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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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NOTE: I do not have home internet at the moment, updates will be slow, but large. I'll try to add more every weekend until I get internet back, so please be patient.

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Posting Rules:

  • No gameplay discussions outside of combos are allowed. Take match-up, general, video, and match discussions to their respective threads.
  • When posting combos make sure they are readable and try your best to make sure you posted the combo correctly. (Meaning without typos or missing/added attacks which do not work properly)
  • If you're feeling like a good person, include the damage, Heat gain, and screen position of each combo. If your combo is character specific please test it on every character before posting, and make sure you post which characters it works on.
  • General Dustloop rules still apply.

[table=width: 700, align: center]

Special Move Name-To-Input

General Notations Used

Guide Specific Notations Used

[table=width: 350, class: grid, align: center]

Tsubame

623D[m]

ItsuuA/B/C/D

41236D[m]~A/B/C/D

Haku

236A[e]

Hatsu

236B[e]

Chun

236C[e]

Kanchan

421C[e]

4/6Kote

421D/623D[e]

RiichiA/B/C

63214A/B/C[e]

IppatsuA/B (Tanki Hatsu)/C (Tanki Chun)/D

While on staff A/B (Tanki Hatsu)/C (Tanki Chun)/D

Shinshin

41236D[e]

Ryuisou

6428C

Kokushi

632146D[e]

Chinroutou

632146C

Daisharin

A+B+C+D/Overdrive

[/table]

[table=width: 350, class: grid, align: center]

j.

Jump

sj.

Super Jump

jc.

Jump Cancel

sjc.

Super Jump Cancel

dj.

Double Jump

djc.

Double Jump Cancel

AD

Air Dash

IAD

Instant Air Dash

CH

Counter Hit

FC

Fatal Counter

RC

Rapid Cancel

[?]

Hold Input

(N)

Attack must deal N amount of hits.

[???] xN

Repeat ??? N amount of times.

[/table]

[table=width: 350, class: grid, align: center]

[/tr]

DMG

Damage

HG

Heat Gain

Green Text/HS

Heat Spent

CT

Crush Trigger

[m]

With Staff

[e]

Staffless

Staff 1/2

First/Second hit of staff recall

[/table]

[/tr]

[/table]

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Combo Format
Collapsed: Enders:
Corner:

Primary Ender:

(3C >) 5D > 3C > Staff 2 > Kanchan > (6D(1) >) Tsubame > 6C > 4Kote > Oki

You'll see this ender show up in nearly all of Litchi's corner and near corner combos. It leads to strong oki, damage, and is possible off nearly any starter. If the opponent is grounded, the first 3C is needed to OTG for the 5D/2D to hit, otherwise it is usually omitted due to proration or combo time running low. The 6D(1) is not needed for the Tsubame to work, but does add extra damage, in most BnB combos it will be included, but off of hit-confirms and odd combos, you can choose to omit it to safely ensure the 6C ender, which is what is important.

ItsuuA Oki Ender:

ItsuuA > 4Kote > 6A/3C > Shinshin/(3C Only) 5[D] > Oki

You won't see much use of this ender throughout this thread due to the damage and meter gain lost when using this ender, but it provides slightly stronger oki than the 6C enders, which is why it is being included. Since I will not be including it as a primary ender throughout the thread, I will give a small explanation on how to incorporate it into a combo, and allow you to choose when to add it on your own.

Collapsed: Details:
In order for the ItsuuA ender to be added to most BnB combos, you must omit normals, and a large portion of the time, full routes. Because of this, it is best used after a heavily prorated combo, or an after an S starter (5A, 2A, etc.), as you won't be losing as much damage, but still get the strong oki. Below are some examples of dos and don'ts to make this ender work:

5A/2A > 5B[m] > 2C > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 4B > Tech - Don't

-> 5A/2A > 5B[m] > 2C > 6D(2) > 3C > 5D > 3C > Staff 2 > Kanchan > 4B > ItsuuA > 4Kote > 3C > Shinshin/[5D] -
Do

As you can see here, by omitting the Haku > Hatsu > Chun route and simply replacing it with 3C allows the ender to be possible. In comparison to the regular 5A/2A corner BnB, this combo does only 100 damage less.

5B[m] > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > 6B > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 4B > Tech - Don't

-> 5B[m] > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 4B > ItsuuA > 4Kote > 3C > Shinshin/5[D] -
Do

For this combo, all that was needed to ensure the 4B ender was the removal of 6B. Although it is rare one normal being omitted is all that needs to be done, it sometimes is the cause. In comparison to the regular 5B corner BnB, this combo does 150 less damage, and gains 1 less meter.

ItsuuC > sj.[D] > j.Hatsu > ]D[+Chun > Staff 2 > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 4B > SMP Tech - Don't

-> ItsuuC > sj.[D] > j.Hatsu > ]D[+Chun > Staff 2 > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 4B > ItsuuA > 4Kote > 3C > Shinshin/5[D] -
Do

In this example, the entire route must be changed due to the SMP on both 4B and ItsuuA, making the more damaging route impossible. In comparison to the regular ItsuuC corner BnB, this combo does 500 damage less, and gains 4 less meter.

(2D Set) 5B[e] > 2C > 3C > 2D > Haku > Staff 2 > ItsuuC > sj.[D] > j.Hatsu > ]D[+Chun > Staff 2 > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 4B > Tech - Don't

-> (2D Set) 5B[e] > 2C > 3C > 2D > Haku > Staff 2 > ItsuuC > sj.[D] > j.Hatsu > ]D[+Chun > Staff 2 > 5B > > 4B > ItsuuA > 4Kote > 3C > Shinshin/5[D] -
Do

In this example, the entire ender most be omitted to allow the ItsuuA oki. In comparison to the regular BnB off this hit-confirm, this combo does 500 less damage, and gains 3 less meter.

And there you have a small guide on incorporating ItsuuA enders into your combos. As you might have noticed, it is easily applied by making a few changes to your combos. But it's up to you whether or not you're willing to lose the damage and meter gain for the slight oki advantage. Toy around with your different combos in training mode, and figure out how this ender is best suited for your own tastes.

