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Everything posted by Lord Knight
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updated, looks like they've got some stuff covered
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litchi wiki-san has already posted stuff so ill post it in the combo thread later
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Even though it wasn't directed at you, if it was helpful then go for it!
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I'm posting new stuff. Her forward throw goes into itsuuB, so it can be assumed you can do a similar combo to CS1, but because jC is emergency techable, it definitely won't be the same. I'll start once bbs gets consistent stuff out and move stuff to the wiki.
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lol Never judge this character at the start of a new release. Even CS1 Litchi is way different now than she was week 1. Litchi is the kind of character that has a lot of room to develop. Also, all throws lead into itsuu. Forward throw > itsuuB, Airthrow > itsuuC, back throw > itsuuA (of course, they are not special cancelled like in CS1)
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If you just played safer you'd do way better.
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Updated. This match is hard.
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Reserved.
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Burst-safe combos Sweet, time for the good stuff. These combos, as their name implies, are safe from bursts. Generally, it's not worth it for an opponent to burst late in your combo - they would've already taken huge damage. Your opponents will try to burst relatively early, usually after itsuuA, but before riichi. Of course, there are some parts of the combo (for example, 2C > Itsuu . . . > A) that are "burst safe", but an experienced opponent won't burst there. On top of that, against characters with skinny hitboxes (like Hazama), itsuuA might actually whiff. Here's a short list of burst safe combos. -5B > 2C > ItsuuA > dash 6C(1) > 4Kote > dash [jBCB loop 2-3 reps or jBC loop until 15-16 hits] When you dash and jump, dash and instantly hold back. You can't do this if you're far away. -5B > 2C > ItsuuA > 6C(1) > 4Kote > 2C > jump > jC > 4kote > falling jC > etc Use this in the corner. You can literally sit and block after 6C > 4Kote for a long time. When you jump, again, hold back, do jC > 4kote > hold back and do a slightly late jC. All of this is burst safe. -Corner 6Throw > ItsuuA > 6C(1) > 4Kote > 2C > jump > jC > 4kote > falling jC > etc Same as the above. -Airthrow > land > 5C(2) > ItsuuA > etc Burst safe combo off midscreen airthrow. Take advantage of the 2nd hit to guard point their burst. -Airthrow > land > 6D(1) > Itsuu . . . C > etc Burst safe combo near/in the corner. Take advantage of 6D's hitstun to guard point their burst.
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STAFFLESS COMBOS AND STAFFLESS CONFIRMS Your goal staffless is to hitconfirm in a way that lets you get the staff back midcombo. Unlike the staff combos, these combos are a bit more freeform - all that matters is that you move on to 3C as soon as possible. There are two loops you'll need to know that will aid in your confirms: -xx > jBC > 5C > jBC > 5C > etc... This combo part works on characters that you can hit OTG with 5C. So use it on Arakune, Bang, Hakumen, Jin, Tager, Litchi, Rachel, Ragna, Tao and Tsubaki. From here on, I'll call it the [jBC loop]. -xx > jB > delay jC > jB > land > dash jump > jB > delay jC > jB > etc This combo part is for characters that you can't hit OTG with 5C. So use it on Carl, Hazama, Makoto, Noel, Lambda, Mu and Valk. I'll refer to this as the [jBCB loop]. Staffless Combos -5B > 2C > 3C > 6kote > 2C > [jBC loop until around 14-15 hits] > 3C Confirm when the staff is far away. Watch out, you can't do this to Bang (3C > 6Kote > 2C won't work)! On Hakumen, Arakune, Tao and Tager, you can do 3C > 6Kote > 5C. -5B > 2C > 3C > 6Kote > 2C > 2D > jHatsu > jChun > Staff2 > 6C(1) > ItsuuA > [followups] Confirm when the staff is close. Won't work on Valk or Bang (3C > 6Kote > 2C doesn't work). Again, on Hakumen, Arakune, Tao and Tager, you can do 3C > 6kote > 5C. -5B > 2C > 3C > 6Kote > 2C > [jBCB loop, 2-3 reps] > 6C(2) > 3C Confirm when the staff is far away. Won't work on Valk. -5B > 2C > 3C > 6kote > 2B > 2C > 2D > jHatsu > jChun > staff2 > 6C(1) > ItsuuA > [followups] Use on Valk/Bang. Staffless confirm while the staff is launched ... Unfortunately, I can't help you out much with this. Learning how to do this well takes time and experience. Use the combo parts you know and do your best to get the staff back in a way that you can continue comboing.
