Jump to content

Archived

This topic is now archived and is closed to further replies.

Kenny tuty

[CS2] Litchi Changelog

Recommended Posts

Day 1

--

・Litchi

・nothing will cancel into ittsu.(lame)

・stuff 6A won't combo into anything unless you rapid cancel.(mm, a little too much nerfing)

・4D leads to slide down. Only in corner, it combos. (very nice change.)

・the attack level of 6D got lower. (doesn't really do anything. this move is not that great anyways.)

・stuffless JC is ground techable. (THIS IS STUPID!)

---

Day 2

---

Can combo off CH Ryuuisou

6B[m] CH - wallbounce removed

2C-4D-hakuchunhatsu-riichiA-B-6B-D-JC-6C-ittsuC-JB-JB-JC-hatsuchun - 3700 damage

3C - air tech possible (no follow up)

4D > 2D - works. Can continue with 6C if close enough.

DP faster. Can't combo after 2nd hit.

J.C CH - Wallbounce removed

6C[m] - stagger added (think of Rachel 5CC)

Near corner, probably first bnb - 2c > 4d > haku > chun > 5b > 6c(1) > 6kote > hatsu > riichiA > ippatsuA > ippatsuB > ~

2B > 5B - New gatling (can't do 2b > 5b > 2b)

Launch staff while running - less start up than in previous versions.

---

My conclution (first rage)

Not playable by seeing what's here now.

the nerf of ittsu and JC kills "ALL" combos she has right now.

Well, like i said, just the first loketest. Hope they won't make next rachel.

Litchi:

+ 2D, 5D less recovery.

+ j2D second hit pulls in a small amount.

- jC has less hitstun.

- ItsuuA loses staff on block.

Litchi:

+ ItsuuA/B/C's 2nd hit will come out even on block (loses staff).

+ 2nd hit of Itsuu breaks 1 primer.

+ Can do Four Winds, 5D or 2D after the 2nd hit of Itsuu. He's not sure if it works on block.

* 2C 4D Haku Ippatsu xN = 4700

+ Ippatsu may have lost same-move proration (hence the 4.7k combo)

* Midscreen 4D 2D dash tk Chun 6C etc. works, hard to connect.

Final changes-

Staff:

- 6A no longer ground bounces, forces crouch. Can be combo'd off CH or RC.

+ 6B hitstop drastically increased. Ground hit is the same, on air hit, it will send them flying/wallbounce near corner.

+ 6C causes stagger on normal hit (think Rachel's old 5CC). 6C > 5D/2D was added.

2C on CH sends them high into the air, this is linkable into ItsuuA. 2C > 4D is possible.

= 3C is ground techable. 3C > 5D/2D was added.

= 4D cancel is removed. Move now groundslides on hit.

= 6D cannot be itsuu cancelled. "+3" on block. On air hit, will send them flying/wallbounces near the corner.

- JB hitbox is slightly smaller, instant overhead is no longer possible with rising jB

- JC counter hit sends them flying/wallbounces near the corner.

+ J2D's 2nd hit now pulls in.

Staffless

- 6C's 2nd hit prorate seems to have increased

- 3C is emergency techable

+ 2B > 5B gatling added. 2B > 5B > 2B is impossible

+ 2C > 5C gatling added. (BBS made no note of 2C > 5C > 2C not being possible, so assume this works too)

+ JB hitstun is significantly longer

- JC is emergency techable

+ 66D has extremely fast start up

= 6Throw is not special cancellable. Opponent is stuck in spinning stagger.

= 4Throw is not special cancellable.

+ Air throw range increased

+ Able to rebeat from staffless to staff normals.

Itsuu cannot be special cancelled into from normals. You cant jcc out into it either. Proration/damage on it is very friendly. Startup buffed (?)

ItsuuA, when it's blocked, the followup will always come out. Reaches further than before.

ItsuuB, when blocked, the followup will always come out. Sets staff in 5D set.

ItsuuC, when blocked, the followup will always come out.

Tsubame - falling staff's drop speed has increased.

Chun - Hitstun increased.

Shishin - on air ch, followup is possible

Ryuuisou - on normal hit, less hitstun.

