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Urichinan

[CP] Litchi Faye Ling - Gameplay Discussion: Console Release Version (Read first post for rules and directory)

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Good Lord SG that was bananas. Congrats to you and to Pen_Ninja. I love me some N-O too, but I hope either you or him take this whole thing tomorrow. Good luck.

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SG was pure awesome congrats for qualifying for arc revo and entering top 8 bbcp evo2014

 

and congrats to Pen_Ninja too for your first evo

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agreed sg, strong showing

 

the only american in a sea of top 8 jp, amazing

 

and eliminating some strong comp too, now that's a feat

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Is there a combo theory writeup somewhere?

 

I know the combo thread exists, but I was trying to see if I could get a more general idea of how the combos work, rather than a ton of specifics. If there's not one, I'll just watch JP vids and use the thread for reference or something until I have a rough idea of what's going on.

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SG was working on something for corner oki and pickups after that. He said he would have it done after evo in the combo thread. Anything you get if you could let me know about that would be great too...trying to level my Litchi up some...

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His midrange is pretty strong in general and can compete with hers but Litchi has an easy time controlling match pace outside of his 5B range.

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Litchi

- no normal chain from 6A, can only special cancel

- DP dmg nerf, changed the pole position

- Pole only goes one direction(?)

 

Yo nerfs for days T__T

 

6A nerf really hurts... no safe combos from 6A outside of 6A > staff 2 > stuff which would be really tight...

 

DP damage nerf will take a chunk of damage from most combos. Pole position probably means it'll go to 2D set instead of 5D after DP... not sure how I feel about that... probably good.

 

No idea on what the last one's about though... any theories?

 

None of this is final at least... yet.

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Apparently, and I'm not sure, the last change means you can no longer change the arc of the staff with 421/623D. Arc determined by what move you used to set it down originally.

Either that or 421D is completely gone and you can only move it forward? 

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updaaaate

 

Litchi: 
- Seems like staff launch trajectory properties have changed a bit.
- During staff launch, staff doesn't come back if Litchi's hit
- ItsuuA recovery increased
- 4B still bad
- no normal chain from 6A, can only special cancel 
- DP dmg nerf, changed the pole position 
- Pole only goes one direction(?)

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Given a day to settle down, here's what it looks like people are corroborating:

 

1) All current gatlings from 6A[e] are gone, but 6A > staff launch is back, like in EX. No word on any restriction to only 5D or 2D. 6A is still special (and therefore CT) cancelable.

2) Taking a hit or blocking during staff launch makes the staff float down to the ground like after Itsuu, Litchi remains staffless.

3) The staff's launch direction is set on placement, not on launch--even if you or the opponent move, it'll still launch in whatever way it would have when you set it. I've found no information on how this affects kote, but my assumption is that now orientation and direction are both set independently at any point the staff is moved. Orientation is determined by which move you did (Tsubame, 5D, 623D all vertical, 2D, 6D, 421D all horizontal, etc). Direction is determined by which way Litchi was facing. The corollary to this is that anything that moves the staff would cause these properties to be set again: kote, riichi, launch > get hit.

 

Here are other things I've seen at least one person say, but which have not been widely corroborated. Truth is questionable:

 

1) Knockback on Daisangen changed somehow, makes combos harder.

2) Staff recovery speed during launch increased--makes midscreen combos difficult. ItsuuA > 5D > Daisangen > staff2 doesn't work.

3) Combo starter rating on 2A, throw, CT all nerfed. The IAD j.BA > 5B off of throw now blue beats.

4) Staff launch hitstun decreased: late-combo 3C > horizontal launch > 3C > Kanchan doesn't work.

5) Litchi's overall body is smaller during 4B, also launches lower.

6) CH Tsubame > last hit whiff > 5D combos (I'm pretty sure this isn't new, though).

7) ItsuuA recovery apparently increased--though not by much if so.

8) Tsubame damage reduced from 1520 to 1229.

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"3) Combo starter rating on 2A, throw, CT all nerfed. The IAD j.BA > 5B off of throw now blue beats."

 

I remember when I used to do things off mid-screen throw...

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GATHER ROUND FRIENDS IT'S TIME FOR A TRANSLATION PARTY

 

Geroshabu's 2.0 notes are up: http://ch.nicovideo.jp/ttg_gerosyabu/blomaga/ar641072

 

Damage Changes

6C(4): 742 → 638

6D(2): 994 → 938

Kanchan(3): 836 → 749

Kanchan[max](3): 1261 → 1088

Tsubame(4): 1520 → 1169

Chinroutou[m]: 2185 → 1942

Chinroutou[e]: 1996 → 1780

 

New Gatlings

5B[m] > 2B

6A[m] > 4B

4B[m] > 6B

6A[e] > 5D [note: I don't think he differentiates between 5/2D here, but I'm not sure]

 

New Gatling Combo Route Examples

5B[m] > 2B > 4B > 6BF > 2C > CT > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 6C > 3C > Tsubame [3983]

6A[m] > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 6C > 3C > Tsubame [3010]

Removed Gatlings

6A[e] > 6B

6A[e] > 5C

Misc. Effect Changes

Kanchan, ItsuuC, 6A[m] all lost Fatal Counter.

6D[m] and 6C[m] both gained Fatal Counter.

4B[m] untechable time increased? Easy to followup with ItsuuA as long as you have the height to do it. Can gatling into 6B if blocked.

6A cancels only into specials (not kote), CT, and OD. Knockback increased. Minimum distance 6A CH > 5B combos.

Haku horizontal knockback greatly increased. Backthrow > slide ItsuuA > 5[D] > Daisangen doesn't work.

