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Lord Knight

[CSE] Litchi Faye Ling - Combo Thread

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Litchi changed a lot between CS2 and EX. Keep the flag flying, folks.

81Gxf.jpg

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BASIC STATISTICS

Health - 11000

Primers - 5

Character combo rate - 75%

Major Changes from CS2

-Removal of staffless jB > jC > jB gatling. In EX, you can only do either normal once into each other - ie, jC > jB or jB > jC.

-Follow up ground Chun now causes blowback, making it impossible to follow up with dash 5B after a midscreen Haku > Chun.

-ALL rekkas now have same move prorate. However, each version of the rekka is treated as an individual move - as in, 236B, j236B, hitting B while on the staff, and doing 236A > 236B in one combo won't invoke the same move prorate.

-Chun proration was increased to 94%.

-Daisharin falling hit proration was nerfed to 10%.

-Staffless 6A now causes an untechable knockdown that can be followed up with a combo.

-The hitstun on the staff launch has been increased significantly.

-A small amount of recovery was added on the staff launch.

-4D now wallbounds

-2B[m] > 3C[m] gatling was added.

-2C[m] > 4D[m] gatling was added.

-The second hit of 6D has a bonus proration of 120%.

-Ippatsu lost its bonus proration.

-The rising hits of Tsubame Gaeshi has lower proration.

EX Litchi Overview

Comboing with Litchi has changed a lot over the course of Continuum Shift. If anything, she combines the need to confirm well off random hits (like in CS1) along with the need to confirm very specific hits in order to carry to the corner (CS2). With the staff, her corner carry off most hits is limited, and her damage was lowered, so hitconfirming is very important.

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my litchi's combo vid:

http://www.youtube.com/watch?v=B2hDLioqzyQ

XDXDXDXD

combo list

0:12

5CFC,5D,Hatsu,Chun,Staff2,5B,6B,6CD,5[D],JBC]D[,Staff1,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

0:29

J2D,6C(1),664Kote,662C,5C,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,66,JBC,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame

0:43

ItsuuB,6C(1),6Kote,Haku,Hatsu,ReachA,IppatsuA,2,6A,5D,Hatsu,Chun,Staff2,6D,3C,Kokushi

0:53

5B,2C,6D,RC,665C,6D,RC,6B,6D,Hatsu,Haku,Chun,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C,ItsuuC,JC,JD

1:08

3CCH,2B,6B,6D,Hatsu,Haku,Chun,Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,Chun,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

1:28

2CCH,4D(Whiff),Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,66,JBC,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

1:44

ItsuuC,JB,JBC,Hatsu,Chun

Cross Under 662D,5B,5C,2C,3C,Hatsu,Haku,Chun,5B,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

2:02

3CCH,2D,5C,5D,Hatsu,Chun,Staff2,5B,6D,RC,6B,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame

2:15

J2D(1),RC,5B,2C,6D,Hatsu,Haku,Chun,Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,Chun,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame

2:32

5D,5CFC,4Kote,5[D],Hatsu,]D[,Chun,Staff2,66,6D,Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,Chun,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

2:49

Kokushi,Air Chun,5B,6D,Hatsu,Haku,Chun,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

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my litchi's combo vid:

http://www.youtube.com/watch?v=B2hDLioqzyQ

XDXDXDXD

combo list

0:12

5CFC,5D,Hatsu,Chun,Staff2,5B,6B,6CD,5[D],JBC]D[,Staff1,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

0:29

J2D,6C(1),664Kote,662C,5C,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,66,JBC,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame

0:43

ItsuuB,6C(1),6Kote,Haku,Hatsu,ReachA,IppatsuA,2,6A,5D,Hatsu,Chun,Staff2,6D,3C,Kokushi

0:53

5B,2C,6D,RC,665C,6D,RC,6B,6D,Hatsu,Haku,Chun,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C,ItsuuC,JC,JD

1:08

3CCH,2B,6B,6D,Hatsu,Haku,Chun,Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,Chun,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

1:28

2CCH,4D(Whiff),Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,66,JBC,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

1:44

ItsuuC,JB,JBC,Hatsu,Chun

Cross Under 662D,5B,5C,2C,3C,Hatsu,Haku,Chun,5B,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

2:02

3CCH,2D,5C,5D,Hatsu,Chun,Staff2,5B,6D,RC,6B,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame

2:15

J2D(1),RC,5B,2C,6D,Hatsu,Haku,Chun,Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,Chun,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame

2:32

5D,5CFC,4Kote,5[D],Hatsu,]D[,Chun,Staff2,66,6D,Haku,Hatsu,ReachA,IppatsuA,Tanki Hatsu,5D,Chun,Staff2,6D,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

2:49

Kokushi,Air Chun,5B,6D,Hatsu,Haku,Chun,5B,6C(1),4Kote,JB,JBCD,Falling JC,6C(1),Tsubame,All Green

this really helps a lot you even put the notations and gotta love that dash under and that command back dash to air dash to 2d RC and that bayoneta song lol

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http://youtu.be/vBSnyJUKj2M

Great video to show the mechanics of how Litchi extend combos work (Thanks Chaoto).

