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Posted

the combo at 0:30 looks to be

tsubame>[2c>6c(2hit)] x3>236A>236B>236C>63214A/B/C

15 hits, ends with the pole vault back to full screen, builds a full block of heat

but in this vid litchi attempts this combo numerous times and misses all the other attempts as rachel techs out on the way down after tsubame which makes me believe that it requires a certain height in the air when the opponent is hit by tsubame

the more interesting combo 1:22 during a 2AA2C block string

with staff 6A overhead>RC>dash 5B>5C>jB>djBC

does crap damage but 3C chains into 6A overhead which gives you a low/high

i've been using 5B>6A which doesn't

at 2:28

5b>5c(1hit)>41236D~C>IAD C>OTG 2B>2C>j.B>dj.BC>236B>236C

12hits, slightly more damage then bnb and from the japanese bbs seems to be a character specific combo

at 4:12

CH41236D~A>[dash OTG 2C>6C(2hits)] x 4>236A>236B>236C>63214A/B/C

wow 4 iterations of the loop

edit: fixed block string

Posted
the combo at 0:30 looks to be

the more interesting combo 1:22 during a 2AA3C block string

with staff 6A overhead>RC>dash 5B>5C>jB>djBC

does crap damage but 3C chains into 6A overhead which gives you a low/high

i've been using 5B>6A which doesn't

that's not 3c buddy, that's 2b

Posted

oops sorry my mistake

i tested this 6A overhead rc combo myself today and i must say it's not very useful

no damage, no oki

Posted

http://www.youtube.com/profile?user=geesendou&view=videos

Check out video 63-74, those have a really beastly Green Litchi in them

So some general observations from the newer videos that have been released

Litchi has another combo she can do on the ground when she has the Mantenbou, which is combo into 5c3c. After 3c the staff is considered to be set, so then she can do hold d to make it not come back, and then do something after. The variants I was seeing were 3c into hold d dash 6c release d, and 3c into hold d iad j.c release d(I think). These combos have a better effective range than the old 41236d~c ones and they seem to do more damage too. The variant of this combo with 6c also ends in Tsubame knockdown, which gives her a much more advantageous position post-combo than the old j.236b236c combos

Example videos:

http://www.youtube.com/watch?v=43O9DhWxO_w#t=2m11s

http://www.youtube.com/watch?v=43O9DhWxO_w#t=4m4s

Without Mantenbou, Litchi can combo off of 6a overhead without meter... This was in the Tougeki Damashii DVD

http://www.youtube.com/watch?v=lnem-4t1yTs

6a5c2c 236a236c 236b236c 236a

Off of antiair 2c she can go into 623d or 41236d~a.. Tsubamegaeshi is probably used if the opponent is a bit further away

Staff-less 63214b(the move where she jumps to the staff and kicks it towards the opponent) can be comboed after on CH

Without staff she has another new combo when she chains into 3c. I think she can just combo after 3c by letting it recover and doing another move to pick up the opponent, but she can also cancel 3c into either 623 or 421(the moves that make the staff jump forward and backward) to cut down the recovery, and make it easier to continue the combo. This combo is at 1:18

http://www.nicovideo.jp/watch/sm5406245

Posted
http://www.youtube.com/profile?user=geesendou&view=videos

So some general observations from the newer videos that have been released

Litchi has another combo she can do on the ground when she has the Mantenbou, which is combo into 5c3c. After 3c the staff is considered to be set, so then she can do hold d to make it not come back, and then do something after. The variants I was seeing were 3c into hold d 6c release d and 3c into hold d iad j.c release d(I think). These combos have a better effective range than the old 41236d~c ones and they seem to do more damage too. The variant of this combo with 6c also ends in Tsubame knockdown, which gives her a much more advantageous position post-combo than the old j.236c combos

are you sure? i don't think holding D does anything and neither does releasing it. If it's happened to you during play it sounds more like you've used negative edge by accident

Posted
are you sure? i don't think holding D does anything and neither does releasing it. If it's happened to you during play it sounds more like you've used negative edge by accident

the second statement you wrote would mean negative edging lychee's drive is possible. which it is. which contradicts the first statement you wrote.

try it before you knock it! :psyduck:

Posted

alright i stand corrected

holding D does cause the staff to wiggle until you release

that needs to be added to the first post

Posted
^ what on earth is this guy talking about

You can delay the start of the staff's return flight by holding D. Its actual flight begins on the negative edge.

