Lord Knight Posted May 1, 2009 Posted May 1, 2009 Look at these big juicy Litchi's. ----------------- MANTENBOU 5A - Generic 5A, only hits people standing, can only combo on CH. Most important uses are IB > 5A when someone is running lame strings and in her mixup, opening the low option (I'll explain some other time). 2A - Generic 2A, kind of cruddy range imo. Main thing to know about this move is that it only combos into 5B on crouchers or CH, pretty much discouraging you to use the move. 6A[m] - Overhead. Interesting move. There is 2 hitboxes on this move - one is her actually chopping down, and one is the mantenbou coming down. If for some reason you mess up the spacing and they are in between your staff and your hand, this move will completely whiff (bad). On Rachel you can 5B her when she's in OTG state but I haven't seen a super cool high damage Rachel only combo (yet). This move is one of 4 moves that have a Manten return state. Be aware that the farther the staff is when you this move, the longer the return time. On 5B[m] - Knee to the stomach. Loses to sliding moves like Noel's 3C. However this is one of her best pokes. Thanks to her lame 2A you have to learn to hitconfirm out of this move pretty well if you want to do well with her. The best way to space this move is so that her knee doesn't actually touch the other char's hitbox - let the mantenbou do the work for you. Also this is jump cancellable on block. On airCH, either 5C(1) tsubame or 6A Daisangen (more stable). 2B[m] - Fullsplit, mantenbou extends across the ground. This move goes under plenty of moves, like Jin TK ice swords, Noel 6A, etc etc. Her best low by far. You can combo into itsuuC raw but its pretty tough. Also you can chain this into 6A, use that for some variation. 6B[m] - Horizontal kick, mantenbou extends out from her foot. GREAT fear move, but loses to sliding attacks just like 5B does. On CH this leads into untechable wallbounce. If you space well this has limited use as an anti-air. Normally off CH go into dash 5B tsubame into whatever followup depending on where you are on the screen. You can kara throw with this move (according to the Japanese, I haven't tried it). Also, it is one of 4 moves that has a Manten return state, which I'll explain later. BE6B[m] - Spin ballerina, spin! 6B feint. This primarily is used to extend strings without having to jump. Also you can use this to bait anti 6B moves or tactics. Example for use - keeps 5B 6A honest by using 5B BE6B 2B (for a low), 5B BE6B throw, 5B BE6B 6A, 5B BE6B 2C (to stop them from jumping), etc etc, experiment and vary your followups. 5C[m] - Horizontal extension of the mantenbou, 2 hits, cancellable on either hit. This move is primary combo fodder. Once you go into it the only move you can chain into on block is 3C. The most important thing about this move is using it to control your combos, off a point blank 5B, if you are going into a 3C combo or itsuuC combo, you can let both hits hit. If you are spaced , let both hits hit if you think its right and are going into a 3C combo, if you are going to do an itsuuC combo, just do one hit and go right into it. In the corner just always do both hits. It's other use is to deal with moves with invulnerability. For example, you throw break Noel and she hits 5D. If you 5C, the first hit will miss but the 2nd hit will hit her. It's good at beating backdashes. Also just space with it sometimes, it has more range than 5B[m]. I don't know how many times that 5B[m] just barely misses where 5C[m] would have hit them in footsie games. 2C[m] - Her anti-air, but its not that good as far as anti-airs. It's nowhere near as abusable as Ragna's 6A or Noel's 6A as far as anti-airs go. Instead, it is an excellent anti jump tool. Just dashing and throwing it out is pretty solid. On random hit, combo into tsubame. You can normally go into itsuuA, but it requires proper height, and you have to know its going to hit. Tsubame you can just do on reaction. This move staggers into 5C[m], so it is good vs people who like to twitch. Her best kara throw, imo. 6C[m] - This move is just hrmmm. If you hit with it in the corner (or anywhere really) it leads to huge damage combos, but it's really hard to hit with. You can usually nab people by doing 6B[m] . . . 