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Lord Knight

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  1. Those have been known for a while now. I just didn't post them due to their general impracticality.
  2. I see you're a fan of Judgement Day.
  3. The last hit seems to be hit 13 Kenshuma. Also yeah Hintalove there's a difference between 5D and 2D, I was pretty surprised when I found out too.
  4. Oh? I didn't know there was a new tech system. Also Hintalove to clarify, it doesn't matter how the staff is set, you can use 2D after any of her normals (including 3C).
  5. Litchi Final Changes (going to edit the first post with this stuff) New move 6D[m]: First hit breaks primer, special cancellable. 2nd hit is not cancellable. Places staff in 5D set. New move 4D[m]: Overhead, can be special cancelled on hit or block. Places staff in 2D set. New move ItsuuD: After 426D, the stance can be cancelled with D. Both hits of ItsuuB connects. Staff Litchi gains 2A > 5B on standing opponents without needing CH. IppatsuB is now falling Hatsu. Removes one primer, relatively safe on block. IppatsuC is now falling Chun. Removes one primer, relatively safe on block. 6A[m] loses Manten return, now ground bounces on hit. Also has Fatal Counter properties. Staffless 5C gains Fatal Counter properties. ItsuuA, B and Tsubame Gaeshi are all 5D sets. Daisharin is now 2D set. 3C[m] and 6C[m] both lose manten return, but both are special cancellable. Daisharin startup is slower. Ryuusiou startup is slower (though I wanna see frame data for this one ) Ryuuisou, Kokushi Musou, and the last hit of Daisharin all remove guard primer. J2D[m] removes 1 Guard primer. JD[m] causes knockdown on hit. Staffless Litchi gains 5B > 2A. Staffless Litchi gains JC > JB. Untechable time on flying Mantenbou is increased (at least it looks that way!) 6Kote changes the set to 5D, 4Kote changes the set to 2D. Staffless 6C is special cancellable on either hit. Untechable time on Hatsu and Chun is increased (. . .probably) Shishin is now 6 hits instead of 4. EDIT: Also Hinta Love, all of Litchi's staffless normals are cancellable into 2D (no matter what the placement) not 5D afaik.
  6. It helps to just hold C too.
  7. What's happening is that you are likely starting the combo too close to the corner. You either have to delay the jC if you are near the corner, or do airdash jB jC if you are airdashing in the corner. If you don't think you can judge your position properly, just follow the jC with hatsu chun (or chun hatsu if you prefer).
  8. Just another reminder, I'll be at CTF tomorrow.
  9. AFAIK these are casuals, so these vids were probably handpicked.
  10. It's generally better to use that meter for mixup rather than damage. Daisharin having slower startup didn't really help either :/
  11. Friday. . . you. . .
  12. I'm coming up next Friday.
  13. Here comes a NEW generation. FIGHT FOR THE FUTURE!
  14. Please read the first part of the thread.
  15. TK chun is pretty safe on block.
  16. I wouldn't waste meter on that ever lololol
  17. lemme take you to the movies shawty so maybe you can beeee my baybee
  18. Post all the GOOD STUFF in here, I'll move it all to the first post. EDIT: None of those had Litchi~
  19. OKIZEME/UKEMI -In CS, thanks to Litchi's high meter gain, she gets to use her strongest options off almost any corner knockdown. In general, her combos end in 2 ways: 1) Staffless Litchi pushed out far from the corner while the opponent is knocked down in the corner. 2) Litchi with staff/retrieving staff, both of them in/near the corner. In the first situation, you'd use Kokushi, in the latter you would use Daisharin. Should they attempt to roll out of your Kokushi setup, they will end up in front of you, with Kokushi active behind them. You can actually hit them out of the roll, which will combo with the super. Daisharin requires a bit of judgement to use depending on how far away you are from the corner. Generally there are three ways to input for ukemi punish and oki. 1) 133333 2) 233333 3) 333333 Again these depend on how far you are from the corner. The one you'll use the most for sure is the first - it is used with 6D Daisharin ender and 6C(2) Daisharin ender. The second option is probably the least used, as it's only used if you're somehow awkwardly positioned in a way that the first cannot be used. The last option is used if you are far from the corner - the distance you would normally be for a Kokushi setup. Now, once you have them blocking either super, you have a ton of options. You have multiple attempts to high/low them. 6A and 5A 3C are the easiest high/low options, though you have others. For example, you can jump > land 2B or jump > late airdash jC. SECRET TECHNIQUES Kara throw Performed with 2C~B or 6C~B. When done properly, extends the range of her throw substantially. Glide Throw Performed with airdash j2D~B+C in [m], airdash jD~B+C without. When done properly, instead of airdashing forward, she'll fall to the ground quickly while going forward. Best used for baiting anti-airs/DP's and manuvering through projectiles. Barrier Return Performed by holding Barrier (1A+B or 4A+B) while the staff is returning. When done properly, the staff will be returned faster to Litchi. Used in combos, but can be used in neutral as well.
