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Diveman

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Everything posted by Diveman

  1. ok so, its official that the staff has more untechability time when it hits
  2. the staff seems to have longer untechability when its returning, if you notice, in the noel vs litchi video the staff hits and he is able to combo Itsuu C afterwards, I tried to reproduce that in CT and its not possible, so either my execution sucks today or they changed it She also has a winpose against noel. Its the same winpose she had against Bang in CT (the one apologising) and yes, you can special cancel 3C [m]
  3. in one of those vids shows 2 Litchi changes: the first hit of staffless 6C is now special cancelable and Itsuu B (Stick 41236D-> B) now combos normally (in CT the first hit must be CH in order to get the 2 hits)
  4. also the first hit of staffless 6C is special cancelable, good stuff. I had my doubts at the beginning but litchi seems pretty solid right now, at least she can still OTG with tsubame
  5. another change, from the main thread: Kokushi Musou/13 orphans: damage nerfed, full hit only does 1100-ish
  6. Yeah, I know what you mean, but is werd that ArcSys did so many nerfs to a character that IMO didnt need to be nerfed (in fact, she should be a lot better than in CT). So well, is not like this is the last loketest so, Im sure ArcSys will give her something good in exchange
  7. actually, this is from the latest loketest...and she CANT RC tsubame anymore... so, lets see: She cant combo after tsubame She cant do itsuu C after 5B combos She cant do 3C combos what the $%@$ are we supposed to do now??? poke them for the whole match??? If they made her like Dhalsim (godly keepaway) that would be "ok"...but NO she isnt awesome for that too...seriously arksys, do you really hate combos that much????
  8. Want "better" news??? 3C combo doesnt work anymore... its official, arksys hates litchi lol..I REALLY hope this is a misreading or else I dont know what will become of litchi, they better add some awesome properties to 4D and 6D...
  9. try holding D a bit (until litchi recovers) and then release it and airdash JBC. This way there´s a higher chance you´ll get the combo about the 2C...try dashing and then 2C, the timing is tricky but far from impossible
  10. I hope she gets a whole different set of normals during staffless mode
  11. Litchi strongest point was on the corner and EVEN there she wasnt that great. The worst thing is when you´re staffless and you land a combo but the staff is too far away and you´re forced to make a lame combo for lame damage, they really need to give her more stafless moves or at least make the ones she has better
  12. Tsubame info updated, now does more blockstun (harder to punish??) but scales more (I guess in case you RC it and go for a combo)
  13. Yeah I was like"...uh?? really???" with those Tsubame changes. Whats the point on nerfing a character that wasnt top anyways. I REALLY hope they give her something to compensate the loss of tsubame combos and another new move and not just new staff set options. I wouldnt mind better properties to some of her old moves (like bigger hitbox riichi attacks)
  14. LITCHI FAYE LING: Final Changes 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. Continuous update, if you find something thats not here, post it.
  15. ah yeah, sorry about that, but I was messing around those clean chun combos into riichi a bit the problem is, against Tager for example, you can go for a riichi combo but as he will never be cornered during the combo you will cross him up and you wont be able to keepp him there for okizeme/ukemi traps. Midscreen riichi works fine against him. BTW I´d like to request midscreen riichi combos against the characters that can be hit with that. I only know that arakune, ragna, hakumen and tager can, but no idea about the rest of the cast. The one I do against those chars is: 5B 2C Itsuu A 6kote haku hatsu Riichi A, drop, falling J.C, land 5C OTG JC, j.b j.c [D] airdash j.C staff2 6C tsubame 6C 3C I know this wont work against carl (of course..) v-13 or noel since they cant be OTG´ed with 5C, but what about the rest?
