User:SomeRandomDude/SRDsandbox: Difference between revisions

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* The release timing depends on the location of the staff, but the provided timing (release as you press the {{clr|2|B}} button of {{clr|2|j.236B}}e) should work when the combo is done midscreen (practice with back-to-corner for best results).
* The release timing depends on the location of the staff, but the provided timing (release as you press the {{clr|2|B}} button of {{clr|2|j.236B}}e) should work when the combo is done midscreen (practice with back-to-corner for best results).
* In the corner, the {{clr|5|D}} button can simply be held and the release will auto-time. Additionally, the final {{clr|3|6C}}e(1) can be replaced with {{clr|2|4B}}e.
* In the corner, the {{clr|5|D}} button can simply be held and the release will auto-time. Additionally, the final {{clr|3|6C}}e(1) can be replaced with {{clr|2|4B}}e.
** For an auto-timed release, staff must be fully in the corner before you recall it. It will not be auto-timed for a BnB that carries ''to'' the corner, but will be for one that ''begins'' in the corner
}}
}}



Revision as of 20:55, 17 November 2023

To Whoever Is Reading This

CURRENTLY WIP

READ THIS: Questions I would like answered by the greater Litchi community

  • Should I adjust all combos such that the stance for moves is notated once on the first move in a new stance, and the player is assumed to remain in that stance until next notated?
    • This is a personal habit in notation that I think may help the page look cleaner, but I don't want to force my personal habits onto a community-created page without asking the greater community. See below, which looks better?
    • 5Bm > 5Cm(1) > 3Cm > 214Bm, 236Ae
    • 5Bm > 5C(1) > 3C > 214B, 236Ae
  • Do special moves need a stance notated at all?
    • Litchi only has one input overlap across her entire moveset, 623D for Tsubame and Kote. However, Kote is fairly uncommon in combos (623De shows up once on this entire page), and we can simply use 4kote/6kote to avoid the issue altogether
  • If any of the above changes are added, I will include a note at the top of the page detailing it

TODO

  • Convert links to moves to MMCs
  • Make videos and add links
  • Double check damage numbers
  • Go through current combo list and make a new one in table format
  • Remember to adjust all internal links if/when transfer!
  • Remember to fix colors from Universal to BBCF! Throw the page in notepad and find/replace the below (two curly braces)
    • {clr|4 -> {clr|A
    • {clr|2 -> {clr|B
    • {clr|3 -> {clr|C
    • {clr|5 -> {clr|D

PAGE BEGINS BELOW

Combo Theory

Staffed (m)

While the staffed is equipped, Litchi's normals are large and disjointed. Her mid-hitting normals have strong damage and excellent proration, but her mix-up normals are slower or more committal. Lengthy total durations and lack of jump cancels on most moves leave her vulnerable to GCOD/ODR, though she can create RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. by mixing between staff set and frametrap gatlings (Set > GCOD > Frametrap > Mash > Set). She gains access to ItsuuBBCF Litchi 41236A.pngGuardMidStartup19~54Recovery40
(Total: 52~87 {54})
Advantage-2
, Ren ChanBBCF Litchi RenChan.pngGuardAllStartup14RecoveryTotal: 45Advantage-15, and Tsubame GaeshiBBCS Litchi TsubameGaeshi.pngGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21, the latter two being core combo tools used in nearly every route. Common starters from Staffed stance include:

  • 5ABBCS Litchi 5A.pngGuardAllStartup6Recovery9Advantage0/2ABBCS Litchi 2A.pngGuardAllStartup7Recovery9Advantage0 (5A is one of the best anti-air jabs in the game, and 2A is Litchi's primary mash normal)
  • 5BBBCS Litchi 5Bm.pngGuardMidStartup11Recovery22Advantage-6 (best poke and strong punish starter when 6CBBCS Litchi 6Cm.pngGuardMidStartup23Recovery27Advantage-5 is too slow)
  • 2CBBCS Litchi 2Cm.pngGuardMidStartup14Recovery28Advantage-14 (preferred frametrap from 5BBBCS Litchi 5Bm.pngGuardMidStartup11Recovery22Advantage-6 due to easier confirms on air hit)
  • j.2DBBCF Litchi j2D 2.pngGuardAll, LowStartup17Recovery8Advantage+7 (potent crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. tool that's plus on block, often done from 5BBBCS Litchi 5Bm.pngGuardMidStartup11Recovery22Advantage-6 > IAD)
  • 4DBBCS Litchi 4D.pngGuardHigh/AirStartup22Recovery8+8LAdvantage-6 (fastest overhead with foot and throw invlunerability. Leads to combos and has excellent corner carry)
  • Anti-air 214BBBCF Litchi RenChan.pngGuardAllStartup14RecoveryTotal: 45Advantage-15 or 41236ABBCF Litchi 41236A.pngGuardMidStartup19~54Recovery40
    (Total: 52~87 {54})
    Advantage-2

Staffless (e)

While the staff is set, Litchi's moves are short range, but faster, safer, and much better in pressure. Almost all of her mid-hitting normals are jump-cancellable, some are advancing, and her pressure becomes much stronger. Counterintuitively, it's when Litchi places the staff down that the opponent should be most scared of it, as its recall is an incredible, multi-purpose tool. It serves as a pressure and combo extender, combo starter, confirms her mixups and makes her safe on block, controls neutral, and overall is as important to fighting as or against Litchi as Litchi herself. She gains access to her "ThreeBBCS Litchi Haku.pngGuardLow/AirStartup11Recovery20Advantage-6 DragonsBBCS Litchi Hatsu.pngGuardAllStartup10Recovery23+15LAdvantage-25" rekkasBBCS Litchi Chun.pngGuardHigh/AirStartup26Recovery8+14LAdvantage-8, "riichiBBCS Litchi Reach.pngGuardStartupRecoveryTotal: 28~30 (42+15L)Advantage-" staffBBCS Litchi ReachToss.pngGuardAllStartup45RecoveryTotal: 64
(42+15L)
Advantage+4
jumpsBBCS Litchi ReachHop.pngGuardStartupRecovery59 (42+15L)Advantage-, "kanchanBBCS Litchi Kanchan.pngGuardAllStartup16~27
(37~48)
Recovery17Advantage-3 (+1)
" palm strike, "shinshinBBCS Litchi FourWindsVert.pngGuardAllStartup44RecoveryTotal: 38Advantage+14" staff attacks, and "koteBBCS Litchi Kote6.pngGuardStartupRecovery16Advantage- gaeshiBBCS Litchi Kote4.pngGuardStartupRecovery16Advantage-" staff hops.

While staffless, combo routing depends on the hit, your screen position, the staff's screen position, and the state of the staff. When Litchi lands a hit, the ideal combo will carry the opponent back to the staff, riichiBBCS Litchi Reach.pngGuardStartupRecoveryTotal: 28~30 (42+15L)Advantage-, and route into the BnB ender or a variant. However, many things can throw a wrench into this structure. Maybe the combo starter was bad or the staff is too far, already returning, or has the wrong set or launch direction. Due to variability, staffless combos do not have predefined routes and are more a collection of "sequences" that work with different situations. Common Staffless starters and sequences include:

STARTERS:

  • Staff LaunchBBCS Litchi Staff5D.pngGuardAllStartupRecoveryAdvantage- (typically vertical launch in neutral)
  • 5ABBCS Litchi 5A.pngGuardAllStartup6Recovery9Advantage0/2ABBCS Litchi 2A.pngGuardAllStartup7Recovery9Advantage0 (5A is one of the best anti-air jabs in the game, and 2A is Litchi's primary mash normal)
  • 6ABBCS Litchi 6A.pngGuardHighStartup22Recovery18Advantage-2, 2BBBCS Litchi 2B.pngGuardLowStartup12Recovery22Advantage-10, 3CBBCS Litchi 3C.pngGuardLowStartup15Recovery21Advantage-7, (high/low options during okizeme)
  • 236ABBCS Litchi Haku.pngGuardLow/AirStartup11Recovery20Advantage-6 (typically used to confirm mixups, but a strong low in its own right)
  • 421CBBCS Litchi Kanchan.pngGuardAllStartup16~27
    (37~48)
    Recovery17Advantage-3 (+1)
    (early body invuln and excellent counterpoke, leads to combos on counterhit. Do this on wakeup if you're a psychopath)
  • Throw (Litchi has above-average stagger in staffless mode, and can use staff launches and returns to create even more throw points!)

SEQUENCES:

  • ground hit 6CBBCS Litchi 6C.pngGuardMid, High/AirStartup11Recovery7+6LAdvantage+1 > OTG 5BBBCS Litchi 5B.pngGuardMidStartup8Recovery14Advantage0/2BBBCS Litchi 2B.pngGuardLowStartup12Recovery22Advantage-10/236ABBCS Litchi Haku.pngGuardLow/AirStartup11Recovery20Advantage-6
    • Used in many staffless combos, 6C causes a hard knockdown on ground hit, allowing you to pick up into the best route for the situation. OTG 5B is the standard, but does not work on Platinum, Izanami, Izayoi, Naoto, or Amane.
  • air hit 6CBBCS Litchi 6C.pngGuardMid, High/AirStartup11Recovery7+6LAdvantage+1(1) > 421[C]BBCP Litchi ChargedKanchan.pngGuardAllStartup16~27
    (37~48)
    Recovery17Advantage-3 (+1)
    • Sideswap route. High enough 421[C] hits even allow enough time to adjust staff position with 623De/421De before continuing with 236A.
  • 236ABBCS Litchi Haku.pngGuardLow/AirStartup11Recovery20Advantage-6 > Staff 2
    • Working with vertical staff launch turns 236A into a meterless combo launcher. Most common way to pick up okizeme into a combo.

For Beginners

Depending on your experience with fighting games, Litchi's BnB A staple combo that is simple yet effective. may be intimidating. It involves several special-to-special cancels and negative edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions., requires adjustment based on staff position, and drops can leave you in a scramble without access to your DP. However, it is absolutely critical that a Litchi player is comfortable with this combo, as many of her other combos are simply routes into either the same sequence or a slight variation. The below sections will break the BnB into pieces to go over some common problems.

BnB Combo Breakdown

BnB StarterAll roads lead to Ren Chan
Very Easy


(5A/2A) > 5Bm > 5Cm(1) > 3Cm > 214Bm
Litchi has many other starters, this route was chosen simply because it does the most damage. As long as the opponent is airborne, hitting 214B will allow you to route into the BnB.

  • Skip 5C(2) because it can cause drops except at very close range.


BnB MiddleDoes two quarter-circles into one half-circle make a 360?
Easy


(BnB Starter) > 236Ae~236Be~63214Ae~B
The first half of Litchi's excellent corner carry, jumping to the staff you just tossed away covers around half a screen on its own. This sequence is also the first common pain point for learning the BnB. The two most common problems are opponents teching out before 63214Ae~B and accidental sideswaps.

  • Adding a slight delay between the rekkas - 236Ae~dl.236Be - may help with either problem.
    • Early techouts can happen if Litchi has not covered enough ground before jumping to the staff, causing 63214Ae to take too long. Delaying 236Be allows Litchi slightly more time to slide forward with 236Ae.
    • Accidental sideswaps happen when the opponent hasn't passed over the staff before Litchi jumps to it. Delaying 236Be allows slightly more time for the opponent to float towards staff.
  • Early techouts can also be caused by slow inputs. An easy optimization is using the second 6 for two different inputs: 23[6]Be~]6[3214Ae...
  • Accidental sideswaps happen more often if 63214Ae~B is mashed. Try to relax and time the input. 236Be has a LOT of untech time, there's no need to rush.


