BBCF/Litchi Faye Ling/Combos

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Litchi Faye Ling
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
m - Refers to an attack while holding the Mantenbou. i.e. 5Bm
e - Refers to an attack while empty handed. i.e. 5Ce
"Staff1/2" The first/second hit of the staff launch
Tsubame or DP = Tsubame Gaeshi 623Dm
ItsuuA/B/C/D or Ikkitsuukan = 41236A/B/C, D to cancel stance.
4/6Kote or Kote Gaeshi = Kote Gaeshi 421D/623De
Daisharin(Overdrive) = A+B+C+D
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi

Combo Theory

Popular staffed Launchers

  • 2Cm
  • 3Cm
  • 41236Am
  • 4Bm


Launcher (i.e 2Cm into 6D/3C)/ Air Hit > 214B > (236A/dash 6C(2)) > 236B

This is one of Litchi's most integral combo segments. It's very important to remember because of its usefulness. This works for her anywhere on the screen and allows her to convert off her staffed normals in practically any situation. The 'launcher' portion is just any of her common moves that put the opponent airborne, which also means that if you so happen to already have the opponent in the air, you can continue as usual. After performing 214B(B Ren Chan) you would typically follow up with either 236A if the opponent is low to the ground or with 6Ce if the combo starter wasn't too bad and you can dash up in time for it. In many cases, it's best to omit 236A/6C(2) if the opponent is relatively high or you've performed several attacks leading up to this point. Going straight to 236B is often the most stable course of action at this point. Moving forward we get to....


j.63214A > (optional A if proration/spacing allows) > B(Hatsu looking follow up off the staff) > land 6C(1) > 5/2[D] (hold D) > 6C(2) > j.236B > ]D[ (release D) j.236C > land staff 2(staff connects before it returns to you) > 6Ce(1) > 623D (DP ender)

This combo piece continues straight off the previous piece's last part (hatsu). You can special cancel Hatsu into Riichi which can then lead into Ippatsu's follow ups while on the staff. The A follow up is mostly optional and often times not capable of connecting, so it is almost always omitted unless spacing/proration is allowed for it (also being in the corner helps a lot). IppatsuB is your standard follow up afterwards, followed by a series of 6Cs while holding 5D. I typically recommend delaying your 6Cs to allow the opponent to fall a little lower to help allow the rest of the combo to connect smoothly. At the 6C(2) portion, you are to special cancel it into j.236B, followed by a delayed release of the staff into a slight delayed j.236C. If you delay properly, you often won't even need to manually release D yourself. But, its super important to get accustomed to manually releasing the staff as your release timing is often dependant on your screen position as being in proximity to the corner changes its return timing. Its important to include delays to make sure that your opponent isn't too high for the j.236C as that can be an issue. After landing from j.236C, all you have to do is move forward and hit 6C(1) and special cancel the first hit into 623D and thats it.

The nice thing about this combo is that it works anywhere if you adjust your timing on the staff release mainly. Practice this a lot as this is the basis for her more high damaging combo routes.


OD Combo Theory

Litchi's combo theory in Overdrive is extremely straight forward for her. Often times you'll want to use this to make Litchi's combos unburstable or to add on extra damage at the end of a full combo with the OD versions of her supers. Her combo routes are straight forward so long as you have a particular goal in mind.

Example routes:

  • Anything > OD > [6Ce(2) > 3D] x N

Super critical combo piece and the core of her OD combos. [6Ce(2) > 3D] x N is the meat and potatoes of her OD routes.


Standard combo enders post 3D commonly involve:

  • 6Ce(1) > DP
  • EA
  • OD Chinroutou


Anything > OD > (Haku) Hatsu Chun > 3D > [6Ce(2) > 3D] x N > ender

Very straight forward combo into mostly optimal damage involving OD typically off a confirm where Litchi is out of 6Ce(1)'s range. The number of repetitions of [6Ce(2) > 3D] possible depends on Litchi's health:
  • 1 rep is possible at 100% health.
  • 2 reps are possible at 62% health.
  • 3 reps are possible at 34% health.

The combo ender of choice depends on what to prioritise. 6Ce(1) > DP deals the least damage, but ends with a vertical staff set on top of the opponent. EA deals slightly more damage, but ends without a staff set. Chinroutou deals the most damage, but costs 50 Heat and ends with the opponent 3/4 of a screen away (unless done in the corner) and no staff set.


Anything > OD > (Haku) Hatsu Chun > 3D > 6Ae > 3D charged Kanchan into [6Ce(2) > 3D] x N OR DP ender OR Chinroutou OR EA

Side switch combo with various options depending on OD duration.


Far confirm (i.e max range 3Cm) > OD > OD Ryuuisou > into [6Ce(2) > 3D] x N/DP/Chinroutou/DP/

Typical 100% meter OD combo for relatively big damage quickly.

