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Lord Knight

[CS2] Litchi Combo Thread

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Welcome to CS2!

We're still in there of course. . .

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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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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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wait [m]5b 2b combos now?

my bad, typo

seems to be really good still

also this shows how ridiculously buffed 66d got.

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lots of updating going on with stuff like this:

-2A > 5B > 2C > Haku > Hatsu > RiichiA > IppatsuA > j7 delaaaaaaaaaay jB > hatsu > haku > chun > 5B > 6C(1) > 4kote > jB > dj > jBCD > falling jC > 6C(2)

gonna update more tomorrow.

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http://www.youtube.com/watch?v=VjlvpvJJhwY

Jin (kogatan) vs Litchi (Mikami)- Both SBO qualifiers

Some really good shit in here from both players. Very very solid Litchi with some new combos.

EDIT:

*3:21- non CH air hit 2a>2c[m] works. Useful after Chun.

*9:45- off of daisharin mixup/daisharin hits; x>hatsu>staff comes down>hatsu>riichiA ippatsuA>ippatsuB>dash2c (crosses up)>j.bcb>6c 4kote>j.b dj.b j.cd j.c>6c

*11:53- (into corner) 5b[m] 5c 3c RC 6b wallbounce 66d hatsu riitchiA ippatsuA dj7 4kote (delay) j.b 5b JC j.b j.bcd j.c 6c

*j.2d seems really useful in general. Good crossup, also seems +f on block. Not sure if it is though.

MOAR EDIT:

*12:10- staffless 2c gatlings into 5c? Thats new right?

Some new stuff

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-5B > 2C > 6D > Hatsu > RiichiA > RiichiA > Ippatsu > Tanki Hatsu > land > Hatsu > RiichiA > J2B > jHatsu > Haku > Chun > 5B > 6C(1) > 4Kote > jBCB > dj JBCD > falling jC > 6C(2)
How's this work?

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I do the j2B as soon as she reaches it, and put just a slight delay on the jHatsu for the haku to land afterwards.

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Yeah, I got it eventually. I actually do basically the opposite and input j.2B and j.Hatsu basically as fast as possible.

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question, i've playin BCSII on PSP, i wan wonderin, how do you actually do a jbcb loop? ^^; looks easy but it's not that easy...at least for me...

*damn PSP d-pads...orz

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question, i've playin BCSII on PSP, i wan wonderin, how do you actually do a jbcb loop? ^^; looks easy but it's not that easy...at least for me...

*damn PSP d-pads...orz

This....every time i do JB>JC> and try JB some...weird shit happens and i end up away from them.

And this may sound pathetic...but i just can't get the timing for 2C>6D>236B>62314A> i try to do the 62314 as quick as i can but they tech after 236B.

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Delay your gatlings as long as possible, j.B...C...B. If you aren't in the corner you should dash jump (669) everytime you land.

As I mentioned in the other thread, you want to treat Hatsu > RiichiA like one fluid motion. As soon as you finish inputting Hatsu (236B) you should already be circling back around for RiichiA (63214A), you should be finished and able to press A to execute the move when Hatsu hits.

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Ooooh, thanks man i got it....when you said fluid motion, and i thought about the inputs i just did it SNK (like maiden masher or w/e) style with two buttons.

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