I'm going to go through and translate/notate all of the things I can, so we have a written reference. I'll italicize things that are video explanations rather than related to the combos themselves. I'm not too confident in my translations of the "Points" of information he gives, but they should be mostly accurate.

Litchi Combo Explanation Video

In this video, I will try to explain the details and particulars of Litchi's combos.

I didn't include sound when I recorded this, so there won't be any. Thank you for your consideration, and please enjoy.

Abbreviations:

- ItsuuC > backward j.C~ ==> itsuuC~ (note: I'm just gonna call backward j.C as j.7C)

- 6D > 3C~ ==> 3C~

- 6B Feint ==> 6BF

Please be aware of these.

Corner 2A starter to ItsuuC~

2A > 5B[m] > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA* > Ippatsu > Delay Tanki Hatsu > 5D (slight hold) > 6A > 6BF > staff2 > 6A > 6B[m] > 6D > 3C > 2D > 6C > ItsuuC > j.7C

* The combo notation in the video doesn't mention Riichi if it just goes to Ippatsu, but I'll add it to avoid confusion

Damage: 3200

Meter: 63

Point: Haku is the only thing that picks up low.

Corner 2A starter to Crossunder 3C~

2A > 5B[m] > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > Crossunder 2C > 2D > dash j.Hatsu > j.Chun > staff2 > 6C > dash 6D > 3C

Damage: 3215

Meter: 62

Point: Hit with 2C while they are high. There are some characters where the crossunder doesn't work if you hit while they're low.

Corner 2A starter to Four Winds

2A > 5B > 2C > 6D > TK Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > ItsuuC > Hatsu > Chun > Four Winds

Damage: 3170

Meter: 56

Point: If you hit low with Tanki Hatsu, you can mess with their altitude to make connecting staff2 easier. Or if you choose not to do 6A after the 6D, you can hit with Tanki Hatsu high to make Chun connect more easily.

Four Winds Okizeme - Low

Four Winds > 5A (Guard or nothing*) > 2B > 5B > 2C > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

* Originally スカ but based on notation I'm guessing that's what it means

Damage: 2717

Meter: 50

Point:

Four Winds Okizeme - High

Four Winds > 5A (Guard or nothing) > 6A > 6B > 2C > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3390

Meter: 52

Point: Same as the 2B version

Four Winds Okizeme - Baiting techroll forward

Four Winds > 443A+B > Chun > 5B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3462

Meter: 52

Point: 443A+B is an option select. If they tech roll forward, you'll dash backward and barrier. Otherwise you'll just backstep.

Four Winds Okizeme - Option Select 5A

Four Winds > 4A

Damage:

Meter:

Point: If you do 4A after Four Winds, you will likely block Jin's 623D (note: it specifically refers to Hirensou, Jin's 623D, and makes no mention of other DPs)

Corner 5B Starter to 3C~

5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D~

Damage:

Meter:

Point: This is the template for combos that start with 5B and go into Chun > 6D

Here I'll go through each ender.

5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3959 (note: video is wrong)

Meter: 65

Point: 6A ender

5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 3978

Meter: 66

Point: ItsuuC ender. I can't make sense of the second line.

5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > ItsuuC > 6C > 6A

Damage: 3921

Gauge: 56

Point: 6C > 6A ender

Near-corner 5B starter

5B > 2C > 4D > dash crossunder 5B > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku > Chun > 5B > 6C(1) > 6kote > 5D > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 3540

Meter: 55

Point: Must be at the proper distance

Midscreen 5B starter to 6A ender

5B > 2C > 6D(1) RC > dash 2B > 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 4142

Meter: 54

Point: You can do this anywhere that you can push the opponent back far enough. However if you're near the corner, 5B > 5C > 3C RC > 6B does more damage.

Corner carry 5B starter to 6A ender

5B > 2C > 4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3611

Meter: 51

Point: The combo you do when you've done 4D fairly close to the corner.

