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Urichinan

[CP] Litchi Faye Ling - Combo Guide & Discussion (WIP - Latest Update: 2/26/2014 - 2C/6C/3C fully staffless corner combos added)

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5A/2A > 5B > 2C > 6D(2) > Haku > Hatsu > RiichiA > IppatsuD > Dash Under > 5[D]~]D[ > Kanchan > Tsubame > 6C(2) (2911 DMG/20 HG/View)

 

 

I am confused on the between 6D(2) and haku. Is the timing essential for that part? Do you input haku when u see the circle after 6D?.Kind of wish these videos showed the command history so I could see if it was a fast input or slow input for the combos.

 

It's just a simple link... You do the haku as soon as you can after the recovery of 6D. The Yin-Yang can be a good indication of the timing if you want to use it. If not, it's just a little bit of muscle memory to learn the timing.

 

It's the same as doing 6D(2) > 5B...

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You may need to delay Haku after 6D(2) depending on what character you're practicing against. Otherwise, input it so you do Haku as soon as 6D's recovery ends.

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I haven't seen this list compiled anywhere, so here are the characters midscreen Daisangen > 2A works on:

 

Daisangen > 2A works on only:

Hazama, Litchi, Relius, Taokaka, Terumi

 

Daisangen > microdash 2A works on everyone except:

Arakune, Carl, Kokonoe, Makoto, Tager, Tsubaki

 

Getting the extra distance from 2A > j.AAC can be really useful and the microdash combo surprisingly isn't all that hard.

 

In other news, Chaoto posted on Twitter that as a combo ender, 6D > 6C(1) > Kokushi > IAD airthrow gives you guaranteed pressure as the opponent breaks the throw, is forced to block Kokushi, and slowly falls toward the ground between Kokushi hits. This lets you do "meaty" high/lows as they land that the 6C > 4kote > 214AB OS doesn't, and also either drains barrier or lets you see the opponent isn't barriering and hit them with an air unblockable normal. In testing, it's very hard to consistently get the opponent on the ground while there are still hits left on the super, but very easy to make it so the opponent has to land and can't do anything else after the last hit. And of course, if they don't tech, they eat the 1400 damage + hard knockdown.

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Daisangen dash 2A > 5B[m] > 4B[m] is even more character specific but I suppose that isn't terribly relevant anymore.

 

The kokushi > airthrow thing is super old school but it's probably one of the few, if not the only guaranteed setups.

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Back to corner:
 

FC ittsu c dash under d chun staff 2 5bxx
xx 4b ittsu a 4kote haku hatsu chun 5b 5d kanchan staff 2 DP 6c

xx 6d haku hatsu chun 5d 3c staff 2 kanchan DP 6c

 

i see a lot of combos where people to the cross under kanchan > combo and wondered if there was a way to save it for later and see if i can get more damage from it. the 5b 6d is an alternative in case it you are doing it on ragna since haku hatsu chun > 5b wont work on him. not sure if it works without FC but i'm sure the second route should o_o

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flashkick punish:

 

41236D(vertical)>Taunt/Wait (timing mechanic)>5B>4B>itsuuA>421D>3C>2D>3C>Kanchan>623D>236B>41236A~D>6C>oki

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kind of worried about 4b[m] nerf. if i block gauntlet hades i usually do 2a 5b, if they did followup i get an anti air punish into 4b itsuuA etc., if not they're grounded and i just get a string into tsubame. should itsuu A still work there?

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beginner combo problems. I'm currently stuck at her challenge 27 because the whole timing seems way too strict imo. I mean I have been practicing this combo for more then 2 weeks now (2h sometimes more a day).

 

hcf d~ b, delay hcf d (right after second hit of itsuu b is too early), delay rdp c hold (timing also diffficult, most of the times the I do the input too early), dash 5b 4b itsuu a, now comes the pain or for what i could need some advice, quite strict delayed dp d into insane fast qcf a(hatsu), haku,  and now it seems you have to wait for splitt second before inputting hcb a (tried this part a lot of times), now if it works I'm too slow for follow up D.

