Brent-quest Posted May 29, 2009 Posted May 29, 2009 Be prepared to set your console voices to Japanese....
Zenmetsu Posted June 19, 2009 Posted June 19, 2009 So is there any meterless combo Litchi can do when she connects at the tip of 3C[m] midscreen? This is the distance where IAD j.C followup won't reach. I'm guessing the answer is no but I'm wondering if any of you had something clever I haven't thought of yet...
Kenny tuty Posted June 19, 2009 Posted June 19, 2009 B-C-3C-D hold-IAD-D release-JC-236A-(JB)-JC-DP-6C-DP-6C-3C. the best damage one will be this. (won't work against carl.) B-C-3C-D hold-dash-D release-6C-6C-DP-6C-3C. I use this just because I get used to with this one, but harder and less damage.
Lord Knight Posted June 19, 2009 Author Posted June 19, 2009 IAD JC can always hit. Just do it later if you do it that far, or don't do 5c(2)[m].
Kenny tuty Posted June 19, 2009 Posted June 19, 2009 >>Lord Knight oh, I see. that's what it means by follow up huh? then dash 6C will be definitely the best choice when you are not sure about IADJC works or not. as long as 3C hits, D hold dash 6C will always hit as yellow beat.
Lord Knight Posted June 19, 2009 Author Posted June 19, 2009 Yeah. As far as I know she can't possibly miss an IAD JC, especially if you do the JC a bit later. That's why she can do IAD JC 2C 6C tsubame on more than just Rachel and Tager.
Kenny tuty Posted June 19, 2009 Posted June 19, 2009 >>Lord Knight well, you talking about corner combo right? or else, that combo won't be stable due to the distance of 6C-tsubame. As long as we are in mid screen, I think dash 6C will be safer. ...actually, I think 3C-236"9"C will the best choice if we need to use 3C. just because the damage is bigger. The timing is kinda hard, so I'm still working on it tho. so for now, if we wanna go for stability, dash 6C. but better start to work on 2369C, I guess.
Lord Knight Posted June 19, 2009 Author Posted June 19, 2009 You can do that midscreen too, you have to do a really late JC then instantly 2C. I did it on a couple of chars (Ragna, Jin and Hakumen so far). It's pretty stable with 2C 6C tsubame. I do double chun already (Carl ugh). What would you do with midscreen 6C?
Kenny tuty Posted June 19, 2009 Posted June 19, 2009 You can do that midscreen too, you have to do a really late JC then instantly 2C. I did it on a couple of chars (Ragna, Jin and Hakumen so far). It's pretty stable with 2C 6C tsubame. I do double chun already (Carl ugh). What would you do with midscreen 6C? like you say, it's charactor specified, and if you hit the JC too close, the tsubame won't hit. The midscreen combo I'm working on right now is ~3C-2369C-2C-6C-tsubame-6C-3C or ~2369C-2C-6C-3C-236ABC-(shishin) the one shonen was doing in the a-cho movie. The link between 3C-2369C is pretty hard. it's not like ittsuC low air 236C. I think it's like 2F link, but feel like with practice, it'll be stable combo. and the 6C combo I'm using right now is the simple one. 3C-d-6C-6C-DP-6C-3C, since I was using this from the very first days, my hand just pick this one. lol this combo doesn't really have advantage except it hits from anywhere. I'm trying to get rid of it with most of distance. ai yai, litchi combos~ lol
Lord Knight Posted June 19, 2009 Author Posted June 19, 2009 TK chun combos I always do the chun before letting go of D, that makes it a lot easier.
Kenny tuty Posted June 19, 2009 Posted June 19, 2009 >>Lord Knight ah... well, you talking about 3C-D hold-chun-D release-6C~ combo? that's useless unless you wanna make your combo look fancy. what I'm talking about is 3C-jump cancel immediately and 236C-2C~ this combo gives you better damage since you are not using D, around 3200? I guess.
Lord Knight Posted June 19, 2009 Author Posted June 19, 2009 Oh that combo. Normally I do chun in combos for Carl more than anything. I haven't tried that one yet.