Corner 4D starter to 6A ender

4D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > Haku Hatsu > RiichiA > j.2B > j.Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3270

Meter: 43

Point: You always want to end this with the 6A ender.

Corner 4D starter to ItsuuC ender

4D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > TK Chun > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 2927

Meter: 49

Point: Gives more meter than the other combo, but is considerably hard.

4D starter

4D > 5D > TK Hatsu > Haku > Chun > 5B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3129

Meter: 57

Point: Combo for when you don't confirm into Hatsu immediately. You can do this anywhere as long as the 4D wallbounds. Hit Tanki Hatsu as low as possible so they're at the right height to pick up with 6C(1).

Corner 4D RC starter into 3C ender

4D RC > 5D (max hold) > j.Hatsu > Haku > Chun > 5B[m] > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > 6D > 3C

Damage: 3555

Meter: 53

Point: Launch the staff by keeping 5D held as long as possible and you'll get it back for the 5B. After the RC, do j.Hatsu while high.

Midscreen 4D RC starter

4D RC > j.B > dash 6C(1) > 6kote > 5D > Chun > staff2 > TK Chun > 6B > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > 6D > 3C

Damage: 2498

Meter: 40

Point: The 6kote > Chun part carries significantly. Then something about not working on smaller characters, so use your own judgment.

Corner throw starter to 6A ender

Throw > 6B > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3456

Meter: 51

Point: Pick up with 6B as late as possible, or the 6D may miss depending on the character.

Corner throw starter to ItsuuC ender

Throw > 6B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 3435

Meter: 59

Point: Using Hatsu directly after 6D instead of Haku > Hatsu as a correction.

Midscreen throw starter to 6A ender

4 or 6 throw > dash 5B > 2C > 4D > 66D hold > 3C > Haku > Chun > staff2 > TK Chun > 2C > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3217

Meter: 51

Point: The 66D hold to 3C is fairly hard. At absolute midscreen, you can use the same recipe for both forward and back throw.

Midscreen throw starter to ItsuuC ender

4 or 6 throw > dash 5B > 2C > 4D > 66D hold > Haku > Chun > staff2 > TK Chun > 6D > 5D slight hold > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 3191

Meter: 56

Point: Release the held 66D as Chun hits. If you release too early, the TK Chun won't come out, and if you release too late, the staff2 won't connect. Release the later 5D just before they would land.

Midscreen airthrow to 3C ender

Airthrow > ItsuuC > 5D (slight hold) > Hatsu > Chun > staff2 > 2C > delay 6D > 5D > Chun > 6D > 3C > 2D > 6C > 6D > 3C

Damage: 3228

Meter: 52

Point: If you don't delay the 6D, the opponent will end up going behind you.

Midscreen airthrow to 6A ender

Airthrow > ItsuuC > 5D (slight hold) > Hatsu > Chun > staff2 > 2C > delay 6D > dash 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3169

Meter: 42

Point: If you don't do a slight hold on the 5D, then the staff will hit some characters on their way up, causing problems. It's more likely to work if you're closer to being in the corner than if you're at direct midscreen.

In corner airthrow to 6A ender

In corner airthrow > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3735

Meter: 55

Point: Airthrow > 6D does not work on Noel, Hazama, Lambda, or Platinum. (Not sure about this translation, originally 空投げ>6D入らない)

In corner airthrow to ItsuuC ender

In corner airthrow > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 2C > 2D > 6C > ItsuuC > j.7C

Damage: 3528

Meter: 58

Point: Same as 6A version

In corner airthrow to 3C ender

In corner airthrow > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > 6D > 3C

Damage: 3721

Meter: 62

Point: Same as 6A and ItsuuC versions

Corner ItsuuC starter to 6A ender

ItsuuC > j.D (max hold) > j.Hatsu > j.Chun > staff2 > Hatsu > Haku > Chun > 5B > 6D > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3317

Meter: 53

Point: Hold the j.D for as long as possible.

ItsuuA to 6A ender

ItsuuA > 6kote > Haku > Hatsu > RiichiA > Ippatsu > 244 j.B > j.D (slight hold) > j.Chun > staff2 > 6D > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3129

Meter: 49

Point: For the j.B > j.D, do a slight hold on j.D.

Corner airthrow to 6A ender

Corner airthrow > airdash falling j.B > 2C > delay 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3534

Meter: 53

Point: Airdash as fast as possible after the throw, and hit j.B as low as possible.