6C[m] in a blockstring. This move also (thankfully) has a Manten return state. It's true 3C[m] - Her sweep, hits low, pretty slow, but great range. It slides across the ground from her hands, pretty useful if you read a backdash. Pretty much combo fodder outside of backstep reads, but it has other situational uses, like beating moves that are weak vs lows/foot attribute. Has a Manten Return state. J.A - Good, fast air normal. Use when they are above you. J.B[m] - Ooooooh man this move is amazing, one of the staples of her game. Full split kick, with the mantenbou spinng in an oval around her legs, hits ABSURDLY beneath and above her legs. Great move to space with and get random hits. Jump around and hit this button a lot, please. Note, the best way to space this move is around her thighs/knees, that's where it looks like the Mantenbou is spinning. J.C[m] - Her air to air. This move is great if people are getting around your JB[m] spacing by just jumping at you and hitting fast close range moves, and this move will piss them off. On CH, like 6B[m], she gets untechable wallbounce. However it doesn't hit below her at all, so be careful. J.5D[m] - Shoots the mantenbou down at an awkward angle. Not much use to this move, not RC'able, but it does beat lame 6A anti air's all day. Launching the mantenbou with D after this move will make it fly low across the ground. J.2D[m] - Shoots the mantenbou straight down. If you somehow crossup with this move, it has a 2nd hit (her heel). When you launch the mantenbou with D after this move, it will make it fly up into the air, then loop back to you. 5D[m] - Places the staff on the ground. If you launch the mantenbou with D after this move, it will make it fly up into the air, then loop back to you. 2D[m] - Places the staff on the ground. Slower than 5D[m]. If you launch the mantenbou with D after this move, it will make it fly low across the ground. STAFFLESS As far as her staffless moves, they are really bad as far as a footsie game goes, but you usually use them post combo, when you are in point blank range. If you think of the flow of Litchi player, its Footsies[m] > hit into combo > reset/mixup > point blank staffless > hit/repeat. 6A - Same as 6A[m], however the only hitbox is the chop. 5B - Pretty much the same as 5B[m], but much much MUCH smaller range. Generally used in combos. 2B - Similar to 2B[m]. Less recovery since she doesn't have to bring back the mantenbou, still hits low. 6B - Not as good as her 6B[m], but whatever. More freedom in chaining. Still weak against slides. 5C - Litchi releases a big burst of ki. This move is actually pretty good, on ch they go into collapse animation. It beats sliding moves (awesome). You see this a lot in combos but if for some reason you are split from the staff, this is a good move to fish for a CH with. 2C - Still air unblockable, but even more of a anti-twitch move now that she doesn't have mantenbou. 6C - 2 hit move, first hit hits mid, second is overhead. Primarily used in combos more than anything else. 3C - Somehow sweeps you with her dress? Faster than 3C[m], but its normally used for combos. J.B - Far inferior to her JB[m] counterpart as far as it's "just hit this button" usefullness, but a good air-to-air. J.C - Good air attack, probably her best staffless. Best when the opponent is below you. On hit in manten return, follow up with Tsubame. 5D - Launches the staff. 2D - Launches the staff, has a slightly lower arc and is one frame slower. More noticeable in 5D placement. JD - Launches the staff. 6[6]D - Launches the staff after running. SPECIALS Tsubame Gaeshi - 623D[m] - Solid DP. Invincible on start up, comboable into good damage and great positioning, air unblockable - this move does so much. It's a get out of jail free card for sure. Best times to use it is after something the opponent usually considers safe - IB it and stomp them with this move. When this move places the mantenbou, it is put in it's low trajectory. Be aware of Tsubame countermeasures - people will be baiting this a lot. Note, this move can't be RC'd. Itsuu (Ikkitsuukan)- 426D~[m] - This move is interesting. It shifts Litchi into a guard stance. Although it doesn't start right away, once it gets going she will guard point any