Poizonous Flour Posted June 11, 2009 Posted June 11, 2009 Don't really get what you mean here. Oh, sorry about that... 63214+A/B/C Each of these moves let's her jump back to the staff. After 236+C, I think I pressed j.C to go for her anti-air. But instead, she jumped towards her staff [63214+C] (it was behind the opponent) and jumped off of it. I got a cross-up situation and connected 236+B, 236+C afterwards. Is there a command after 236+C that automatically sends her back to her staff, I don't remember pressing a hcb anywhere...
Lord Knight Posted June 11, 2009 Posted June 11, 2009 There isn't one that just does it automatically, you have to deliberately input riichi after the air rekka enders in order to do it.
Spud Posted June 14, 2009 Posted June 14, 2009 Bout how long would it take to get decent with Litchi?
Poizonous Flour Posted June 14, 2009 Posted June 14, 2009 What do you mean by decent? Set-up and execution, combos, or all of the above?
Lord Knight Posted June 14, 2009 Posted June 14, 2009 Litchi is a very hard character to play properly. You can get to passable level with her quickly, but beyond that, good luck.
Spud Posted June 14, 2009 Posted June 14, 2009 What do you mean by decent? Set-up and execution, combos, or all of the above? I'm thinking of picking her up, she looks like the execution-heavy, steep learning curve chick with a shitload of payoff. (I play Viper in SF 4, so it would be an easy transition for me)
7thFonon Posted June 14, 2009 Posted June 14, 2009 I also would like to know the same thing. Like how much more / less work does it take (compared to other characters in the game) for most people to get the hang of consistantly executing set-ups, combos, and whatever else Litchi needs to become effective?
Lord Knight Posted June 14, 2009 Posted June 14, 2009 I also would like to know the same thing. Like how much more / less work does it take (compared to other characters in the game) for most people to get the hang of consistantly executing set-ups, combos, and whatever else Litchi needs to become effective? Litchi is a very hard character to play properly. You can get to passable level with her quickly, but beyond that, good luck. :psyduck:
7thFonon Posted June 14, 2009 Posted June 14, 2009 Ah sorry ^^^ But oh well, if she's really that hard to use it'll just be that much more rewarding to get good with her.
Chun Posted June 15, 2009 Posted June 15, 2009 Just putting in my 2 cents as a player since the first day of Arcade release: Litchi is definitely not a character that is easy to start out with. I spent many hours visiting my arcade as much as possible (Approx. 3 times a week at least) over the course of 2 months at first just to win a few matches against the basic Ragna BS you'll run in to constantly. Before the prospect of doing the nice corner carry combos, stick setups and traps, you will have to seek the opportunities in which allow you to initiate those strings; and even so, you won't have that easy-mode damage most people have without putting in many commands. A lot of people start off with Litchi, use her DP, do some basic stance tricks and think that's all there is to it; when you get to the harder parts you'll need to memorize your weight classes, nail those small frame gaps to rebounce opponents, know how to stance safely without being punished by cooldown, and work with your staff placements to work those staffless combos and re-launches effectively. I don't recommend Litchi to my friends when they just want to play casually. I can't tell you how many times I've been stuffed in ranbats here in Norcal because my tactics are limited in scope and require short of perfect execution. Also, she does have some great 50/50s and an amazing corner game, but in the end if you can't get them in the corner it's all for naught. Once you have your gimmicks being figured out by your opponents, the core is all about placement, staff hangtime to keep the pressure, and finding just the right moment to initiate that execution intensive mid-screen carry. Eventually I'll write up a post on my view of Litchi and how I see her. As a person who is one of the 2 few people who are playing her at the Norcal SVGL arcade, at tournament level, I'd say commit or just quit now. There's a reason why, despite her hotness, her fanart level pales in comparison to the rest of the female cast. I don't mean for this to discourage new Litchis, but this is how I see it. ~Chun
kousaka Posted June 15, 2009 Posted June 15, 2009 She's a good character to learn at all levels. She has good options on defense with tsubame and the ability to punish things after IB where other characters can't. She has easy to learn generic combos for oki but not so great damage. She has many many character specific combos which can take a while to learn but not that hard still. The hard part in playing litchi is staying creative with her mixups. She can be predictable and easy to bait out and punish. But most of the time you can pretend your in training mode and just go on and on with your oki pressure.
Lord Knight Posted June 15, 2009 Posted June 15, 2009 Stuff that's right Yeah there is just so much to keep in mind. I still haven't tried doing the kara throw whiff after j2D since I'm trying to implement so much stuff into my game at once.