Chun bounces higher. Daisangen > 5B now works on Ragna.

Kanchan (uncharged) no longer blows back on counter hit. Can go into 5B, however.

Staff recall speed is now much faster. Daisangen > D pickup distance much greater.

Horizontal staff recall reduced to one hit, now floats the opponent.

Getting hit during staff recall makes the staff drop to the ground and set itself again.

The staff will recall toward the direction the enemy was at the time it was set.

Useful Combo Information

[staff]

Midscreen:

2A > 5B > 5C > 6D(1) > Tsubame [1838]

2A > 5B > 2B > 4B > 6BF > microdash 5B > 6D(1) > Tsubame (1994)

2A > 5B > 2B > 4B > 6BF > 2C > 6D [1646] (second hit of 6D goes backwards)

2A > 5B > 2B > 4B > 6BF > microdash 5B > 6D (second hit of 6D goes backwards)

5B > 2B > 4B > 6BF > 2C > CT > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [3983]

----> 2C > CT does not work at minimum distance on: Rachel, Taokaka, Carl, Hakumen, Valkenhayn, Izayoi

 

6A > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [3010]

6C(4) > 2D > 6B > jBCB > microdash 5B > 4B > 6BF > ItsuuA > 5D > Daisangen > staff2 > 6C > 3C > Tsubame [3883]

 

6D FC > 5D > dash jBCB > microdash 5B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [4067]

6D FC > 5D > 6C > 2B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6A > Tsubame [4062]

6D FC > 5D > microdash 6A > CT> ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > 3C > Tsubame [5078]

6D(1) FC > CT > ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [5400+]

 

4D > 3C > Daisangen > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C > 3C [2824]. No changes.

 

j2D > 5B > 5D[slight] > Haku > Chun > delay 6B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [2614]

j2D > 5B > 3C > 2D > TK Hatsu > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 6kote > Haku > Hatsu > RiichiA > TankiD > 6C > 3C > Chinro [3693]

 

Throw > 5B/2B* > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > Tsubame [3335/3200]

* 5B: Ragna, Noel, Tager, Litchi, Hakumen, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Amane, Bullet

* 2B: Jin, Rachel, Carl, Makoto, Platinum, Kokonoe

Air throw > 5B > 4B > 6BF > ItsuuA > 5[D] > Haku > Hatsu > ]D[ > Chun > 6C > Tsubame [3335]

Doesn't work on Makoto

 

ItsuuB > 5[D] > Haku > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [3776]

ItsuuC > 5[D] > jBC > Hatsu > ]D[ > Chun > staff2 > backstep > 5B > 4B > ItsuuA > 6kote > Haku > Hatsu > RiichiA > TankiD > 6C > 3C > Chinro

ItsuuC > 5[D] > jBC > Hatsu > ]D[ > Chun > staff2 > backstep > 5B > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [3424]

 

Corner:

2A[x3] > 5B > 2C > 6D > 3C > 2D > 6C > 3C > Tsubame [1783, 2Ax2 -> 2049]

2A > 5B > 2C > 6D > 3C > 2D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2525]

 

6A > 4B > 6BF > 5B > 6D > 5D > Daisangen > 5B[m] > 6D(1) > Tsubame > 6C > 3C [3049]

 

5B > 2C > 6D > 5D > Daisangen > 5B[m] > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3938, Chinro -> 5058]

5B  >2C > 6D > 5D > Kanchan > ItsuuA > 5D > Haku > Chun > staff2 > 5B[m] > 6D > 5D > 6C > Tsubame [4000+]

 

IAD jBA > 5A > 5B > 2C > 6D > 3C > 2D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2059]

jB > 2A > 5B > 2C > 6D > Daisangen > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [2549, without 2A 2963]

 

Throw > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C

Throw > CT > ItsuuA > 4kote > Daisangen > 5D > 6C > 3C > Tsubame [4103]

 

ItsuuC > j[D] > jB > Hatsu > ]D[ > Chun > staff2 > 5B > 4B > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3377]

 

[staffless]

Midscreen:

5D > jBCB > 5B > 2C > Tsubame [2004]

5D > jBCB > microdash 5B > Tsubame [1886]

 

Corner:

No staff usage

---- 5B > 6B > 5C > 2C > 3C > Daisangen > 5B > Kanchan > 5B > 4B > Chun > 5B > 6C > 3C

Either staff

---- 5D > jBCB > 5B > 4B > 6BF > ItsuuA > 4kote > 3C > 2D > 6C > Tsubame [2844]

Vertical staff

---- 5B > 2C > Daisangen > 5B > 5D[slight] > Chun > staff2 > 5B > 6D(1) > Tsubame > 6C > 3C [3104]

---- 5B > 2C > 3C > 2D > delay Haku > staff2 > 5B > 4B > 6D > 5D > Kanchan > 6D(1) > Tsubame > 6C > 3C [3143]

---- 5B > 2C > 3C > 2D > delay Haku > staff2 > 5B > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame

Horizontal staff

---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 6D > 5D > 6C > 3C > Tsubame [3558]

---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 6D(1) > Tsubame > 6C > 3C [3230]

---- 5B > 5C > Daisangen > 5D > Kanchan > 5B[m] > 4B > ItsuuA > 4kote > 3C > 2D > 6C > 3C > Tsubame [3675]

---- 5B > 5C > 5D > jBCB > 5B > 4B > ItsuuA > 4kote > Daisangen > 5D > 6C > Tsubame [3448]

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The 2.0 Gameplay Discussion / Combo-Oki thread and video thread have been open.

Moving Cobalts notes to the New 2.0 Gameplay Section.

Continue all 2.0 chats over there ~ Thanks.

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