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comments: holy SHIT dash D is ridiculous fast now. ch jC seems to act like hakumen's hotaru - i heard he could still combo off it from pretty far, i wonder what litchi could do . . . forward throw is interesting, goes into itsuuB - nice! im already familiar with that route first corner bnb. . . is lacking elegance imo, hopefully they'll discover some cool shit later 6D still looks good airthrow > itsuuC, nice it seems that if you're far and you use tsubame to confirm, that's pretty much it for midscreen (at least as far as staff hitconfirm). its still early though. gonna have to find new ways to confirm everything. . . surprised that fio didnt try 6D after kokushi. go with what you know, i guess. 5D/2D look significantly faster as well holy shit 5D/2D sets are sooooooooo fast 6A looks safe at a distance still 6B looks like it has a bit more blockstun 6C. . .uh. .. woah i think 6b and 6c being more useful will change up her neutral game quite a bit whoa, 6b pushes back pretty far on ground hit fio: "sweet, i know what to do after daisharin!" yay 6B CH wallbounce! overall, looking good! im liking some of the new tools she has. as far as confirming goes, we'll just have to wait and see how she develops. EDIT: SHIT there was a 2nd vid!!!!!! Chun looks like it has significantly more hitstun. I think its p2 is 74% right now, but it makes the dash 2A followup obsolete (which is nice cause that was hard) 6B on air hit. . .weird Nice, 6A is retains its use as a poke - it looks like you can confirm a ch with a combo 6C hit! he only did iad jB, but im sure iad jBC will be the shiiiiit
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Combo Correction All right. . . so not everyone is perfect. Here are some ways to correct combos in case you mess up at some point. Once you get deep into a combo (for example, starting [corner combo], or doing jHatsu > jChun midscreen), there isn't much you can do, but you can correct the start of a dropped combo. -5B > 2C > 6D(2) > 5D > jHatsu > jChun Midscreen, correction for misinputting ItsuuA. -5B > 2C > 6D(2) > 5D > jBC > staff2 > jBC > itsuuC When you reach itsuuC, you'll be in the corner. Correction for misinputting ItsuuA. -5B > 2C> ItsuuA > dash > 5D > haku > slight delay > chun > staff2 > 6C(1) > ItsuuA Somewhat near corner, correction for misinputting dash 6kote. -5B > 2C > ItsuuA > dash > 5D > haku > slight delay > hatsu > slight delay > chun > staff2 > 6C(1) > ItsuuA Far from corner, correction for misinputting dash 6kote. -5B > 2C > 6D(2) > 5B > Hatsu > riichiA > etc Corner, correction for misinputting ItsuuA -5B > 2C > 6D(2) > 5D > jC > Dash 2C[m] > [corner combo] > [ender] Corner, correction for misinputting ItsuuA -6Throw > delay > Tsubame Correction for mistiming itsuu after throw