Kenny tuty Posted June 15, 2009 Posted June 15, 2009 >>spoud I heard viper gets to S tier once you can use her right. I say, don't expect that to litchi. Just because her overhead isn't that great. Once you get decent, which means learn all the specific characters, distance combo and corner mix up and have at least over 90% execution, you won't have hard time beating ok players, but still you have trouble with mix up against people who understand litchi. I think rachel will be better choice for "the execution-heavy, steep learning curve chick with a shitload of payoff" character. If it doesn't have to be a chick, for sure arakune will always be the best choice. But using litchi is pretty fun, I guarantee that. Like kousaka says, she require us to be creative enough to win. and there're soooooo many combos to choose from any kind of hit. not sure the effort of practicing pay off you with the shape of "winning." but simply using her and be proud of our creativity will make you feel good. lol oh, unless you play against good nu-13 tho. haha
Lord Knight Posted June 15, 2009 Posted June 15, 2009 Litchi doesn't have any terrible matches, she can win vs anyone. Using her corner options properly can give her higher damage outputs - it's better if they understand the corner trap since you'll have a chance to do different relaunches.
Spud Posted June 15, 2009 Posted June 15, 2009 Wow, so much to read. Okay, I get it, and I think I'll stay with homegirl. :yaaay:Thanks.
Jthan Posted June 16, 2009 Posted June 16, 2009 Litchi doesn't have any terrible matches, she can win vs anyone. Although some people still debate it, Jin is a pretty bad one. Also, I don't think Litchi is that difficult execution wise. After you learn 3C, [D], IAD, ]D[, j.C and flame super, the rest isn't too difficult.
Diveman Posted June 16, 2009 Posted June 16, 2009 litchi is hard gameplay wise, to know when and how to use her moveset is what makes her hard to play. everyone can do combos, but whats the point if you cant play the character properly?
Chun Posted June 16, 2009 Posted June 16, 2009 It bares repeating. Even if one knew every combo in the entire game for Litchi, the main problem is even starting that string when people already know what to expect from a Litchi's approach; as a character without a solid non-punishable overhead (And no, don't argue staffless 6A or any IAD; that's the assumption you have initiative and blockstun). If I remember most of my experiences, all I know is that my 5B is my best friend, but I have to place it correctly, as with every other move. Most of our overhead attempts require rapid to keep from being punished. That's one of our fundamental weaknesses, that there is a dependence on our low attacks. It amounts to this: Who cares if someone can do all the fancy string/reset/setups when it can't even get started? Litchi is: 5% Combos 75% Placement 20% Meatbuns And don't you ever forget it. ~Chun
Lord Knight Posted June 16, 2009 Posted June 16, 2009 Litchi vs Jin is 5.5 or even IMO. When people know what to expect from Litchi she still has plenty of options. Even 6A[m] whiff can be kept somewhat safe with 5D follow up.
Chun Posted June 16, 2009 Posted June 16, 2009 Litchi vs Jin is 5.5 or even IMO. When people know what to expect from Litchi she still has plenty of options. Even 6A[m] whiff can be kept somewhat safe with 5D follow up. I would argue that 6A w/Manten is unsafe period. If matches with Gor and Veteru taught me anything if the IB happens it's a free IAD into combo. ~Chun
Lord Knight Posted June 16, 2009 Posted June 16, 2009 Gotta mix that shit up! Though sucks on IB :|. Plus doing 2B 6A[m] pushes it so that the staff is ultra far, along with 2B pushback, only v13/projectiles can really punish that. That doesn't get used enough at all.
Kenny tuty Posted June 16, 2009 Posted June 16, 2009 I agree with chun. with stuff 6A has too much - frame which gives them free hits without instant block. the thing is, she doesn't have good overhead anyways. that means just do emergency tech and wait for overhead since it's just 22F.
Chun Posted June 16, 2009 Posted June 16, 2009 My perspective on 2B really amounted to feeling it was a far poke that wasn't really all that useful for anything else; 6A right afterwards seemed really slow and easy to jump out of or prepare for RAGNAFIST after execution. Though long, on block it I feel it really shifts momentum in a bad way, like I lost pressure/the initiative against my opponent. P.S. Gor plays V-13, Vet plays Ragna orz ~Chun
Lord Knight Posted June 16, 2009 Posted June 16, 2009 I feel like 2B is a pretty good poke. Stops mindless rushins, deals with moves that may go around 6B (like Noel 3C) and you have plenty of options off of it on block.
individuals Posted June 16, 2009 Posted June 16, 2009 hmm..i use 2b a lot, but it really is slow. i use it out of range to get afree hit if opponent happens to come into range. sometimes i use it after 6b at long ranges.
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