Weak Ender:

Hatsu > RiichiA > IppatsuD > 6C(2) > 4Kote > Oki

This ender will see practically no use in this thread at all, as it is not a BnB combo ender. The primary use for this ender is simply for hit-confirming in random situations and getting easy 6C knockdowns at the end of extremely prorated combos. Because there are only one or two BnB combos that actually use this, I'll show just a few small combos where you might one to use this over an extended route.

Collapsed: Details:
5Ax2 > 2Ax3 > 5B[m] > 5C(1) > 6D(1) > Tsubame > Haku > Hatsu > RiichiA > IppatsuD > 6C(2) (1512 DMG/10 HG)

(2D Set) Anti-Air 5Ax2 > j.A > j.B[e] > dj.B > j.C > j.D > Falling j.C > Staff 2 > Kanchan > Tsubame > Hatsu > RiichiA > IppatsuD > 6C(2) (1713 DMG/12 HG)

(2D Set) Anti-Air Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 5B > 4B > ItsuuA > 6Kote > Haku > Chun > j.Hatsu > RiichiA > IppatsuD > 6C(2) (3578 DMG/25 HG)

Situations like the ones listed above are the only time you'd really want to use this ender, and even then, there are sometimes better routes. Use your own judgement on when to apply the ender.

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With Staff:

Normal Starters:

Collapsed: 5A/2A:
5A/2A > 5B > 5C(2) > 3C > Tsubame (2247 DMG/16 HG)

Collapsed: Alternative Version(s):
5A/2A > 5B > 5C(2) > 6D(1) > Tsubame (2212 DMG/15 HG)

NOTE: Use this version when the opponent is too far away for 3C > Tsubame to connect.

5A/2A > 5B > 2C > 6D(1) > Tsubame (1986 DMG/14 HG)

NOTE: No reason to do this over the above, but it's decent for when your muscle memory kicks in and you go for 2C instead of 5C by mistake.

5A/2A > 5B > 5C(2) > 6D(2) > RC > ItsuuB > 5D > Haku > Hatsu > Chun > Staff 2 > Dash > 6A > Tsubame (3601 DMG/18 HG)

Collapsed: Alternative Version(s):
5A/2A > 5B > 5C(1) > 6D(2) > RC > ItsuuB > 6Kote > Haku > Hatsu > RiichiA > IppatsuA > IppatsuD > 6C(2) (3019 DMG/14 HG)

NOTE: Less damage for better oki.

Collapsed: 2B:
2B > 4B > ItsuuA > 5D > (Dash) 3C > Haku > Hatsu > Chun > Staff 2 > 6C > 3C > Tsubame (3625 DMG/26 HG)

NOTE: Doesn't work from max 2B distance.

Collapsed: Alternative Version(s):
2B > 4B > ItsuuC > 5D > 6A > Haku > Hatsu > Chun > Staff 2 > 6C(2) > 3C > Tsubame (3593 DMG/25 HG)

NOTE: Max distance 2B alternative.

Collapsed: 4D:
4D > Dash 3C > Haku > Hatsu > Chun > (Dash) 5B > 6B > j.AA > j.C > j.B > Dash j.AA > j.C > j.B > Dash 6C(2) > 3C (2613 DMG/19 HG)

4D > Dash 2D > Haku > Chun > Staff 2 > 6B[e] > 4B > ItsuuA > 4Kote > Dash 3C > 3D > Hatsu > Chun > Staff 2 > 6C(2) > 3C > Tsubame (3252 DMG/23 HG)

NOTE: Does not work from max distance 4D.

Collapsed: Alternative Version(s):
CH 4D > Running D > Haku > Chun > Staff 2 > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > Ender:

Fullscreen:
Hatsu > Chun > Staff 2 > 6C(2) > 3C > Tsubame (
3319 DMG
/
23 HG
)

Mid-Screen:
Dash 6C(2) > Staff 2 > Dash 6A > Tsubame (
3185 DMG
/
22 HG
)

NOTE: Does work from max distance 4D.

Special Starters

  • -


    Throw Starters
    • -


      Distortion Drive Starters
      • -


Staffless:

Normal Starters
  • -


    Special Starters
    • -


      Throw Starters
      • -

      Distortion Drive Starters

      [*]-

      Overdrive:

      Normal Starters

      [*]-

      Special Starters

      [*]-

      Throw Starters

      [*]-

      Distortion Drive Starters

      [*]-

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With Staff:

Normal Starters

  • -


    Special Starters
    • -


      Throw Starters
      • -


        Distortion Drive Starters
        • -


Staffless:

Normal Starters
  • -


    Special Starters
    • -


      Throw Starters

      • -

      Distortion Drive Starters

      [*]-

      Overdrive:

      Normal Starters

      [*]-

      Special Starters

      [*]-

      Throw Starters

      [*]-

      Distortion Drive Starters

      [*]-

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With Staff:

NOTE: Optimized Crush Trigger combos will be added after other basic combo sections are complete.

Normal Starters:

Collapsed: 5A/2A:
Grounded Opponent:

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

Collapsed: Alternative Version(s):
5A > 5B > 5C(2) > 3C > Tsubame > Haku > Chun > Hatsu > RiichiA > IppatsuD > (Dash Under) 6C(2) (2815 DMG/20 HG/View)

NOTE: Useful for when muscle memory kicks in and you go for 5C instead of 2C, also much easier to do than the above.

5A/2A > 5B > 2C > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame (3016 DMG/21 HG/View)

5A > 5B > 2C > CT > Dash > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3322 DMG/15 HG/25 HS/View)

NOTE: Good for getting both damage and 6C knockdown.

Airborne Opponent:

5A/2A > 5B > 4B > ItsuuA > 4Kote > (Dash) 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3047 DMG/21 HG/View)

Collapsed: 6A:
Collapsed: Normal Hit:
6A > RC > ItsuuB > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4103 DMG/18 HG/50 HS/View)

6A > RC > (Dash) 5B > 6B > 6C(4) > 2D > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3758 DMG/16 HG/50 HS/View)

NOTE: Late RC confirm.

Collapsed: Fatal Counter Hit:
6A > Dash 5B > 6C(4) > ItsuuB > 5D > Hatsu > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4108 DMG/29 HG/View)

6A > (Dash) 2B > 4B > (Dash) ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3849 DMG/27 HG/View)

NOTE: Long range variant.