  20. 4D[M] COMBOS MIDSCREEN 4d[m] 4kote falling j.B 2C 3C 2D j.BC staff2 6C itsuuC [D] rising j.C ]D[ airdash j.C staff2 6C(2) [ender] 4d[m] 4kote falling j.B 3C 2D hatsu chun staff2 6B itsuuA 4kote 5C/2C/3C 2D j.BC airdash j.BC staff2 6C(2) [ender] 4d[m] 4kote falling j.B 3C 2D hatsu chun staff2 5B[m]/2c[m] itsuuA 4kote 3C 2D hatsu chun 6c(1) itsuuA 4kote 3C 2D 6C(2) 6C(2) [ender] -Variant of the above. Adjust depending on spacing as usual. CORNER 4D[m] 4kote j.B 2C 3C 2D sj.C j.B(whiffs) falling j.C 6A[m] 2C itsuuA 4Kote 3C 2D sj.C j.B(whiffs) falling j.C [ender] MISC Here will include J.C[m] CH/5A anti air CH/6B[m] CH/ItsuuB combos/6D[m] Combos/How to combo properly off 5D set
  21. CORNER COMBOS Litchi currently has 4 different corner combos. They tend to build on each other a bit, and each one is a bit harder than the previous (for different reasons). All these combos assume you're starting with [opener] from the above post, which is: 5B[m] 2C[m] itsuuA 6Kote Haku Hatsu riichiA ippatsuA ------------------------------------------------------------------------- [opener] j.7C dash 5C j.BC land 5C j.BC 4kote falling j.C 3C 2D 6C [ender] The very basic combo. Pretty much an extension of CT combos. You want to surpass this as quickly as possible. [opener] j.7C dash 5C 2D slight delay rising j.C staff2 2C[m] itsuuA 4kote 3C 2D[ender] The first true CS corner combo. More damaging than the above, and more stylish too. You'll want to be able to at least do this combo. [opener] j.7C dash 2B 2C 2D slight delay rising j.C staff2 2C[m] itsuuA 4kote 3C 2D [ender] Use this variation on Carl/Noel/Lambda/Hazama. [opener] j.7D falling j.C staff2 6B/dash 6C(1)/dash [4/1A+B] 2C[m] itsuuA 6Kote 5C 2D slight delay rising j.C land staff2 (optional [4/1A+B]) 2C[m] itsuuA [ender] Itsuu loop. Off 2C[m] starter you get an extra rep of 2C[m] itsuuA 6kote etc. For more details, see this thread: http://dustloop.com/forums/showthread.php?t=8796 [opener] j.7D falling j.C staff2 6B/dash 6C(1)/Dash [4/1A+B] 2C[m] itsuuA 4kote 5C/2C/3C 2D sj.9C j.B whiff falling j.C [ender] SJ combo aka H.H combo. 5C and 2C are character dependant, but 3C works on everyone. I don't know the damage differences, but I can assume that putting in the 5C/2C does more damage than 3C (slightly, but it matters). The super jump jC is FAST. You will drop this 100 percent if you don't do it on the way up. The j.B whiff is to help with timing the second j.C, it's not needed. [opener] j.7D falling j.C staff2 6B/dash 6C(1)/dash [4/1A+B] 2C[m] itsuuA 4kote 5C/2C/3C 2D j.C dj falling j.C [ender] Variation of the above. Helps with consistency against Hazama, Noel, Lambda and Carl. [opener] j.7D falling j.C staff2 6B/dash 6C(1)/dash [4/1A+B] 2C[m] itsuuA 4kote dash 5C/2C/3C 2D sj.8C j.B whiff falling j.C [ender] This variation helps people who can't do/have low success rate with the sj.9C. However, it's still important to learn the sj.9C version because you can do some combos with it outside of the corner. The dash 5C/2C/3C must be quick - they won't be in OTG state for long. ENDERS Generally, once you optimize your combos, you'll always end your combos with corner knockdown. These assume you're all the way in the corner (more likely than not) [2D Combo] 6C(2) ItsuuC j.8C 6Kote falling j.C land 3C Kokushi Ender for any of the airdash ender combos from the 2D section. [2D Combo] 6C(2) Daisharin (133333) This notation gives oki, but you can continue to combo if it