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Poizonous Flour

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Everything posted by Poizonous Flour

  1. lol... okay, some more junk to add. If you... like Hot Asian Doctors with a sexy strut and big breasts Combos that are very execution and time demanding, but very pretty and high damaging.Don't mind dropping basic BnB combos online due to lag like having plenty of movement options & great range with your attacks.don't mind having 100 meter for 3/4 of the match due to situational DD'sjust like to hit other people with flying sticks look no farther, is your main...
  2. Did you try checking those char dependent forums (Litchi matchups), or just asking there :P... Arakune... is Arakune. I mean, sometimes I'm able to control him and sometimes I'm not. As for Tao, you just have to wait until they cross you up, then Tsubame... that one move usually saves me against crossing Tao's (but, its not really the best advice though since... they can just dance through it if mistimed). For both matchups, you just have to be patient and wait. Look for patterns . I haven't seen two people play alike in BB... except for the combos, 2 different people tend not to abuse the same setups over and over. If you want to get technical, just look at the frame data for each individual character.
  3. Yeah, those combos are not easy to do at all. It isn't just mindless mashing (though it is a little easier than CT to achieve the combos)... Litchi has a lot of directional movements in her combos, especially when utilizing the stick. She still requires pinpoint timing on some of her combos, though 3C ittsuC has made things a lot easier, at least to me...
  4. Oh, that combo... .. . ... Yeah, it is very length dependent. I can't even get that combo to connect regularly. Might be harder on characters like Carl too... You do have to dash to get Tsubame to connect. But, the positioning is a little bit before half-way in order to get it perfect. The staff just doesn't give enough time to complete the JBC if you do it too close to the edge. If it helps, delay the staff return after 3C for a few millisecs... that usually helps a lot when dealing with these high-end, pin-point combos she has.
  5. staff 2... when the staff is returning. Someone needs to make a Litchi Definitions thread... j/k. Most of this info is at the first post of the "What's a Litchi?" thread.
  6. Yeah, that dash needs to be done pretty low in order for this combo to work. Tsubame will pick them up off the ground and you'll get the dress hit afterward. The only rule about teching is if the combo meter turns dark red in a combo, they can tech. The teching window changes depending on CH or not.
  7. Yeah, there aren't much good Litchi's online at all. Actually, there aren't much Litchi's online on PSN period. The lag comes and goes... so I don't recommend mastering all the high-end juggles since they'll probably drop. I log on pretty regularly so, I might be able to help on a few things...
  8. Tsubame is OK if they are close, 5B is better far away. I personally hate 5B vs. Noel cause she can use blue, slide under it with her 3C... ugh. Noel has a lot of options when dealing with Litchi's pokes. LK pretty much covered it pretty well. The only time Noel is vulnerable is the frame where she lands. Since we have range, we have to capitalize on it, otherwise she'll make your barrier cry. She is one of hardest characters to burst against too ...
  9. Yeah, It is kind of difficult when you transfer from pad to stick I realized. After 41236D-C, you want to wait a few millisecs (like 5) before jumping straight up and pressing Chun. If the height of Chun isn't spot on, the 2C will whiff. It is definitely harder on stick than on pad for me.
  10. Wait, you guys don't use j.c without stick and j.b[m] for quick overheads? I can swear those are less than 20 frames startup. I hardly use 6A and Chun when you can do her jump moves so low to the ground. I had a lot of bad experiences with using Chun as a mixup. Without meter, that move is just... ack. If it weren't for RC, I probably would only use it for combos. Chun is pretty good for cross-up though. As for 6A, it is just too slow for practical use. Dunno how many times I do the move, and they end up in the middle between the stick and the hand. (WTH, why would they make a move like that :P) Even if I use D, the stick goes flying into wonderland while I eat a 3K beatdown...