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Going to split this in a way that everyone can (hopefully) understand. As of now, these are the most practical Litchi combos. Litchi may seem like a daunting character combo wise, but if you understand how her combos work, then it'll be way easier to remember them, and hitconfirm into them. This is the way I personally think about combos - you don't have to think of them this way, but it'll simplify learning the combo parts in the long run. As usual, please understand everything here first: Litchi Beginner Thread Guide/Breakdown of her normals and specials are here: Litchi Normals/Specials Rundown These are the situations you'll need to familiarize yourself with: 1. Normal combos 2. Hitconfirm with the staff 3. Combo correction 4. Staffless combos 5. Staffless combos while the staff is coming back 6. Burstsafe combos 1, 2. Normal Combos, Hitconfirm with the staff MIDSCREEN For the most part, you'll use the same combos midscreen. You shouldn't have to modify your midscreen combos unless you carry them into the corner. Here's the ideal combo starter: -5B > 2C > itsuuA > 6kote > haku > hatsu > riichiA > ippatsuA > ippatsuB A huge chunk of Litchi's high damage combos all start from this, this is the combo starter you should be aiming for, no matter where you are on screen. Although I listed 5B > 2C as the starter, a lot of normals can quickly go into itsuuA (for example, 6A) - I'll list what works below. From here on, I'll refer to it as [starter]. Starters: -5B[m] > 2C: Full combo, itsuuA route -5B[m] > 5C: Full combo, itsuuB or C route -2C[m]: Full combo! If you are in the corner after ippatsuB, do a +1 corner combo. -3C[m] > iad jB > 2C: Full combo. -5C[m] > 3C > iad jB: Full combo. -6A[m] > 2C: Full combo. -2B[m]: Full combo -5A: If used for CH AA, Full combo. -5A mash: Weakest combo -2A: Full combo -2A mash: Weak combo Full combo ItsuuA route -[starter] > 2D > jHatsu > jChun > 6C(1) > itsuuA > ... General combo used on characters that you can't hit with 5C OTG. Use this when you get a solid hit in. Judge whether you can go into the corner or not before moving on. -[starter] > 2D > iad jC > 5C > iad (staff2) > jC > itsuuC > [D] > rising jC > ]D[ > airdash jC > 6C(2) > [ender] Airdash combo that will carry to the corner. Obviously, you wouldn't use this if you were too close to the corner. Be wary around midscreen, it's hard to judge whether this is actually usable there or not. Doesn't work on characters you can't OTG with 5C. Awkward against Tsubaki. ItsuuB route -5B > 5C(2) > ItsuuB > dash 6C(1) > 6kote > hatsu > riichiA > ippatsuA > ippatsuB > 2D > jHatsu > jChun > staff2 > 6C(1) > ItsuuA > ... ItsuuB route. Although this works regardless of standing or crouching, you have to delay the 6C a lot to make it work on a croucher. As a rule, just use this on standers, Tager and Hakumen. On crouchers, replace 6C with 3C. -5B > 5C(2) > ItsuuB > dash 6C(1) > 6kote > hatsu > riichiA > IppatsuA > ippatsuB > 2D > iad JC > land > 5C > (staff2) iad jC > land itsuuC > [D] > rising jC > ]D[ > airdash jC > 6C(2) > ender ItsuuB route of this varient. Again, awkward on Tsubaki. Again, using 3C against a crouching opponent is preferred. ItsuuC route Note: Try to avoid ItsuuC route if at all possible unless you are near the corner. -xx > itsuuC > [D] > dash sjBC > ]D[ > airdash > jHatsu > jChun > staff2 > 6C(1) >ItsuuA . . . Must be used far away from the corner. -xx > ItsuuC > [D] > dash jC > ]D[ > dash jBC > staff2 > jBC > ItsuuC > ... Used a pinch outside of midscreen. Weak combo -xx > sj > jB > jC > dj > jB > jC Used after 5A AA mash. -xx > itsuuA > 2C > 6C(1) > 4kote > jBC > [D] > ]D[ > airdash jC > staff2 > 