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Fugu

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Posts posted by Fugu


  1. tried some combos with 6c[e](2) to see what i could come up with

    5b 5c 2c 6c(2)xx

    xx haku hatsu chun

    xx dash 2b 4b j.b dj.b j.c hatsu chun.

    when the staff is flying around

    5b 6b 5c 2c (staff 2) 6c(2)xx

    xx 2b[m] 4b[m] ittsu a haku hatsu chun

    xx 2b[m] 4b[m] tsubame

    of course there are better combos than these, but these are just some things i found while playing around and could be helpful when you're in a tight spot and don't have the staff.

    I've gotten 5B 5C 2C 6C(2) Haku Hatsu Chuun 5B j.B dj.BC Hatsu Chuun to work on a decent percentage of the cast although it's rather unstable; a lot of the time, you're just getting the edge of the hitbox in the air and Litchi is visibly missing with j.B.

    Am I crazy or did the Ippatsu A hitbox get smaller?


  2. nah i wont feel like it was a waste even if they don't work. thats what i find fun about these games, figuring out some combos, even if i never perform them or they don't work, it keep it interesting with the endless possabilitys she/any character has. i don't mind any changes either, just makes it that more interesting to try and relearn a character. so even if they don't work, it was a good first try, like a first draft on an essay, nothing is perfect

    plus my xbox isn't working, got nothing better to do

    You must have really loved CS1 Litchi.


  3. Don't complain about people's play styles. Don't quit the game unless you've picked the wrong character or beginner mode or something, in which case you should quit early and apologize. Don't counterpick to a weaker alt if you're winning unless your opponent is alright with it (some people find it insulting).

    If you're playing a game that's laggy enough to have a purple tech throw window so small that you can't tech them, then you shouldn't play against that person. Whether or not you want to BE that person is up to you.


  4. you weren't even answering the question D=

    ===

    anyway, a question, upon staff return, what staffless normals gattlings into staff normals?

    so far I checked these

    5b>2c[m]>6d route

    6b>2c[m]>...

    2b>2c[m]>...

    5c>2c[m]>...

    2c>5c[m]>4d route

    *with the assumption we are raping them in the corner

    6a>6b[m]>to where??

    anything else that I missed?

    I'm too tired to complete this list for you, but some ideas...

    Off of 6A, don't go into 6B[m] unless you want to RC (or they're in the air, in which case go right to 6D). If you have no more staffless normals, do 2C[m] 6D. If you have one more, do 6B 2C[m] 6D. If you have two more, do 6B 5C 2C[m] 6D. You can pretty much improvise staffless to staff combo routes in the corner; all you have to do is make sure you avoid 2C because it will prevent you from going into 2C[m] and therefore preventing you from comboing off of 6D. Obviously if they're in the air anyway you can ignore this.


  5. It's confusing and discouraging because everyone is so high level around here that they treat her casually as a great character when the fact is she's the fourth worst character in the game. This fact is played as irrelevant because nothing seems to be worth discussing below the Highest level of play, which seems to be like, 8 people in our entire country. Those 8 people are all that matters, and they all seem to be right here.

    It's ironic because the matchup subforum is barren. The lack of information that you perceive to be targeted specifically at low-level players (like I did when I started playing in CT) goes all the way up the ladder. It's not that there's no information though, it's that it's often explained with little context and almost always concernes itself with the "what" and not the "how", which is a method that isn't entirely helpful to new players. But the fact is, the reason people don't focus on the latter is that if you practise enough, you will ultimately figure that out; execution is a lot of trial and error, and while it would be nice if there were more clear explanations of how to do some things, it's not a showstopper and you will figure it out as dozens of Litchi players before you have.

    I came at CT from basically the lowest possible level (only fighting game experience was Melee). I don't have any magical method to execution or thinking that I didn't develop in the last four years of playing this game, and I've only ever played Litchi. It is definitely possible to utilize these resources -- sparse as they may be -- to become a better player, so long as you are willing to catch yourself when you fall.