Combo List

Litchi Combo Dump by Doonpa

A list of CF2 Litchi Combos

The following combos range from basic to advanced in order to show off the different things Litchi can do.

Staffed

Midscreen

2A > 5B > 5C(1) > 3C

Damage: 1176
Requires: N/A
Example: https://twitter.com/ttg_gerosyabu/status/913315403933278209
Notes:
  • Basic midscreen combo

2A > 5B > 2C > 623D

Damage: 1559
Requires: N/A
Example:
Notes:
  • Basic midscreen combo into DP ender. Sets the staff on the opponent.


B+C > 623D

Damage:2012
Notes:
  • Extremely basic combo. Sets the staff on your opponent.


B+C > 214B > 236B > 63214A-AB > 6C(1) > [D] > microdash 6C > (]D[)

Damage: 2566
Requires: N/A
Notes:
  • Basic throw combo. Sets up staff launch for you to pressure afterwards. Back throw requires dash 5B to make 214B connect.

B+C > 214B > 236B > 63214A-AB > 6C(1) > [D] > microdash 6C(2) > 236B > ]D[ > Staff1 > 236C > (microdash) > Staff2 > 4Be > 623D

Damage: 3197
Requires: N/A
Notes:
  • Throw BnB. You should time the staff release so that 236C hits the opponent right after the staff. Back throw requires Dash 5B > in order to make 214B connect.

5B > 6B > 6C > 2D > 236A > 236B > 236C

Damage: 2661
Requires: N/A
Notes: Opponent Crouching
  • Basic crouch confirm. Gives good corner carry with rekka.


Corner

5Bm > 2Cm > 41236A > 623D

Damage: 2287
Requires: N/A
Video Example:
Notes:
  • Basic corner combo. 41236A is a staple of staff corner combos.

5Bm > 2Cm > 41236A > 6D > 6C > j.236B > j.236C

Damage: 2952
Requires: N/A
Video Example:
Notes:
  • Three Dragons ender with 2D staff set. If the 6C is difficult to land, you can substitute it with 236A for less damage.

5Bm > 2Cm > 41236A > 6D > 6C > j.236B > 63214A-B > j.236B > j.236C > 5B(e) > 6C(1) > [D] > 8j.B > ]D[ > C > Staff1 > 6C(1) > 623D

Damage: 4061
Requires: N/A
Video Example
Notes:
  • Spaces out DP ender with less risk of getting bursted into the corner.

5Bm > 5C > 3Cm > 214B > 236A > 236B > 63214A-B > 6C(1) > [D] > 6C > ]D[ > 236C > 44 > 41236A > 6D

Damage:4073
Requires: N/A
Video Example
Notes:
  • Corner BnB for 2D/Horizontal set. The 44 is a backdash

5Bm > 2Cm > 41236A > 6D > 6C > j.236B > 63214A-D > 44 > 236A > 236B > 236C > 5B(e) > 6C(1) > [D] > 6C]D[ > 4B(e) > 623D

Damage: 4263
Requires: N/A
Notes:
  • Corner BnB idea. The "44" notated is for dashing out of the corner and quickly going into 236A.

Staffless

Midscreen

B+C > 66 > 5B > jc > j.B > j.C > j.236B > j.236C

Damage: 2388
Requires: N/A
Notes:
  • Gets good corner carry, staff independent.

5B > 6B > 5C > 236A > 236B > 236C

Damage: 2080
Requires: N/A
Notes:
  • Basic combo without calling staff.

5B > 5C > 3C > D > (66) > 236B > j.236C

Damage: 1983
Requires: Close staff positioning, 2D/Horizontal set.
Notes:
  • An example of using staff positioning to go into staffed mode after a staffless confirm.


Corner

6A > D > 421C > 623D

Damage: 1903
Requires: Close staff positioning, 2D/Horizontal set
Notes:
  • An example of how you can combo off of 6A with horizontal staff set

6A > D > 5B > 5C > 3C > 623D

Damage: 2098
Requires: Close staff positioning, 5D/Vertical set
Notes:
  • 6A staff launch combo, but with Vertical Staff!

5B > 5C > 3C > 236A > 236B > 236C > 5B > 5C > jc > j.B > djc > j.B > j.236B > j.236C

Damage: 3041
Requires: N/A
Notes:
  • Staffless combo that doesn't bother with staff positioning. You can end on j.C instead to launch the staff.

B+C > d.236A > 236B > 236C > 5B > 5C > jc > j.B > djc > j.B > j.236B > j.236C

Damage: 2818
Requires: N/A
Notes:
  • A similar combo from a throw starter.

Video Examples

Litchi Combos by Geroshabu


Litchi Combos by Geroshabu Part 2


External References

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