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Posted

oops, I forgot to put last word. How embarrassing >< and others are simply miss combo selections and accuracy of execution. which are all litchi players must go through since we are using "litchi." lol

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Posted

I did the Shounen 3c[m] bnb on Saturday a lot. It does more damage than all the 3c[m] [D] combos, but I'm pretty sure it doesn't work on everyone. It would be great if it worked on Carl.

Posted

So basically, I'm Sky` I play at SVGL, And I'm amazing with Litchi. 5B - 5C - 3C - Hold D <3 X] Nooo but really I'm decent. CHUN is my Mastarrrrr.

Posted

just found this on nicovideo:

http://www.nicovideo.jp/watch/sm7490835

new litchi combo movie

song: broken glass syndrome - halo fax

shows a pretty interesting rekka loop in the corner against arakune

that is actually super quite interesting. how many times where i have acornered opponent staffless and cant do a decent combo @___@ cuz my arsenal is limited. but this...is amazing!

Posted

This video is amazing, I have shit to practice. Gonna add the practical stuff to the sticky thread.

EDIT: http://www.youtube.com/watch?v=UcDsK3EjSEw

The original Litchi cmv, this is all about corner combos. Don't worry about the JP text, it's all explained already in the guide.

Posted

Litchi combo encyclopedia video from the same guy that made the previous vid, lots of cool stuff in this one

http://www.nicovideo.jp/watch/sm7528521

I put it on my Youtube account too, for people without nico

http://www.youtube.com/watch?v=9BvLaLmpSOY

lol oops I forgot I'm logged in as buzzsaw as I'm on his laptop but anyways it's Dakanya posting. I probably won't need to edit this much anyways since L-K will assimilate the important stuff into his guide

anyways here's some highlights I picked out to transcribe from nico

dash as needed to connect 6C tsubame 6C...

xx ittsuuC xx 5B 6C D 6C tsubame xx

works in the corner vs Tager and Rachel as well as Arakune, Taokaka, and Bang

xx 3C xx

xx 3C xx IAD JC dash staff2 6C tsubame xx

seems like a stable 3C combo but character specifics aren't mentioned

5B 5C(1) 3C {D} TK chun 6C tsubame 6C 3C

stable 3C followup against Noel, Carl, and Nu

i just thought of this one but {D} is probably better than [D] ]D[

from here on out i adopt it hohoho why didn't i think of this earlier

5B 5C(2) 3C TK chun 6C tsubame 6C 3C

stable 3C followup against Bang -- the key point here is not to do {D}

throw combos

not all followups work forward/back and are indicated. also when you cancel the neutral throw before the third hit, you are not getting any damage from the throw so throwing backwards always yields more damage but its startup is 1f slower.

throw(2)/4throw ittsuuA 6C 5C JB JC JD airdash JC 6C tsubame 6C 3C

vs. Ragna, Taokaka, Arakune, Bang, and Hakumen

throw(2)/4throw ittsuuA 6B 5C JB JC JD airdash JC 6C tsubame 6C 3C

vs. Jin

throw(2) ittsuuA 4kote 2B 2C JC JD airdash JC 6C tsubame 6C 3C

vs. Noel, Carl, and Nu

throw(2)/4throw ittsuuA dash 2A 5B J8 JB JC JD airdash JC 6C tsubame 6C 3C

vs. Noel, Nu, Litchi

4throw ittsuuA D haku chun staff2 TK chun tsubame 6C 3C

vs. Carl

ippatsu

5B 2C ittsuuA 6kote haku hatsu riichiA ippatsuA land J7 JB JC JD airdash JC 6C tsubame 6C 3C

starting from the haku to ippatsu everything has to be done asap (just frames?)

hm i probably should not have posted this in the video thread. oh well

--dakanya

Posted

UGH Boobie lady.... where do I start. well I pretty much got the ground game down, defending myself, and using the staff decently, but I hae a hard time with juggling T_T for some reason I find it easier to do it in GG. Still, none the less I think I picked the right character. The reading helped me alot too.

