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Posted

Uh... doesn't really make sense. Assuming your opponent is dumb enough to get hit with a 6C to start the combo, you can only buffer the [D] for x amount of time. I don't really understand how that combo is any different really than the regular one. Pretty much all of her basic combos "pop" the opponent back up with the staff return for a 6C > tsubame ender, so I'm not really sure what you're trying to get at here. Are you trying to say we need more staffless start combos? Why the comparison to the basic [m] combo with itsuuC??

Obviously it isn't very good. Instead of criticizing an example, you could try to play around with this yourself. And I compared it to the ItsuuC combo saying it'll never come close to being as practical, but something worth exploring.

Edit: And yes I do think we really should have more staffless start combos. Her ability to move around the screen, use Matenbou cover, and mix up ability is being overlooked by many players.

Posted

I still don't understand what you want to "play around with." Buffering the stick longer in combos? I was just :psyduck: at the post and trying to understand what you meant.

Posted

Sorry for changing up the question on ya, just figured out my 3C problem but now I'm having trouble with another one.

How long am I supposed to wait delay the hatsu in midscreen RiichiA combos? I can never land on the staff quick enough unless I start the combo with 2C and just mash out the haku hatsu.

I just wait for until right when she finishes saying Hatsu (just a smidge after it would come out from mashing)

Posted

I mean you should try and explore "Staffless stick buffer combos" (damn that's a cool name). Starting a combo staffless while buffering the stick would be a lot more useful if you could start the buffer in the middle of a combo. :gonk: But as Gwyrgyn had said, this could be really useful in her okizeme game. edit: The more I experiment with this the more promising it seems. Two simple staff set combos I have combo across are 5B > JB > JD and 5C > JC > 5D

Posted

Yeah what he means is basically instead of just making the staff attack directly as oki, you just hold it then oki with Litchi, and use the staff to do trickery after that. For example as a stupid trick, hold the D then run up and do 2B [6B] and release the staff to hit part way through the wiff animation. If nothing else, it buys you time to get a 5B out and do more stupid stuff. Or in the corner, 3C 2[D] then jump up and just as you are coming down, release D then land and 2B 2C. If you FD while you jump you can also use this as a way to bait DPs. Doesn't work well against people who tech fast though. You can also do that from DP > j.C [D] style knockdowns as well and I thiiink it works better from that. You can do a lot of stupid stuff with it but most of it is just good as gimmicks.

Posted

I could really see this as a great new part of Litchi's game. On a side note I found a hilarious combo to All green. Shinshin > chun > all green. Does 3.2k, it should be a lot higher but all green's damage is just horrible. Perhaps you could combo off of it, but someone else will have to try. I'm really bad at comboing off of all green.

Posted

yes a gimmick, yet although this is done a lot in corners mostly. FOR EXAMPLE!! cornercombo...>tsubame>j.C>421D>falling j.C>6C>3C>421D>Hold D. yes, a common tech trap but sometimes starting the Dhold later helps get into more gimmicks. also recently what i tried to do as another little trick is after a combo thats ends midscreen with staff placed hold D and IAD opponent as they tech and release when appropriate. not the best crossup game, and followups arent really damaging, but throwing this out instead of a shinshin occasionally catches people off guard. but besides throwing this kind of tactic out to surprise an opponent to maybe get the momentum back, regular staffless combos are superior, because we can squeeze as many normal hits in before we need the staff to bounce them back up for us. (you cant hold D forever as brent said, and pressing D mid combo is critical because it stops litchi in midair > airdash>j.B>j.C etc)

Posted

Oh well I thought you meant something else. Releasing D later is a common trick you can use if your opponent is too used to your usual oki/ tricks. It also can lead to other interesting combos such as the tk chun loops, but unfortunately all of litchi's combos become EXREMELY dependant on where you are on the screen due to varying times in staff returning. For example you can do 3C [D] 2369C~]D[ and vary timing etc for some cool combos. As far as ground breaking changes to her game... I don't really see it but I could be proven wrong. :kitty:

Posted

I just think that instead of using a call back, Shinshin, 13 Orphans, etc. we could use some staffless Litchi mixups while buffering the stick. That way if you just so happen to land a hit, you can go into a big combo, and if you don't, you have your staff back and you're ready to try again. I'm just tired of [M]Litchi and i'm trying to find something for staffless Litchi =/

Posted

Sorry for changing up the question on ya, just figured out my 3C problem but now I'm having trouble with another one.

How long am I supposed to delay the hatsu in midscreen RiichiA combos? I can never land on the staff quick enough unless I start the combo with 2C and just mash out the haku hatsu.

