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mynus

[CSE] Litchi Faye Ling - Corner Mixup Routes

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Pressuring in the corner, Litchi has some pretty nasty mixups off of staff plant (5D & 2D). These add a lot of variety to her corner mixup game. Taking some inspiration from LK's corner mixups vs. Tager, I've uploaded some vids to my Youtube account to demonstrate. I've divided them into routes from staff (launch) & staff (hold).

Staff (launch route)----

Low Option:

http://www.youtube.com/watch?v=rBZ_Kv7_1oc&feature=context&context=C35a0477ADOEgsToPDskIvuZm2GiJKNTlNm15jRciL

- With the change to followup Chun, this allows for time to link 5B(m) > 6D(m). Use 5D > 6A after Tanki hatsu so you don't repeat prorate your combo.

High Option:

http://www.youtube.com/watch?v=tbtFxTT6YfY&context=C35a0477ADOEgsToPDskIvuZm2GiJKNTlNm15jRciL

- Standard starter off of 6A.

Instant Overhead Option (Relius, Hakumen, Tager):

http://www.youtube.com/watch?v=9fctSw7oUMM&feature=context&context=C35a0477ADOEgsToPDskIvuZm2GiJKNTlNm15jRciL

- Pretty evil setup if they have seen the low option already and you have the meter to spare. Otherwise save the meter for Kokushi. Can use off of 2A as well. More of an instant overhead than true fuzzy. (Thanks sG)

Throw Option:

http://www.youtube.com/watch?v=CZ8IStbPD8k&feature=context&context=C35a0477ADOEgsToPDskIvuZm2GiJKNTlNm15jRciL

- With the change to Litchi's back throw making the corner crossup 6B combo impossible, this route will still net you corner, and the staff will completely whiff so as not to screw up the multi-hit nature of the throw or prorate your combo before you even get started. Cannot be barrier guarded to induce purple throw.

Staff (hold route)----

Low Option (5D set):

http://www.youtube.com/watch?v=-cKjptdLEy8&context=C3a48a2aADOEgsToPDskKbzzWN1pZz9zWcXDbFQJ_m

- Make sure the staff launch catches the right as the haku hits so they do not float too high, which depending on the char make the followup 6D[m] either whiff the second hit/wall bounce, or worse whiff completely. If you screw up and net the hard knockdown from the first hit of 6D[m], you can salvage the combo with 5C pickup. I slide off the D button as soon as haku connects, so like ---[D] > 236A~]D[.

Low Option (2D set):

http://www.youtube.com/watch?v=_t7P9FQ_SZM&context=C35a0477ADOEgsToPDskIvuZm2GiJKNTlNm15jRciL

- Similar to 4D combo route.

High Option:

http://www.youtube.com/watch?v=p1TVbnuQ6SI&context=C3c24d0fADOEgsToPDskJUQmLXKRCTRNaN4B1mpuuR

- Staff2 makes this safe if for some reason you fail to hit confirm o_O...

Throw Option:

http://www.youtube.com/watch?v=SHvNc4tWYb8&context=C30527edADOEgsToPDskKusWDsHDM6nlBEVyQUwpdw

- Staff2 hits only. Release ]D[ as throw connects.

All of these options go in and out of her 6A > 5D/2D set combo enders. Can easily kill with 1 corner carry and 2 subsequent mixups. Disgusting.

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When is 6A ever safe lol? Only off of a staff2 or daisharin/kokushi.

aint that the truth

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Great finds! I'd like to point out though for terminology clarification to avoid confusion, that the fuzzy option isn't a "fuzzy". Relius can be hit by rising j.C regardless of being in standing blockstun or not.

I'll get some meter data for these and see if you can squeeze out some more damage tomorrow.

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Great finds! I'd like to point out though for terminology clarification to avoid confusion, that the fuzzy option isn't a "fuzzy". Relius can be hit by rising j.C regardless of being in standing blockstun or not.

