Very nice collection of Litchi game play you got there. Will look at them to see if I’d play this character.
NO MANTENBOU B -> C -> 2C -> 3C -> 2B -> 2C -> 9, B -> (in air) 9B -> C -> D
NO MANTENBOU 4B+C -> 9B -> 9, B -> C -> QCF+B -> QCF+C -> HCB+B
WITH MANTENBOU DP+D -> 6B -> 2C -> 9B -> 9, B -> C -> QCF+B -> QCF+C -> HCB+B
WITH OR WITHOUT MANTENBOU 6A -> (slight delay) QCF+A -> QCF+C -> QCF+B
WITHOUT MANTENBOU B -> 6B -> 2C -> 3C -> DP+D -> 2B -> 2C -> 9, B -> B -> C -> QCF+B ->
QCF+C -> HCB+B
WITH MANTENBOU -> C -> HCF+D -> C -> 66(dash up) 9, B -> 9, B -> C -> D -> C -> 6C ->
DP+D -> 6C -> 3C -> RDP (reverse DP) + D
WTIH MANTENBOU B -> C -> HCF+D -> C -> 9, QCF+C -> 2C -> 9, B -> C -> D -> 66 (in air) ->
C -> 6C -> DP+D -> 6C -> 3C -> RDP+C
WITH MANTENBOU B -> C -> 3C -> hold D -> release D -> 96, C -> 6C -> DP+D -> 6C -> 3C ->
RDP+D
WITH MANTENBOU 6B (or mid air C counter hit) -> 66 -> B -> 66 -> HCF+D -> A -> 6C -> C ->
9, B -> C -> D -> 66 (air dash) -> C -> 6C -> DP+D -> 6C -> 3C
WITH MANTENBOU 4B+C -> HCF+D -> A -> 66 -> 6C -> C -> 9, B -> C -> D -> 66 (air dash) ->
C -> 6C -> DP+D -> 6C -> 3C
WITH MANTENBOU DP+D -> 66 -> 6C -> C -> 2C -> 29, B -> C -> D -> 66 (air dash) -> C ->
(land) 6C -> DP+D -> 6C -> 3C
WITH MANTENBOU 6C -> 9, C -> DP+D -> C -> (land) 2C -> 6C -> C -> 9, B -> C -> hold D ->
release D -> 66 (air dash) -> C -> (land) 6C -> DP=D -> 9C -> RPD+D
From the DVD for you guys to read while in training :tup:.
Saw this in the Chun forum. Good job, Mag.
Go Go Litchi power
lewlpewl, Litchi ftw.
Hey, hopefully you didn’t drop SFIV, you were good.
:china:
Yeah…why is it that Chun mains just happen to play Litchi as well? :lol:
Heheh, I haven’t dropped SFIV… kinda… XD
Been a bit busy lately with real life, and I’m currently hyped for the newer fighting games at the mo (Blazblue hopefully tomorrow and KoF sometime in July), 'tis all…
Though it means that my Chun-Li is still in-between scrubby and not-so-scrubby… XD I hate hitting ability ceilings and not breaking through them any time soon… ^_^;;;
Anyways, cheers for the combo lists you nabbed from the Blu-Ray… My old, cruddy TV plays Blu-Rays in green, so that list will be handy methinks in Training Mode… ^.^
O-O~
PS - And to LiftedResearch…
Methinks it really is coincidence, but for me personally, it was the looks and seemingly older sister personality… I didn’t realise she was a kick-arse poke/rushdown character until I used her at my local arcade… (That, and I have a soft spot for glasses girls… XD)
Again, don’t post outdated stuff. Almost all of these have been updated. Also try not to post vids from before March/April.
I fixed that for you.
I need to update the OP but god damn this game is fun :wasted:
I think I’m going to main this chick. She seems to suit my playstyle(coming from Chun/Vega in the Street Fighter games). I have one issue, I don’t have a clue where to start. This is my first Arc Systems game and damn its so different.
Help us out then, please.
haha xD.
I started playing this game when it first came out in the arcade, but I do not get to go often so I super scrub status at it… hella trying to do something about that now that console is out lol.
the one thing I always tried to do but could never get down was
B C 3C D(hold) D(release) IAD C
I’m really practicing trying to get the whole negative edge and IAD C timing down but it’s hard… especially hard for me to do IAD on the 1P side.