Corner 6B starter to 6A ender

6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu >Tanki Hatsu > 5D (slight hold) > TK Chun > 6D > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 4958

Meter: 62

Point: Adds a TK Chun in the middle of the usual combo.

Corner 6B starter to ItsuuC ender

6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > TK Chun > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 4901

Meter: 53

Point: Same as 6A version

Midscreen 6B CH to 6A ender

6B CH > dash 5B > 2C > 4D > 66D (max hold) > Hatsu > Haku > Chun > 5B > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 5013

Meter: 65

Point: Pick up with 5B low after the 6B CH. If, for 66D > Hatsu, you do Hatsu too early, then they'll end up behind you. You'll get the staff back after Hatsu > Haku > Chun, so the 5B is a 5B[m].

Midscreen 6B CH to ItsuuC ender

6B CH > dash 5B > 2C > 4D > 66D (max hold) > Hatsu > Haku > Chun > 5B > 6D > TK Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 4999

Meter: 73

Point: Depending on how you pick up with TK Hatsu before Ippatsu, you can do the 6A ender.

Corner 6B CH to 6A ender

6B CH > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > j.2B > j.D (slight hold) > j.Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 5102

Meter: 58

Point: Release the j.D just before you finish the input for j.Chun.

Corner 6B CH to 3C ender

6B CH > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > j.2B > j.D (slight hold) > j.Chun > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > 6D > 3C

Damage: 5156

Meter: 68

Point: Same as 6A version

Midscreen 3C CH to 6A ender

3C CH > ItsuuC > 5D > Hatsu > Chun > staff2 > 5B > 2C > delay 6D > 5D > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3646

Meter: 52

Point: The knockback in this combo limits how close you can be to the corner and have it still work.

Midscreen 3C CH to 6A ender

3C CH > 2D > dash 5C > 5D > Chun > staff2 > TK Chun > dash 6B > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > TK Hatsu > Haku > Chun > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 3701

Meter: 54

Point: The 5D after 5C will feel delayed.

Midscreen 3C CH to RC 6A ender

3C CH > 5B > 2C > delay 6D(1) RC > dash 2B > 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 4452

Meter: 55

Point: Do 6D while the opponent is at their max height from 2C.

Midscreen Tsubame to ItsuuC ender (mislabeled in video as being 6A ender)

Tsubame CH > 5B > Hatsu > RiichiA > j.2B > j.D (slight hold) > TK Chun > staff2 > dash 6A > 6B > 6D > 5D (slight hold) > 6A > 6BF > staff2 > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 2649

Meter: 54

Point: the 6A > 6B is character-specific.

Midscreen All Green CH to Hatsu > Chun ender

All Green CH > ItsuuA > 5D (hold) > Haku > Chun > staff2 > TK Chun > 2C > 6D > 5D (slight hold) > Chun > 6D > 5D (slight hold) > 6A > 6BF > staff2 > ItsuuC > Hatsu > Chun

Damage: 3938

Meter: 50

Point: Depending on distance, you'll need to change how long you hold the 5D after ItsuuA. At directly midscreen, put some delay between Haku and Chun for the Haku > Chun part.

Near-corner All Green CH to 6A ender

All Green CH > dash 6B > 6D > TK Hatsu > Haku > Chun > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > 5D (slight hold) > Chun > 6D > 5B > 6C(1) > 4kote > j.B > dj.B > j.C > j.D > delay j.C > slide 6A

Damage: 4480

Meter: 48

Point: This is the farthest position 6B will wallbound (shown in video)

Corner carry All Green CH to ItsuuC ender

All Green CH > dash 2C > 4D > 66D (hold) > Haku > Chun > staff2 > TK Chun > 6B > 6D > 5D (slight hold) > Chun > 6D > 3C > 2D > 6C > ItsuuC > j.7C

Damage: 4058

Meter: 48

Point: The second combo you can do when 6B won't wallbound. If you go the ItsuuA route, the damage is a little bit higher.

That's it for the combo explanation.

The following is a summary of character-specific effects.

6A[e] > 6B[m] doesn't work on:

Bang, Tsubaki, Hazama, Lambda, Noel, Platinum, Mu, or Makoto

ItsuuC > 6C works on:

Valkenhayn, Relius, Makoto, Tager, Hakumen

ItsuuC > j.C > j.D doesn't work on:

Tager, Arakune, Haumen, Mu

If you hold the j.D, it works on everyone.

Airthrow > 6D doesn't work on:

Lambda, Hazama, Platinum

staff2 > Immediate ItsuuC doesn't work on:

Arakune, Carl, Mu

I may have made some mistakes, but it should be something like this?

