User:The Lag Wizard/sandbox

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 Litchi Faye Ling

The Lag Wizard/Data

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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
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 =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi

Overview

Notable Starters

Midscreen Routes

Airborne opponent, (Staff) -> (214Bm) (Filler) 236Be 63214Ae~B ->Midscreen Middle A
Easy

The backbone of Litchi combos. While this is almost always immediately followed up with Midscreen Middle B, there are various situations where you will want to do a different route after this, or use Midscreen Middle B on its own. What filler you can do depends heavily on the starter and what route you are attempting to fit afterwards, as well as decisions like attempting to sideswap. Adding less filler will allow Litchi to pass through the opponent during 63214Ae, and steal back the corner after Left/Right mixup. Additionally, 214Bm can be skipped if Litchi is already near a placed staff.

  • Midscreen 5Bm starter: 5Bm 5Cm1 3Cm 214Bm 236Ae 236Be 63214Ae~B -> Midscreen Middle B - 3846

Most staffed combos will allow you to use 236Ae as filler, since 3Cm 214Bm or 2Cm 6Dm1 dl 214Bm both launch the opponent high enough to do this. This is not always the case, as mixed staffless and staffed routes will happen.

  • Corner, 5Be starter: Vertical ]D[, 5Be 5Ce 3Ce 214Bm 5Be 236Be 63214Ae~B -> Midscreen Middle B - 3269

The filler in this case is required, as otherwise the route doesn't have the height for 63214Ae~B to combo, but it doesn't only have to be 5Be. 5Be 6Ce2 will also work as filler off 5Be starter and does more damage, but doesn't work if the starter is ]D[.

What filler you can or want to do is highly variable based on the situation, so experiment!

Airborne opponent, Staffless, Vertical Set -> (dl/66) 6Ce1 5[D]e (dl/66) 6Ce2 (dl) j.236Be (dl) j.236Ce 4Be 623DmMidscreen Middle B
Easy

The other Litchi backbone route. This works both midscreen and corner, with the only change being that 4Be is replaced with 66 6Ce1 midscreen. The delays are listed as optional in the notation because how much and where you want to delay is based on the opponent's height. The objective is to get them as low to the ground as possible without dropping the combo. This is one of the easiest Litchi routes to learn, as the staff will automatically release when held long enough, which times the staff hits between j.236Be j.236Ce and j.236Ce 4Be.

See the 623Dm ender sections for oki.

  • Midscreen 5Bm starter: 5Bm 5Cm1 3Cm 214Bm 236Ae 236Be 63214Ae~B -> Midscreen Middle B - 3846

6B1 5D 2C 4D SOD 3C 5D 5C 6C 214DMidscreen Middle C
Easy

A very simple route that works with very poor hitstun. It's not a good route, but it can be done in situations where longer routes like corner middle C won't work. Leads to 214D oki, but you don't have any ability to control frame advantage with stein placements, so vs characters like Tager and Rachel you don't have enough time to perform 6[D] 6C, especially if the route was performed with bad hitstun.

Corner Routes

Setplay Specific Starters

External References

Litchi Combos by Geroshabu


Litchi Combos by Geroshabu Part 2

Navigation

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