actually whiff. Here's a short list of burst safe combos.

-5B > 2C > ItsuuA > dash 6C(1) > 4Kote > dash [jBCB loop 2-3 reps or jBC loop until 15-16 hits]

When you dash and jump, dash and instantly hold back. You can't do this if you're far away.

-5B > 2C > ItsuuA > 6C(1) > 4Kote > 2C > jump > jC > 4kote > falling jC > etc

Use this in the corner. You can literally sit and block after 6C > 4Kote for a long time. When you jump, again, hold back, do jC > 4kote > hold back and do a slightly late jC. All of this is burst safe.

-Corner 6Throw > ItsuuA > 6C(1) > 4Kote > 2C > jump > jC > 4kote > falling jC > etc

Same as the above.

-Airthrow > land > 5C(2) > ItsuuA > etc

Burst safe combo off midscreen airthrow. Take advantage of the 2nd hit to guard point their burst.

-Airthrow > land > 6D(1) > Itsuu . . . C > etc

Burst safe combo near/in the corner. Take advantage of 6D's hitstun to guard point their burst.

Edited by Lord Knight
Posted

It may be worth noting that 5C[m](1) can canel directly into Itsuu A for the full combo if for some reason you AA someone with it.

Posted

A small addition for the jBC loop, it will work on everyone if you delay the j.C. However, this only makes a difference in the corner since there still isn't enough time to dash buffer on the characters 5C doesn't OTG.

Anyways, great idea to do this. I know this will help a lot of newcomers who are/were confused with where to start and what is optimal.

Posted (edited)

i find it hard to land the ippatsuA after the riichiA it always misses is there any timing involoved on landing this ?

Edited by Lord Knight
Posted
i find it hard to land the ippatsuA after the riichiA it always misses is there any timing involoved on landing this ?

nearly every Litchi main suffered from this at the beginning .. so It's ok if you drop it too much

things to do to make life easier:

1- delay hatsu, 236B.

2- itsuuA > dash > 6kote

3- delay itsuuA

4- or a combination of the above

I personally use 1 a lot and sometimes 3 ... after a month of practice, I almost never drop this part of the combo now; I can make a video to show you how its done if you still have trouble. Try to post questions in the beginner thread next time :)

Posted
i find it hard to land the ippatsuA after the riichiA it always misses is there any timing involoved on landing this ?

I wish someone had answered this question the way ATGMantenbo answered it when I was learning how to play Litchi, because this problem drove me up the wall for a very long time.

There is no one way to connect this part of the combo; you have to get pretty organic with it and learn what works where. I'll provide some examples.

Straight 5B[m] (no anti-air): Haku delay Hatsu, except at max range where you must input 6kote as 66kote (dash 6kote) in conjunction with no delay between haku and hatsu (although if your dash is very short, you may end up having to delay it anyway).

2C[m]: In almost all circumstances, opening with 2C[m] requires a dash 6kote (with no haku hatsu delay) or a delayed Itsuu A AND haku delay hatsu. I do dash 6kote, although I'm not sure why because it's harder for me to do and I subsequently drop it a lot.

j.B[m] or non-CH j.C[m]: These take a lot of practice, but frequently you can get away with just doing haku delay hatsu. Sometimes (at max max range with j.B[m] or if you do j.C[m] 2C[m]) you can just straight-up execute the combo without any fancy delaying or dashes, but this will sometimes result in a crossup at the staff (as in you will start comboing in the other direction), which you may or may not want.

CH j.C[m], CH 6B[m]: Probably the most difficult to get consistently, what you do here depends on how far you dash up to them to land the 2C[m] (or 5B[m] 2C[m]) followup. As a rule, if you follow up with 2C[m], you will need to dash kote or Itsuu A delay, and if you follow up with 5B[m] 2C[m] you will either need nothing (max range, although again this may result in a change of direction) or a haku delay hatsu.

6A[m], Chuun, any of the combos from throw: What you do depends on what you use to put the combo together. If at any time you use 2C[m] without 5B[m] you can expect to have to dash or delay Itsuu A. That's about as much help as I can give you in that regard.

The amount of delay required for haku delay hatsu is somewhat variable but for vanilla distance on 5B[m] (Ie your opponent is OTG and not at max range), you want to delay hatsu as long as possible without dropping the combo. The closer you get, the less you delay hatsu. It is also worth noting that Dash 6kote will work in all circumstances unless you are already too close to the staff, in which using dash 6kote will cause them to fly right by it. Delay Itsuu A probably works in all circumstances unless you are already very far from the staff given the same logic.

Posted
i find it hard to land the ippatsuA after the riichiA it always misses is there any timing involoved on landing this ?

Ignore everyone else.

Do ItsuuA > 6623D > haku > hatsu, that'll make your success rate go up significantly.

Posted
Ignore everyone else.

Do ItsuuA > 6623D > haku > hatsu, that'll make your success rate go up significantly.

but not a 100% I switch between the three methods I included in my video tutorial and my success rate is 99%

you can "dash kote" your way out but it won't work all the time.

Posted

The point is to not give overdetailed responses to beginner questions.

Give them something easy to understand at first, then if they come back asking more detailed questions, give a more detailed answer.

Posted

depends from person to person.

some ppl like detailed explanations(myself as an example) and vice versa.

plus delaying hatsu was the easiest way for me when I started CS; depends from person to person again(yours apparently is dash > kote).

the way you said it was offensive too "Ignore everyone else"

Let's not get carried away over this BTW

Posted

Yeah, sorry. But the only people who want really detailed answers like that are players that are already good, new players have enough to worry about. Block of texts, even multiple routes - for a simple question, this stuff isn't necessary. I appreciate you (and anyone else) trying to help out, but please take this into consideration when answering questions.

Posted

I will answer questions with the best I can .. for these kinds of questions, guess I'll point out the easy way out from my perspective first (without slamming everybody's advice out the window or so to speak)

Posted

Well, some of these questions get asked over and over again... I got the timing down for this via the challenge mode, but Litchi isn't really the "pick up and win" character without practicing her timing. If this keeps up Litchi might need a "Teach Me. Miss Litchi FAQ" thread. Maybe it'll help to stuff all those questions and links into the first few posts.

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