and all hits (she can do this move on reaction to Nu's laser across the screen super and guard point them all, for example). She has 3 followups - A, B and C. A is an anti-air, slams them down into the ground. B goes horizontal, not too good (should have been overhead imo). C is a low, your prime combo tool. A, B and C all have Manten return states - this is used in combos or if you space with it so you can't be punished. Daisangen (Haku Hatsu Chun) - 236A 236B 236C - Litchi's rekkas. These moves have so many interesting properties and weirdness to them, it's great. Haku is alow slide - this move is primarily used in combos. Hatsu is a leaping upward kick - but her dress flies out a bit too. This is an EXCELLENT air to air, beats a lot of moves clean (shame she can't use it with mantenbou). It's also not techable until they hit the ground. Chun is an overhead hop, beats low moves (obviously). You can use it like Ragna's Gauntlet Hades in the air but it's not as useful in that respect. Hatsu and Chun are both usable in the air. Shishin - 426D - This move is really really good. It follows standard mantenbou flying pattern, so depending on how it is placed it will act differently. This move is used in her high/low mixup post-combo. Also if you are doing a blockstring and end it with a move that has a Manten return state, you can cover yourself with this move - it will hit them even if you get hit. Kokushi Musou - 6246D - This move is shishin PLUS EDITION. Once you get a successful mixup, it will be unburstable. A funny gimmick I like to use is if the staff is placed and im being rushed down by my enemy, I'll burst, which makes them fly to the staff, then do this move. You can run over and try to sneak in a mixup. This move is also a VERY situational anti-air. Daisharin - 6246D[m] - Excellent move in that you have more chances to use it than Kokushi Musou, and that you can control where it goes. During the start up, you can hit XD (where X is a direction on the joystick). Once the background returns, it will follow that trajectory. Great for extending mantenbou pressure once in a while. Ryuuiisou - 6428C - Can be used in either mode. The fastest move in the game. On counter, this move leads to MASSIVE damage. Flame pillar, but it leans, so you can't abuse it out of a blockstring. Great vs twitchers. Input as 64123698C for EZMODO. Riichi: Tanki Machi/Hikkake/Okkake - 624A/B/C -. Each of these has a different effect. 624A makes her leap to the staff Also right before you reach the staff after 624A, you can airdash out (or w/e you want). 624B, Litchi will leap to the staff and fling it. Good after a staffless combo where you didn't have the meter to RC, because if you slide right into 50 after 624B you can go straight into Kokushi Musou. 624C is the real mystery move - She leaps towards the staff, then launches herself off it. Ippatsu: A/B/C - Followup to Riichi: Tanki Machi, where she has 3 attacks, A, B and C. A is the fastest, B isn't quite as fast, C is rather slow but reaches to the ground (on taller chars at least) and these moves combo into each other. 447 - Command Backdash, works in both modes. Secures your escape if you choose to backdash out. The main thing about this follow up is that you can airdash out of it. Kote Gaeshi- 623D/421D - Moves the position of the staff. This extends staffless pressure by reducing the recovery of moves. It's also being used in combo's now. ---------------------------------------------------------------------------------------- Gatlings [M] 5A - Gatling to every normal, chains into itself. 2A - Gatling to every normal besides 5A, chains into itself. 6A - Links to 2D. 5B - Gatling to 6B, BE6B, 2C, 5C, 3C and 6C. 6B - Gatling to 6C. 2B - Gatling to 6B, BE6B, and 6C. 2C - Gatling to 5C, 6C and 3C. 5C - Gatling to 3C. JA - Gatling into JB and JC, chains into itself. JB - Gatling into JA and JC. JC - Gatling into JA and JB. [E] 5A - Gatling into every normal, chains into itself. 2A - Gating into every normal besides 5A, chains into itself. 6A - Gatling to 6B, BE6B, 2B, 5C, 2C, 3C and 6C. 5B - Gatling to 6A, 2B, 6B, BE6B, 2C, 5C, 3C and 6C. 2B - Gatling to 2C, 3C and 6C. 6B - Gatling into 2B, 2C, 5C, 3C and 6C. 2C - Gatling into 3C and 6C. 5C - Gatling into 2C, 3C and 6C.