I'll get some meter data for these and see if you can squeeze out some more damage tomorrow.

Yeah I should have mentioned that it is only for Relius, Hakumen, and Tager. Thanks.

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Lots of three dragons moves. but...what? 6A at the end sets staff now?

No, not auto set, but you get to gatling in to 5D/2D after staffless 6A.

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Low Option #1:

Character specific route:

5D 5A 3C(STARTER) staff2 Haku Chun 5B 6D(2) Hatsu RiichiA IppatsuA Tanki Hatsu 5D 6A 6 staff2 6A 6B 6D(2) 3C 5D 6C(2) 6D 3C - 3832 Damage, 57 Meter

Non specific route: 6A 6 staff2 dash 2C 4D dash under 5B 6C(1) 4kote j.B dj.BCD j.C 6A - 3769 Damage, 52 Meter

High Option #1:

Character-Specific Route:

5D 2A 6A(STARTER) staff2 6B 2C 6D(2) Hatsu RiichiA IppatsuA Tanki Hatsu 5D 6A 6 6A 6B 6D(2) 3C 5D 6C(2) 6D(2) 3C - 3006 Damage, 54 Meter.

2C 4D Route (non-char specific) does not work due to proration, instead do the combo shown in mynus' video. 3113 Damage, 47 Meter.

Character specific route guarantees Kokushi oki, non-char specific does not.

Rising j.C option (Haku, Relius, Tager REQUIRES 50 METER):

Mynus Combo in video - 3795 Damage, 34 Meter

5D j.C RC j.CB 2C 6D(2) Hatsu RiichiA IppatsuA Tanki Hatsu 5D 6A 6 6A 6B 6D(2) 3C 5D 6C(2) 6D(2) 3C - 3669 Damage, 42 Meter

5D j.C RC j.CB 2C 6D(2) Hatsu Haku Chun Haku Chun RiichiA IppatsuA Tanki Hatsu 6A 6 6A 6B 6D(2) 3C 5D 6C(2) - 3927 Damage, 45 Meter but no staffless oki

Throw Option #1:

Mynus' Combo in video - 3365 Damage, 44 Meter. Best possible meterless damage available.

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Staff Hold Low Option:

Mynus' Combo in video - 3488 Damage, 47 Meter. Best available damage.

Staff Hold Low Option 2D:

Mynus' Combo in Video - 3857 Damage, 47 Meter. Best available damage.

Staff Hold High Option:

Mynus' Combo in Video - 2764 Damage, 40 Meter. Best available damage.

Staff Hold Throw Option:

Mynus' Combo in Video - 2912, 43 Meter (release staff slightly later, you can get both hits and not hurt the combo) Best available damage.

Notes: The reason staff hold mixups are weaker is due to the proration from staff1/2.

Rising j.C will only strike Relius while he is in his crouchblock animation. If he is simply crouching, j.C will whiff 100%. None of Litchi's jcable ground normals remedy this. This isn't too big of an issue due to most players on the defensive holding downback rather than down.

2D set will yield the same combo as 5D set regarding the instant overhead option in my previous post. They are interchangeable.

This list isn't final and since the game is still pretty new I'm not entirely sure if this is truly optimal, but I'm sure it's close.

Remember, credit goes to mynus for finding/posting these setups.

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Thanks for the damage and meter values sG. I guess i need to update them with the optimal combos recently discovered lol.

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Lol, happens every game. Come up with stuff, 1 week later there's new stuff that's better -_-

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for the low option I added like 200 damage by omitting the haku > chun at the start, instead i do 5d 5a whiff 3c > staff2 > dash 5b[m] > 6d. but it's harder.

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6A 6 staff2 dash 2C 4D dash under 5B 6C(1) 4kote j.B dj.BCD j.C 6A

I find myself consistently too far out of the corner to land that 6A. What am I doing wrong?

EDIT: I'm a moron. The last 6A.

Another EDIT: Figured it out. Had to delay the falling j.C more.

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