6C(2) > ender Used after 2AA, jB > 2A > 5B > 2C, etc. Classic airdash combo. You'll need to adjust this combo depending on position. For example, far away from the corner, you won't have to hold the staff out. Although you want to avoid this combo, make sure you have it down. J.Hatsu > J.Chun Followup Because of the nature of "midscreen", you might end up in an awkward position after jHatsu > jChun > staff2 > 6C(1) > ItsuuA - not in the corner, but not really midscreen either. Here are the various followups after that itsuuA. -ItsuuA > 4Kote > 3C > 2D > dash jC > dj > falling jC > land > itsuuC > jC > 4kote > falling jC > [ender] Note you'll likely be unable to go into Kokushi route after this. This is a bit awkward on Noel/Mu/Lambda, but usable if you can guarantee that you're going all the way to the corner. -ItsuuA > 4kote > 3C > 2D > 6C(2) > staff2 > 6C(2) > 6D > Daisharin Easy, but you have to commit to Daisharin, and you definitely will not be all the way in the corner. -ItsuuA > 4kote > 3C > 2D > jBC > staff2 > 6C(2) > Daisharin Again, you have to commit, but this will put you in the corner or extremely close to it. 4D Route -4d[m] 4kote > falling j.B > 3C > 2D > hatsu > chun > staff2 > 6B/5C > itsuuA > 4kote > 5C/2C/3C > 2D > j.BC > airdash j.BC > staff2 > 6C(2) [ender] An option for midscreen 4D combo. ----- NEAR CORNER/CORNER Near corner and corner are essentially the same thing. Litchi actually gets most of her biggest average damage going into the corner, not in the corner. Before we get started, I'll introduce the main corner combo part. -xx > ippatsuA > j7D > falling jC > [dash 2C > itsuuA > 6Kote > 5C > 2D > jC > crouch barrier > 2C[m] > itsuuA > ender] This has been commonly referred to as the itsuu loop. Everything you do near the corner/in the corner will be a variant of this above combo (there's one other one, but I'll share that later). The section in brackets is the REALLY important part, so make sure you get it down. This is the root of all the corner combos. From here on, I'll simply refer to it as [corner combo] Starters: -5B[m] > 2C: Full combo, itsuuA route -5B[m] > 5C: Full combo, itsuuB route (itsuuC route will work, but B is preferable) -2C[m]: :toot::toot: -3C[m] > iad jB > 2C: Full combo. -3C[m] > itsuuC: Full combo -5C[m] > 3C > itsuuC -6A[m]: Full combo. -2B[m]: -2 full combo -jB > 5B > 2C: -1 full combo -jB > jC > 2C: -1 full combo -5A: If used for CH AA, Full combo. -5A mash: Weakest combo -2A: -2 full combo -2A mash: Weak combo NEAR CORNER COMBO PARTS: ItsuuA route -[starter] > 2D > iad jC > [corner combo] > [ender] Mostly universal. Use when DEFINITELY going into the corner - as in, use when the airdash jC will have Litchi touching the corner. It doesn't matter how far you are, as long as your are actually touching it. -[starter] > 2D > iad jC > dash > barrier > [corner combo] > [ender] Mu, Noel, Lambda, sometimes (really random, so always do it) Carl. -[starter] > 2D > iad jC > dash 6B > [corner combo] > ender Do this when you are unsure about how close to the corner you will be after you do iad jC. Of course, doing the 6B means you AREN'T doing the 2C. -[starter] > 2D > jC > [corner combo] > ender Do this when really close to the corner. You can still do iad jC. -[starter] > 2D > jBC > land > (staff2) jBC > itsuuC > j9C > 4Kote > falling jC > [ender] Use this at a spot where you think IAD jC won't work, but you can't use jHatsu/jChun combo. Takes a lot of experience to learn how to use properly. 