Lord Knight Posted May 1, 2009 Author Posted May 1, 2009 3C[m] Combos ---- MIDSCREEN {D} denotes the act of holding and releasing D. You hold D until Litchi recovers, then let go. 5B 5C(2) 3C {D} iad JC haku staff2 dash JBC land tsubame 6C~ This combo is pretty stable, works on pretty much everyone. Keep in mind that if your back is closer to the corner, after iad JC delay the haku a bit, give the staff some time to come back to you. 5B 5C(2) 3C {D} iad JC haku staff2 JBC land dash tsubame 6C~ Alternate version of the above. Use whatever you think is easier. 5B 5C(2) 3C tk{D} airdash JC haku staff2 dash JBC tsubame 6C~ Yet another version of this combo. Probably the easiest. 5B 5C(2) 3C {D} iad JC haku staff2 tsubame 6C~ Do this 1/4th screen away from the corner. You won't have time to do dash JBC so just do this. Spacing is kind of specifc, but just be aware that this works. 5B 5C(2) 3C tk{D} airdash JC haku staff2 tsubame 6C~ Alternate version of the above. 5B 5C(2) 3C {D} iad JC 2C 6C tsubame 6C~ Tager/Rachel combo. Works almost everywhere, usually doesn't work near the corner. 5B 5C(2) 3C tk{D} airdash JC 2C 6C tsubame 6C~ Alternate version of the above. 5B 5C(2) 3C tk chun 2C 6C tsubame 6C~ Works everywhere except in the corner. Against Bang, omit the 2C (to make it easier, it still works with 2C, you just have to dash). Difficult vs Noel, Carl, Nu and Jin, easiest on Bang, Tager, Rachel and Tao. NEAR CORNER 5B 5C(2) 3C {D} 6C staff2 6C tsubame 6C~ Easier than the next one, but there is still room for error. The toughest part of this combo is 6C spacing for sure - make sure you hit with Litchi's foot. If you hit with the thigh, DP will miss, if you hit with the toe, you got to dash extra for the next 6C, there is a possibility of the 2nd hit missing. This is impossible on Carl (probably) and really tough on Bang. Works midscreen on Arakune. 5B 5C(2) 3C {D} tk chun staff2 tk chun tsubame JC kote JC~ Use this one going into the corner. You can't be too far out or it'll go invalid on the 2nd rep. Make sure you started the first tk chun before you let go of D. CORNER 5B 5C(2) 3C {D} dash 6C tsubame 6C~ EZ mode combo, does no damage, step it up. 5B 5C(2) 3C {D} iad JC 6C tsubame 6C~ Standard, works on pretty much everyone. Impossible on Carl, hard on Bang. 5B 5C(2) 3C tk {D} airdash JC 6C tsubame 6C~ Alternate version of the above. 5B 5C(2) 3C {D} iad JC land staff2 jump JBC land tsubame 6c~ Carl combo. 5B 5C(2) 3C tk {D} airdash JC land staff2 jump JBC land tsubame 6C~ Alternate Carl combo. 5B 5C(2) 3C [D] ]D[ IAD JC 2C[m] tsubame JC kote JC~ Character specific. On some chars you can follow up with 5B 6C but I don't usually go for it. Works on Jin, Ragna, Taokaka, Hakumen, probably Rachel. 5B 5C(2) 3C [D] ]D[ IAD JC 5C tsubame JC kote JC land 5B 6C~ Tager version of the above. If you do 2C you cross up and it's weird. ---------------------------------------------------------------------------------------- 6C[m] Combos 6C[m] Situations - A. DP punish B. CH 5B[m] start C. Stagger strings MIDSCREEN 6C[m] chun 5B[m] tsubame dash 2C JBCD airdash JBC staff2 6C tsubame 6C~ Omit the 2nd JB depending on where you start the combo. CORNER 6C[m] JC kote(421) falling JC haku chun (char specific corner combo) BIG. DAMAGE.. 6C[m] JC kote(421) falling JC 2C 6C 2B 2C sjBC [D] ]D[ (release when they are on the ground) falling JC 6C tsubame 6C~ BIG. DAMAGE. (The first combo is probably better but this is pretty generic.) 6C[m] chun 5B[m] tsubame dash 2C JBC dj J{D} falling JC 6C tsubame 6C~ ---------------------------------------------------------------------------------------- 6A[m] Combos MIDSCREEN 6A[m] haku hatsu chun Low damage, but easiest combo. Does not end in knockdown. Works everywhere. 6A[m] haku chun hatsu Low damage, easy combo. With hatsu ender they tech closer to ground, but it's still not a knockdown. Works everywhere. 