There are some things on combo organization, correction, and other things that I would have liked to say, but this is getting really long so I'll end it here.

Thank you very much for watching.

And that's the entire video. I'll go through and see if I can't fix up the missing/unsure translations later.

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Is it just me or EX Litchi combos are a lot more specific now? I was watching that vid, but I'm not really sure if I will be using all of them in real matches.

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Is it just me or EX Litchi combos are a lot more specific now? I was watching that vid, but I'm not really sure if I will be using all of them in real matches.

hmmmm....they could be, with the exceptions of the ones that use GB and 100 heat, they all look practical to me but thats my opninion

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lol flashcards idea is godlike.

Also, I think we're gonna be using the ones we feel more confortable with I guess, unless we want to try different enders.

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true plus old habbits die nhard so it might be hard to get out of doing j.bcb or haku chun mid-screen. but there are still some that work from cs2 to csx

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true plus old habbits die nhard so it might be hard to get out of doing j.bcb or haku chun mid-screen. but there are still some that work from cs2 to csx

Take a drink every time Star does exactly this at NL.

My copy doesn't arrive until the 22nd.

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Take a drink every time Star does exactly this at NL.

My copy doesn't arrive until the 22nd.

hmmmm take a drink *star trys j.bcb* *goes to little kid with soda* *takes drink out his hand* heyyyyyyyyyy *gives it back*

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true plus old habbits die nhard so it might be hard to get out of doing j.bcb or haku chun mid-screen. but there are still some that work from cs2 to csx

You can start practicing to get rid of this habit now, actually. A stopgap midscreen staffless combo just replaces Haku with 6C(1), then you can follow up with Chun > dash 5B > j.B > dj.BC > Hatsu Chun. You can also land behind the opponent by timing/spacing later for a crossunder opportunity when they tech. Almost certainly not optimal, but at least it works and can be practiced in CS2.

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That's precisely why I don't like these big combo lists - while there is indeed more to learn, you can easily cut the list's size in half if you just memorize the recurring parts.

Positioning matters a bit more in this game than CS2.

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Yeah, I think that's why Chaoto titled the combos the way he did. Most of the combos starting from the same thing are exactly the same up through to the enders, which are also generally self-contained. Seems like the details of how to make each combo work were the major reason he separated them.

I feel like there are more combo parts to memorize if you want to utilize a lot of different mixup options, since just ending with Daisharin isn't ideal anymore. Of course just doing the 6A ender all the time would make new combos easy enough to learn, since the end is essentially the same as CS2.

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So, first two days of impressions.

Corner combos are not particularly hard. The hardest part is connecting falling j.C > staff2 > slide 6A, since depending on starter, you have more or less time to make the falling j.C hit. In longer combos and off of A starters, the timing on it to still be able to hit the slide 6A is tighter than anything else I've tried so far.

It's easy to visualize the structure of corner combos this time as segments connected by 6D. So you have:

5D (slight hold) > Chun > 6D - easy

3C > 2D > 6C > 6D - easy

6A > 6BF > staff2 > 6D - moderate

as the basic combo segments. Starters are dependent on the number of A hits before confirming.

(5A) 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu (starter 1)

(5A 5A) 5B > 2C > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu (starter 2)

The CS2 4D combo still works (provided you don't have to 6kote), but the lost bonus proration on Ippatsu really hurt its damage, obviously.

Corner carry is a lot faster now, but a lot more execution-heavy. The throw combo Chaoto demonstrated:

(4 or 6) Throw > dash 5B > 2C > 4D > 66[D] > Haku > Chun ]D[ > staff2 > TK Chun > 6D > etc.

is pretty hard, but works from almost anywhere; just throw in the direction of the near corner. It can be made significantly easier by just omitting TK Chun. Does 3125 damage, gives 55 meter, compared to 3192 damage and 56 meter with TK Chun.

Following up with TK Chun off of Kokushi is a lot easier now; the followup combo does ~5k off of raw Kokushi. Can do a full followup combo (starter 1) off of raw Kokushi and 3C mixup (~4.7k). Can only do starter 2 off of 6A (~3.6k) and 2B (~3.1k) mixup. I can't get the falling j.C > staff2 > slide 6A ender to work off of 2B with either starter, so it's either very tight or just doesn't work.

Some things I noticed were important to keep in mind while executing combo segments:

5D (slight hold)

Generally fairly generous on timing. Instead of quickly tapping the button, just keep your finger on it for a split second. It's more or less exactly how much I expected it to be, so it'll probably work that way for most others too.