will finish them. [basic corner combo]itsuuC 6C(2) 6D[m] Daisharin (133333) Used after 3C 2D. This notation gives oki, but you can continue to combo if it will finish them. [basic corner combo]itsuuC 6C(2) 6kote backstep This prevents them from rolling out, and the staff is in front of them. Doing a high/low right away will set them up for another combo. [itsuu loop] 4Kote 3C 2D 6C(2) Daisharin (133333) An ender for itsuu loop. Execute Daisharin while you are still in the air. The Daisharn input here is listed for oki - if you want to kill, use one of the Daisharin enders listed in the Meter ender section. [itsuu loop] 6kote 5C j.8C 6kote falling j.C 3C Kokushi Kokushi Musou ender off itsuu loop. [sJ Combo] land itsuuC j8C 6kote falling j.C 3C Kokushi Kokushi Musou ender off super jump combo. [sJ Combo] land itsuuC [d] j.C dj ]D[ falling j.C 6D[m] Daisharin (133333) Daisharin ender off super jump combo. [sJ Combo] land 6A[m] 2C Tsubame 3C Kokushi -Alternate Kokushi route. Tsubame gives a lot of meter.
  22. COMBOS Litchi's combos in CS are drastically different from CT. However, if you think about it like CT corner itsuu combos, you can piece together full combos off any random hit. While doing this, be aware of the proration on the normals you use at the beginning of the combo because it ties in with how long you can go. When Litchi is holding the staff, she has to worry about 5 different zones on the screen to optimize her combos. Effectively though, you can narrow this further down into 3 groups - Midscreen, Near Corner and Corner (just like CT!). Note that this section is only going to include current combos. I f you don't really understand Litchi yet or you can't hit these combos, ATGMantenbou's combo video has good, easy combos. If I included everything this post would never end How to use this combo section In order to save space, I've split Litchi's combos into parts. At the beginning of every section, I've listed the most common opener. I'll put the actual chunk of the combo, and then if there is some common part used elsewhere, I'll put a different tag - just go to that section to see that part. This not only saves space, but is actually practical since you'll need to be able to transition in between the different parts of her combos easily to be effective. At the end, you'll be able to piece something together like this: 5B 2C itsuuA 6kote haku hatsu riichiA ippatsuA ippatsuB(opener) 2D j.BC staff2 dash 6C(1)(2D combo) itsuuA 4kote dash 3C sj.8C falling jC(corner combo) itsuuC j8C 6kote falling j.C 3C Kokushi Musou (ender) 2D Combos ------------------------------- 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D -This is the starter used everywhere for this combo except the corner. If you hit with 5B[m] far enough, you need to do dash 6Kote (input as 6623D) or dash Haku (2366A) to correct it. This combo covers a lot of distance on its own - normally by the time you'll advance into another part of the screen by the time you hop off the staff. [opener] 2D j.BC land staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 [ender] -Probably the easiest 2D combo. The farther away you are from the corner, the more you'll have to delay j.C after j.B. Be sure to wait until AFTER you let go of D to airdash or else you'll drop the combo. When you do airdash j.C, just use advance input to make sure you don't drop it. [opener] 2D j.BC land staff2 6C(2) itsuuC [D] sj.BC ]D[ airdash j.C staff2 [ender] -Higher damage variation of the above. Input sj properly so you don't get sjHatsu. [opener] 2D j.BC land staff2 6C(1) itsuu *delay* A 4kote dash 3C 2D 6C(2) staff2 6C(2) [ender] -Technically this is a bit easier than the above combos, but it's actually less stable. [opener] 2D j.BC land staff2 dash 6C(1) [corner][ender] -Goes straight into corner combo. [opener] 2D j.Hatsu j.Chun staff2 dash 6C(1) itsuu *delay* A 4Kote 3C 2D j.C staff2 dj falling j.C land [ender] -This combo is a bit more practical the farther away you are from the corner since j.Hatsu j.Chun advances Litchi a lot. The farther away you are from the corner, the more you delay j.Chun (it's not too much though). [opener] 2D j.Hatsu j.Chun staff2 dash 6C(2) itsuuC [d] j.C ]d[ airdash j.C land [ender] -Carries all the way to the corner. Like above, make sure to use advance input when you do airdash j.C or you'll definitely drop this. [opener] 2D j.Hatsu j.Chun staff2 dash 6C(2) itsuuC [d] sj.BC ]d[ airdash j.C land [ender] -With this varient, you have to make sure to input sj.B properly as well as advance input your j.C post airdash, but the damage is worth it. [opener] 2D j.Hatsu j.Chun staff2 dash 6C(1) itsuuA [corner][ender] -Goes straight into corner combo. [opener] 2D iad j.C staff2 land dash 6C(1) itsuuA [corner combo][ender] -If your airdash carries you into/very close to the corner, this will work. Go straight into sj corner combo or Itsuu loop. Note that if you're close enough to the corner you can just do j.C instead of iad j.C. [opener] 2D iad j.C staff2 land dash [A+B]6C(1) itsuuA [corner combo][ender] -This varient works when you misjudge the spacing for iad j.C and end up being too far out of the corner. ItsuuC combos Try not to go into these off jumpins. If for some reason 5C[m] hits or you need an easy hitconfirm, use these combos. 5B 5C(2) 3C itsuuC -Likely your most common opener. If for some reason you start off a jump in, try to omit 3C or do 5C(1) so that the proration doesn't ruin the combo. [opener]sjChun 2C j.BCD airdash j.C staff2 6C [ender] -This still works for you lazy people. Common midcreen combo. [opener][d] j.C ]d[ Hatsu Chun staff2 6C(1) itsuuA 4kote 3C 2D j.BC staff2 6C(2) -Full screen combo. [opener][d] dash sj j.BC ]d[ airdash j.C staff2 6C(2) 6D(1) itsuuC j9C 4Kote falling jC 3C 2D 6C(2) -Another choice for going into the corner. [opener][d] j.C ]D[ dj falling j.C land staff2 6C(1) itsuuA 4kote 3C 2D j.C dj staff2 falling j.C [ender] -Used for going into the corner. [opener] 6kote [itsuu loop or sj Combo][ender] -Possible near corner. when farther out of the corner, dash Hatsu can be inputted as 2366B or just use 6623D for dash 6kote. [opener] j.BC land 5C j.BC dj j.D falling j.C [ender] -Possible in the corner or coming from outside of the corner. Throw 6Throw(1) ItsuuA [2D combo][ender] 4Throw ItsuuA [2D combo][ender] (Staffless)6throw(1) Chun 5B~ -Going to have to freestyle this one a bit. What is possible depends on where the staff is when you throw them and how it is set. Airthrow land 5C[m](2) itsuuA [2D Combo][ender] Airthrow land 2B[m] itsuuA [2D Combo][ender] Airthrow land 2C[m] ItsuuA [2D Combo][Ender] -If you use this variation, you have to catch their ground bounce. Airthrow falling j.C land 5B itsuuA [2D combo][Ender] (Staffless)Airthrow falling jC 5C~ -Like the staffless throw, you'll have to freestyle this completely, depending where you are on the screen and where the staff is.
