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Lord Knight

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  1. Litchi changed a lot between CS2 and EX. Keep the flag flying, folks. ----------------- BASIC STATISTICS Health - 11000 Primers - 5 Character combo rate - 75% Major Changes from CS2 -Removal of staffless jB > jC > jB gatling. In EX, you can only do either normal once into each other - ie, jC > jB or jB > jC. -Follow up ground Chun now causes blowback, making it impossible to follow up with dash 5B after a midscreen Haku > Chun. -ALL rekkas now have same move prorate. However, each version of the rekka is treated as an individual move - as in, 236B, j236B, hitting B while on the staff, and doing 236A > 236B in one combo won't invoke the same move prorate. -Chun proration was increased to 94%. -Daisharin falling hit proration was nerfed to 10%. -Staffless 6A now causes an untechable knockdown that can be followed up with a combo. -The hitstun on the staff launch has been increased significantly. -A small amount of recovery was added on the staff launch. -4D now wallbounds -2B[m] > 3C[m] gatling was added. -2C[m] > 4D[m] gatling was added. -The second hit of 6D has a bonus proration of 120%. -Ippatsu lost its bonus proration. -The rising hits of Tsubame Gaeshi has lower proration. EX Litchi Overview Comboing with Litchi has changed a lot over the course of Continuum Shift. If anything, she combines the need to confirm well off random hits (like in CS1) along with the need to confirm very specific hits in order to carry to the corner (CS2). With the staff, her corner carry off most hits is limited, and her damage was lowered, so hitconfirming is very important.
  2. As there will probably be little to no more combo updates for CS2 Litchi, I closed the CS2 Litchi combo thread. It'll remain stickied until CSEX releases over here, then I'll be moving it to the archives. I started the EX combo thread. Just like CS1, please bear with the thread being empty for a little while until I figure out the best way to organize the combos. As usual, the inputs are overwhelming enough - I don't want to have a massive, meaningless list of combos to accompany that. Star-Demon, don't give up. Why not try simpler variations of what you're trying for now? EDIT: I need a new avatar, lol. EDITEDIT: After some consideration, I'm leaving the EX Litchi combo thread open for discussion. As usual, please stay on topic blah blah blah
  3. Once they give us the url they want us to use, I'll let everyone know~
  4. Well, the English restream of Gods Garden should help.... ;D
  5. 6B (ch) > dash 5b > 2c > 6d(1st hit only) > haku chun > dash 5b > jBCB dj jBCB > land 6C(1) > 4kote > jB dj jBCB jhatsu chun
  6. sounds like youre doing it in the corner? best practical combo then is 6b > 6d > hatsu > riichiA > ippatsu > tanki hatsu > haku > hatsu > riichiA > j2B (hit down then B) > air hatsu > haku > chun > 5b > jBCB > land 6c > 4kote > jB > dj jBCD > falling jC > 6C > Daisharin will be around 5700 dmg in CS2, you'll almost always use 4kote in your corner combos. you use 6kote only to do a meterless ender that adds about 11 extra meter to your combo - as in, if you think there is no possible way you can get daisharin as your combo ender, you can choose to use 6kote to go into a combo route that will give you significantly more meter
  7. Dora bodied me too lol, any players that were higher than 225-230 PSR was just "wtf do I do".
  8. delay jC will give it to you 100 percent 6a > 5d > hatsu > chun > staff2 > 5b > 6b > 6d > etc rom midscreen generally in corner combo parts, you dont use 6a unless youve used ground chun already in a combo. 6a/6c is simply combo ender of choice. i dont know why you mentioned 6d, since you just do it when the stick comes back
  9. delay jD i imported it because i want to try to qualify for bbr
  10. Justin, I'll probably be going. Might be bringing a friend.
  11. Just block. Wait for an opportunity to safely jump out or try to counterpoke. This highly relies on knowing your opponents gatlings. Also when you're in that situation, they'll probably be styling on you, so you might find it easier to jump out.