4D Route -4D > 4kote > falling jB > 3C > 2D > iad jC > staff2 > 6B > ItsuuA > 6Kote > 5C > 2D > jC > crouch barrier > 2C[m] > ItsuuA > 4Kote > [ender] Possible from the start point of the screen. Do whatever modification is necessary. For example, doing, ItsuuA > 4Kote > 3C > 2D > jC > dj falling jC if you are a bit farther than expected. CORNER COMBO PARTS In the corner, the starter is really similar to the midscreen/near corner starter, with a small difference. Here it is: -5B > 2C > ItsuuA > 6Kote > haku > hatsu > riichiA > ippatsuA > j7D > falling jC Combined with the [corner combo] above, you're pretty much set. The only difference between this and near corner combos is that you don't get ippatsuB in there, so the damage is a pinch lower. From here on, I'll call this [corner starter]. Full combo -[corner starter] > [corner combo] > [ender] Yep, that's it! Remember that you aren't simply limited to just 5B > 2C for the starter. -1 Full combo -[corner starter] > dash 2C[m] > itsuuA > 6Kote > 5C > 2D > jC > staff2 > itsuuA > [ender] Omits the 2C in order to complete the combo. Used off of 6A > 5B > 2C, J.B > 5B > 2C, J.B > J.C > 2C starters. -2 Full combo -[corner starter] > dash 2C[m] > itsuuA > 6Kote > 5C > jB > jC > 4Kote > falling jC > [ender] Weakest combo off a solid hit. Still good to know, because it could happen. Do this off 2A > 5B > 2C, JB > JC > 5B > 2C starter, or JB > 2A > 5B > 2C starter. Really, once you get good at confirming, you should only do this off a single 2A. -[corner starter] > dash 2C[m] > ItsuuB route -5B > 5C(2) > ItsuuB > dash 6C(1) > 6kote > hatsu > riichiA > ippatsuA > j7D > falling jC > [-2 full combo] > [ender] As usual, Use 3C on crouchers. ItsuuC route -3C > ItsuuC > dash > 6kote > Hatsu > riichiA > drop > delay > jD > rising jC > [corner combo] > [ender] Good damage off 3C. -3C > ItsuuC > [D] > dash jC > land > ]D[ > jC > dj > falling jC > itsuuC > jC > 4Kote > falling jC > land > 5C > 2D > jC > dj > falling jC > land > itsuuC > jC > 4kote > jC > [ender] Max damage ItsuuC combo off 3C. Possible to start slightly outside of the corner. 4D Route -4D > 4Kote > falling jB > 3C > 2D > jBC > staff2 > land > 2C[m] > ItsuuA > 6Kote > 5C > 2D > jC > crouch barrier > 2C[m] > itsuuA > 4kote > [ender] "Safe combo". If 4D is blocked, doing 4Kote is safer because Litchi recovers faster. -4D > 6Kote > falling jB > haku > hatsu > riichiA > [corner combo] > [ender] Higher damage, but unsafe if the 4D is blocked. ENDERS Saving the best for last. There are 2 main ways to end a combo, depending on what okizeme you want. - 3C > 2D > 6C(2) > Daisharin Daisharin ender. Seen very often. You'll be doing this a lot. -dash 3C > 2D > sj8 > jC > falling jC > land > 6A[m] > Tsubame > 3C > Kokushi Kokushi route. Useful sometimes. Successful mixup after Kokushi does more damage than doing Daisharin. There are other ways to do this, such as sj9 > jC > jB whiff > falling jC, which is a bit more consistent and works on the entire cast. Input it as 6369 jC if you want to use this method.
