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EXonestar

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About EXonestar

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    【Hype Dawg Warrior】
  • Birthday July 31

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    HYPE, Art, DanceDanceRevolution, Sports, Music FightingGames, FPS,

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    http://zakonestar.flavors.me/
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    zakonestar
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    @ZakOnestar

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    The World That Never Was.
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    EXonestar

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  1. It's quite tight. You have to be quite quick with it.. 6B[m] CH is not so hard to react to , so you can always opt for the 6B>6C Route , if you prefer > it also does more dmg
  2. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    NOTICE: The Litchi CF/CF2 Guide is currently in the works by a Fellow Litchi player (who is in the Litchi Discord chat) I have no control over this but we are all going to help him as much as we can until the guide is finished Hopefully this will be done by the end of next month or something depending on how busy everyone is but it is a Ongoing Work In Progress~ And please, I highly suggest that everyone join the "Litchi Discord" chat server because it has a lot of resources / videos / Helpers that can help you in learning/getting stronger with litchi~ Discord Link (Never Expires): https://discord.gg/GSwqYUr
  3. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    lol yes they still exist, there are CF2 videos up for you to see. You should check out a couple. To our knowledge so far. The Ren chan's Projectile hit has less hit stop so we can't do long range non-CH conversions off it like we can now - they tech faster The one combo that someone confirmed to "not work" anymore is xx>Ren Chan > 236c>236a>236b > 63214A (because ren chan's hit stop his reduced) Ren Chan is a bit less safe on hit > but it isn't really the best move to use for "pressure" but it's still good to fill in gaps at time. But............ the good thing is, they balanced the Ren Chan change by making its recovery faster. That's probably why a large majority of our old combos still work. Also in other news , since Kan Chan is now faster: litchi can do 6C > Kan-chan in normal combos Example: https://youtu.be/4mI-zdYer1g?t=2584
  4. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    BBCF 2.0 Comes out August 3rd in ARCADES Here are Litchi's Changes ! Litchi - Vertical Staff Launch: 2nd hit won't force CH when the 1st one hits a CH - Daisharin: can't use it during any kind of tech, during OD activation or EA - Renchan (projectile part): less hitstop; floats less on air hit - Renchan B (Litchi part): less recovery; because of the projectile change it's more unsafe on block and worse on hit - Renchan C (Litchi): slower startup; less recovery; total frames have increased but she moves faster after throwing staff - Renchan C (Litchi): because of the projectile change it's more unsafe on block, but still the same on hit - Kanchan (charge): faster startup after the crossup; will crossup even in the corner
  5. Added some New Combo including 2 new combo from Koike's Showcase at KVOxTSB and re positioned / highlighted important need to know information Re-worded certain areas for easier understanding. Another FC 6C[m] combo was added under "facing corner"
  6. Update: Uri_Woz has made a "Litchi tech dump" twitter video section where he uploads all his OS , tech , optimal combos and concept videos for litchi Added to the Videos section Be sure to check that out!
  7. Heads Up: I've finally got a copy of the game and will be filling in the gaps and adding the more up to date combos to this thread soon. Please bear with me and forgive my absence If you have any combos you wish to be added to the thread , please add them below and I'll sure to add them As usual we'll do the same format Combo + DMG It does (feel free to add it's heat game if you wish.)
  8. EXonestar

    Litchi Discord Chatroom (HIGHLY RECOMMENDED)