  6. Just go look at the stream. The fact I can't even get the first moves down even now is just a joke. Why do I do this?

    You guys, I'm trying to put time in but it's not working. It's just not. I'm still being beaten by people you found two weeks ago that just started playing. Even local people like raging_fenrir have outpaced me in a single week, and it's just infuriating.

    Also - please stop mirroring me. I know you wanna style on me, but on the off chance you're trying to teach me something - nothing is coming through when you spend you time making fool out of me and trolling me. I know you're better than me. Lesson learned. I'm not good enough to play. Congrats.

    It took me three months to connect 5B[m] 2C[m] Itsuu A 6kote Haku Hatsu Riichi A Ippatsu A (CS1). I put a lot more work into the game than most of the people that I play against and they'll tell you that I'm still worse than many of them. You're not special. Your problem is your attitude. Get over it.


  7. Hitconfirm. You get a bad confirm off of 4D (you could have done hatsu haku chuun ender) and off of 6A (you should have done 2C[m] 6D after 5C). You also land a j.B near the end of the first round that should have ended the game for you (j.B 5B 6B 5C 2C 3C Haku Chuun Hatsu Haku Chuun ender would have worked). In the second round, you get a CH 6D -- off of this you can do the same combo I just described off of j.B, or, even better, 5D Hatsu Chuun Staff2 TK Chuun 6D stuff. There's another 5C in the corner that should have gone into 2C[m].

    When you're comboing from staffless to staff, use slow normals so that you don't run out of gatlings; instead of going 5B 5C, for example, go 5B 6B so you can go right into 5C[m].

    You're getting lucky that your opponent is just letting you put the staff down in the same spot every time.


  8. Thanks, got it! Is there a better combo I should be doing off of 6Throw / 5B[m] > 2C[m] > 6D[m] in the corner? I'm relatively new to Litchi so I'm still trying to learn all of her basic combo routes and whatnot.

    You can do the higher prorate combo off of all of your throws. That's this one:

    6throw/4throw/air throw 6D TK Hatsu Haku Chuun Haku Hatsu Riichi A Ippatsu A Ippatsu B 5D Chuun Staff2 6D Ender


  9. Oh my god, not this again. Just because you have to actually stop and think for once instead of brain dead autopiloting your usual tricks against one of the characters doesn't mean they're dumb or broken or something. It means you have to actually play the game. If you're going to talk about damage or something like that then that makes more sense.

    EDIT: So I reread the last post just now after the red haze left my vision from reading the first few words in the post, and it's not as bad since it's Litchi related. But still, in general, my point stands.

    I'm going to go on a limb and say that LK's reason for claiming that Hakumen is dumb is not simply that he cannot autopilot oki against him. In fact, when can you ever autopilot oki against good players?


  10. If you guys dont mind telling me, how can 4/6 Kote be used in combos? I know I sound like a scrub for saying it, but i've been playing Litchi for a while and have yet to implement it in combos.

    Uh, 4kote is mostly used in combos because 6C can be special cancelled but has no gatlings out of it. The first hit of 6C puts them in the air, making j.B dj.BCD possible; without it you wouldn't be able to land anything off of the double jump. You're just using 4kote to prevent the second hit of 6C from coming out. I suppose you also need the staff set in 2D position for these combos but that's a secondary element.

    6kote is used off of Itsuu to cause the staff to not fly thousands of miles away. It'll make the staff fall in the same spot every time. You can also use 4kote for this but that was more common in CS1.

    All Green is mostly used to punish attempts at zoning from 3/4 screen. Its minimum damage is low and its prorate isn't good so I would avoid using it inside combos unless it's going to kill.


  11. (in corner) 6Throw > 6D[m] > Hatsu > Riichi A > Ippatsu > Tanki Hatsu > 5D > Chun > staff2 > 6D[m] > stuff

    I'm having problems with the bolded part. They always tech out when I go for the Chun. Any tips? If there is a better standard corner combo starter I should be doing please let me know.

    Hold down D, start inputting Chun, let go of D and then press C. You don't want to launch the staff right away, but you DO want to Chun immediately after launching the staff. You may want to practice this on an easier opener first (6B[m] CH/AA or 5B[m]) because there's more room for error.

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