技名:単発ダメージ(乗算補正(%)/初段補正(%))

■共通通常技・投げ

前投げ:0・0・700(100・100・55/90) ダメージ固定

後投げ:0・700(100・55/90) ダメージ固定

空投げ:0・1400(100・55/100) ダメージ固定

5A:170(84/80)

2A:150(84/80)

JA:180(84/90)

■棒所持通常技・ドライブ技

6A:620(92/70)

5B:720(89/85)

2B:680(89/80)

6B:820(94/100) 同技補正10%

JB:720(89/80)

5C:400×2(89/90) 乗算補正は1度のみ

2C:700(89/80)

6C:350×4(90/100) 乗算補正は1度のみ

3C:720(92/90)

JC:860(89/90)

6D:600×2(80/100) 乗算補正は1度のみ

4D:800(92/70)

JD:540(89/100)

J2D:540・480(89・89/100)

■素手通常技・ドライブ技

6A:440(89/80)

5B:450(89/100)

2B:390(86/70)

6B:740(89/100)

JB:500(89/90)

5C:620(89/100)

2C:600(89/100)

6C:300・900(89・40/100) 初段に同技補正70%

3C:670(89/100)

JC:600(89/90)

各種D(横):220×2(84・84/100)

各種D(斜):200×2(84・84/100)

技名:単発ダメージ(乗算補正(%)/初段補正(%))

■必殺技・DD・CA・バースト

一通A:710・730(80・100/80・?)

一通B:750・750(80・100/90・70)

一通C:720・710(80・100/80・70)

燕返し:480・500・440・1000(92×3・10/100)

東南西北(横):480×4(80×4/80)

東南西北(斜):520×7(80×7/80)

白:710(92/80) 同技補正85%

白(派生):710(92/80)

發(地上):740(92/100)

發(空中):760(92/100)

發(地上派生):740(92/?)

發(空中派生):760(92/?)

中(地上):700(74/80)

中(空中):690(74/80)

中(地上派生):800(74/80) 同技補正85%

中(空中派生):790(74/80)

一発:720(90/100) ボーナス補正120%・同技補正80%

単騎發:760(94/100)

単騎中:690(74/80)

引っ掛け:690(92/90)

緑一色:2000(85/75)

大車輪(入力部分):360×n(94×n/74)

大車輪(落下部分):1020(92/100)

国士無双:250×16(71/100) 乗算補正は1度のみ

カウンターアサルト:0(?/?) 初段補正×乗算補正=46%くらい

バースト:0(110/65)

■計算式

Nhit目のダメージ=単発ダメージ×1hit目初段補正×[1hit目乗算補正×2hit目乗算補正×・・・×(N-1)hit目乗算補正]×キャラコンボレート

小数点以下は切り捨て

おそらくキャラコンボレート前で一旦切り捨ててキャラコンボレートかけた後に再度切り捨て?

キャラコンボレートはライチの場合80%

同技補正はその技以降に、ボーナス補正は次の技以降にかかる

ガードクラッシュ補正は90%

Source - http://jbbs.livedoor.jp/bbs/read.cgi...1293965332/128 http://jbbs.livedoor.jp/bbs/read.cgi...1293965332/129 http://jbbs.livedoor.jp/bbs/read.cgi...1293965332/130

Share this post


Link to post
Share on other sites

うおっまぶしっ!

Edit: Well if it's anything like all the other loketests, nothing matters until the final product so I'm down for riding on the nerf/buff lawllercoaster.

SIPPIN' LMAONADE WHILE WATCHING PEOPLE RAGE

Share this post


Link to post
Share on other sites

I'm patiently wait with curiosity. DJHUOSHEN just got me started on the loop (richi A timing specifically). I guess it makes sense to start at rachel and work upwards.

Share this post


Link to post
Share on other sites
1st loketest = joketest

Rachel loketest 1 = BBCS rachel, lol just joking. This is the problem with being top tier in BB at least. You could end up like ara, still top, lambda- just fine, or rachel. Hopefully for you guys, and bang mains, Rachel never happens again.

It's just the first one so no need to worry just yet.

Share this post


Link to post
Share on other sites

OK, so now that I'm done overreacting. . .

I don't know if we'll hear of more changes, but based just on this, they were pretty lenient with her. The worst change is jC being emergency tecahble. This kills not only normal combos, but it wrecks her hitconfirm (just thinking in terms of CS Litchi, we use jB delay jC dash 5C on most characters staffless). This was too good (3-3.5k, carries to corner), but could have been mitigated some other way, I think.

6D, who cares, that shit was only cool week 1. The only bad thing is that the CH stagger time might be down (who knows), and that was sort of useful against some characters.

Nothing cancels into itsuu - this sounds bad, but I assume we can jump install like with 6b > itsuu. Of course this is just an assumption and even if this did work, it might not be worth it (again, who knows).

6a[m] not comboing into anything without meter. . . this is worse than CT it sounds like! This one is a little too harsh.

4D causing slide (ground slide?) on hit and being only comboable in the corner - good, fair change. 4D was a bit too good anyway, and getting a solid midscreen knockdown has never really been explored by us (outside of the mediocre at best DP > kokushi and the midscreen Daisharin vid). This is a change I'd like to see in the final version.

More staffless gatlings (really?) is another thing I'd like to see in the final version.

Some considerations. . . No mention about daisharin being nerfed (surprised, since I thought they would destroy this), no mention about Kokushi being nerfed, no mention about damage being lower, no mention about 2C (how many people complained about that move). Though I really dont like the jC being emergency techable, we got off pretty easy :psyduck:. Looking forward to the next one.