  16. ah yeah, I was trying that ender for carl, its a bit tricky. 1st post should be updated though, with the richii and other combos like the ones starting with a clean chun
  17. Here I got some situational stuff. Combos after you get a clean "Chun" in the corner (sorry if they were already posted) All of them requiere 2D staff placement (pretty easy to setup, since a lot of D moves leave it in that placement) Staffless: Chun, haku, chun, 5B, 6C, 5C OTG JC, j.B, j.C, JC dj. [D] falling j.C, 6C Tsubame, 6C, 3C = 4k+ now there was a little problem with this one, there are 3 characters that cant be OTG´ed with 5C, Noel, Carl and V-13 so this is the variation for Noel and V-13 Chun, Hatsu, haku, chun (daisangen) 5B 5C JC j.b JC j.c [D] falling j.C 6C Tsubame 6C 3C = 4K if im not mistaken Now there was another thing, there are situations in which you´ll get a clean Chun but you´ll end up staffed after it (like after shishin or kokushi musou...asiming they blocked everything but the final chun) so: Staffed: Chun (you´re staffed now) 5B ItsuuA 5B 6C 5C OTG JC j.B, j.C, JC dj. [D] falling j.C, 6C Tsubame, 6C, 3C = 3900ish again variation for Noel and v-13: Chun (you´re staffed now) 5B ItsuuA haku chun 5B JC j.b j.c JC dj.[d] falling C 6C Tsubame 6C 3C = 3900ish I havent found a good variation with carl because of his damn hitbox, so if anyone wants to contribute that´ll be much appreciated. I also think you can do something more damaging on Rachel and Tager but im tired and ill go to sleep Ill post variations for those 2 tomorrow...and I´ll keep searching for something to do against Carl.
  18. I was messing around a bit, and I "found" something interesting. Im sure most of you have noticed that if you´re next to your opp and jump towards them and input B right after litchi leaves the ground they´ll get hit by the j.B but they wont if they´re crouching. Well if tager is standing or crouching j.b wont whiff, so you can go for this instant overhead one in a while to catch him off guard, on hit you can j.2D RC land and combo (you´ll be staffed when you land) on block you can do j.D and air backdash, seems safe to me.
  19. Yes, but my idea is that even if carl slides through Daisharin, remember that you can choose the directions at the beginning, so a good idea would be choose directions so that the staff "rotates" around and prevents carl from doing any kind of follow-up
  20. ok I was talking about this on the carl subforums, but it seems that nobody tested it although there´s now a jap video that shows it, so i´ll post it here: http://www.nicovideo.jp/watch/sm8162207 at 14:16 Basically I was suggesting to use daisharin to get out of carls clap trap, and I think it works, so throw breaking and doing air daisharin while inputting directions so that the staff rotates around litchi prevents carl from continuing the loop (you´ll still get hit by the clap) so rule #1 against carl never let out your staff unless its a combo or Nirvana is dead
  21. Kyle: Were you able to test the Daisharin thing during the clap trap?
  22. I was thinking, regarding characters that can escape the clap trap, couldn´t Litchi use daisharin (great wheel...the one that looks like millia´s secret garden) and input directions so that the staff stays around nirvana (sure, she will still get hit by the clap, but carl wouldnt be able to continue because the staff would be there). Of course when she´s staffless she´s dead, but, just an idea.
  23. I like Daisharin and Kokushi musou... ...uh, I also like her combos, even though they dont take your whole life but, they are flashy and they setup for okizeme and ukemi tricks, I miss okizeme tactics from GG =P
  24. Honestly I think Great Wheel is her best super, because you can actually control the way it goes. 13 Orphans is "ok", but you have less time to go for mix-up and you can´t really play mindgames like you would with Great Wheel. All Green IMO is fine, as long as you dont go apeshit with it, like individual said, is good for punishing laggy moves or things like Nu´s swords. About the rapid cancels...I dont know, I dont use them that much with Litchi, unless im REALLY desperated for some damage or to save my ass if I did something unsafe/stupid. I always save tension for Great Wheel.
  25. I found something really weird in one of the latest Autonomus vids http://www.youtube.com/watch?v=n8PJDMS2_hE check it, Carl starts with half nirvana bar every single round..is that a glitch?
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