6A[m] 2D 5B JBC dash staff2 6C tsubame 6C~ Does not work near corner. Also, you must use 6A[m] point blank. 6A[m] 2D hatsu chun staff2 walk 6C tsubame 6C~ Doesn't work near the corner. Usually works if you do 5B[m] point blank into 6A[m]. 6A[m] 2A 5B itsuuA dash (2C 6C until 12 hits) 3C Tager only, works anywhere. 6A[m] 5B 2C itsuuA dash (2C 6C 6C until above 12 hits) 3C Rachel only. CORNER 6A[m] 2D 5B JBC land [optional 5C(1)] tsubame 6C~ Works on everyone. ----tbfinished later tonight----- ---------------------------------------------------------------------------------------- COUNTERHIT WALLBOUNCE COMBOS These are all possible off counterhit JC[m], 6B[m] and Ryuuiisou. Damage from combos starting with Ryuuiisou is the highest, while damage starting from 6B[m] is the lowest. Also, note that if you start with the tip of 6B[m], you have to dash 5B 2C to get the combo to work or else Tsubame will always miss/hit imporperly. MIDSCREEN Counterhit > dash 5B itsuuA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C Works on Ragna, Jin, Tager, Rachel, Arakune, Bang, Tao and Hakumen. Counterhit > dash 5B itsuuA 2A 5B JBCD airdash JC 6C Tsubame 6C 3C Works on Noel, Nu, Litchi. Counterhit > dash 5B Tsubame dash 2C JBC{D} airdash JC land Tsubame 6C 3C Carl. Counterhit > dash 5B Tsubame dash 2C JBC{D} airdash JBC land staff2 dash JBC land Tsubame 6C 3C Works on _______ Counterhit > dash 5B Tsubame dash JBC dash 5C JBCD airdash JC land 6C Tsubame 6C 3C Works on Ragna, Tager, Rachel, Bang, Tao and Hakumen. CORNER Counterhit > dash 5B itsuuA haku chun 5B JBC 4Kote falling JC 5D 6C Tsubame 6C 3C Works on everyone but Noel, Carl and Nu. Counterhit > dash 5B itsuuA haku chun 5B JBC dj J{D} falling JC 6C Tsubame 6C 3C Works on everyone but Carl. Counterhit > dash 5B itsuuA haku chun 5B JBC 4Kote falling JC 3C Carl. Counterhit > dash 5B itsuuA haku chun 5B 6C 5D 6C Tsubame 6C 3C Works on Arakune, Bang, Tao, Tager, Rachel.
Lord Knight Posted May 1, 2009 Author Posted May 1, 2009 ITSUU COMBOS 5B 5C(2) itsuuC jChun 2C JBCD airdash JC staff2 6C tsubame 6C~ Midscreen fullscreen combo. 5B 5C(2) itsuuC jChun 2C JBCD airdash JBC land Tsubame 6C 3C Must be going into the corner to get this to work. When done properly, staff2 will miss and they will be OTG when you do Tsubame. Corner Point Blank: 5B 5C(1) itsuuC haku chun 5B~ Mid distance: 5B 5C(1) itsuuC dash 6C 5C~ (doesn't work on Noel, v13, or Carl) Far: 5B 5C(1) itsuuC jchun 5B~ 5B 5C(2) itsuuC jchun 6C 5C~ (Tager, Arakune, Hakumen) Enders: JBC dj J{D} falling JC 6C tsubame 6C~ (everyone except Carl) JC D airdash JBC tsubame JC~ (Carl) JBC kote falling JC 5D 6C tsubame~ (everyone except Carl, v13, Noel) 6C D 6C tsubame 6C~ (Arakune, Taokaka, Bang) Examples: 5B 5C(1) ittsuuC haku chun 5B JBC kotte falling JC 5D 6C tsubame~ 5B 5C(2) ittsuuC jChun 5B JB dj JCD falling JC 6C tsubame 6C~ Use this simple format to get your corner combos together! OTHERS 5B 2C itsuuA haku chun 5B (ender) This will always do more damage than using itsuuC, usually doing around 4K. 5B 2C itsuuA tk chun dash 2C 6C 6C 2C 6C 6C 3C Rachel only, sideswaps. 5B 5C haku chun 5B JBCD JB dj JBC land Tsubame 6C 3C Used when the staff is in 5D placement. --------------------------------------------------------------------------------------- THROW COMBOS The General rule is that if you want to cover a small distance, use the forward throw, and if you want to cover a big distance, use the back throw. --- 6Throw(1 hit) ItsuuA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C - Ragna, Arakune*, Bang*, Hakumen* (* means you got to do 5C J8BCD airdash JC~) 6Throw(1 hit) ItsuuA 6B 5C JBCD airdash JC 6C Tsubame 6C 3C - Jin 6Throw(1 hit) ItsuuA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C - Noel, Litchi, Nu 6Throw(1 hit) ItsuuA 4Kote 2C JBCD airdash JC 6C Tsubame 6C 3C - Tager, Rachel (xx Tsubame 6C 6C 3C possible on Rachel) 6Throw(1 hit) ItsuuA 4Kote 5C JBCD airdash JC 6C Tsubame 6C 3C - Taokaka 6Throw ItsuuA 4Kote 2B 2C JCD