 

it seems i cant the timing for this combo. I noticed a lot of combos with itsuu a followed up by 4kote hatsu.

 

in addition. I found the following video link in one of the threads on this board. is there by any chance an english translation?:

http://www.youtube.com/watch?v=VpFtqESZ54c

 

thx

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You asked about the video in the other thread, but no, there is no English translation. Just use the first post in the combo thread here. As for challenge 27, I'll walk you through each part.

 

First backdash so the spacing works out. 41236D~B > 41236D doesn't have a real "delay" in the usual sense, it's just that the recovery is longer than it looks. The 421C afterward is the same thing. Dash 5B > 4B > ItsuuA is all fine and not very difficult.

 

Now the part you said you were having trouble with. 623D > Haku is actually fairly lenient, but there are a couple of reasons you might be having trouble. First, make sure you're doing the 623D and 236A as fast as possible from the preceding move. If nothing comes out you're doing it too fast, but the recovery on 623D is fairly small so that shouldn't be an issue. The other thing you might be doing is hitting with ItsuuA too low. The reason ItsuuA > 623D > Haku works is because when the opponent is high in the air, they spend time falling and end up in a hard knockdown state, which has fixed duration. If the opponent is too low, they don't fall for as long and hit the ground earlier, so you have overall less time to follow up. I linked a video at the bottom of this post, if your ItsuuA is hitting lower than in that video, then you should be doing it earlier so it hits higher.

 

Once you get the Haku to hit, just do Hatsu > 63214A~D as fast as possible. There is a small chance that, depending on the earlier hits in the combo, you might do the IppatsuD while they're still too far from the staff for it to hit, but that's unlikely. If it does happen, then add a slight delay between Haku and Hatsu--this gives the opponent a little bit longer to fly horizontally so they're closer to the staff.

 

After that, you'll probably be on the opposite side of them, so be aware when you do 6C. Depending on a bunch of height factors, you might also cross under the opponent during the 6C again and have to do 3C in the opposite direction, so be careful.

 

That's pretty much it though. Here's a video for you to compare against: https://www.youtube.com/watch?v=TDElYYqPH9w#t=6m8s

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Space yourself further away from the dummy before you start the challenge combo. You don't need to delay any of the parts you mentioned.

 

I'm not sure if you're leaving out certain parts for the sake of less characters in your post but common ItsuuA followups are either:

 

1. ItsuuA > 5D/2D > Haku > Hatsu > Chun > Staff2 > situational ender

 

2. ItsuuA > 4kote > 3C > 2D > Hatsu > Chun > Staff2> 6C

 

 

As for the video, as I said in the other thread where you asked the same question, use the combo thread main post to learn what you need to. The video is also annotated already and the only thing not immediately understandable is what specials to use, which you can figure out visually after learning some BnBs. Try not to clutter threads with repeat questions if you've already asked in another.

 

Thanks and good luck!

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5B > 5C(2) > 3C > RC > 6B > IAD > j.B > j.A > 5B > 4B > ItsuuA > 4Kote > 3C > 5D > Hatsu > Chun > 6C > Tsubame  

 

Okay so beginner problems here. The 5B after j.A do not want to connect any ideas why?

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You also don't need to j.B immediately either. Wait until Litchi is about to start falling from her airdash and then do j.B > delay > j.A, you should be able to get it 100% after that.

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okay that helped thx! However, there is one more thing. In the combo: 5A/2A > 5B > 2C > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame 

Kanchan always makes the opponent cross up. Why is that?

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Crossup setup midscreen:

 

ItsuuB>5B>5C>2C>3C>236A>236B>236C>5D

 

do charged kanchan right after activating staff and the staff will be at just the right distance to hit twice RIGHT as you cross them through and combos into charged kanchan.

 

Just a neat little gimmick, nothing to abuse constantly.