Posted

There were a few. The biggest, or at least most noticeable issue is your complete obsession with being staffless, you rarely if ever had your staff with you, which got you rocked with combos you could've otherwise avoided. Aside from leaving off combos when you didn't have to you didn't follow up on much of anything... Corner pressure and mixups are litchi's greatest strength, but you didn't even pressure opponents while they were in the corner, much less use any of her mixups. You zoned fairly well at times, but your reliance on 426D was extremely noticeable and at times ruined your zoning because of your reliance on it. It's a potent move, but it has it's place just like everything else. Get more comfortable with using her staff, don't always drop it on the ground, having her staff leads to her most damage combos and gives you access to her best zoning moves (her pokes in 5B[m] 6B[M] j.B and j.C), and her best defensive moves (tsubame, itsuu). Her biggest and hardest hitting combos will involve both having the staff and not having the staff, but in general the best ones start with her having the staff and come off of her great staff pokes or staff defensive moves. Keeping the staff will help you open up the game and start your offense while minimizing risk.

Posted

Thanx for taking the time to analyze :cool:

There were a few.

The biggest, or at least most noticeable issue is your complete obsession with being staffless, you rarely if ever had your staff with you, which got you rocked with combos you could've otherwise avoided.

Yeah, I'm starting to see how HAVING the staff is better against characters like Taokaka. But earlier on I just felt she was more versatile without it and trying to set people up, but now they are starting to catch on . . .:sweatdrop:

Aside from leaving off combos when you didn't have to you didn't follow up on much of anything...

This is mainly a timing issue for me, I just put my stick back together after finally recieving parts. I'm still re-adjusting from an SF pad. For instance there were MANY times I did DP>D when my opponent was near me and ended up just "dropping the staff" and had to work with it.

Corner pressure and mixups are litchi's greatest strength, but you didn't even pressure opponents while they were in the corner, much less use any of her mixups. You zoned fairly well at times, but your reliance on 426D was extremely noticeable and at times ruined your zoning because of your reliance on it. It's a potent move, but it has it's place just like everything else.

About that, my issue with THAT move mainly is sometimes it goes L pattern when I think it's gonna track my enemy and vice versa. For the "L" shape I try to use it as a moving barrier. Other times when I know I'm gonn trade hits I was planning to counter attacks, sometimes it worked. . . I still need to figure this move more, that's why I threw it out so often though.

Get more comfortable with using her staff, don't always drop it on the ground, having her staff leads to her most damage combos and gives you access to her best zoning moves (her pokes in 5B[m] 6B[M] j.B and j.C), and her best defensive moves (tsubame, itsuu). Her biggest and hardest hitting combos will involve both having the staff and not having the staff, but in general the best ones start with her having the staff and come off of her great staff pokes or staff defensive moves. Keeping the staff will help you open up the game and start your offense while minimizing risk.

Well I said earlier part of the reason for me dropping the staff, but okay thanks I'm gonna use this info to better my game.:yaaay:

Posted

The way the staff behaves in 426d is determined by how you plant it. 5d and j.2d follow that into the air pattern while 2d, j.5d, and tsubame will have it stay low to the ground. It's the same for sending the staff regularly by just hitting d.

Posted

The way the staff behaves in 426d is determined by how you plant it. 5d and j.2d follow that into the air pattern while 2d, j.5d, and tsubame will have it stay low to the ground. It's the same for sending the staff regularly by just hitting d.

Thanx so much! I couldn't figure out how or why the arc kept changing. I'm on my way!:yaaay:

Posted

Not sure if this was already posted somewhere, but

http://www.nicovideo.jp/watch/sm7565301

Litchi throw combos encyclopedia, basically has mantenbou throw combos on every single character. Too bad it doesn't have the new staffless throw combos that have been developed recently, it would have made the video more complete.. Gone are the days of throw into tsubamegaeshi, it seems.

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