  12. I already organized it like that?
  13. Here are some commonly asked questions that new players tend to have when picking up Litchi. ----------------------------------------------------------------------------------------- 1. Should I even play Litchi? What are her pros/cons? If you're reading this, you're already halfway there! I can't decide who to play for you, but I can list pros/cons for the character: Pros: Decent damage off any hit, coupled with high meter gain Some of the best mixups in the game Can corner off random hits well Great ukemi game - she's able to stop anyone from rolling out of the corner Can rushdown and zone effectively Great range Fast Cons Lacks a solid anti-air - most of her anti-air options are pretty bootleg Reversals all got weakened in CS Hard to get out of pressure High execution barrier 2. Wow, I really don't understand some of the terminology you're using. What's ________ supposed to mean? Here's a list of Litchi specific shorthand terms. Anything like "tk" or "236" is a universal term, so if you don't know what that is you should look at the General FAQ, but I will explain numerical notation: Basically, look at the numpad on a keyboard. It should look like this - 789 456 123 5 is when your stick (or pad) is in neutral state, so 6 is forward, 7 is jumping back, etc. 236 would be the same as a quarter circle forward. Haku/Hatsu/Chun - These are her rekka's, 236A, 236B and 236C, respectively. Staff2 - This refers to the second hit of the staff launch, on its return. Main thing to keep in mind when you see this in a combo is you aren't actually hitting a button here. Itsuu - Short for Ikkitsuukan, Litchi's guard point stance performed with 41236D~ (half circle forward) [m] - denotes holding the Mantenbou. Tsubame - Short for Tsubame Gaeshi, Litchi's DP when holding the staff. Kote - Short for Kote Gaeshi, Litchi's DP when the staff is placed. A "6" or "4" before it lets you know which way you should move it. {D} - This is holding the staff in place by holding D, then releasing it after she recovers. [D], ]D[ - [D] is holding D, ]D[ is releasing. Normally this notation is only seen when she uses other moves in between holding and releasing the staff [A+B] - This is Litchi's Barrier Cancel, a technique described more in the CS guide. 3. Ugh, I can't get ________ combo to work. What am I doing wrong? Keep in mind that any combo involving launching the staff requires that you are on a certain spot on the screen, and may be character specific. Before posting and asking for help, check the guide. In CS it's likely a timing problem, or you're picking the wrong part of a combo to use. 4. I know Litchi has two modes, but which is better? I personally like playing ____________. You don't want to just focus on one mode. Litchi's play naturally flows between both modes (as seen in her combos). Each has advantages over the other - playing with the mantenbou means you have big range, but it limits your pressure and your damage is low. Playing without it opens up mixup options and has higher damage, but your range is smaller. 4. I can't combo smaller characters/Carl!!!! As far as universal combos, don't treat smaller characters as if they are special. As far as other things, read the combo list and practice! 5. I can't do Haku > Hatsu > RiichiA > IppatsuA at all! There are several things you can do. First off, dash 6Kote will make this work 99% of the time. Input it with 6623D. There are a couple of situations where you won't have to use it (ie, off forward/airthrow). Make sure to judge your distance properly! There's a really specific distance where it is actually detrimental to do dash kote, but that comes with experience. More often than not, dash kote is the way to go. Also, keep in mind that ItsuuA has set untechable time (when they hit the ground), so if they are really high in the air, you have more time to do dash kote. ATG Matenbou made a helpful video which showcases different methods, but don't forget - if there's any doubt, just do dash kote.: ---------------------------------------------------------------------------------------- If you have a question besides one of these, make sure you read the guide first, because it's likely that it's answered in there.
  14. you hold 5d for a second (don't just press it) and then do chun
  15. right now the j2d combo is j2d > held d > haku > chun > tk chun > 6d > etc, i like it more because you don't have to make a hard commitment like dash 6c
  16. that'll probably work in EX, but putting 6c so early isn't recommended ill compare damage with the chaoto combo though
  17. for the low option I added like 200 damage by omitting the haku > chun at the start, instead i do 5d 5a whiff 3c > staff2 > dash 5b[m] > 6d. but it's harder.
  18. replace 5d > chun > staff2 > tk chun with 5d > hatsu > chun > staff2 > 2c should work since thats a sideswap Of course from position 4/5 just 3c ch > 6D > full combo is ok, should be above 4000 dmg.