airdash JC 6C Tsubame 6C 3C - Carl 4Throw ItsuuA dash 6C 5C JBCD airdash JC 6C Tsubame 6C 3C - Ragna, Arakune, Bang*, Hakumen 4Throw ItsuuA dash 6B 5C JBCD airdash JC 6C Tsbuabme 6C 3C - Jin 4Throw ItsuuA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C - Noel, Litchi, Nu 4Throw ItsuuA 4Kote 2C JBCD airdash JBC dash 6C Tsubame 6C 3C - Tager 4Throw ItsuuA 4Kote 2C JBCD airdash JC 6C Tsubame 6C (6C) 3C - Rachel 4Throw ItsuuA 4Kote 5C JBCD airdash JC dash 6C Tsubame 6C 3C - Taokaka 4Throw ItsuuA [D] ]D[ haku chun staff2 tk chun Tsubame 6C 3C - Carl --------------------------------------------------------------------------------------- RANDOM NOTES Use these for random situations, sometimes the only way to combo properly is to just improvise and freestyle it out. Doing this well is important to understanding Litchi. 2A > 5B[m] only works on CH 2A.CH 5C > 5C~ or CH 5C > haku chun~ Staff aerial ender: JBC dj JBC CH JB[m] land 5B > Tsubame JC during Manten return > Tsubame JC > dash 5C works until very late in the combo. If you get a CH wallbounce near corner, you have time to do 5B itsuuA > dash haku. 2C > 6C loop only works on Tager and Rachel. 5C will not hit Noel, Nu and Carl OTG. Replace with 2B (generally) or 2A 5B 5C hits Litchi OTG, but it won't combo into JB. Replace with 2B 2C, 2A 5B or 5C 2C The staff has problems hitting Jin, Noel and Nu OTG. For example during CH combos, you need to make sure they don't lay on the ground - you have to hit them during the bounce. On Jin, it's tough to follow up itsuuA with 6C. Use 6B 5C instead for more consistency. On Bang, it's difficult to hit the first 6C (as in 6C tsubame 6C). On Carl, it's not even possible.
Lord Knight Posted May 1, 2009 Author Posted May 1, 2009 UKEMI and MIXUPS Litchi shines in this regard. Now, most of your combos (if you confirm properly) will get them either in the corner or near the corner. The basic idea is pretty simple - when Litchi returns the mantenbou, she can punish tech rolling and not teching. If they tech in place, they'll be forced to block. Now, just doing 5D isn't very threatening, so if you do think they will tech in place, you can use the meterless option of using shishin, or use meter and do Kokushi Musou. Here are several combo enders that lead to the most favorable ukemi situations. ----------------------------------------------------------------------------------------- 6C tsubame 6C 3C The original one. 3C is untechable (really, they just can't tech as soon as they hit the ground). 6C tsubame JC kote (421) falling JC 3C Same as above, bit more damage. 6C tsubame JC kote (421) dj JD falling JC D will punish tech rolls/not teching, falling JC will combo automatically. Should they neutral tech, the JC will hit meaty. Haku Chun Hatsu Ending with Hatsu will have them tech closer to the ground, but still in the air. If the mantenbou is in return state you can still force them to block it with shishin/kokushi (assuming they airtehced). Haku Hatsu Chun A bit less favorable since they can tech higher in the air and escape.. --------------------------------------------------------------------------------------- 3C followups: Shishin right away If they neutral tech, you get high/low mixup (Haku or Chun, 6A or 2B, etc). Shishin delayed If they didn't tech, it will relaunch them. You can proceed to JC and start a fresh combo. If they tech roll you will hit them out of it. If they tech in place, once again you can just high/low. Delayed 2D Specifically used for no tech relaunch. This will reset the combo counter. Should they tech you can still high/low, and it will hit people out of tech rolls but not in a way that you can follow up. 6A Staffless 6A doesn't have the untechable property that 6A[m] has. If they don't tech 3C and you follow up with 6A, this could make them tech. Following that you can just use any of her standard options. ----------------------------------------------------------------------------------------- MANTEN