  11. Yeah, that is what happens when I don't read over my posts... "She might be slow, but she flows extremely well in CT once you understand how she works" -I meant her oki options allow you to continue damage after a combo has completed. She has a lot of 50/50's and cross up opportunities in CT. Oh, and... uhhh... I never said she was Jin. Her range is pretty effective vs. air assaults. You can use her range to negate her anti-air weakness, that is all. You could go... 6B[m] RC A ~ (if you are close enough) it is common knowledge we can't do a legit high damage combo off of non-CH A, but we still can mash A... I guess I'll just wait until CS comes to my area.
  12. I mean, come on... where else are we going to talk about what we think of the new game. ----------------------------------------------------------------------------- The thing about Litchi is, once you get past her rough learning curve in CT. She is extremely good, probably even solid upper-mid. She has the ability to combo off of any random hit or CH if you are close enough. She has an everlasting projectile. And just like Jin, she has answers to every situation including air rush ins. She deals at least 2K with every single combo she lands. She might be slow, but she flows extremely well in CT once you understand how she works, and has a lot of 50/50s with more range than other characters. The only thing keeping her from high tier was the lack of damage... maxing out at 4K. In CS, I'm just looking at the vids. It looks like they have made combos even easier and more guaranteed for her. The main reason Litchi was so intriguing to me is that she had a tendency to drop combos forcing you to have to think of a new way to keep that 50/50 beat down going. We had pretty low combo damage outside of the wall, usually only gets up to 2.5K at most. In CS, we have great range, great new moves, and have an average of 3.0K per combo no matter where we are in the stage. Also, her Riichi and Itsuu has improved, ShiShin has been lengthened, and we can rapid Tsubami. Litchi has become a lot more safe and deals more damage. So some distortion drives lost invincibility frames and damage, Litchi was never about her distortions anyway. She was all about combo opportunities, that has increased 2x in CS. Even with her distortions being nerfed, she is looking to be a high-tier character now just because of those combos alone. I really didn't want to see Litchi become another Nu. Right now, she is just looking way too good. I remember thinking Litchi was average when I first looked at her in CT, but that changed when I played her. If she looks high tier in the vids, just wait until we get our hands on the Litchi in CS. I am not going to drop Litchi, but man... I really don't want to face billions of bandwagoners either. (Reminds me of my Tekken days maining Lili, ugh...)
  13. I picked Litchi cause of her potential. Out of all the cast, Litchi just seems like the most entertaining and the most rewarding when you find out new gimmicks and traps.... Teach Me, Miss Litchi
  14. Uhhh.... not really but this might help
  15. Distance j.C rocks vs. Jin. I usually like keeping the staff cause it is easier to get him to the wall that way. IB is incredibly useful vs. Jin. Flinging the staff at Jin (or any character really) usually ends up with a lot of damage on my end, Jin comes into her so quickly afterward and she has nothing to keep him back with. Tsubame used to be great, but they just wait for it now. 2B is nice only when they are using projectiles mid-range. I think spacing is the hardest thing to master with Litchi, I dunno how many j.B's and 5B i barely missed vs. Jin...
  16. What do you mean by decent? Set-up and execution, combos, or all of the above?
  17. Oh, sorry about that... 63214+A/B/C Each of these moves let's her jump back to the staff. After 236+C, I think I pressed j.C to go for her anti-air. But instead, she jumped towards her staff [63214+C] (it was behind the opponent) and jumped off of it. I got a cross-up situation and connected 236+B, 236+C afterwards. Is there a command after 236+C that automatically sends her back to her staff, I don't remember pressing a hcb anywhere...
  18. I'm a little new to Litchi, myself... barely played her for the second time in the arcades and already did some pretty wierd stuff. 5B 5C(2hit) 3C During the manten return state... does she count as having the staff, or not. I followed this with... (non-equipped)5C 236+A, 236+B, 236+C during those final frames and it all connected. The staff kinda lingered there on her back and didn't move while this was being done, allowing me to finish the combo. But the staff still did seem equipped. 236+C. I realized after this move she tends to want to jump back to her staff. Is there a command that comes after this move, or is it automatic after hit she tries to land on her staff if it is placed. Maybe I should just spend more time at the arcades and try to figure this stuff out... ... She might have a better cross-up game than I first thought.
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