Collapsed: 5B:
Collapsed: Normal Hit:
Grounded Opponent:

5B > 2C > 6D(2) > 5D > Dash 4B > Dash 5B > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4142 DMG/29 HG/View)

Collapsed: Alternative Version(s):
5B > 2C > 6D(2) > Haku > Hatsu > Chun > 5D > Dash 3C > Staff 2 > Dash 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4124 DMG/29 HG/View)

NOTE: Delay the dash 5B on Amane, omit the dash before 3C against Relius.

Does not work on: Bang, Carl, Kagura, Litchi, Makoto, Taokaka

5B > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > 6B > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4109 DMG/29 HG/View)

NOTE: Delay the j.Hatsu after Chun slightly, delay Chun after Hatsu slightly.

5B > 2C > 6D(2) > 5D > 6C(2) > 5B/2B > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame (4323/4252 DMG/30 HG/View)

NOTE: Delay Hatsu a slight bit to assure the 5D launch hit.

  • 5B OTG: Arakune, Azrael, Hakumen, Hazama, Jin, Makoto, Noel, Rachel, Ragna, Relius, Tager, Taokaka, Terumi, Valkenhayn
  • 2B OTG: Amane, Bang, Carl, Izayoi, Kagura, Kokonoe, Litchi, Mu-12, Nu-13, Platinum, Tsubaki

    5B > 2C > CT > Dash 5B > 6D(2) > Haku > Chun > j.Hatsu > RiichiA > IppatsuD > Dash Under 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4786 DMG/21 HG/25 HS/View)

    Airborne Opponent:

    5B > 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4469 DMG/32 HG/View)
    NOTE: Delay the Chun slightly if the opponent is at max 5B height.
    Collapsed: Alternative Version(s):
    5B > 4B > ItsuuA > 6Kote > Haku > Chun > Hatsu > RiichiA > IppatsuD > Dash Under 5D > Kanchan > Staff 1 > 6D(1) > Tsubame > 6C(2) (4274 DMG/30 HG/View)
    NOTE: Much easier combo compared to the one above.
    5B > 4B > 4Kote > 3C > 2D > Dash 4B > [CT] > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4739 DMG/26 HG/25 HS/View)
    NOTE: Gains back more meter than what was spent.
Collapsed: Crouching Hit:
5B > 5C(1) > 4D > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4295 DMG/30 HG/View)
Collapsed: Alternative Version(s):
5B > 6B > 6C(4) > 2D > Dash 2D > Haku > Staff 2 > Dash 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4239 DMG/30 HG/View)
NOTE: Long distance 5B variation.
Collapsed: Counter Hit:
CH 5B > 6C(4) > (Dash) 2B > 4B > Dash 5B > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame (4655 DMG/33 HG/View)
Collapsed: Alternative Version(s):
CH 5B > 6C(5) > 2D > Dash 6B > 5D > Haku > Staff 2 > Dash 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4310 DMG/30 HG/View)
NOTE: Max distance 5B variation.
CH 5B > 6C(4) > Dash 2C > CT > 5B > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (5035 DMG/23 HG/25 HS/View)
Collapsed: Alternative Version(s):
CH 5B > 6C(4) > 2D > Dash 3C > 2D > Dash 4B > [CT] > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4875 DMG/25 HG/25 HS/View)
NOTE: Max distance 5B variation, must be done as fast as possible, gains back the meter spent.
Collapsed: 2B:
2B > 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3949 DMG/28 HG/View)

2B > 4B > ItsuuC > (Dash) [CT] > 6Kote > Haku > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4373 DMG/22 HG/25 HS/View)
Collapsed: 6B:
Collapsed: Normal Hit:
Grounded Opponent:

6B > Tsubame > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > 6D(2) (3221 DMG/23 HG)

Airborne Opponent:

6B > (Dash) 5B > 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4405 DMG/31 HG)

6B > 6C(1-3) > 2D > Hatsu > Chun > 5D > Haku > Staff 2 > Dash > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3644 DMG/26 HG)
NOTE: Easy fix to an accidental 6C followup (Usually due to muscle memory). Damage is assuming only one hit of 6C made contact (The average).
Collapsed: Crouching Hit:
NOTE: The below combos work on standing opponents from a CH 6B.

6B > 6C(4) > 2D > Dash 5D > Haku > Staff 2 > Dash 5B > 6D(2) > Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4178 DMG/29 HG)
NOTE: Works from all ranges, but is hard to hit-confirm.
Collapsed: Counter Hit:
CH 6B > IAD j.B > j.C > 5B > 2C > 6D(1) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4000 DMG/28 HG)

CH 6B > Dash 5B > 2C > 6D > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4003 DMG/28 HG)
NOTE: Easier to hit-confirm, but does not work from max distance 6B.
Collapsed: 4B:
4B > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3718 DMG/26 HG)
Collapsed: j.B:
Collapsed: Normal Hit:
j.B > 5B > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3718 DMG/26 HG)
Collapsed: Alternative Version(s):
j.B > j.C > 5B > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3754 DMG/26 HG)
NOTE: Max height j.B confirm.

j.B > (Delay) j.A > 5B > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3121 DMG/22 HG)
NOTE: Medium j.B height confirm.
Collapsed: Crouching Hit:
j.B > 5B > 5C(2) > 4D > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4044 DMG/28 HG)
Collapsed: Alternative Version(s):
j.B > j.A > 5B > 5C(1) > 4D > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3243 DMG/23 HG)
NOTE: Only works during an airdash.
Collapsed: 5C:
Collapsed: Normal Hit:
5C(2) > 3C > Tsubame > Haku > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > Dash Under 5B > 6D(2) > Dash > 6C(2) (3592 DMG/25 HG)
NOTE: The 2nd hit of 6D(2) at the end will hit backwards, forcing the opponent back into the corner.
Collapsed: Crouching Hit:
5C(2) > 4D > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4454 DMG/31 HG)
Collapsed: 2C:
Collapsed: Normal Hit:
2C > 6D(2) > 5D > Dash 4B > Dash 5B > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4087 DMG/29 HG)
Collapsed: Alternative Version(s):
2C > 6D(2) > Haku > Hatsu > Chun > 5D > Dash 3C > Staff 2 > Dash 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4064 DMG/29 HG)
NOTE: Delay the dash 5B on Amane, omit the dash before 3C against Relius.
Does not work on: Bang, Carl, Kagura, Litchi, Makoto, Taokaka

