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[CP] Litchi Faye Ling - Combo Guide & Discussion (WIP - Latest Update: 2/26/2014 - 2C/6C/3C fully staffless corner combos added)


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Posted (edited)
Urichinan, I dunno if you have a 2B, 4B, Itsuu~C combo from further than midscreen, but I was messing around with it with Litchi in corner:

2B, 4B, Itsuu~C, super jump j8.D, (delayed) Hatsu, delayed Chun, land, asap Haku, staff 2, Itsuu~A, 4kote, dash 3C, 2D ...

For damage: Dash 6C, 3C, 632146C [4683]

For carry/oki/not-at-50-meter :v: : Dash 5B, 6C, staff 2, dash 6A, Tsubame [3946]

Put the delays on the Hatsu/Chun where you feel comfortable, but set it up so you don't delay on the Haku when you land, if you do, it pushes the opponent too far back.

Haven't found any character limitations yet, but I've only practiced on Azrael, Bullet, and Hazama.

If your back is to the corner:

2B > 4B > ItsuuC > Dash Under > 5D > Chun > Staff 2 > Dash 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3782 DMG/27 HG)

It does less damage than doing a mid-screen route, but you get the corner, which is a better trade off.

EDIT: Or:

2B > 4B > ItsuuC > Dash Under > Hatsu > Chun > 5D > Haku > Staff 2 > ItsuuA > 4Kote > 3C > 2D > 3C > Kanchan > Tsubame > 6C(2) (3794 DMG/27 HG)

Which is a heck of a lot cooler, and does 12 more damage, but is harder.

Edited by Urichinan
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Posted

Try this. I haven't tried it myself but it should work.

2B>4B>ItsuuC>Dashunder>664B>236C>OTG>236A>236B>236C>5D>3C>D(2)+Kanchan>6D(1)>623D>6C(2)

This one I've used on Tager, Rachel, Hakumen, and Bang but it should work on more than just them. The damage isn't too great but the flashiness makes it worth it.

2B>4B>ItsuuA~623D>3C>236B>63214A~B>5[D]~]D[>6A>D(2)+Kanchan>6D(1)>623D>6C(2)

The 6A>D(2) part is character specific but it looks pretty cool.

Posted
Try this. I haven't tried it myself but it should work.

2B>4B>ItsuuC>Dashunder>664B>236C>OTG>236A>236B>236C>5D>3C>D(2)+Kanchan>6D(1)>623D>6C(2)

Can you please test this stuff before posting it up?

4B > chun crosses up 90% of the time outside of the corner. It works if you let the opponent fall close enough to the ground but at that point it seems impossible to get enough time to end the fella string and start again with haku. Even if you could squeeze that in... The 5D after the 2nd chun wouldn't connect because it needs haku to hit when your opponent is higher up.

Posted

You make a fair point.

I just personally have something against going to a forum to look for (optimal) combos and finding one that doesn't actually work and potentially spending heaps of time on something that kind of almost works.

That aside...

I'm having trouble hitting Haku > Hatsu > Chun, 5B on Ragna, I find I need to do 2A before 5B which makes it difficult midscreen because I need to do 662A instead. I figure there's something about his hitbox that just doesn't work so I'll have to get used to it but I'm wondering if this same thing happens on any other characters or whether it should work on Ragna but I'm just terrible at that link but only when I'm playing against Ragna? >__>

Posted

Haku > Hatsu > Chun > 5B doesn't work on Ragna unless he's airborne. This means you can't do it on standing hit, or OTG. It really hurts damage and combo possibilities while staffless, so you'll have to focus a lot on ad-lib staff launch combos whenever you can.

An easy fix is also 6C(1) > Hatsu > Chun > (Dash) 5B, but you'll lose your 6C(2) knockdown.

Posted
You make a fair point.

I just personally have something against going to a forum to look for (optimal) combos and finding one that doesn't actually work and potentially spending heaps of time on something that kind of almost works.

if i go to a forum looking for optimal routes, the last one im going to try is the one that says "i haven't tried this but it -should- work" LOL

pls

Posted

Something in the corner I got bored and decided to try:

2B(m) > 4B(m) > 6B(m) > Itsuu~C > j.B > JC > j.B > j.C > j.5D > j.C > Staff 2 |> Kanchan > 6D(1) > Tsubame > 6C(1) > Thirteen Orphans. Does about 4k.

It just looks really cool.

Posted (edited)

Back to corner into other corner combo

Ittsu c [d] j.b j.c ]d[ dash 6a haku chun staff 2 dash 5b[m] 4b[m] itssu a 4kote 3c d hatsu chun staff 2 dash 6c(2) (OD) 632146c

-works whether the super is OD version or not

-the hatsu chun part has to have a very very slight delay or else the staff wont hit on return (mostly for smaller characters)

-ending it with 623D will have them tech upon the staff coming down.