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Crossup setup midscreen:

 

ItsuuB>5B>5C>2C>3C>236A>236B>236C>5D

 

do charged kanchan right after activating staff and the staff will be at just the right distance to hit twice RIGHT as you cross them through and combos into charged kanchan.

 

Just a neat little gimmick, nothing to abuse constantly.

If you wanna be safe, run right up to them and if they roll, do 2a right as you run under them. what should happen is the staff will pick them up and you will be on the other side leaving you to do 2a 5b[m] 4b[m] >things. however this works mostly while the staff is flying back to you.

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okay that helped thx! However, there is one more thing. In the combo: 5A/2A > 5B > 2C > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame 

Kanchan always makes the opponent cross up. Why is that?

 

Kanchan has a small wallbounce that can cause you to cross under your opponent as Kanchan also moves you forwards.

It's good practice to judge how high your opponent is when Kanchan hits and if you can get away with it, take a tiny step backwards before doing 6D or anything else.

Try staffless near the corner - 5B > 5C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C

You'll find that if you don't hold back for a tiny bit after Kanchan then you're likely to get 5B > 6B instead.

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Kanchan has a small wallbounce that can cause you to cross under your opponent as Kanchan also moves you forwards.

It's good practice to judge how high your opponent is when Kanchan hits and if you can get away with it, take a tiny step backwards before doing 6D or anything else.

Try staffless near the corner - 5B > 5C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C

You'll find that if you don't hold back for a tiny bit after Kanchan then you're likely to get 5B > 6B instead.

 

Ah okay that makes sense. Thanks that really helped out for multiple combos!

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That unintentional corner switch is also differently-noticeable on different characters. I'm gonna go out on a limb and say you were practicing against Jin--it's really easy to get that to happen on him. If you really want to get into it, you can record yourself doing the combo and then play it back against the cast to see which ones are the big problems.

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Anyone that knows how i play knows i like jumping around with 63214B

 

here is one of my confirms for purely midscreen:

 

63214B(CH)>5B>5C>236A>236B>63214A~B>5D>j.B>j.236B>j.236C>665B>4B>41236D~A>421D>663C>2D>Delay 6C>66A>623D

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Earlier today a Japanese player posted a summary of his experiences with post-patch Litchi which I've translated here: https://www.evernote.com/shard/s199/sh/78c9fb79-f71c-4f45-bfb4-cdd8eccbb979/7443c98f5228f896c57832d2dd37978c

 

There are a few interesting things combo-wise. In particular, there's one line that says Daisangen > 5B doesn't work on more of the cast (unlike now, where it only doesn't work on Ragna). I have no idea what on earth he's talking about, because I can't find anything that suggests that should be true, but at the same time I can't possibly imagine what else he's trying to say. Additionally, there was already one post-patch video where it did work on Carl when he claims it doesn't--but that was off of 2C > 6D, and it's possible that the new restrictions are just on grounded characters. He might also mean Daisangen > no-tech > 5B pickup, but I can't imagine why on earth that would be worth testing.

 

I was worried about this so I tested it last night. I had no issues hitting daisangen > 5B mid-screen (microdash 5B for mid-screen) or in the corner against any of these characters (with the exception of Ragna... I assumed the same issues still applied to him). I did it off 5B > 5C > 2C > 3C though... I doubt the 3C really changes much.

 

also vertical stick-man at the end of a combo definitely makes your opponent tech on the way down which kind of sucks but was definitely expected.

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round start

ittsu c jump [d] j.hatsu ]d[ chun haku staff 2 5b[m] 6b[m] ittsu a 4kote 3c 5d 3c staff 2 kanchan dp

 

does around 3.8. you can end it with 6c(2) for 3.9 but they will tech instantly so you wont get hard knock down.

also you have to slightly delay 5b or else they will be too high for 6b to connect and it will wiff and you will be sad in the face.

 

i think 4b itssu a would work in this situation but in case it doesn't or you aren't confident in getting it (or in bad connection) this can make things easier on you.

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