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Fugu

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Everything posted by Fugu

  1. Fugu

    [CSE] Litchi Faye Ling - Combo Thread

    I doubt it, but you should do it anyway because it makes the combo do more damage.
  2. Fugu

    [CS1-CSE] Litchi General Discussion

    Heh, I didn't know people TK'd it. I've been just doing regular chuun.
  3. Fugu

    [CSE] Litchi Faye Ling - Combo Thread

    Well I missed that. I mean do you drop the j.C (which will subsequently cause you to miss the 6A) or do you land the j.C and then miss the 6A? If you drop the j.C, you're doing it too late. If j.C doesn't come out, you're doing it too early or on the ground (lol). If you drop the 6A, there could be a few things wrong. - You may have whiffed the 6A. You need to dash input it. - You may have jumped wrong and subsequently been too far to connect the 6A; both jumps should be inputted as 9. - You may be inputting it too slowly. - You may be inputting j.C too early. You have to delay it quite a bit. That's basically all of the reasons I can come up with. Optimally, both jumps are 9s, the j.C is quite delayed, and the slide is buffered inside the jump so that it happens as soon as you land.
  4. Fugu

    [CS1-CSE] Litchi General Discussion

    If you use kokushi in a combo, at most you'll get a little bit of damage, and then they'll fly out in the air somewhere and probably be out of the corner. If you use it as oki, you'll get a full combo (which, off of kokushi, is like nearly 5k) and you'll get another chance to fool them, maybe even with meter as you'll build like 20 heat in the combo. The idea is not to use it frivolously (kokushi is bad midscreen because they have to neutral tech or roll into it); in the corner, it is basically guaranteed to catch them if you input it correctly as they will be unable to roll out. If you can't finish your combos, then naturally you're going to wonder what the big deal about Litchi having meter is, but the ability to end one combo and immediately start another is a huge one. If you're using Ryuuisou right, it is a terrifying move against certain characters.
  5. Fugu

    [CSE] Litchi Faye Ling - Combo Thread

    What do you whiff/drop? The j.C or the 6A?
  6. Fugu

    [CSE] Litchi Faye Ling - Combo Thread

    You can do your starter 1 into Chuun 6D etc. off of both forward and back throw. You don't have to do the lower damage (6D Hatsu Riichi A) one. Star-Demon: Learn the combo I posted on the last page. It is one of the possible constructions of the post that Cobalt has outlined for you (It's starter 1, the first part listed under corner ender, and then 6A ender). It is NOT hard if you start it on 5B[m] (it can be more challenging off of 5/2A[m] or throw). It is a BnB, as in the difficulty is reasonable enough that you are expected to be able to perform it in every match. It is also a very commonly-used combo, as it works in the corner off of several moves. The equivalent for more heavily prorated combos is also pretty easy: (opener) 2C[m] 6D Hatsu Riichi A Ippatsu A Tanki Hatsu 5D Chuun 6D 5B 6C(1) 4kote j.B dj.BCD delay falling j.C 66A You can open this combo with almost anything; I've done it off, like, 2A 5B 6B 5C staff2 and other random crap in the corner. And, if you can't do the proper combo off of 5B[m] you can do this and you'll have tonnes of time to do it. EDIT: I learned this from Chaoto's video for Itsuu B and it works off of A too. Itsuu A 6kote haku hatsu riichi A ippatsu A 2 6A 5D hatsu* chuun 6D 5B 6C(1) j.B dj.BCD falling j.C 66A You have to delay hatsu more or less depending on your distance to the corner. I don't know how optimal this is but it works more often than, like, tanki hatsu dash hatsu haku chuun, which basically only works really close to the corner. I would be interested to know what's good staffless midscreen, because I'm doing crappy CS2 shit off of crouching hits and 5B 6B 5C 2C 6C(1) 6B 5C j.B dj.BC hatsu chuun off of standing hits.
  7. Fugu

    What's the kara frame window in CS:EX?

    I thought all kara throws were removed in CSEX.
  8. Fugu

    [CSE] Litchi Faye Ling - Combo Thread

    Maybe the easiest possible "complete" corner combo would look something like this... 5B[m] 2C[m] 6D Hatsu Haku Chuun Haku Hatsu Riichi A Ippatsu A Tanki Hatsu 5D Chuun 6D 5B 6C(1) 4kote j.B dj.BCD falling j.C 6A If you're feeling more adventurous you may want to give that a shot. The ending is a bit challenging if you've never done it before but other than that, the combo is mostly just long; the timing is not strict.
  9. Fugu

    [CS1-CSE] Litchi General Discussion

    I am personally surprised at how quickly I got used to doing less damage in the corner. The change to the staff projectile has far outweighed losing ~500 or so off of most confirms in the corner.
  10. Fugu