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aaaaaaaaaand one more just to be sure
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NOTES: CH - 6B[m] > glide throw 3C[m] > itsuuC
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Welcome to CS2! We're still in there of course. . . In order to combo effectively with Litchi, you'll have to familiarize yourself with these situations: 1. Staff 2. Staffless 3. Hitconfirm from staffless > staff 4. Burstsafe combos 5. Combo correction 6. Notes -------- 1.Staff MIDSCREEN For the most part, Litchi's midscreen combos have greatly been simplified from CS1. In order to succeed with her, you will need to focus and be sure you can hitconfirm well. Your basic confirms will be: -5B > 2C > 5C(1) > Tsubame -5B > 5C(2) > 3C > Tsubame -5B > 2C > Tsubame Though I listed the starters as 5B, you can use any normal you want. These three confirms will be called the "Staff BnB route" from here on out. In CS1, it was important to be aware of your position in order to optimize your combos. In CS2, you need to react to what hit connected, and where you are on the screen. Thankfully, you only need to worry about midscreen or near the corner. Starters - -Point Blank 5B[m]: Rising Tsubame route (1) -5B[m]: Staff BnB route -Point Blank 2A: Rising Tsubame route (2) -2A 2A: Staff BnB route -Point Blank 3C[m]: Rising Tsubame route (3) -CH 6B[m]: 1 Hit 6D route -CH 2C[m]: ItsuuA route -ItsuuA: ItsuuA route -ItsuuB: ItsuuB route -j2D(2): 6C(1) Kote route -CH 6D[m]: 6C(1) Kote route, staffless bnb -4D - 4D route Rising Tsubame route 1) 5B > 5C(1) > 3C > delay Tsubame > small dash 5B > jBCB > dj jBCB > land 6C(1) > 4kote > JB(CB B) dj jBCB > Hatsu > Chun Delay as much as possible! If the falling hit of Tsubame Gaeshi hits them, the combo is over. Must be done point blank. 2) 2A > 5B > 5C(1) > 3C > delay Tsubam > dash 5A > jBCB > land 6C(1) > 4kote > jB(CB) > dj jBCB > Hatsu > Chun Delay as much as possible! Must be point blank. 3) 3C > delay Tsubame > 5B > 6C(1) > 6kote > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > dash Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > jB(CB) > dj jBCB > Hatsu > Chun Also possibe off point blank 5C(1). 6D(1) Route 1) [starter] > (dash) 5B > 2C > delay 6D(1) > Haku > Chun > dash 5B > jBCB > land 6C > 4Kote > jB(CB) > dj jBCB > Hatsu > Chun Depending on starter, omit the jBCB rep after dash 5B. Sometimes you'll have to dash Haku to make it connect, but that's rare. You'll generally do this off a midscreen CH 6B. ItsuuA Route 1) [2C CH > ItsuuA] or [itsuuA] > dash 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > dash Hatsu > Haku > Chun > dash 5B > 6C(1) > jB(CB) > dj jBCB > Hatsu > Chun Guaranteed to carry to the corner. 2) [2C CH > ItsuuA] or [itsuuA] > dash 6Kote > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 6B > jBCB > land > dash jBCB > dj jBCB > land 6C(1) > 4kote > jB > dj jBCB Hatsu Chun A bit tougher than the above combo, but a pinch more damage and meter. ItsuuB Route 1) ItsuuB > dash 6C(1) > 6kote > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > dash Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > jB > dj jBCB > Hatsu > Chun Works on everyone regardless of standing or crouching. Most reliable when they are a bit far from you. 2) ItsuuB > dash 6C(1) > 6Kote > 3C > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > dash Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > jB > dj jBCB > Hatsu > Chun Used point blank. 