RETURN STATE A special property of 6A[m], 6B[m], 3C[m] and 6C[m]. The time it takes for the staff to return to you. This is beneficial because it helps makes some strings safer and helps out in combos, but it can hurt if you don't completely understand it. For example wanting to Tsubame too soon after a 3C, all you'll get a 6Kote. Be aware that this also affects your gatlings. If you do 5B 2B and then staff completely returns when you input a 2C, you'll get 2C[m] (after which you would just Tsubame to keep up the combo). This kind of situation happens most often during Shishin mixup. ----------------------------------------------------------------------------------------- SECRET TECHNIQUES Kara throw Performed with 2C~B or 6C~B. When done properly, extends the range of her throw substantially.Glide Throw Performed with airdash j2D~B+C in [m], airdash jD~B+C without. When done properly, instead of airdashing forward, she'll fall to the ground quickly while going forward. Best used for baiting anti-airs/DP's and manuvering through projectiles.
Diveman Posted May 2, 2009 Posted May 2, 2009 very nice guide man. Just a little mistake, in the air you can use chun and hatsu, not haku. im sure it was just a typing mistake, keep with the good job. i´ve got a question BTW, some people do combos with 3C [M] and others use Itsuu C after 5C, which is better?
Lord Knight Posted May 2, 2009 Author Posted May 2, 2009 very nice guide man. Just a little mistake, in the air you can use chun and hatsu, not haku. im sure it was just a typing mistake, keep with the good job. i´ve got a question BTW, some people do combos with 3C [M] and others use Itsuu C after 5C, which is better? It depends where you are on the screen and whether you used one or two hits of it.
ril213 Posted May 2, 2009 Posted May 2, 2009 thanks for the outline LK, this will help when i start learning litchi.
Brent-quest Posted May 7, 2009 Posted May 7, 2009 Couple comments and considerations/ errors. JC - Consider this on par with JB[m]. I actually think this is better than JC[m] blasphemy. Max range j.C[m] is retarded good and spammable and j.C is definitely not as good as j.B[m]. j.C staffless is not that great as a poke or outside of combos. as far as "staff2" goes I think is kind of confusing since there is no staff1 being typed. I prefer to use the notation <D< for the returning staff hit. Just to set a precedence for further Litchi discussion. Also: Tsubame Gaeshi - 623D[m] - The best DP in the game. Invincible on start up, comboable into good damage and great positioning, air unblockable You said "air unblockable" when I think you meant "grounded." You also said 2C is air unblockable as that is definitely not the case. Both TG and 2C can be IB'ed or barriered. Most of the other stuff is good. I will post some more combos and the ones I translated from the players guide.
Lord Knight Posted May 7, 2009 Author Posted May 7, 2009 By air unblockable, I meant unblockable in the air unless you IB or Barrier, guess that wasn't clear. Staff2 is what the JP wiki and BBS use, so that's the habit I got into.
Brent-quest Posted May 7, 2009 Posted May 7, 2009 Understandable. Typically in GG terms "grounded" is used to denote a move that cannot be blocked normally in the air. You have to FD it or in BB instant block to be able to guard. I was aware that other moves simply cannot be blocked in the air making them true unblockables. I'm pretty sure Noel's 6C(2) has this property.
Shin Oni Posted May 10, 2009 Posted May 10, 2009 I didn't see this in the first post (or I read it wrong.) but 6b with the staff...you can toss it out during the move. Though unless i'm really slow at the moment and the return state is what this is.
kousaka Posted May 11, 2009 Posted May 11, 2009 During 6B with staff I think the staff is counted as set so you can hold it there with D. LK's definition is correct.