5D (slight hold) > 6A > 6BF > staff2

You want to keep them high before you hit with 6A. The time it takes them to fall adds enough stun for staff2 to hit.

3C > 2D > 6C

I can't make this not work in CSE. Just make sure to pick up kinda low with 3C I guess. I can't make the 2D > 6C fail at all as long as they were low enough for the second hit of 6C to connect.

Throw > 5B > 2C > 4D > 66[D] > Haku > Chun > staff2 > etc.

Pick up as low as you can with 5B so that the 4D connects. If omitting TK Chun, put some delay between Haku > Chun. They'll fly a bit higher so the timing for staff2 to hit is a bit more generous.

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Must say , Litchii is more fun now i think . I havne't got the game yet nor do i have the time to practise (at my mates house) but the Delays on the 5D's just make her more challenging to use but its not hard when u try the same combo like 50 times , and see a trend =D , hope wen i get game i can learn the amazing combo's

i.e. the 6BF (Staff2) 6D like u sed ... *Fingers crossed*

So, first two days of impressions.

Corner combos are not particularly hard. The hardest part is connecting falling j.C > staff2 > slide 6A, since depending on starter, you have more or less time to make the falling j.C hit. In longer combos and off of A starters, the timing on it to still be able to hit the slide 6A is tighter than anything else I've tried so far.

It's easy to visualize the structure of corner combos this time as segments connected by 6D. So you have:

5D (slight hold) > Chun > 6D - easy

3C > 2D > 6C > 6D - easy

6A > 6BF > staff2 > 6D - moderate

as the basic combo segments. Starters are dependent on the number of A hits before confirming.

(5A) 5B > 2C > 6D > Hatsu > Haku > Chun > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu (starter 1)

(5A 5A) 5B > 2C > 6D > Hatsu > RiichiA > Ippatsu > Tanki Hatsu (starter 2)

The CS2 4D combo still works (provided you don't have to 6kote), but the lost bonus proration on Ippatsu really hurt its damage, obviously.

Corner carry is a lot faster now, but a lot more execution-heavy. The throw combo Chaoto demonstrated:

(4 or 6) Throw > dash 5B > 2C > 4D > 66[D] > Haku > Chun ]D[ > staff2 > TK Chun > 6D > etc.

is pretty hard, but works from almost anywhere; just throw in the direction of the near corner. It can be made significantly easier by just omitting TK Chun. Does 3125 damage, gives 55 meter, compared to 3192 damage and 56 meter with TK Chun.

Following up with TK Chun off of Kokushi is a lot easier now; the followup combo does ~5k off of raw Kokushi. Can do a full followup combo (starter 1) off of raw Kokushi and 3C mixup (~4.7k). Can only do starter 2 off of 6A (~3.6k) and 2B (~3.1k) mixup. I can't get the falling j.C > staff2 > slide 6A ender to work off of 2B with either starter, so it's either very tight or just doesn't work.

Some things I noticed were important to keep in mind while executing combo segments:

5D (slight hold)

Generally fairly generous on timing. Instead of quickly tapping the button, just keep your finger on it for a split second. It's more or less exactly how much I expected it to be, so it'll probably work that way for most others too.

5D (slight hold) > 6A > 6BF > staff2

You want to keep them high before you hit with 6A. The time it takes them to fall adds enough stun for staff2 to hit.

3C > 2D > 6C

I can't make this not work in CSE. Just make sure to pick up kinda low with 3C I guess. I can't make the 2D > 6C fail at all as long as they were low enough for the second hit of 6C to connect.

Throw > 5B > 2C > 4D > 66[D] > Haku > Chun > staff2 > etc.

Pick up as low as you can with 5B so that the 4D connects. If omitting TK Chun, put some delay between Haku > Chun. They'll fly a bit higher so the timing for staff2 to hit is a bit more generous.

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I went through the vid yesterday and its indeed a lot to learn, but I can def see a pattern in her combos, its just that she has tons of starters but the enders are very similar. What kinda bothers me is that some enders are char specific. I hope we can find one that woks vs all or most of the cast.

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I went through the vid yesterday and its indeed a lot to learn, but I can def see a pattern in her combos, its just that she has tons of starters but the enders are very similar. What kinda bothers me is that some enders are char specific. I hope we can find one that woks vs all or most of the cast.

(corner) Combo xx j.b dj.b j.c d falling j.c (staff 2) 6c(1) tsubaine works on all casts

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