Look at these big juicy Litchi's.
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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.
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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.



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