2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > 6B > Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4012 DMG/28 HG)
2C > CT > Dash 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4747 DMG/24 HG/25 HS)
Collapsed: Counter Hit:
2C > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > Hatsu > RiichiA > IppatsuD > Dash Under > 5D/2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4083 DMG/29 HG)

2C > 6D(w) > 2A > 5D/2D > 3C > Staff 2 > Dash 5B > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3060 DMG/23 HG)
NOTE: Fix to 2C > 6D auto-pilots.
Collapsed: 6C:
Collapsed: Normal Hit:
6C(4) > 2B > 4B > (Dash) ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4623 DMG/33 HG)

6C(4) > Dash 2C > CT > ItsuuC > sj.[D] > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4839 DMG/24 HG/25 HS)
Collapsed: Counter Hit:
6C(4) > ItsuuB > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6D(2) (4863 DMG/34 HG)

6C(4) > ItsuuC > (Dash) [CT] > 6Kote > Haku > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (5244 DMG/25 HG/25 HS)
Collapsed: 3C:
Collapsed: Normal Hit:
3C > Tsubame > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > 4B > ItsuuA > 4Kote > 3C (3220 DMG/23 HG)
Collapsed: Counter Hit:
3C > 2B > 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4137 DMG/29 HG)

3C > 2D > 2D > (Dash) Haku > Staff 2 > (Dash) 5B > 6D(2) > Hatsu > RiichiA > IppatsuA > IppatsuD > Dash Under 5D/2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3711 DMG/26 HG)
NOTE: Max distance variant.

3C > CT > (Dash) 5B > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4955 DMG/20 HG/25 HS)
Collapsed: j.C:
Collapsed: Normal Hit:
j.C > 5B > 2C > 6D(2) > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3878 DMG/27 HG)
Collapsed: Crouching Hit:
j.C > 5B > 5C(2) > 4D > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4204 DMG/30 HG)
Collapsed: Counter Hit:
j.C > (Dash) 5B > 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4182 DMG/30 HG)
Collapsed: 6D:
Collapsed: Normal Hit:
6D(1) > Tsubame > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > 4B > ItsuuA > 4Kote > 3C (3383 DMG/24 HG)
Collapsed: Counter Hit:
6D(2) > Haku > Chun > j.Hatsu > RiichiB > 6B > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4327 DMG/31 HG)

6D(1) > CT > ItsuuB > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (5661 DMG/27 HG/25 HS)
NOTE: Punish with this whenever possible.
Collapsed: 4D:
4D > 5[D] > Haku > Hatsu > ]D[ > Chun > Staff 2 > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3381 DMG/24 HG)

4D > CT > Haku > Hatsu > Chun > 5B > 5D > Chun > Staff 2 > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3866 DMG/18 HG/25 HS)
Collapsed: j.2D:
Crossup j.2D(2) > 5B > 3C > 2D > (Dash) Haku > Staff 2 > Dash 5B > 6D(2) > Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3193 DMG/22 HG)
NOTE: Requires your back to be to the corner prior to crossing up.
Special Starters:
Collapsed: Tsubame:
Tsubame > Hatsu > RiichiA > IppatsuB > Haku > Chun > j.Hatsu > RiichiA > IppatsuD > 6C(2) (2491 DMG/17 HG)

Tsubame > 5B > 5D > Chun > Staff 2 > Dash 4B > ItsuuA (> 3C) (2223 DMG/15 HG)
NOTE: Less damage and meter for superior oki.
Collapsed: ItsuuA:
tsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 4B > ItsuuC > sj7.[D] > Hatsu > Chun > ]D[ > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3933 DMG/28 HG)

ItsuuA > 6Kote > Haku > Chun > j.Hatsu > RiichiB > 6B > Hatsu > Chun > 5B > 5D > 6A > 5C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3818 DMG/27 HG)
NOTE: Easier combo for less damage.
Collapsed: ItsuuB:
ItsuuB > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4025 DMG/28 HG)
Collapsed: ItsuuC:
ItsuuC > sj.[D] > Hatsu > ]D[ > Chun > Staff 2 > 5B > 6D(2) > Haku > Chun > Hatsu > RiichiA > IppatsuD > Dash Under 5D/2D > Kanchan > Tsubame > 6C(2) (3907 DMG/27 HG)
NOTE: Must do the ender as quickly as possible.

ItsuuC > 5[D] > j.B > dj.B > j.C > ]D[ > Chun > Staff 2 > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3536 DMG/25 HG)
NOTE: Easiest of all the ItsuuC combos, the timing does not change depending on distance or character.
Collapsed: Crush Trigger:
Grounded Opponent:

CT > ItsuuB > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 2C > Staff 2 > Kanchan > Tsubame > 6C(2) (4567 DMG/20 HG/25 HS)

Airborne Opponent:

CT > (Dash) 5B > 4B > ItsuuA > 5D > Haku > Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (4413 DMG/19 HG/25 HS)
Throw Starters:
Collapsed: Forward Throw:
Forward Throw > 5B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (3551 DMG/25 HG)

Forward Throw > CT > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4003 DMG/20 HG/25 HS)
Collapsed: Back Throw:
Back Throw > 6D(2) > Haku > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3565 DMG/25 HG)

Back Throw > CT > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4003 DMG/20 HG/25 HS)
Collapsed: Air Throw:
Air Throw > 5B/2B > 4B > ItsuuA > 4Kote > 3C > 2D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3470/3405 DMG/24 HG)
NOTE: Against Kokonoe OTG with 2B, against Makoto OTG with 5B when all the way in the corner, and use 2B when slightly out of the corner.