  19. Oddly enough, no one has been posting...? Anyways, I've been doing hella training mode. The Chaoto vid gave me a lot of ideas, and actually structures some pretty decent combo parts. General rules - 1. Get used to holding D a pinch before you release it. 2. Remember that ALL rekkas have repeat prorate, but you can use them all once all right. That means if you're using a D > chun > staff2 > tk chun combo part, then you can't do held D > chun later in the combo. 3. Whenever you have to do 6B > 6D, you want to make sure you don't dash 6D so that the staff isn't too far in the corner. Just adjust slightly by walking. 4. Position -3 or -2, probably doing haku > chun > tk chun. Position 0 or 1, probably doing hatsu > chun. Positions - The combos in the vid all have a "Position" label, making the stage into an X axis, with the starting point (as in, where you begin the round) as 0, the far left as -5, the far right as 5. For simplicity's sake, I'll still refer to them as round start position, or corner, but for more ambiguous positions, I'll use the number system. First of all, thanks the the held D > haku > chun combo part, we get pretty good 6D CH combos. From round start position: 6D CH > 2C > held D > Hatsu > Chun > staff2 > 5B[m] > 6B > adjust > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > held D > Chun > aerial does 4100~ dmg From farther back, postion -2 or so 6D CH > 2C > held D > haku > Chun > staff2 > tk chun > dash 2C[m] > 4d > dash 5d > iad jC > 6D > held D > Chun > aerial does 3700~ dmg Interestingly enough, haku > chun causes wallbound, while hatsu chun does not. The corner throw combo (the one that makes you laugh) is easy, and gains 49 meter. However, it's character specific. However, if you do Chun > delay Hatsu (so Litchi turns around) it works on a much bigger portion of the cast. Also, you gain 50 meter. It does less damage than the standard throw combo, but it's a good, easy funny combo to kill someone with. Gold burst combo - Gold burst > dash itsuuA > tk chun > delay haku > hatsu > riichiA > ippatsu > tanki hatsu~ or Gold burst > dash itsuuA > tk chun > dash 6b > hatsu > riichiA > Ippatsu > tanki hatsu ~ I can't find a solid end to these combos midscreen. Need to experiment more. Obviously this is useful in the corner because of the sideswap. 2C CH combo - 2C CH > 4D whiff > haku > hatsu > riichiA > ippatsu > 6kote x2 > jB > land hatsu > j2B > jD > hatsu > chun > dash 6C(2) > itsuuC > rising jC - 2820 dmg This combo is annoying, to say the least. Also, the position is rather picky. Instead, I came up with this - 2C CH > 4D whiff > haku > hatsu riichiA > ippatsu > 6kote > airdash jD > hatsu > delay chun > land staff2 > walk up > 5b[m] > 2c >tsubame - 2810 dmg 10 less damage, and significantly easier. It always puts the opponent in the corner/very close to the corner and is much less picky about where you do it. Alternatively you can do - 2C CH > 4D whiff > haku > hatsu > riichiA > ippatsu > 6kote > airdash jD > hatsu > delay chun > dash 6C(2) > itsuuC > jC for 2600~ and it'll definitely put them in the corner. 5C FC combo (corner) 5C FC > 4 winds > 2C > 5C > 2C[m] > 6D > tk Hatsu > Haku > Chun > Haku > hatsu > riichiA > ippatsu > Tanki Hatsu > held D > Chun > 6D > aerial = 4616 dmg Need staff in 2D set to do that. Also you can't react to it, you just have to do 5C > 4 winds right away. Midscreen, just do the staffless throw combo. You have all day to confirm into chun, damage is about 3000. 5C FC > chun > dash 5B > 6C > delay air chun > dash hatsu > haku > chun > dash 5b > 6c(1) > 4kote > aerial Hopefully this gets your creative juices flowing.... :] EDIT: Galileo told me that 6A FC > dash 5B > 5C > 6D > staffless 5B would probably work.... it does, lol. So of course, go into 5B > held D > hatsu or chun, etc. Going to make a solid combo next time I play.
  20. small hold D > release > advance input chun EDIT: Litchi boards need some serious cleaning, I'll get on it later.
  21. Comparing some stuff in Chaoto's vid to standard stuff. For the most part, the damage is comparable or a pinch more, but the meter gain is usually significantly more. Occasionally a combo will do 200 or so less damage but gain 5-6 more meter. Some of the combos give moves some more practical use. 4D RC combo is annoying.
  22. is that so cor? but 5b[m] prorate went up to 85 from 80, so it should still work... thanks for that mynus, ill look up more stuff
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