I’m getting better tho, I gotta keep practicing coz that shyt is like bnb and if I cant get it I may as well quit
I recently switched to a Japanese joystick, but I can say that this game isn’t too strict on IAD timing. I’m not sure of the way you hold it, but try to hit 9 by pushing the stick with your fingers, then just quickly pressing 6 for the IAD to come out.
http://dustloop.com/forums/showthread.php?t=5791
This is the Litchi guide, I update once every couple weeks with new stuff if it’s stable enough.
EDIT: Quick rundown of DVD Combos:
NO MANTENBOU B -> C -> 2C -> 3C -> 2B -> 2C -> 9, B -> (in air) 9B -> C -> D - Currently Litchi gameflow doesn’t let situations for combo’s like this to happen. However if you are in a situation like this you would do something along the lines of xx 6C > 5C > JBC > [D] > ]D[ > airdash J(B)C > Staff 2 > land 6C > tsubame > 6C 3C. This relies a lot on where you are on the screen though, omit 2nd JB if you are just before midscreen. Also 5C doesn’t otg everyone - Specifically it wont work on Noel, V13, Carl and Bang, so replace 5C with 2BC. I’m going to experiment a bit to come up with a truly stable combo since I kind of freestyle this one.
NO MANTENBOU 4B+C -> 9B -> 9, B -> C -> QCF+B -> QCF+C -> HCB+B - No reason to back throw anymore staffless. First off throwing without Mantenbou is pretty rare in general but if you do: Forward Throw (1 hit) > TK Chun > 5B > Combo varient depending on your location on the screen.
WITH MANTENBOU DP+D -> 6B -> 2C -> 9B -> 9, B -> C -> QCF+B -> QCF+C -> HCB+B This combo is goo up until the djB. As of now you should try to avoid ending with JB dj JBC hatsu chun as often as possible, it doesn’t do much damage. The good thing is if all the hits of tsubame hit point blank, dash 6B will help it stay legit. Follow up with airdash combo after 2C: Tsubame > 6B > 2C > JBC[D] > ]D[ > airdash J(B)C > Staff2 > 6C > Tsubame > 6C 3C. Again this is affected by where you are on the screen.
WITH OR WITHOUT MANTENBOU 6A -> (slight delay) QCF+A -> QCF+C -> QCF+B This is only if you have Mantenbou. If not, 6A 5C > Combo.
WITHOUT MANTENBOU B -> 6B -> 2C -> 3C -> DP+D -> 2B -> 2C -> 9, B -> B -> C -> QCF+B ->
QCF+C -> HCB+B - similar to an above combo, this is old/low damage/no knockdown.
WITH MANTENBOU -> C -> HCF+D -> C -> 66(dash up) 9, B -> 9, B -> C -> D -> C -> 6C ->
DP+D -> 6C -> 3C -> RDP (reverse DP) + D - I don’t know why this was even included on the dvd. This was the very first corner itsuuC combo. Now you do: 5B > 5C > itsuuC > haku > chun> 5b > char specific ender (this is if you start point blank 5B, doesn’t HAVE to be point blank but it’s easier to link itsuuC and haku if you do). Or if you’re a bit farther you do 5B > 5C > ItsuuC > jChun > 5B > Char specific corner combo.
WTIH MANTENBOU B -> C -> HCF+D -> C -> 9, QCF+C -> 2C -> 9, B -> C -> D -> 66 (in air) ->
C -> 6C -> DP+D -> 6C -> 3C -> RDP+C - True midscreen BNB. Learn it, love it.
WITH MANTENBOU B -> C -> 3C -> hold D -> release D -> 96, C -> 6C -> DP+D -> 6C -> 3C ->
RDP+D - Standard corner combo. There are varients, but this is pretty much it.
WITH MANTENBOU 6B (or mid air C counter hit) -> 66 -> B -> 66 -> HCF+D -> A -> 6C -> C ->
9, B -> C -> D -> 66 (air dash) -> C -> 6C -> DP+D -> 6C -> 3C Good, but not very stable. You have the option of doing CH wallbounce > dash 5B > Tsbuame > dash 2C > airdash combo or CH wallbounce > dash 5B > tsubame > dash JBC > land dash 5C > JBC loop but this isn’t perfectly stable at multiple ranges on the screen yet.