  23. As usual, this guide assumes that you already know and understand the basics of BB, as well as Litchi's specific notation discussed here: http://dustloop.com/forums/showthread.php?t=6324. If you are new to Litchi, PLEASE read that thread first. Normals ---------------------------- Mantenbou 5A - One of the decent 5A's, reaches out in front of her head. Works as a decent anti-air. 2A - Buffed from CT. Now chains into 5B[m] with no problems. 6A[m] - Buffed from CT. Much safer on block, and ground bounces on hit. Still retains it's dual hitbox property, but loses its manten return state. Has Fatal Counter properties. 5B[m] - More or less the same as CT. Still loses to sliding moves, and still one of her best pokes. This move is jump cancellable on block. 2B[m] - Buffed from CT, this move is now considered low profile, meaning you can duck under a lot of things you couldn't before in CT. Thanks to 6B[m] being jump cancellable, you can now easily combo out of this move. 6B[m] - Buffed from CT, it is now jump cancellable on hit. TK itsuuB or C after hitting this move. Still wall bounces on CH. BE6B[m] - Feint. Can still be used the same as CT, but loses its usefulness a bit with 5D and 2D being sped up. 5C[m] - Horizontal extension of the mantenbou, cancellable on either hit. Pretty much the same as CT, except you want to try to avoid hitconfirming into this move. 2C[m] - Crazy buffed from CT. Decent anti-air, great anti-jump. Starting a combo off this move guarantees huge damage and meter gain. 6C[m] - Takes off a guard primer. Lost its manten return state, but it's special cancellable. You don't see much of this move outside of keeping people honest after 6B. 3C[m] - Lost it's manten return state, but it's special cancellable. Basically you can do the old CT combos off this move. J.A - Good, fast normal. Use this when they're above you. J.B[m] - Ooooooh man this move is amazing, one of the staples of her game. Full split kick, with the mantenbou spinng in an oval around her legs, hits ABSURDLY beneath and above her legs. Great move to space with and get random hits. Jump around and hit this button a lot, please. Note, the best way to space this move is around her thighs/knees, that's where it looks like the Mantenbou is spinning. J.C[m] - Her air to air. This move is great if people are getting around your JB[m] spacing by just jumping at you and hitting fast close range moves, and this move will piss them off. On CH, like 6B[m], she gets untechable wallbounce. However it doesn't hit below her at all, so be careful. J.5D[m] - Shoots the mantenbou down at an awkward angle. Not much use to this move, not RC'able, but it does beat lame 6A anti air's all day. Launching the mantenbou with D after this move will make it fly low across the ground. J.2D[m] - Shoots the mantenbou straight down. If you somehow crossup with this move, it has a 2nd hit (her heel). When you launch the mantenbou with D after this move, it will make it fly up into the air, then loop back to you. 6D[m] - A charge shoulder tackle. Sets staff in 5D orientation. 4D[m] - Overhead kick that sets staff in 2D orientation. It's possible to do a special on hit or block after hitting with this move. 5D[m] - Places the staff on the ground. If you launch the mantenbou with D after this move, it will make it fly up into the air, then loop back to you. 2D[m] - Places the staff on the ground. Slower than 5D[m]. If you launch the mantenbou with D after this move, it will make it fly low across the ground. ------------------------------ SPECIALS Tsubame Gaeshi - 623D[m] - Litchi's DP. This move is weaker than it was in CT. The move is rather hard to combo off of. Again, it's best to use this move when they are directly in front of you for best results. Sets the staff in 5D trajectory. Itsuu (Ikkitsuukan) - 426D~x[m] - Litchi's guard stance. Relatively the same as CT. The A followup hits up in the air, the B followup goes horizontal on the ground, the C followup pokes the ground. Unlike CT, you can combo off of all the followups. In CS, she gained a D followup, which lets her cancel the stance. Daisangen (Haku Hatsu Chun) - 236A 236B 236C Litchi's rekkas. Pretty much unchanged from CT. Haku is a low slide, hatsu is a aerial kick (that can be used as a ghetto anti-air/air-to-air) and chun is an overhead that goes over lows. Hatsu and chun now have repeated move proration. Shishin - 426D - Is now 7 hits instead of 4. This move is a staff whirlwind that follows the manten trajectory. Kokushi Musou - 6246D - This distortion drive has several uses. It can be used for oki off certain combo enders. Because it has 20% minimum damage, it's common for it to be used as a combo ender for a game winning combo. Daisharin - 6246D[m] - This is the go-to distortion used in oki almost all the time. It can also be combo'd into very easily. Ryuuisou - 6428C - Litchi can use this distortion in either mode. Great as a counter super, good at stopping people from acting full screen. Riichi - 624A/B/C - Litchi's staffless specials. The A followup has Litchi jump at the staff. The B followup has Litchi jump at the staff and fling it, this is +12 on block is very friendly on CH. The C followup Litchi will jump at the staff and fling herself off it. Ippatsu A/B/C - Litchi's followup to RiichiA. The A followup is a quick kick, the B followup is a falling Hatsu and the C followup is a falling Chun. 447 - Command backdash. Renders Litchi airborne. You can do a jB at the end or airdash out of it if you choose. Kote Gaeshi - 623D/421D - Changes the position of the staff. Useful to extend pressure and in combos. In CS, you can actually change the staff's trajectory, 6Kote will switch to 5D trajectory, 4Kote will switch to 2D trajectory.
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