You can delay the hatsu almost until she starts crossing her arms from the haku. Longer delay is better for pretty much everyone afaik. Also try to kote6 as fast as possible after the second itsuua hit. And also do riichia, ippatsua as fast as possible after the haku. (You can pretty much just do one motion: 236b3214a.)

Posted

New (as far as I know of) 3C corner combo I made up. It does 3038 damage. To my knowledge that's the highest damage 3C corner combo yet. It works on everyone except Carl. 5B > 5C (1) > 3C > TK Chun > 5B > Tsubame > jBC > JC > [D] > ]D[ > staff1 > falling C > staff2 > 6C > Tsubame > 6C > 3C. There are some variations but i'm pretty sure that's the most damaging one. Edit: nevermind you can let 5C hit twice, but be sure to hold D a bit longer. If you let 5C hit twice it does 3165 damage. Edit2: Oh shit forgot the 6C after Falling C, my bad =/

Posted

5B > 5C (1) > 3C > TK Chun > 5B > Tsubame > jBC > JC > [D] > ]D[ > falling C > Tsubame > 6C > 3C.

...

...

:blue: um, maybe it's just me, but uh...this can't be right. Can it? :confused::wtf::pissed:

Posted

It's still possible to be out of range for itsuuC to connect even if you're in the corner. I'm not telling you to use it, it's just another combo you have at your disposal. edit: JC is jumpcancel jC is jumping C. And never mind you cannot miss ItsuuC in the corner :psyduck:. But hey how come you don't use Riichi combos since they do more damage than Itsuu combos?

Posted

edit: JC is jumpcancel jC is jumping C. And never mind you cannot miss ItsuuC in the corner :psyduck:. But hey how come you don't use Riichi combos since they do more damage than Itsuu combos?

God, I hate these new notations.

Posted

any japanese match vids of litchi players that can consistantly do riichi combos mid match?

when you say consistantly i cant find any to mind. i do stumble upon vids where they use a riichicombo, but its usually never more than once. ill link some if i do find a good match that has riichi

It works guy, it works.

:psyduck: trust him. go try it !

i havent yet ._.

Posted

If you don't mind using 50% heat (it's not like you can freely 13 Orphan all the time anymore because of Super flash buffering) you can do something like Haku > Chun > Hatsu > RC > j.C > 5C > j.BC > 5C > j.BC > Dj.[D] > ]D[ > Falling C > Tsubame > 6C > 3C for like 4k Damage. If you mix them up after the Haku it does 3.9k. Just something for my fellow ]M[ <3ers. Edit: some more RC stuff. 6A[M] > Haku > Chun > RC > 5B > Tsubame > j.BC > Dj.[D] > ]D[ > Staff1 > falling C > Staff2 > 6C > Tsubame > 6C > 3C. I think i saw a Japanese player do this in a video. Deals 3369 damage. Edit2: fiinneee.

Posted

If you don't mind using 50% heat (it's not like you can freely 13 Orphan all the time anymore because of Super flash buffering) you can do something like Haku > Chun > Hatsu > RC > jC > 5C > j.BC > 5C > j.BC > dj.[D] > ]D[ > Falling C > 6C> Tsubame > 6C > 3C for like 4k Damage. If you mix them up after the Haku it does 3.9k. Just something for my fellow ]M[ <3ers.

Edit: some more RC stuff. 6A[M] > Haku > Chun > RC > 5B > Tsubame > j.BC > dj.[D] > ]D[ > Staff1 > falling C > Staff2 > 6C > Tsubame > 6C > 3C. I think i saw a Japanese player do this in a video. Deals 3369 damage.

Isn't that how it's supposed to read? Excuse my pretentiousness

Posted

Well guys after a good long day with Litchi I can honestly say I think I've overcome the plateau i've been on for a while. Perhaps tomorrow I'll transcribe some of those Japanese combo videos. Unless it's been done already? I really want to learn some of those fancy super combos.

Posted

If you don't mind using 50% heat (it's not like you can freely 13 Orphan all the time anymore because of Super flash buffering) you can do something like Haku > Chun > Hatsu > RC > j.C > 5C > j.BC > 5C > j.BC > Dj.[D] > ]D[ > Falling C > Tsubame > 6C > 3C for like 4k Damage. If you mix them up after the Haku it does 3.9k. Just something for my fellow ]M[ <3ers.

Edit: some more RC stuff. 6A[M] > Haku > Chun > RC > 5B > Tsubame > j.BC > Dj.[D] > ]D[ > Staff1 > falling C > Staff2 > 6C > Tsubame > 6C > 3C. I think i saw a Japanese player do this in a video. Deals 3369 damage.

Edit2: fiinneee.

those looks like corner combos, am i right?

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