Edited by E3vE3 WAZ HEA
Posted
Back to corner into other corner combo

Ittsu c [d] j.b j.c ]d[ dash 6a haku chun staff 2 dash 5b[m] 4b[m] itssu a 4kote 3c d hatsu chun staff 2 dash 6c(2) (OD) 632146c

-works whether the super is OD version or not

-the hatsu chun part has to have a very very slight delay or else the staff wont hit on return (mostly for smaller characters)

-ending it with 623D will have them tech upon the staff coming down.

I was working on similar last night.

Itsuu C, j.[D], j.]D[, j.Hatsu > j.Chun > Haku, staff 2, 665B[m] > 4B[m], Itsuu A > 4Kote > 663C > 5D, 665B > 6C, staff 2, 6A > 623D or 632146C.

Goes corner to corner and 623D should knockdown.

- holding D for a split second at the start there just gives you more freedom for rekka timing and 665B

- The above works for corner to corner. Do your normal adjustments for anything slightly less than that (remove the last 5B, remove the 6A, etc, whatever you need to do.)

Edit: TBH this is probably just a BnB for most people... I just hadn't really worked on Itsuu A > 4Kote > 663C > 5D, 665B > 6C sort of enders before.

Posted

You can transition into Kanchan ender if you're close enough to the corner and get knockdown, also. Tsubame will definitely work with the midscreen ender.

Posted

I decided to go ahead and investigate this further, and I found that you can get a 6C(2) knockdown from a ItsuuC starter anywhere on screen. Below is a visual aid to show what combos should be used for each position on screen. Litchi denotes the beginning of each position, the lines show the entirety of a position. The picture isn't exact in terms of gameplay positioning, because the camera angle, and screen size are much different in the story mode rips, however, this is pretty close. Just make sure you try these out in training mode, and play around with different places on screen so you can familiarize yourself with them.

A2fV5C6.png

(Click for larger version)

1:

ItsuuC > Dash Under Hatsu > Chun > 5D > Haku > Staff 2 > (Dash) 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3673 DMG/26 HG)

2:

ItsuuC > Dash Under 5D > (j.)Hatsu > Chun > Staff 2 > (Dash) 5B > 4B > (Dash) ItsuuA > 4Kote > (Dash) 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3659 DMG/26 HG)

3:

ItsuuC > j.[D] > Hatsu > Chun+]D[ > Haku > Staff 2 > Dash 5B > 4B > (Dash) ItsuuA > 4Kote > (Dash) 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3925 DMG/28 HG)

4:

ItsuuC > j.[D] > Hatsu > Chun+]D[ > Staff 2 > (Dash) 5B > 6D(2) > Haku > (Chun >) Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > Kanchan > Tsubame > 6C(2) (3721-3879 DMG/26-27 HG)

NOTE: Damage assumes that staff 2 hits after Kanchan, as it's rare it doesn't. If you have to do dash 5B you must omit Chun.

Posted (edited)

4D overhead confirm in corner:

4D>2D>Kanchan>Staff 2>4B>ItsuuC>5D>j.B>j.C>Staff 2>6D(1)>623D>236B>63214A~D>6C

Edited by someonewhodied
Posted
4D overhead confirm in corner:

4D>2D>Kanchan>Staff 2>4B>ItsuuC>5D>j.B>j.C>Staff 2>6D(1)>623D> 236B > 63214A~D>6C

:P

Posted (edited)

Super ball punish combos.

Do we have these yet?

These are just for when you have staff though. Staffless punishes are pretty much normal combos (haku > hatsu > chun > 5B > etc) or throw combos in the corner.

good to know

Edited by Pen_Ninja
Posted

j.2D crossover (50 more damage than before)

j.2D>5B>3C>2D>3C>236A>236C>Staff 2>665B>4B>ItsuuA>623D>3C>236B>63214A~A~D>6C>3C>632146C (4K)

Posted
Super ball punish combos.

Do we have these yet?

These are just for when you have staff though. Staffless punishes are pretty much normal combos (haku > hatsu > chun > 5B > etc) or throw combos in the corner.

good to know

ffffffffffffffffffffff if i had koko I would practice this to get the timing. these look really cool and a great wake to avoid her super ball.

Posted (edited)
ffffffffffffffffffffff if i had koko I would practice this to get the timing. these look really cool and a great wake to avoid her super ball.

That sucks... the timing is very important because if you let go of D too early on the corner combo or too late on the mid-screen combo then the staff clashes with the ball and the combo drops.

Edited by Pen_Ninja
Posted
That sucks... the timing is very important because if you let go of D too early on the corner combo or too late on the mid-screen combo then the staff clashes with the ball and the combo drops.

I do have a ch 2c[m] 2d d iad combo, but without kokonoe, I have no way of testing if that would work the same way on her to bait super ball o.o

Posted

6AFC Corner

6AFC>2C>6D(1)>623D>665B>4B>41236D>5B>4B>ItsuuA>421D>3C>2D>3C>Staff2>Kanchan>6D(1)>632146C

3999 damage.

4D confirm (easy and high damage)

4D>5D>4B>236C+staff2>5B>4B>ItsuuA>623D>236A>236B>63214A~D>6C>3C

Posted

wow o.o those aren't half bad. Damage is pretty good too. Do the 5b ones have to be counter hit?

Also, that is one sexy ass color for litchi

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