    UPDATE: There's a more populated Discord for Litchi players.Follow the link below: https://discord.gg/qZD32ZG
  9. General Overview: Many people look at Litchi and instantly ask themselves and others, "How do I use this character" straight from the get-go. To be honest, she does look crazy to use but as a general overview. She is not that bad but does require a lot of practice (like all characters) and you must understand how to use both her and her staff in harmony in order to truly use her as a character. She is overall, a very versatile character who can transition very well between applying heavy pressure, being a zoner and playing keep away because of the nature of her move-set. On top of this she has great Okizeme and can convert many of her hits in to long corner carry and side switching combos ending with the staff sitting beside the knocked down opponents. In addition to how versatile she can be, you will also find yourself ad-libbing and improvising quite often because of the nature of move-set. Her style of fighting includes a staff that can be thrown for being both offensive or defensive, leading to the opponent possibly getting hit at times you wouldn't expect. So this means you have to be aware of the options and routes you can use when the staff opens the opponent up at unpredictable times. With a good reaction and a nice hit confirm, you can convert an odd hit in to a full combo + a hard knockdown hence the reason why you must on your toes and be ready to perform ad-lib combos. Screen Positioning Explanation: Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner. Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter. Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry. Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you. Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here. General Screen Positioning: - Notations j - Jump dj - Double Jump sj - Super Jump AD - Airdash IAD - Instant Air Dash jc - Jump Cancel sjc - Super Jump Cancel CH - Counter Hit FC - Fatal Counter RC - Rapid Cancel OD - Overdrive ODC - Overdrive cancel (activating OD after hitting someone [e] - Empty handed (while Staffless) [m] - Mantenbou / Staff is on back (While Staffed) 6C(1) - First Hit Of 6C Staffless (This is followed by a move that will cancel the 2nd hit from coming out) 6D(1) - First hit of 6D when the staff is equipped (Same Side note as 6C[1] ) TK - Tiger Knee (Example: Litchi doing TK.Chun would be 2367C) CT - Crush Trigger D - for Setting the staff or Launching it (No Hold) [D] - Holding the D button for a certain amount of time. ]D[ - Releasing the D button from holding it for a certain amount of time. Staff 2 -2nd hit of the staff after it has been thrown from a 5D staff set (The returning hit from the staff that goes up and over) Daisangen - 236A/B/C (Litchi's Rekkas) DMG - Damage - -Basic Combo Theory- In this version the main staple combos or combo theory tends to be the following:- (These are combos you're most likely to use most of the time because of the nature of her BnB) (Midscreen) xx > > Renchan B > Haku > Hatsu > RiichiA > IppatsuB > 6C(1) > [D] > 6C(2) > Hatsu > ]D[ > Chun > Staff 2 > 6C(1) > Tsubame (Corner) xx > Daisangen > 5B > 6C(1) > [D] > Kanchan > ]D[ > Chun > Staff 2 > Ender (Corner) 5B > 2C > ItsuuA > xx (Her new Itsuu A staple for the corner) -Combos via Different Starters (Normal Moves & Specials) - NOTE: Combos highlighted in RED are Fatal Counters OR Counters (FC / CH) -----------Midscreen----------------------- 5A/2A: 2A > 5B[m] > 5C[1] > 3C > 214B[m] > 236A >236B > 214A~B > 6C[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2961 DMG] 5B[m]: 5B[m] > 5C[2] > 3C > 214B[m] > 236A > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3869 DMG] 5B[m] > 2C[m] > 6D[1] > 214B[m] > 236B[e] > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3060 dmg] CH 5B[M] > 6C > 2D > dash