Air Throw > CT > 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4003 DMG/20 HG/25 HS)
NOTE: Only works off low as possible air throw.
Distortion Drive Starters:
Collapsed: Ryuisou:
Collapsed: Normal Hit:
Ryuisou > RC > (Run) Tsubame > Hatsu > RiichiB > Haku > Chun > j.Hatsu > RiichiA > IppatsuD > (Dash Under) 6C(2) (4042 DMG/7 HG/100 HS)
NOTE: If you are too far for Tsubame to hit directly after Ryuisou, you must dash into Tsubame. The easiest way to input it fast enough is Ryuisou > RC > 6[6]23D.
Collapsed: Counter Hit:
Ryuisou > (Dash) ItsuuA > 4Kote (Dash) 3C > 2D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C(2) (4451 DMG/13 HG/50 HS)
Collapsed: Chinroutou:
Chinroutou > RC > ItsuuB > 5[D] > Haku > Hatsu > ]D[+Chun > Staff 2 > (Dash) 5B > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C(2) (3779 DMG/13 HG/100 HS)


Staffless:
Collapsed: Fully Staffless:
Fully Staffless combos can basically be boiled down to just these combos:

S Starter: Gatling > Haku > Hatsu > Chun > 5B > 4B > Chun > 5B > 6C(2) > 3C
N Starter: Gatling > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 4B > Chun > 5B > 6C(2) > 3C

Every starter Litchi has while staffless will lead into one of the above combos. The list below will simply be showcasing the amount of damage you can get from each starter using two combos above, and a few small variants under specific circumstances (Such as CH, and anti-air hits), but really all you need to know are how many gatlings your starter allows, and what ender you can use. The damage differences between different gatling routes are not very large with fully staffless routes, so you shouldn't fret too much about using the absolute most damaging ground string, but rather just focus on getting to your ender with these combos.

The Ragna Issue:

(For more details regarding the Ragna issue, please reference the "Character Specifics" section of the "Combo Theory" (N/A) post)

Because Haku > Hatsu > Chun > 5B does not work on Ragna while he is grounded, or from an OTG, almost none of the best fully staffless combos work on him. Because of this, each starter will have a very small section at the bottom specifically for optimized combos to be used on Ragna.

Normal Starters:
Collapsed: 5A/2A:
Grounded Opponent:

5A/2A > 5B > 6B > 5C > Haku > Hatsu > Chun > 5B > 4B > Chun > 5B > 6C(2) > 3C (2374 DMG/17 HG)
NOTE: Any combination of ground gatlings will work for this combo, as long as only three normals are used after 5A/2A.

Airborne Opponent:

5A > (5A/5B >) [j.AA > j.C > j.B]x2 > 6C(2) > 3C (1226 DMG/8 HG)
NOTE: Damage assumes the combo starts with 5A > j.A directly.
Collapsed: Alternative Version(s):
5A > Hatsu > Chun > 5B > Kanchan > 4B > Chun > 5B > 6C(2) > 3C (2120 DMG/15 HG)
Ragna Version(s):

5A/2A > 5B > 6B > 5C > Haku > Hatsu > Chun > 2A > 5B > j.B > j.C (2042 DMG/14 HG)
Collapsed: 6A:
6A > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 4B > Chun > 5B > 6C(2) > 3C (2771 DMG/19 HG)

Ragna Version(s):

6A > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > 6C(2) > 3C (2564 DMG/18 HG)
Collapsed: 5B:
Grounded Opponent:

5B > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 4B > Chun > 5B > 6C(2) > 3C (3166 DMG/22 HG)

Airborne Opponent:

5B > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (2710 DMG/19 HG)
Collapsed: Alternative Version(s):
5B > 4B > Chun > 5B > Kanchan > (Step Back) 3C > Haku > Hatsu > Chun > 5B > 6C(2) > 3C (2856 DMG/20 HG)
NOTE: Harder to confirm, but more damage.
Ragna Version(s):

5B > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > 6C(2) > 3C (2906 DMG/20 HG)
Collapsed: 2B:
2B > 5B > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 4B > Chun > 5B > 6C(2) > 3C (2474 DMG/17 HG)

Ragna Version(s):

2B > 5B > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > 6C(2) > 3C (2299 DMG/16 HG)
Collapsed: 6B:
Grounded Opponent:

6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (3384 DMG/24 HG)

6B > 2C > 6C(1) > CT > Kanchan > (Step Back) 3C > Haku > Hatsu > Chun > 5B > 4B > Chun > 5B > j.B > j.C (3765 DMG/15 HG/25 HS)

Airborne Opponent:

6B > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (2920 DMG/20 HG)
Collapsed: Alternative Version(s):
6B > 4B > Chun > 5B > Kanchan > (Step Back) 3C > Haku > Hatsu > Chun > 5B > 6C(2) > 3C (3066 DMG/22 HG)
Ragna Version(s)

6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 2A > 4B > Chun > 5B > Kanchan> Step Back 5B > 6C(2) > 3C (3156 DMG/22 HG)
Collapsed: 4B:
Airborne Opponent:

4B > Chun > 5B > Kanchan > (Step Back) 3C > Haku > Hatsu > Chun > 5B > 6C(2) > 3C (2442 DMG/17 HG)

4B > [CT] > (Dash) 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back > 5B > 6C(2) > 3C (3124 DMG/11 HG/25 HS)
Collapsed: 5C:
Collapsed: Normal Hit:
5C > 2C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (3313 DMG/23 HG)

5C > 2C > 6C(1) > CT > Kanchan > 3C > Haku > Hatsu > Chun > 5B > 4B > Chun > 5B > j.B > j.C (3725 DMG/15 HG/25 HS)

Airborne Opponent:

5C > Hatsu > Chun > 5B > Kanchan > Step Back > 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (2880 DMG/20 HG)

Ragna Version(s):

5C > 2C > 3C > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > Kanchan > Step Back 5B > 6C(2) > 3C (3073 DMG/22 HG)
Collapsed: Counter Hit:
5C > CT > 6B > 5C > 2C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back > 5B > 4B > Chun > 5B > 6C(2) > 3C (4226 DMG/15 HG/25 HS)

Ragna Version(s):

5C > CT > Haku > Hatsu > Chun > 2A > 4B > Chun > 5B > Kanchan > Step Back 5B > 6C(2) > 3C (3812 DMG/14 HG/25 HS)
Collapsed: 2C:
2C > 5C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (3303 DMG/23 HG)

2C > 6C(1) > CT > Kanchan > (Step Back) 3C > Haku > Hatsu > Chun > 5B > 4B > Chun > 5B > j.B > j.C (3728 DMG/14 HG/25 HS)

Ragna Version(s):

2C > 5C > 3C > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > Kanchan > Step Back 5B > 6C(2) > 3C (3063 DMG/21 HG)
Collapsed: 6C:
6C(2) > Haku > Hatsu > Chun > 5B > Kanchan > Step back 5B > 6B > 4B > Chun > 5B > j.B > j.C (2956 DMG/21 HG)