BnB EnderLearn it, know it, love it.
Easy-Medium


(BnB Starter) > (BnB Middle) > 6Ce(1) > [D] > 6Ce > j.236Be+]D[~j.236Ce > Staff 1 > (j.236C hits) > Staff 2 > 6Ce(1) > 623Dm
This sequence is the most important part of Litchi's BnB, but it's actually somewhat hard to convey using combo notation. Luckilly, the concept is simple to explain - the staff release is timed such that the first hit fills the gap between j.236B~j.236C, while the second hit allows Litchi to land and recover before continuing with 6Ce(1).

  • Difficulty Easy-Medium depending on comfort with negative edge.
  • Microdashes may be needed on any of the 6Ces for consistency.
  • If the opponent is too high, they'll fall out of the combo. 6Ce(2) knocks them to the ground, so delaying j.236B will correct the height. Delay too long, however, and the opponent will be able to Emergency Tech as soon as they hit the ground!
  • The release timing depends on the location of the staff, but the provided timing (release as you press the B button of j.236Be) should work when the combo is done midscreen (practice with back-to-corner for best results).
  • In the corner, the D button can simply be held and the release will auto-time. Additionally, the final 6Ce(1) can be replaced with 4Be.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Important Note

All combos are notated as they are shown (or will be shown) in the videos. Depending on staff location, release timings will change.

BnB Combo

The BnBPutting it all together
Medium


(5A/2A) > 5Bm > 5Cm(1) > 3Cm > 214Bm, 236Ae~236Be~63214Ae~B, 6Ce(1) > [D] > 6Ce > j.236Be+]D[~j.236Ce > Staff 1 > (j.236C hits) > Staff 2 > 6Ce(1) > 623Dm
When you can do this combo, you can do 95% of Litchi's combos. Most are simply variations on this core structure. Any hit that can be routed into 214Bm can be routed into this combo, though 236Ae is often replaced with 6Ce or excluded entirely.

  • Works midscreen or in the corner. See above section for a breakdown on each part!

BnB Variations

BnB Combo VariationsA few tweaks on the classic
Medium


Midscreen alternative starter: 5Bm > 2Cm > 6Dm(1) > dl.214Bm > ...

Midscreen 2D set ender: ... > air hit 6Ce(1) > [D] > 6Ce(1) > 236Ce+]D[ > Staff 1 > 6Ce(1) > 623Dm

Corner BnB: (5A/2A) > 5Bm > 2Cm > 41236Am, 214Bm, 6Ce > 236Be~63214Ae~D, dash under 6Ce(1) > [D] > 6Ce > j.236Ce+]D[ > Staff 1 > (j.236C hits) > 5Be > Staff 2 > 4Be > 623Dm

Corner 2D set ender: ... > air hit 6Ce(1) > [D] > 6Ce+]D[ > Staff 1 > 4Be > 623Dm
Midscreen alternative starter: Better in more ambiguous situations - when you aren't sure if you hit air or ground or on far hits where the standard route would push them too far for 214Bm to connect. 2Cm's lackluster P2 hurts the damage, but it still breaks 3.2k, has excellent corner carry, and grants a 623Dm knockdown.

Midscreen 2D set ender: The staff should fly underneath the opponent without hitting and relaunch the opponent as it returns. This ensures you'll have staff back in time to DP.

Corner BnB: In the corner, 41236Am will wallbounce, and can add an appreciable amount of damage early in a combo. It becomes easier to land an early 6Ce for the bonus proration, and 63214Ae~D can be used as an extender instead.