Sigma Posted May 11, 2009 Posted May 11, 2009 Not sure if this is common knowledge among Litchi players, but I just realized that you can kara cancel her j.2D while air dashing to make her land faster just like Carl. Basically just quickly cancel j.2D into throw after an IAD and you can go for a low hit very quickly. (IAD>j.[2D]~B+C)
Diveman Posted May 12, 2009 Posted May 12, 2009 on the new a-cho vids theres this yellow litchi who did something rather interesting against v-13, it was something like: withouth mantenbou 5b, 5C, haku, chun, hatsu, chun, haku, and then he did the command jump to the mantenbou. seems interesting I uploaded on my YT account: http://www.youtube.com/watch?v=SNdL5E0Bu7k at 0:24
Dakanya Posted May 12, 2009 Posted May 12, 2009 on the new a-cho vids theres this yellow litchi who did something rather interesting against v-13, it was something like: withouth mantenbou 5b, 5C, haku, chun, hatsu, chun, haku, and then he did the command jump to the mantenbou. seems interesting I uploaded on my YT account: http://www.youtube.com/watch?v=SNdL5E0Bu7k at 0:24 nothing new here and the lychee dropped 5C > itsuuC which would've resulted in a possible game winning situation...
Brent-quest Posted May 24, 2009 Posted May 24, 2009 FYI: Tsubame Gaeshi combo midscreen: 623D dash 2C j.BC [D] ]D[ air dash BC <D< 6C tsubame 6C. I find the very slight delay when you buffer the D is very important. Like lordknight says they need to hit the ground before you call the staff for the combo to work properly. Also in corner I find j.BC dj. D falling j.C is easier than j.B dj.C D falling j.C.
gwc123 Posted May 24, 2009 Posted May 24, 2009 what do u guys usually do after 6C tsubame 6C~ ? Just curious what are good options ^-^ i think ive seen manakan do the punchy stick as oki but well thats if u have heat :s
Diveman Posted May 24, 2009 Posted May 24, 2009 shishin is a good option when you dont have/want to spend meter.
Lord Knight Posted May 24, 2009 Author Posted May 24, 2009 FYI: Tsubame Gaeshi combo midscreen: 623D dash 2C j.BC [D] ]D[ air dash BC <D< 6C tsubame 6C. I find the very slight delay when you buffer the D is very important. Like lordknight says they need to hit the ground before you call the staff for the combo to work properly. Also in corner I find j.BC dj. D falling j.C is easier than j.B dj.C D falling j.C. That's only if you are 3/4ths away from the corner. If you are about midscreen, you omit the second jB. It would be 623D dash 2C jBC [D] ]D[ airdash C staff2 6C tsubame 6C. If you're closer to the corner (slightly more than 1/4th screen away, but less than midscreen) you do 623D dash 2C jC [D] ]D[ airdash jC staff2 C tsubame 6C. Also recently people have stopped using dash 2C and are using dash 6B instead. I haven't tried it but I can see the advantages to using it.
Brent-quest Posted May 24, 2009 Posted May 24, 2009 I find that combo works anywhere except pretty close to the corner.
Lord Knight Posted May 24, 2009 Author Posted May 24, 2009 If you're unsure about the stability of it, you can always just do something simpler.
Brent-quest Posted May 24, 2009 Posted May 24, 2009 The only real problems I have are when I'm kind of close to the corner but kind of confuse myself on which combo to do so I'll try the j.C > j.C one. What advantages does using 6B have? OH shit nevermind. Just watched the Ueka vids, you can do 6B 2C if they as a distance helper if they are too far away from the tsubame, fuckin awesome. Also I've been trying to work in itsuuA (instead of tsubame) as my throw combo of choice but have trouble doing it on the forward throw. I guess I just have to cancel the throw sooner... EDIT: also, any idea which characters the air throw> land 5C (2) itsuuA combo works on? I'm pretty sure I've seen it on the fatties (rachel tager) and arakune but I'm not 100% sure.
Lord Knight Posted May 24, 2009 Author Posted May 24, 2009 Fio doesn't even use 2C after 6B, just does it universally. When you do forward throw > itsuuA, you cancel into itsuuA on the very first hit of the forward throw, don't want to do it too late. Airthrow > land 5C(2) itsuuA is universal afaik, although I kind of prefer doing JC 5B.
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