6C(1) > CT > Kanchan > (Step Back) 3C > Haku > Hatsu > Chun > 5B > 4B > Chun > 5B > j.B > j.C (3305 DMG/10 HG/25 HS)

Ragna Version(s):

6C(2) > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > Kanchan > Step Back 5B > j.B > j.C (2693 DMG/19 HG)
Collapsed: 3C:
Collapsed: Counter Hit:
3C > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 6B > 4B > Chun > 5B > 6C(2) > 3C (3019 DMG/21 HG)

3C > CT > 3C > Haku > Hatsu > Chun > 5B > Kanchan > Step Back 5B > 4B > Chun > 5B > 6C(2) > 3C (3744 DMG/13 HG/25 HS)

Ragna Version(s):

3C > 3C > Haku > Hatsu > Chun > 2A > 5B > 4B > Chun > 5B > Kanchan > Step Back 5B > 6C(2) > 3C (2776 DMG/19 HG)


Special Starters



  • Throw Starters
    • -


      Distortion Drive Starters
      • -
Collapsed: Using Staff Launch:

Normal Starters
  • -


    Special Starters



    • Throw Starters

      • -

      Distortion Drive Starters

      [*]-

      Overdrive:

      Normal Starters

      [*]-

      Special Starters

      [*]-

      Throw Starters

      [*]-

      Distortion Drive Starters

      [*]-

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When you have them in the corner.

Itsuu B >5D(Max Hold)>236A 236B 236C >Staff1> 4b[e] > 4b[m] > ItsuuA > Kote4>3c 2D>3C>421C>6D(1)>623D>6C

Possible Enders

1) 6C

2) 632146C End

3) 6C OD > 3D > 632146C

Does 4k+ and 5k+ with super ender

I'l give precise dmg values Tonight , currently in a BBCP session)

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New corner route:

5B[m] > 2C > 6D > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D > Tsubame > 6C= 4k, 29 HG, 6C knockdown.

Universal, some characters need to have delayed/sped-up inputs for it to work, I'll go into detail on that when I post it to the guide. The j.Hatsu > RiichiB part has a funky timing, but it's not hard. You need to delay Hatsu long enough for her to be near the floor, but not so long that she lands. If she's too high it takes her longer to jump towards the staff during RiichiB, if she does the grounded version then the follow up to RiichiB doesn't work.

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EXonestar I do it slightly differently but I think we have about the same damage output.

ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B[m] > 4B[m] > ItsuuA > 4Kote > 3C > 2D > 3C > Kanchan > 6D(1) > Tsubame > (Ender)

6C Ender: 4011

6C > 632146C Ender: 5131

6C > ODC > 3D > 632146C Ender: 5569

(You have to omit the 6D before Tsubame Gaeshi otherwise the opponent will be able to tech. So it goes:

ItsuuB > xx > Kanchan > Tsubame> 6C > ODC > 3D > 632146C)

ItsuuB + CT (in the corner)

ItsuuB > CT > 5[D] > Haku > Hatsu > ]D[ > staff1 > Chun > staff2 > 5B[m] > 4B[m] > 3C > 2D > staff1 > 6C > (Ender)

Tsubame Ender: 4528

632146C Ender: 5162

ODC > 3D > 632146C Ender: 5816

Those are my ItsuuB BnBs. Midscreen they are fairly similar aswell. The main difference is that you don't hold the staff and there are a few dashes depending on the distance between you and the opponent.

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When you have them in the corner.

Itsuu B >5D(Max Hold)>236A 236B 236C >Staff1> 4b[e] > 4b[m] > ItsuuA > Kote4>3c 2D>3C>421C>6D(1)>623D>6C

The combo I listed does

5k with the super ender

5.5k with the OD Super

Yeah we pretty much have the same dmg input - so i guess we just have to go for the easier one- less stress lol. My on takes quite a bit of timing so i think i'll stick with yours - maybe i'll leave mine for a combo video lol its optimal but its kinda hard to do - i get 7/10 times

New corner route:

5B[m] > 2C > 6D > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D > Tsubame > 6C= 4k, 29 HG, 6C knockdown.

Universal, some characters need to have delayed/sped-up inputs for it to work, I'll go into detail on that when I post it to the guide. The j.Hatsu > RiichiB part has a funky timing, but it's not hard. You need to delay Hatsu long enough for her to be near the floor, but not so long that she lands. If she's too high it takes her longer to jump towards the staff during RiichiB, if she does the grounded version than the follow up to RiichiB doesn't work.

Gona try this in Training mode now - Thanks Urichinan

EXonestar I do it slightly differently but I think we have about the same damage output.

ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B[m] > 4B[m] > ItsuuA > 4Kote > 3C > 2D > 3C > Kanchan > 6D(1) > Tsubame > (Ender)

6C Ender: 4011

I'm getting 3.8k from this , i think its because i get the 5b[e] and not the 5B[m]. but it works fine though - thanks Lensta

[update] Now I got 3.9 k lol

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Round start, also works a little further back, full life OD:

5B > 5C > 6D(1) > ODC > Haku > Hatsu > Chun > 3D > dash 4B]m[ > 4B[m] > ItsuuA > 4kote > 3C > 2D > 3C > Kanchan 6D(1) > Tsubame

4518 Damage, 17 Heat gain

I can't find a 6C ender that works consistently, also can't fit much more in it seems. Puts them dead in the corner, great if you want to snowball an early hit into oki.

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I'm getting 3.8k from this , i think its because i get the 5b[e] and not the 5B[m]. but it works fine though - thanks Lensta

[update] Now I got 3.9 k lol

You have to make sure the staff hits them once when it returns. Release the staff a little bit earlier after Hatsu and it should be fine.

Thanks for the combo sG everytime I do this I keep forgetting I have to run/dash for a bit after the 3D @_@.

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New corner route:

5B[m] > 2C > 6D > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D > Tsubame > 6C= 4k, 29 HG, 6C knockdown.

Universal, some characters need to have delayed/sped-up inputs for it to work, I'll go into detail on that when I post it to the guide. The j.Hatsu > RiichiB part has a funky timing, but it's not hard. You need to delay Hatsu long enough for her to be near the floor, but not so long that she lands. If she's too high it takes her longer to jump towards the staff during RiichiB, if she does the grounded version than the follow up to RiichiB doesn't work.