3) ItsuuB > dash 6C(1) > 6Kote > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 6B > jBCB> land > dash jBCB > dj jBCB > land 6C(1) > 4Kote > jB > dj jBCB > Hatsu > Chun 6C(1) > Kote 1) [starter] > dash 6C(1) > [crossup 2C] or [run under 5B] or [run under 5B > 6B ] or [cross up 6B] > [Hatsu] or [tk Hatsu] > riichiA > Ippatsu > Tanki Hatsu > dash Hatsu > Haku > Chun > 5B > jBCB > land 6C(1) > 4Kote > jB > dj jBCB > Hatsu > Chun 2) [starter] > dash 6C(1) > [crossup 2C] or [run under 5B] or [run under 5B > 6B ] or [cross up 6B] > [Hatsu] or [tk Hatsu] > riichiA > Ippatsu > Tanki Hatsu > 6B > jBCB > land > dash jBCB > dj jBCB > land > 6C(1) > 4kote > jB > dj jBCB > Hatsu Chun Crossup 2C: Easy vs: Ragna Tager Tao Rachel Bang Litchi Arakune Carl Hakumen Hazama Valk Platinum Hard vs: Noel Jin Makoto Tsubaki Mu Lambda Against Litchi and Mu, dash 6C(1) will not hit crouching. Run under 5B > 6B Used to go the same way as you were originally facing. Run under 5B Goes the opposite way than you were originally facing. Crossup 6B Bang, Tager and Hakumen only. Damage is slightly higher. 4D Route Most of the time, 4D will automatically carry them to the corner. 1) 4D > 66[D] > Haku > Hatsu ]D[ > staff2> 5B[m] > 6D > [corner combo] Used far away from the corner. 2) 4D > 66D > iad jC > staff2 > 6D > [corner combo] Easiest 4D combo. 3) 4D > 66[D] > Haku > Hatsu ]D[ > staff2 > 6D(2) > [corner combo] Used midscreen, around round start position. 4) 4D > 66[D] > Haku > ]D[ Hatsu > staff2 > 4D > [corner combo] Hardest, but highest damage 4D combo. --- CORNER Starters: 1 - Most stuff (including forward throw) > 2C > 6D 2 - 4D or most stuff staffless or Itsuu > 6kote or Back throw > itsuuA > 6kote > haku~ 4 - Staff1 CH > stuff > haku > chun 5 - Staff1 CH > stuff > Staff2 > 6D Middle ------Staff all the way in the corner---------- 1 - Hatsu > RiichiA > Ippatsu > drop > air backdash > jHatsu > Haku > Chun 2 - Hatsu > RiichiA > Ippatsu > drop > air backdash > jB > jHatsu > Haku > Chun 3 - Hatsu > RiichiA > Ippatsu > drop > air backdash > jB > land Hatsu > RiichiA > j2B > jHatsu > Haku > Chun -------Staff outside of the corner------------- 4 - Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku > Hatsu > RiichiA > j2B > jHatsu > Haku > Chun 5 - Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Hatsu > RiichiA > j2B > jHatsu > Haku > Chun 6 - Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku > Hatsu > RiichiA > j2B > delay dj > jB > jC > jB 7 - Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Hatsu > RiichiA > j2B > delay dj > jBCB 8 - Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Hatsu > Haku > Chun 9 - Hatsu > RiichiA > Ippatsu > Tanki Hatsu Enders 1 - 5B > jBCB > 6C(1) > jB > dj > jBCD > falling jC > staff2 > 6C 2 - 5B > 6C(1) > 4Kote > jB > dj > jBCD > falling jC > staff2 > 6C 3 - 6C(1) > 4Kote > jB > dj > jBCD > falling jC > staff2 > 6C Explanation - Generally, best starters are on top, weakest enders are on the bottom. Generally, unless you use a 100 p1 starter, after Chun you can only go into Enders 2 or 3. Haku starter has repeat prorate, so if you used Haku before Tanki Hatsu, just omit it. Put the parts together! Example 5B[m] > 2C[m] > 6D[m] > Middle 4 > Ender 2 > Daisharin 2AA > 5B[m] > 2C[m] > 6D[m] > Middle 9 > Ender 3 ItsuuA Anti Air > Middle 3 > Ender 2
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You shouldn't have been doing that most of the time, even in CS1.
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Yeah. They're saying 6C > iad JBC is possible. Meaning 5B CH > 6C > iad jBC.
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Her BNB uses tsubame, lol. A couple of more changes: 6C[m] is like Rachel's 5CC. 6D got buffed, it's now +3. All throws can lead into itsuu. Ippatsu = 120% prorate, but has same move proration. Will post more later.
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Tao looks serious still. Her neutral is still ridiculous, she just doesn't have crazy random damage like CS1. Looks like a fair character this time. . . she's still gonna be strong.
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St1ckbug is streaming almost daily for about an hour or two at a time.