Share this post


Link to post
Share on other sites

Now that I think of it, it could be much worse from the 1st test. I'm interested to see to the release.

Share this post


Link to post
Share on other sites

somehow makes me sad. i spend a lot of time learning all the ItsuuC-Combos and also Itsuu-A-Loops.

now they just remove them? this is like Noel BC-Loop again..

First I only read about the j.C.. which made me rage a bit.. but well, I could somehow understand it.

Now this Itsuu-Change?? Something is wrong here.

Share this post


Link to post
Share on other sites

OK so I spent an entire month learning all of her combos, hitconfirms off any hit to most damaging combos, matchups, yomi and oki with staff and staffless ... and now this will all change .......

FUCK YOU ARCSYSTEM.

at least give us a year to enjoy the game not 4 months and hell, even the netcode is crap. why didn't u do balances to CT? NU was more broken than both CS bang and litchi put together .....? I'm not saying I want litchi to remain top tier but I'll have wasted a month of my life for nothing if this is true. Also, Litchi is tough to learn unlike Ragna; where 1 hour in training mode = pro.

I'm just pissed ... I thought the balance would be just tweaks to proration and dmg... and I'd be fine with that coz all my training would still be valid.

and if they make litchi garbage tier, I will quit playing as her for good.

it seems like they take revenge on top tiers or something .. dunno rachel from top to garbage ... and from these info it seems litchi will follow the same pattern

Valk looking good for a new main ... just sayin

EDIT: no combos after overheads!!! what game are we playing again? street fighter?

Share this post


Link to post
Share on other sites

I have exactly the same idea with LK now.

As long as ittsu is jccable, and JC comes back, this is fair change.

and for 6A, just give us back the CT 6A. I'll do haku-chun-hatsu or if it's close enough, 2D-JB-JC combo. They were reasonable.

I like the main idea of "stuff for poking, stuffless for block string." That's what I was expecting for CS litchi in CT time.

Share this post


Link to post
Share on other sites

Is 2C[m] jump-cancellable? If it is, the no-canceling-into-itsuu nerf doesn't really matter, but I doubt that'd be the case. Guess 4D is still gonna be a solid move, she'll still have good mix-up in the corner, but all the theoryfighting is probably useless at this point, who knows where she'll go in the future. Can't wait for loketest 2 for her to be nerfed into oblivion, then for final game she's right back where she started. At least they're making attempts to further balance the game, but I'm not sure if bad balancing is better than no balancing...

Share this post


Link to post
Share on other sites

I don't care where she is on the tiers, I know deep down I still can't give her up. :vbang:

Really though, I thought the whole point of this character was long juggles into the corner, even in CT when she had a third grader's damage output on some of her combos.

Share this post


Link to post
Share on other sites

I'll still play her post nerfs, but you gotta figure with the first loketest, they probably went absolute nerf extremes to see how bad the impact would be if they took it that far. Once they realize how bad it is, they'll probably take medicore steps back to current CS Litchi until they reach something they are happy with. Ideally jC should be like it was in CT.

Also, Itsuu stance should be full immunity (minus grabs) if they're gonna joke Itsuu like that.

Share this post


Link to post
Share on other sites

I like the fact that Litchi players are whining about their obvious broke characters getting nerfed. Good job guys, thanks for the insight on the mind of an American Litchi player. :yaaay:

I also like seeing "I'm gonna quit her if shes not top tier". Good job, you need broke characters to win because you're not good enough to win without a broke character.

To the people who realize how absolutely overpowered she was, and are gonna stick with her anyways, props to you guys.

To the tier whores, cry more.

Share this post


Link to post
Share on other sites
OK so I spent an entire month learning all of her combos, hitconfirms off any hit to most damaging combos, matchups, yomi and oki with staff and staffless ... and now this will all change .......

FUCK YOU ARCSYSTEM.

at least give us a year to enjoy the game not 4 months and hell, even the netcode is crap. why didn't u do balances to CT? NU was more broken than both CS bang and litchi put together .....? I'm not saying I want litchi to remain top tier but I'll have wasted a month of my life for nothing if this is true. Also, Litchi is tough to learn unlike Ragna; where 1 hour in training mode = pro.

I'm just pissed ... I thought the balance would be just tweaks to proration and dmg... and I'd be fine with that coz all my training would still be valid.

and if they make litchi garbage tier, I will quit playing as her for good.

it seems like they take revenge on top tiers or something .. dunno rachel from top to garbage ... and from these info it seems litchi will follow the same pattern

Valk looking good for a new main ... just sayin

EDIT: no combos after overheads!!! what game are we playing again? street fighter?

Sorry, but you could just learn how to combo off 6A and 2C and you'd be good to go. Litchi isn't hard to play at all.

Being actually good wit her encompasses a lot more than these things.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×