WITH MANTENBOU 4B+C -> HCF+D -> A -> 66 -> 6C -> C -> 9, B -> C -> D -> 66 (air dash) ->
C -> 6C -> DP+D -> 6C -> 3C This is ok, but you should be comboing off Forward throw. Forward throw (1 hit) itsuu A > Kote (421) > 2B > 2C > airdash combo (either JBC[D] ]D[ airdash JC staff2 6C tsubame 6C 3C or JC[D] ]D[ airdash JC 6C tsubame 6C 3C)
WITH MANTENBOU DP+D -> 66 -> 6C -> C -> 2C -> 29, B -> C -> D -> 66 (air dash) -> C ->
(land) 6C -> DP+D -> 6C -> 3C - This is ok, just requires 5C hitting OTG. Normally better to just dash 2C after tsubame.
WITH MANTENBOU 6C -> 9, C -> DP+D -> C -> (land) 2C -> 6C -> C -> 9, B -> C -> hold D ->
release D -> 66 (air dash) -> C -> (land) 6C -> DP=D -> 9C -> RPD+D - Combo’s starting off 6C[m] have to be hit raw, making this a very rare move to get out. I end up option selecting this if I use it in a string - I’ll do 6B > 6C [9] and if it hit’s I’ll go into a combo - 6C > JC > kote (421) > falling JC > haku > chun > 5B > JB > dj > JC > [D] > ]D[ > falling JC > 6C > Tsubame > Combo ender (either 6C 3C, J7C kote (421) falling JC, J8C kote (421) falling JC 3C or J8C kote (421) dj JD falling JC)
Corner combo char specific enders
1: 5B 5C ItsuuC
2a: If pointblank, Haku, chun
2b: If farther, JChun
3: 5B
4a: generic follow up, JB DJ JCD falling JC 6C tsubame (needed for Noel, V13)
4b: Tao/Bang/Arakune/Rachel/Tager group, 6C 5D 6C tsubame
4c: Rachel, Tager, 6C 2C loop
4d: Hakumen, Arakune, Tager group, replace 5B with 6C, 5C JBC kote 421 falling JC 5D 6C tsubame
4e: Everyone except for V13, Carl, Noel, JBC kote 421 falling JC 5D 6C tsubame
4f: Carl, JCD airdash JBC tsubame
5a: 6C 3C Shishin
5b: 6C 3C 2[D]
5c: JC kote 421 falling JC 3C Shishin
5d: JC kote 421 falling JC 3C 2[d]
5e: JC kote 421 dj JD falling JC
Once you learn these you can freely form your corner combo situationally. A combo would look like 5B 5C itsuuC haku chun 5B JBC kote 421 falling JC 5D 6C tsubame J7C kote 421 falling JC. Just put those pieces together depending on what you want.
the IAD timing is definitely not strict, it’s jus diffiult to do in a combo… in practice mode I still cant pull those combos off.
I taught myself something new in practice mode too, something I think I saw in a few match vids a while back…
(staffless) 236A 236C rapid-cancel C j.B C D air-dash C land…
and then I gotta think of what to do from there…
I’m thinking either 2C or C into 623D, but I have my dummy set on recover and I’ve only been able to land the tsubame move once… mostly due to my bad execution rather than the dummy’s recover window…
What does “Chun” mean???
edit: Can you use some motions like QCF/DP/HCB/HCF? Most of the SF players tend to be on this forum and it’s mad hard to read moves that aren’t on the command list.
I’ve noticed that for GG/BB the motions are always in numpad keys… though I wouldn’t mind it having Qcf or QCB etc…
eg.
41236 = hcf
236 = qcf
214 = qcb
I knew that much, I don’t mind if they do write out the number pad notation. I just wanna know what all these other things are, like ItsuuC. I can’t find it in the command list.
a lot of notation is in the thread Lord Knight posted.
ItsuuA/B/C is 41236D~A/B/C with staff
chun,haku, etc are her staffless 236A/B/C moves
the reason numerical inputs are used is coz a lot of moves change when u add a directional input in conjunction with an attack, and combos heavily rely on mixxing up that execution. yeay it’s hard, but so u see a lot of things like 6C, 3C, 6A etc.