j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > 6C[1] > 62 Air CH 5B[m] > Dash > 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame (NOTES: if they are too high to confirm the second 5B[m] > go straight in to 214B / During the "63214A~B > 6c[1]" , you have to delay the 6C in order of it to hit on the tip > before continuing the combo , to get that at a suitable height to finish the combo) 6B[m]: CH 6B[m] > j.IAD > j.B > J.A > 5A > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [2.8k dmg][3.8k w/ 6C[1]>Super] CH 6B[m] > j.IAD > j.B > J.C > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [3.5k dmg][4.4k with 6C[1]>Super] CH 6B[m] > 6C > 2D > D > dash j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > 6C[1] > 623D [3.9k dmg] 6C[m]: 6C[m] > 5D > Dash 5B[e] > 2C > 6c[1] > [D] > 5B > >236A > 236b > ]D[ > 236C > Staff 2 > 6C[1] > Tsubame [3448 DMG] 6C[m] > 5D > Dash 5B[e] > 2C > 6c[1] > [D] > 5B > >236A > ]D[ > 236C > Staff 2 > 6C[1] > 41236A > Wall Bounce > 6D[1] > Tsubame > 6C[1] > [D] > 6C[2] [3659 DMG] NOTE: 6C[m] > 2D > Dash 6B[e] > 2C > 6C[2] > j.5D > dash j.b > J.C > j.b[m] > dash 5B[m] > 4B > Tsubame [3815 DMG] 6C[m] > 2D > 6B > 2C > 6C[2] > J.D > 6C[1] > 236C > 5B[m] > 2C[m] > Tsubame [3710 DMG] FC 6C > Dash 6C > 2D > Dash 3C > 5D > j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C ]D[ > j.236B > 236C > Staff 2 > 6C[1] > 623D [4.5k DMG] NOTE: During the "214B > 236B > 63214A~B" part. You should have the opponent in the corner but sometimes the "63214A~B" Hits them the opposite direction if you do it too fast. It doesn't mess with the combo route though. 4D: 4D > Dash 5B > 6C[1] > 5D > 3C > 236A > Staff 2 > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ > J.236C > Staff 2 > 6C[1] > 623D [3k dmg] 6D: FC 6D > 5D > Dash > j.BCB > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3.5K dmg][4.4K dmg W/ 6c[1] >632146D] J.2D: J.2D > 5B > 3C > 5D > Dash 5B > 6C > Staff 2 > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > 623D [2.8k dmg] j.2D > 5B > 3C > 5D > 6C[1] > 236C > staff 2 > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > 623D [2.7k dmg] -----Back to Corner-------------------- 4D: 4D > Dash 5B > 6C[1] > 5D > 3C > 236A > Staff 2 > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ > J.236C > Staff 2 > 6C[1] > 623D [3k dmg] -----Facing the Corner------------------ 2A: 2A > 5B[m] > 2C > 6D[2] > 6C[2] > 236B > 236C > 5B > 6C > [D] > 6C[2] > ]D[ > 236C > Staff 2 > Tsubame > 6c[1] > [D] > 6C[2] [3K DMG] 2A > 5B[m] > 2C > 4D > 2C > 6C(2) > Hatsu > Chun > 5B > 6C(1) > 5[D] > 6C(2) > ]D[ > Chun > 6C(1) > 623D > 6C(1) > 5[D] > 6C [2.8k dmg] 6A[e]: 6A (w/ 2D set near):6A > 5D > 6C[1] > 236C > 5B[m] > 6D > 6C(1) > 5[D] > 6C(2) > j.236c ]D[ > 4b/6C[1] > 623D [3.2k dmg] 6A (w/ 5D set close to opponent): 6A > 5D >5B > 6B > 5C > 2C(m) > 6D > 6C(1) > 5[D] > 6C(2) > j.236c > ]D[ > 4B/6C > 623D [2.8k dmg] 6A[e]>(staff returns) itsuu B > RC(Rapid Cancel) > Dash >6C[M] > 2D > 236B > 63214A~B > 6C[2] > 236B > 236C > 5B > 6c[1] > [D] > 6C[2]> ]D[ > Staff 1 > 6C[1] > 623D [DMG : 4.5k] NOTES: (While staff is returning from a 5D staff launch , itsuu will come out as soon as the staff is back behind you after confirming the 6A) 5B[M]: 5B[m] > 2C > 4D > 236A > 236C > 236B > 63214A~B > 6C[2] > 236B > 236C > 5B > 6C > [D] > 6C[2] > ]D[ 236C > Staff 2 > 4B > 623D [4.1K DMG] [Video Ref: https://www.youtube.com/watch?v=LbrNGSWAv8Q ] 5B[m] > 2C > 6D > 236A > 236C > 236B > 43216A~B > 6C[1] > 5[D] > 6C > ]D[ > 236C > 6C > 623D [3.5K DMG] [4.4k with "6C(1) > 632146D" ender] 5B[m] > 2C > Itsuu A > 6D > 214B > 236A > 236B > 63214A~B > 6C[1] > 5[D] > 6C > ]D[ > 236c > 6C[1] > 623D [3.3K dmg / 4.2k with "6C[1] > 632146D" Ender] 6A[M]: 6A[M] > 4B > Itsuu A > 6D[m] > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ > J.236C > Staff 2 > 6C[1] > 623D 6C[m]: FC 6C > dash 6C > 2D > 6C[2] > 236A > 236B > 236C > 5B > 6C > J.236B > 63214A~B > 6C[1] > 