Posted

thanks for the confirmation

with this we can probably develop more complex block strings, i'll do some testing with it sometime before friday

do you know if you can hold it there indefinitely? and it's effects on getting hit while holding it?

Posted
After 702 frames it becomes unblockable with a wall bounce which you can combo 2aaaa3ctsuame2aaaa5b6d VV

Sweet, I've been trying to find a way to combo that one!!

Posted

lol ignore namelesscounter

i did get around to playing around with holding D and i must say it is such an awesome tool

not so much in combos but in block strings

after you hold it awhlie the stick will eventually come back regardless

if u get hit while your holding it, it will fall

you can activate the hold while in mid air

i tried canceling the hold into things with no luck

that combo where u do 3c>D hold>IAD C>release D isn't as useful as a combo but as a block string is quite good

you can actually hold the stick while it's airborne as long as it's considered set

this is useful if u use the staff kick, u can hold the stick in mid air

i also attempted to mix staffless 6a with the stick hit with some mixed success

Posted
http://www.youtube.com/watch?v=ZlYjbpw08Hc

Something in this fight caught my attention, check at 2:35 , litchi does a sweep and cancels it into moving the staff. and then it continues the combo. Is it that combo posible without doing that staff canceling thing? or is it necesary

It is necessary to cancel the recovery of 3C.

Posted

hi I'm new!

I am trying to learn Litchi but I am struggling!! Struggling becoz for one, execution is a beeyotch.

two, I only have time to go to the arcade once a week and there's ppl who are there every day playing and getting better. Of like the 4 doods there who are real good, 2 of them can use Litchi and make me real depressed becoz of how good they can use her versus me who is jus trying to get the basics down.

anyway, the good thing is by watching them and talking a bit I can learn stuff! Actually being able to do the stuff, a whole different issue in itself.

so I skimmed thru the thread and I didnt see any1 post these, but they are two very interesting ground strings I saw one of the good Litchi players use.

without staff:

2C 3C 623D 2B 2C

2C moves Litchi forward a bit so you can do like 2A 5B 5C 2C, then 3C is her trip/knockdown

you can then cancel into 623D (or even 421D) which is the move that moves your staff forward or backwards... this allows you to recover (or cancel out of) from the hits fast enough to do an OTG. Thus the 2B 2C will relaunch/juggle and open up combo opportunities

second string, with staff:

5C, 3C, D

u may be able to put a 2C in between 5C and 3C, I'm not sure. Anyway the thing about this is once u do the 3C the staff is considered unequipped (as someone else mention earlier, other normal attacks have this property as well) so pressing D will send it launching as if it were placed and u can continue a juggle combo. Eventually the staff will become re-equipped and you can pull off a 623D into your combo.

anyway, I wish I can try these out more for myself and get more comfortable with them, but for the ppl who have the privilege to play more often and did not know of these strings yet I hope they can help you and in turn u come back and help us with more discoveries!

Posted
hi I'm new!

I am trying to learn Litchi but I am struggling!! Struggling becoz for one, execution is a beeyotch.

two, I only have time to go to the arcade once a week and there's ppl who are there every day playing and getting better.

Welcome to the club. Actually... I'm joining the club too! :D

Started playing but am getting pwned by people with much more free time than myself. (Add to that having to wait 20-30 minutes for a single match.. and blech!)

I started out with Carl, but he was so sluggish that I figured I should start with someone that has a easier learning-curve. Litchi is awesome and I hope I'll become good with her.

Posted

First page correction - since I couldn't get the flame pillar to actually come out, I asked our really good Litchi player today...the flame pillar is 4628+C (or maybe it was 6428+C), f'sho not 236236+C. One of those motions works. :^P

Posted
It is indeed 6428+C. Go forth and blow people up!

Sweet!

Thanks for the update, I'll update it.

That is a really weird motion for a super.

It was a different motion when I played the test version, but she greatly improved in the final version.

I really want to play her final version, but it's a 1 hour and 30min drive for me:vbang:

Posted

It's been mentioned before in the thread, but her old 214 series(the moves that make her leap to the staff and do something) are now 63214 motions. That should probably be amended on the 1st page

I also don't think it's been mentioned here before, but if Litchi has the staff equipped, her 2a does not go into anything if the opponent is hit standing. This is why in Litchi videos, you will sometimes see Litchis just run up and start hitting 2a repeatedly, because if opponent is hit standing, then literally 2aaaaaa is the only combo she can do. However, if it's a counterhit or if the opponent is hit crouching, then her other options work, like 2a into 5b.

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