I use a nearly-equivalent one that doesn't require character-specific timings; it's also universal.

5B[m] > 2C > 6D > 5D > Hatsu > Chun > 5B[m] > 4B > ItsuuA > 4kote > 3C > 5D > 3C > Kanchan > Tsubame > 6C [3988 dmg, 28 heat]

You lose out on roughly 20 damage and 1 heat, but that's a really small price to pay to avoid character-specific timings, I feel.

edit: And of course I find a combo based on me intuiting around what I remember from JP videos that's just better. Universal, no character-specific timings:

5B[m] > 2C > 6D > Haku Chun Hatsu > RiichiA > Ippatsu > Chankan > dash under 5D > 3C > Kanchan > 6D(1) > Tsubame > 6C [4014 dmg, 28 heat]

Anyway, I saw LK working on a combo with this starter when he was streaming the other day so I investigated it a bit:

5[D] > 421[C] > 5]D[ (crosses up) > Kanchan hits > dash 4B[e] > 5[AB] (moderate hold) > ItsuuA > high proration enders from ItsuuA

Enders include 4kote 3C 5[D] > pressure, 4kote 3C 5D 6C, 6kote Haku Hatsu RiichiA Chankan 6C 3C 5[D] > pressure, etc.

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New corner route:

5B[m] > 2C > 6D > Haku > Chun > j.Hatsu > RiichiB > Hatsu > Chun > 5D > 3C > Staff 2 > Kanchan > 6D > Tsubame > 6C= 4k, 29 HG, 6C knockdown.

Universal, some characters need to have delayed/sped-up inputs for it to work, I'll go into detail on that when I post it to the guide. The j.Hatsu > RiichiB part has a funky timing, but it's not hard. You need to delay Hatsu long enough for her to be near the floor, but not so long that she lands. If she's too high it takes her longer to jump towards the staff during RiichiB, if she does the grounded version than the follow up to RiichiB doesn't work.

It my also be worth noting that if you input the Hatsu Chuun even a little bit slowly you won't get 5D in time. That's what gave me the most trouble with this.

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Round start, also works a little further back, full life OD:

5B > 5C > 6D(1) > ODC > Haku > Hatsu > Chun > 3D > dash 4B]m[ > 4B[m] > ItsuuA > 4kote > 3C > 2D > 3C > Kanchan 6D(1) > Tsubame

4518 Damage, 17 Heat gain

I can't find a 6C ender that works consistently, also can't fit much more in it seems. Puts them dead in the corner, great if you want to snowball an early hit into oki.

5B[m] > 5C(2) > 6D(1) > ODC > Haku > Hatsu > Chun > 3D > Chun > 3D > (OD Ends) 4B[e] > 6D(2) > 5D > 3C > Staff 2 > Kanchan > Tsubame > 6C= 4473 DMG, 32 HG.

If you're too far away for 5C(2):

5B[m] > 5C(1) > 6D(1) > ODC > 6D > Haku > Hatsu > Chun > 3D > Chun > 3D > (OD Ends) 4B[e] > 6D(2) > 5D > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame > 6C= 4331 DMG, 31 HG.

Working on the thread tonight now that I have internet. Be prepared people. ;3

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Urichinan are you sure your combo works at full life OD? Cause whenever I do it it ends as my 2nd chun finishes.

But here's mine with 6C ender.

5B[m] > 5C(2) > 6D(1) > ODC > Haku > Hatsu > Chun > 3D > dash 5B[e] > 4B[m] > ItsuuA > 4Kote > 3C > 2D > 3C > Kanchan > Tsubame > 6C = 4488 DMG, 32HG.

EDIT: Actually I managed to do it at full life OD, but you have to be really fast making it really tight.

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This thread would me much much easier to read for new players (like me) if you have the meanings/basic notations of attacks like 'hatsu', 'riichiB', 'ItsuuA' and etc at the opening post as a glossary.

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Some options and stuff I've been working on since release. Will try to add Meter gain values to these soon. Have more routes including throw combo options for midscreen as well as corner oki setups and mixups based off of the ones I did for BBEX coming up. Refer to my YouTube channel for those to get an idea if interested before I post them later on.

BBCP Litchi:

Corner/Near Corner:________________________________________________________________________________________________________

5A > 5B[m] > 2C[m] > 6D(2) > Haku > Hatsu > Riichi A > Ippatsu D > (run under) Staff 1 > 3C > Kanchan > Tsubame

[2.9K]

5A > 5B[m] > 2C[m] > 6D(2) > Haku > Hatsu > Chun > 5B > Staff 1 > 6C(2) > 6D(1) > Tsubame

[2.9K]

5A > 5B[m] > 2C[m] > 6D(2) > Haku > Hatsu > Chun > Staff 1 > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame

[3.0K]

5B[m] > 2C[m] > 6D(2) > Haku > Hatsu > Chun > 5B > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > 5D > 6C(2) > 3C

[3.9K]

5B[m] > 2C[m] > 6D(2) > Haku > Chun > Hatsu > Riichi A > Ippatsu D > (run under) 6C(2) > 3C > Staff 1 > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame

[4.1K]

5B[m] > 5C(1) > 6D(1) > Tsubame > Haku > Hatsu > Riichi A > Ippatsu D > (run under > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > 5D > 6C(2)

[3.5K]

5B[m] > 5C(2) > 6D(1) > Tsubame > Haku > Chun > Hatsu > Riichi A > Ippatsu D > (run under) [D] > ]D[ > 6A > 5C > Staff 2 > Kanchan > 4B[m] > Itsuu A > 4 Kote > 3C

[3.8K]

6C[m] > 5D > Haku > Hatsu > Ippatsu B > 3C > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > Tsubame

[3.8K]

4D > 3C > Haku > Hatsu > Chun > 5B > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > Tsubame

[3.3K, no Ragna]

4D > 3C > Haku > Hatsu > Riichi A > Ippatsu B > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > 6D(1) > Tsubame

[3.2K]

4D > 3C > Haku > Hatsu > Chun > 5B > 5[D] > ]D[ > 6A > 5C > Staff 2 > 2C[m] > 6D(2) > Staff 1 > 3C > Kanchan > 6D(1) > Tsubame

[3.1K]

Setup: {5D launch > blocked 5A} > 3C > Staff 2 > Haku > Hatsu > Chun > 2A > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame

[3.4K]

Setup: {5D launch > staff 2 blocked} > late 6A > 6B[m] > 6C > 5D > Haku > Hatsu > Riichi A > Ippatsu B > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > Tsubame

[3.1K]

Setup: {5D launch > staff 2 blocked} > late 6A > 5C(1) > 4D > Haku > Hatsu > Chun > 5B > 5D > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > Tsubame

[3.4K, no Ragna]

Setup: {2D set} > 6A > 6B > Staff 1 > Haku > Staff 2 > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 3C > Kanchan > 6D(1) > Tsubame

[3.0K]

Setup: {2D set} > 6A > 6B > Staff 1 > Haku > Staff 2 > 6D(2) > Staff 1 > 3C > Staff 2 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > 6D(1) > Tsubame

[3.3K]

Setup: {2D set} > 6A > 6B > Staff 1 > 2C > Crush Trigger > Staff 2 > Itsuu B > 5[D] > Haku > Hatsu > ]D[ > Chun > Staff 2 > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C

[3.5K]

Itsuu B > 6 Kote > Haku > Hatsu > Riichi A > Ippatsu D > (run under) Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > 6D(1) > Tsubame

[3.8K]

Itsuu B > 5[D] > Haku > Hatsu > ]D[ > Chun > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > 6D(1) > Tsubame

[3.9K]

Itsuu C > 5[D] > j.B > dj.B > ]D[ > dj.C > Hatsu > Chun > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame

[3.5K]

Throw > 5B[m] > 6D(2) > Haku > Hatsu > Chun > Staff 1 > 3C > Kanchan > 6D(1) > Tsubame

[3.7K]

In corner j.2D (cross up) > 5B > 3C > Staff 1 > Kanchan > 5B[m] > 4B[m] > Itsuu A > 6 Kote > Haku > Hatsu > Riichi A > Ippatsu D > (run under) Staff 1 > 6C(2) > 6D(1) > Tsubame

[3.1K]

Midscreen:_________________________________________________________________________________________________________________________

Itsuu B > Shinshin > charged Kanchan > 5B > 4B > Itsuu A > 6 Kote > Haku > Hatsu > Riichi A > Ippatsu D > (run under) 6C > 3C

[3.6K]

Itsuu B > 6 Kote > Haku > Hatsu > Riichi A > Ippatsu B > Staff 1 > TK Hatsu > Chun > Staff 2 > 6C(2) > Tsubame

[3.2K]

Itsuu C > 5[D] > j.B > dj.B > dj.C > ]D[ > dash 5B > j.B > j.C > staff 2 > dash 5B[m] > 4B[m] > dash Itsuu A > 6Kote > Haku > Hatsu > Riichi A > Ippatsu D > (run under) 6C(2) > 3C

[3.2K]

Itsuu C > 5[D] > j.B > j.C > ]D[ > dash 5B > j.B > j.C > staff 2 > dash 5B[m] > 4B[m] > dash Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > Staff 2 > dash Tsubame

[3.2K]

Itsuu C > 5[D] > j.B > dj.B > dj.C > ]D[ > j.Hatsu > Chun > dash 5B[m] > 4B[m] > Itsuu A > 6 Kote > Haku > Hatsu > Riichi A > Ippatsu D > (run under) 6C(2) > 3C

[3.3K]

j.2C (cross-up) > 5B > 3C > Staff 1 > TK Hatsu > Chun > Staff 2 > 5B[m] > 4B[m] > Itsuu A > Haku > Hatsu > Riichi A > Ippatsu D > (run under) 6C(2) > 3C

5B[m] > 5C(2) > 6D(1) > Overdrive > 5B > 6B > 2C > 3C+3D > Chun > 3D > charged Kanchan > 6C(2) > 3D > 6A > Ranbu (632146C)

[5.3K]

2C[m] CH > 2D > 3C > Staff 1 > dash 3C > Haku > Staff 2 > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame

[3.4K]

2C[m] CH > dash 5B[m] > 4B[m] > Itsuu A > 5[D] > Haku > {]D[ + Hatsu} > Chun > Staff 2 > 6C(2) > 6D(1) > Tsubame

[3.7K]

2C[m] CH > dash 6B[m] > IAD j.B[m] > j.A > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 3C > Staff 2 > Kanchan > 6D(1) > Tsubame

[3.1K]

6B[m] air CH > IAD > (2A)/5B[m] > 4B[m] > Itsuu A > 5[D] > Haku > ]D[ + Hatsu > Chun > Staff 2 > 6C(2) > 6D(1) > Tsubame

[4.0K]

3C[m] CH > 2B[m] > 4B[m] > Itsuu A > 5[D] > Haku + ]D[ > Hatsu > Chun > 6C(2)> 6D(1) > Tsubame

[3.8K]

3C[m] CH > Itsuu C > 5[D] > dash j.B > dj.B > dj.C > ]D[ > Air Hatsu > Chun > 5B[m] > 4B[m] > Itsuu A > 4 Kote > 3C > Staff 1 > 6C(2) > Tsubame

[3.8K]

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Can I recommend that you put something equivalent to a translation for move names on the first page?

As somebody new to Litchi (about 2 days in), words like Haku, Hatsu, Chun, Itsuu, Riichi, Kote, Tsubame, Ippatsu, and Kanchan mean nothing to me.

Out of all of the above, Tsubame is the only one mentioned by that name in the wiki. I've been able to pick up on what most of these are because I know some basic combo strings and I know that 4D > 41236D~A > 5D > 236A > 236B> 236C > 6C works for example but people without this experience are kind of screwed.

The only documentation for any of this that I could find was here: http://www.dustloop.com/forums/showthread.php?5791-CT-What-s-a-Litchi. A 4 and a half year old post relating to CT which means if you didn't play Litchi (and visit DL) back in CT or you didn't spend a bunch of time looking at old thread then you're coming into this completely blind.

My ranting aside, I understand that these terms are just common language for even semi-experienced Litchi players but I'm just suggesting something like:

"Haku: 236A

Hatsu: 236B

Chun: 236C

Tsubame: 623D

..."

So brand new people can look through these combos without also having to look for a translation in a different thread.

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^

I see the necessity of it, but not in a combo thread. We don't have a general "learn Litchi from scratch" topic anymore.

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