5[D] > 6C > ]D[ > Staff 1 > 4B[e] > 623D [5.4K] FC 6C[m] > Dash 6C[m] > 5D > Dash 6C[2] > 236A >236C >236B >63214A~B > 6C >[D] > 6C[2] > 236B > ]D[ >236C > Staff2 > 6c[1] > Tsubame (6C[1] > 13Orphans > jump back/or back dash twice > OD > All Green) (If you're losing 100-200 dmg , it may be because you did "6C[m]>5D" too fast so it didn't get the maximum amount of hits) 4D[m]: 4D[m] > 2C > 6C(1) > 5[D] > 6C > J.236b > ]D[ > 236c > 6C[1] > 623D [2.9k] [3.9k dmg w/ 6C(1) > 63214D) Itsuu C FC Itsuu C > Dash 5C[2] > Itsuu A > 6D(2) > 6C[2] > 236B > 63214A~D > 6C > 5D[D] > 6C[2] > ]D[ > Staff 1 > 6C[1] > 623D [DMG: 4.2k (5D set oki Ender) ] Throw Combos ---------Litchi's Main Universal Throw combos (Ground and Air Throw Possible)--------- Ground Throw: B+C > Dash 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2981 DMG] (Adding 6C[1] > 63214D = 3.8K Dmg) Air Throw: Main Air throw Combo staple (while Staffed): 2B[m] > 214B[m]> 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame NOTES: This combo works in the Corner/ Midscreen and Back to Corner Only difference is that the ""6C[2] >j236B and j236c" Part of the combo has to be done faster when doing it in the corner. While midscreen, the combo is normal to do , just like in all her main BnBs Ground Throws -----Midscreen------------------ B+C > Dash 5C[2] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3102 DMG] ----Back to Corner---------------- B+C > 6D[1] > 214B[m] > 236B > 63214A~B > 6c[1] > [5D] > 6C > ]D[ > 236C > Staff 2 > 6C > 623D [2.7k dmg] (Add this on end for oki + 2.8kdmg:"6C[1] > [5D] > 6C" ----Corner Throws--------------- B+C > Dash 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2981 DMG] Air Throws -----Back to Corner after Air Throw:------- 2B[m] > 6D > 214B[m]> 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2884 DMG] 2B[m] > 4B > 6Bf > Dash Under > 5B > 4B > 6Bf > 5B[m] > 4B > Tsubame [2578 DMG] [Puts opponent in the Corner] ---Mid-Screen Air Throw:---- 5C[2] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3102 DMG] [May Side Switch during the 63214A~B but continue the combo as usual] ---Facing the Corner after Air Throw-- OverDrive Combos Litchi's Max damage output in this version of Blazblue comes down to how many 6C[e] you can add to the combo within it's restrictions So it is HIGHLY ADVISED to learn the OD "6C[2] > 3D" Loop as it's apart of her most damaging and optimal OD combos. All other combos are still viable but are used for different situations but you still need "6C[2] > 3D" to maximize damage. NOTE: HP % is important as it allows you to roughly know how much time you have if you OD during a combo, 100% HP od will be short while having under 20% hp will make your OD last longer. That being said, Neutral OD activation adds on a bit more time compared to Canceling in to OD from a normal. Litchi doesn't really benefit from OD'ing in neutral without confirming a hit or getting the opponent to block and eat OD pressure mix up. So most of your OD usage will be fore combos / confirms / extensions and defensive situations. -----Midscreen---------------------- 5B[M]: [100% HP] 5B > 6D > ODC > 236A > 236B > 236C > 3D > 6C[2] > 3D > 6A[e] > 623D 6C[m] [70% HP] 6C[m] > 2D > 6B > 2C > 6C[2] > J.D > 6C[1] > 236C > 5B[m] > 6B > ODC > All Green > Dash forward > 632146C [5.7K DMG] ----Back to Corner------------------ ----Facing the Corner--------------- Combo / Tech Videos BBCF Litchi Faye Ling Combos By Geroshabu [Part 1] BBCF Litchi Faye Ling Combos By Geroshabu [Part 2] BBCF LITCHI COMBO VIDEO HD : KEY PLUS WORLD By Auredo BBCF LITCHI CMV BY MOLOKHIA BBCF: Litchi Combo (w/ active flow too) By EeveeFly BBCF - Litchi Option Selecting Nine's Wakeup By Uri_Woz BBCF - Litchi: FC 6D Corner Combo by Uri_Woz Uri Woz's Litchi Tech Dump video section via his twitter
  10. Just have to spy on my dog(s) every now and then
    >_>
    <_<
    All in order here... bye