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BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Lord Knight replied to Henaki's topic in Archive
Here's hoping for another year of Litchi !!!!! 超スレに放り込むけど下書きぐらいの気持ちでこっちにメモ mixi日記から貼りつけ ・棒6C、燕、棒3C、棒J2Dあたりが素敵、でも棒状態の攻めはワンパになるからガークラ狙い ・だけど素手状態じゃないと崩しに行くの厳しかったり流れが遅い、もともと機動力がないのを展開の速さでごまかしたいのに ・対空がマジカスwほんとwすごいwめちゃカスwむずいし安い、相手がてきとーにぴょんぴょんしてるだけでマジ萎えるwwwwwwwww対空燕返ししてるけど自分が何のゲームやってるか勘違いしてる感がすごい、しっかり空投げしないといけないなー ・棒状態の暴れ潰しはちょー痛いっぽい ・棒状態は投げと暴れ潰しと設置がメイン、素手状態はコンボ難易度高いけど投げと暴れ潰し、クソ安いけど中下択って感じでメリハリはっきり ・展開重視で燕全然使ってなかったけどもっと入れた方がいいかも、ゲージすごい溜まる ・棒が戻ってくるときの後ろ投げコンと素手と棒状態での前投げコンが全然わかんね 前作の貯金でメシ喰ってるけど、普通に考えて貯金無い人がやったら全然勝てるキャラじゃないと思うw っつかもう自虐だけど全然勝てる気がしないキャラとか割といるし理不尽な技が足りなすぎると思っちゃうw 闘劇とか考えるのは気が早すぎるけど3onならワンチャンある、2onだと自分から組んでくれとは誘えないなw まぁでもこんな考えまだ稼働して3日だし250戦ぐらいしかやってないしでやりきってないからいくらでも変わると思うけど CS2はCSとは全く別のゲームって思ってやり出したら楽しくなってきた 一戦一戦の苦労がはんぱないw雪風グルグルしてるだけのハクメンに1回負けたときはちょっと辞めようかなと思ったけど、雪風の反撃が安すぎる僕が悪かったんだなと反省したらハクメン戦やりたくなったわ コンボパーツ ・確定CH反撃or置き牽制棒5B>棒6C>低ダ ・確定反撃棒5Bノーマルヒット>5C2>6D2rc>生一通B>6C1前小手発一発 ・棒3CCH>設置>拾い ・近め棒3C>燕カス>素手5B>6C1前小手発一発 ・アドリブ6C1や対空から高め棒2C>燕>白発中(白発生遅くなってね?) ・素手5A対空から5A5A確認>HJA>JBJCJB>JBJCJB発中 ・素手5A単発CH確認>ダッシュJBJCJBループ ・棒5A対空CH>6D1rc>一通C前小手発一発 ・空投げダッシュ燕カス>5B6C1前小手発一発 燕カスとか相当補正いい感じだから新しいコンボパーツとして割と狙って行きたいね ダッシュ慣性付けてめり込むようにすれば十分狙える もういっこの方の試験がもうすぐなので触る頻度激減させてNSBに行って、NSBから先は2月まではやらないぞ!っと Combo Parts (since I already translated these): 5B[m](CH) > 6C[m] > iad (LOL) > ... 5B[m](normal hit) > 5C(2) > 6D(2) > RC > ItsuuB > 6kote > Hatsu > riichiA > IppatsuA > ... Close 3C[m] > Tsubame > 5B > 6C(1) > 6Kote > Hatsu > riichiA > .... Staffless 5A AA hitconfirm: 5A(CH) > dash > j.BCB loop Staffless 5A AA hitconfirm: 5A(CH) > 5A > hjc > j.BCB > dj > jBCB > hatsu > chun Staff 5A AA: 5A(CH) > 6D(1) > RC > ItsuuC > 6kote > hatsu > ippatsu. . . . 5B > 2C > 6D > haku > hatsu > (riichiA > ippatsuA > ippatsuB > land > hatsu) x2 > 6c(1) > 4kote > jBCB > jBCD > jC > 6C > (daisharin?) = 4.1k near corner -
STILL don't have change lolllll