Kenny tuty Posted June 19, 2009 Posted June 19, 2009 against carl, I usually just stick with ~C-ittsuC~ I guess I should practice that one too in case I have to use 3C. pretty sure many people start carl because of console.
Zenmetsu Posted June 21, 2009 Posted June 21, 2009 IAD JC can always hit. Just do it later if you do it that far, or don't do 5c(2)[m]. Ah I see, thanks LK. I delayed certain points in the string and was able to get things connecting even at extreme distances. Also, do you have any more info on this combo? 5B 2C ittsuuA kote (623) haku hatsu riichiA ippatsu A~ I've been experimenting with this combo. I'm not entirely certain but it seems like it's character specific -- it works on large characters down to about Jin's size and anybody smaller will whiff the ippatsu A. But again, I might not be executing as precisely as possible. The combo also seems to top off around 4k damage. Litchi has very low damage output. :O I'm still not sure how to finish this combo in a way that's favorable for oki. All my finishers let the opponent tech away safely, so I'm wondering if you've discovered anything new regarding this combo since the time you wrote your FAQs.
Lord Knight Posted June 21, 2009 Author Posted June 21, 2009 It's supposed to be easiest on Bang, Arakune, Taokaka, Rachel and Bang. The combo that I (finally!) landed was 5B 2C itsuuA kote (623) haku hatsu riichi ippatsuA ippatsuC ippatsuC jump off JC[D] ]D[ falling JC 6C tsubame 6C 3C. 5B 2C itsuuA kote (forward) haku > hatsu > riichiA > jump off falling jC > dash 5C > jB dj jCD falling jC > 6C: This is a combo I grabbed from BBS. I'm sure it's really going to expand once console comes out.
DivineExecution Posted June 22, 2009 Posted June 22, 2009 Just wanted to stop by and say thank you. I'll be in training mode when this game is released and trying to level up with your help ^^.
MiraclePizza Posted June 23, 2009 Posted June 23, 2009 Now here are some questions that I haven't been able to find solid answers to. 1. Combo options after IttsuC from a specific distance from the corner. That is, those time when you are close enough to the corner so that after the Airdash JC (or JBC) and the staff2 hit afterwards you cannot 6C but rather you would get a 6C[m]. In other words: 5B 5C itsuuC jchun 5B JBC D airdash JC staff2 land 6C DP~ That part screws up because the staff returns too soon for a staffless 6C and you can't continue the combo as you would normally. I've seen players do hatsu chun or the sort after airdash JC but I was wondering if there are other more solid options. 2. How do you execute the superjump in a string like 2B 2C SJ JB JC without doing TK hatsu instead of the JB you want to do? I currently use 369 for SJ but it seems to buffer the 236 motion from the 2C right before it. Thought about 159 for SJ but haven't tested it yet.
Lord Knight Posted June 23, 2009 Author Posted June 23, 2009 MiraclePizza - I try to 3C[m] combo when I can there, however you can try doing 5B 5C itsuuC jchun 5B/2C JBCD airdash JC staff2 jump JBC land DP~ or you can omit the first JB as well but that doesn't quite work on everyone (I believe). SJ just by doing 28/9, as long as you don't roll the stick, hatsu will never come out.
MiraclePizza Posted June 23, 2009 Posted June 23, 2009 Ooo thanks LK I think I'll try that one. That part felt like a problem because I see Japanese players run into "whoops" situations there too. Guess for the superjump it's better to do it the clunky way with 2C 29 JB instead of 2C 39 JB.
H2OEvil Posted June 24, 2009 Posted June 24, 2009 This is awesome, Can't wait to get the game!, I played it today at a friends house and Litchi is my favorites, can't wait to get online and play and start hosting tournaments.
Lord Knight Posted June 24, 2009 Author Posted June 24, 2009 Try to keep this thread with only questions/actual discussion, I appreciate thanks but I don't want this thread to be cluttered.
ilikeusingdizzy Posted June 24, 2009 Posted June 24, 2009 does anyone know if litchi is a fruit or something?ive seen lichee flavored calpico,or something like that.im not really sure if the name is based on that,but alot of GG characters have had theyre names based on something so maybe someone can tell me?
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