    [CS1-CSE] Litchi General Discussion

    I can't believe this is a real thing, but I'm having serious trouble getting 5B 6B to combo online, particularly out of the air. It's a pretty unusual consequence of the faster staffless normals, and I don't really know what to do about it because I can do it perfectly fine offline.
  11. Fugu

    [CS1-CSE] Litchi General Discussion

    You can also normalize the timing for this by dashing when you don't have to so that you are always dealing with the combo from the same distance. Otherwise, you have to regulate how much delay you want based on how far you are from your opponent when you land 6C(1).
  12. Fugu

    [CS1-CSE] Litchi General Discussion

    I don't know if I'm getting better or the game's getting easier. All I can tell you is that I've been playing Litchi since CT and the combos, generally, feel simpler than they've ever been. Rekkas occupy such a significant percentage of the combos and they're not at all difficult to time or input. She also doesn't have too much that's character specific. The only thing is that there's a lot more of them to learn so it takes more work to get to a point where you can hitconfirm properly off of most hits. It seems to me that it's gone from learning one difficult combo with variations to learning a set of mostly different but easier combos.
  13. Fugu

    [CS1-CSE] Litchi General Discussion

    Try this: (Opener) 2C[m] 6D Hatsu Riichi A Ippatsu A Ippatsu B Hatsu Haku Chuun 5B 6C(1) 4kote j.B dj.BCD falling j.C 6C(2) It's incredibly easy and works off of almost every hit so you can have a lot of opportunities to practice it during matches. It is quite a bit easier than the j.2B version of this combo and the damage is pretty close. If you're dropping part of it, let me know. It takes me forever to learn combos so I have a tendency to become very familiar with the ways that you can mess them up.
  14. Fugu

    [CS1-CSE] Litchi General Discussion

    Sorry to nitpick, but this would mean that the combo itself gives 77 heat if there were a net gain of 27.
  15. Fugu

    [CS1-CSE] Litchi General Discussion

    I did, but it arrived today.
  16. Fugu

    [CS1-CSE] Litchi General Discussion

    I imported but this shit still hasn't shown up.
  17. Fugu

    [CS1-CSE] Litchi General Discussion

    I was going to post something but Spud already put it there.
  18. Fugu

    [CS1-CSE] Litchi General Discussion

    I just turtle the fuck out of Carl. It's just generally not worth the trouble to go in, and if he makes a bad decision with Nirvana it's basically open season.
  19. Fugu

    [CS1-CSE] Litchi General Discussion

    I use B after combos ending in chuun sometimes and I (very rarely) use C for spacing. EDIT: It's also worth noting that you can follow B up relatively easily in or near the corner and it does pretty big damage.
  20. Fugu

    [CS1-CSE] Litchi General Discussion

    Yeah, that's exactly when I'm using it. So why make it worse, becaue it's already almost not used?
  21. Fugu

    [CS1-CSE] Litchi General Discussion

    Agreed. So excited for faster 41236D.
  22. Fugu

    [CS1-CSE] Litchi General Discussion

    Has anything come of the new 2B[m] 3C[m] gatling? No, it's exactly about moveset design. 6C[m] is Litchi's slowest normal. It's near useless in CT and CS1 and it's so situational in CS2, so why make it have low reward? Who was complaining about the damage gotten off of a move that was barely used in CS2 and almost completely unused previously? The reason that you're being derided for discussing tiers is because this isn't about the move's absolute strength, it's about the move's strength compared to the rest of her moveset. Why does this move exist if it confirms for bad damage and it's slow? Realistically, people are probably only going to use it in frame traps because if they whiff it they're doomed and even if they score a random hit it's only good for a small amount of damage. And what's great is that that's already how people are using it in its current state in spite of the fact that a random confirm off of 6C[m] does more damage than one off of any of her other normals (except like corner 6B[m] CH) and is a relatively easy move to confirm seeing as you can buffer the dash and it won't come out if it whiffs or is blocked. So the nerf just makes it even less relevant in her game plan.
  23. Fugu

    [CS1-CSE] Litchi General Discussion

    I didn't think it was imbalanced considering the risk involved in using it. Not even close (I only use it in frame traps/Tager). It's still big numbers though (5.5k exactly if you hit all four at a distance where you can drop the staff and do j.2B) so I was expecting it to just be like, less large numbers.
  24. Fugu

    [CS1-CSE] Litchi General Discussion

    What's happening off of 6C[m] now? When I heard reduced proration I just thought they would take it down from its unreal levels in CS2.
  25. Fugu

    [CS1-CS2] Litchi Video Thread

    Yeah, I'm in the exact same boat.
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