    1. EXonestar

      EXonestar

      WAAAZZAAAAAAAAAAAAA - hope you're healthy ~ eating well. Boy you best be on good behaviour fam.
      >;]  i'm good dawwwg!

  11. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    More ORIENTAL FLOWER ~ by Koike~
  12. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    Although itsuu has been nerfed, the CH version is too good especially Itsuu a/c In that koike video, he gives us a nice RC combo off a itsuu B confirm near corner in to RC 4D And an itsuu A CH combo This video is really good staple at this point. Sent from my GT-P3110 using Tapatalk
  13. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    This answers your question then @LionHeartx Its not going to be hard ;3 so don't go too ham on the practice in CPEX > CF will be fine~
  14. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    Actually it's a good question - Personally, no one will know if the 4B > 6B has a different time frame or something / personally looks the same. It used to be easy as hell. in the first versions of CP. in CPEX it became a bit tighter but nothing you can't grind and master in like 10-20min maybe. In relation to CF, you'd have to ask or "we" would have to ask a Japanese player - It may have changed a bit - but I personally doubt it will change to be honest. I think it'll be the same. I believe it's necessary to learn a bit because you never know - there may be a Corner combo that consists of 4B>6Bf> Itsuu A > Wall bounce > "insert BBCF route" I can see why people are asking this question because seems like everything from 4B goes in to Renchan flip launcher (the new move she got) but learn it. JUST in case. imo
  15. EXonestar

    [BBCF] Litchi Faye Ling - Gameplay Discussion

    For those that missed it - The stream linked below is the one that luckily had around 4 hours of a single Litchi player in Training-mode which later on moved on to Casuals. http://www.twitch.tv/fantasistaokayama/v/26483776 Through out the training mode he seems hell bent on repeating certain combos but watching some BBCF litchi in Training mode did help gather some data and knowledge how how some things work. possible routes and etc. From what has been seen so far, it seems like she's reverted back to her CS1/CT version in a sense that she somewhat has longer combos and her great wall carry. Combos seen so far via Streams / Social Media 2D launch>jBCB>5B>5B>6>5B>4B>Tsubame (2246) 2A>5B>2B>4B>6>5B>4B>Tsubame (2204) 5B[m]>2B>[4B>6>5B]x3>4B>Tsubame (2860) 6A > 4B > Itsuu A > 5B > 6D > Rekkas > 5B 6C > 5[D] > super. 6A > 2D > Dash 5B > 5B > RenchanB > Hatsu > RiichiA > Chankan works (mid-screen) 5B[m] > 2B > 4B > RenchanB > Hatsu > RiichiA > IppatsuA > Chankan > 6C(1) > 5D > Chun > Staff 2 > 6D > Tsubame (midscreen) Throw > Renchan > Hatsu > RiichiB > 6C(1) > 5D > Chun > Staff 2 > 6C(1) > Tsubame 6A > 2D > Dash 5B > 4B > RenchanB > Hatsu > RiichiA > IppatsuA > Chankan > 5D > Haku > Chun > Staff 2 > 6C(1) > Tsubame (mid-screen)
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