  • The ender to this combo is the standard for nearly all corner combos, and equally important to learn. It requires a manually timed release and is shorter than the midscreen version to compensate for the additional hits at the beginning.
  • If the opponent has Burst, using 63214Ae~D may result in you being burst into the corner. To avoid this, simply use 63214Ae~B and ignore the "dash under."

Corner 2D set ender: Juggle the opponent as high as possible to prevent an early hit, and release staff between the hits of the 6Ce. 6C(2) should kick them down and into the staff, which pops them back up into the final hits.

Throw Combo

Throw ComboWorks for both throws!
Medium


Throw > 665Bm > 214Bm > ...
Thanks to her 0-on-block 2A, staffed counterhits ranging from painful to devastating, and the power of staff launch, Litchi has access to above-average stagger pressure in both modes. Leverage this to land a throw and reap the same corner carry while still netting nearly 3k.

  • Both players are invincible during a throw animation, so staff won't knock you out of your throw
  • Just before or after a staff hit is an excellent throw reset point. Before the hit, your opponent will be expecting to block the staff, while after the hit the staff only has 12 frames of blockstun, just 1 frame more than a jab. These reset points also ensure that you'll have staff back in order to do this combo!
    • Once your opponent is aware of this, you've created two points where you can threaten frametraps to catch their jump or mash. Make sure they never know what to expect!

IAD j.2D

IAD j.2DJust don't overshoot
Easy


Midscreen: j.2Dm, 5Be > 3Ce > D > Staff 1 > 421C, Staff 2 > dash 5Be/6Ce(1) > 214Bm, (6Ce) > 236B~63214A~B, (ender)
j.2D isn't the fastest mixup, but it does have quite a few things going for it. It's one of many options Litchi can choose from her incredible 5Bm, it's a jumping attack with a second low hit, and (as long as the second hit connects) it's +7 on block.

While you may think that a dedicated crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. is pretty useless in the corner, Litchi can use the vacuum effect from vertical launch Staff 2 to pull the opponent slightly out of the corner. This allows for setups using jump-cancellable normals to IAD as Staff 2 hits, pick up the staff, and corner-steal crossup with j.2D.

  • Possible to double sideswap with a deep dash (so 214B sets as far away as possible) and a quick 63214A. Including the optional 6C makes a double swap harder.

4D Combos

4D CombosA sliding knockdown to make DBFZ proud
Medium


To Corner: 4Dm, dash 3Ce > 421C, dash 6Ce(1) > 236C~(dl)236B~236A, 5Be > 6Ce(1) > [D] > 6C > j.236B~j.236C+]D[ > 4Be > 623Dm

Corner: 4Dm, 623De, 236A~236C~(dl)236B~63214A~D, (ender)
To Corner: This combo looks bizarre, but it is --- to the author's shame --- the most damage I can find from a universal midscreen-to-corner 4D route.

Corner: The lengthy knockdown allows enough time to move staff fully into the corner with 6koteBBCS Litchi Kote6.pngGuardStartupRecovery16Advantage- and still pick up with a full Three Dragons series.

  • In both combos, delay 236B so you use the grounded version and avoid SMP with the air version later.
  • Purely midscreen 4Dcombos do exist, however, they often require difficult pickups (3C > 236B~j.236C~236A, 665B) or aren't universal (OTG 5B). Due to the already lengthy corner carry on Litchi's standard combos, as well as from the 4D hit itself, it's not a priority to learn those combos.

Random Staff Hit Conversion

Basic Random Staff Hit Conversion
Very Easy


air hit 5De/ground hit 2De > j.Be > djc > j.B > j.Ce > j.236Be~j.236Ce
Throwing big hitboxes around in neutral is going to get you some stray hits, but those hits don't mean much until you show your opponent you can convert them into damage. When that happens, Litchi's command over neutral skyrockets as oppoenents will need to watch their every step, draining their focus even when you're not directly pressuring them.

It's important to remember that while the combo may be easy, the situational awareness to recognize and convert staff hits into the best routes is the most difficult part of Litchi. This route is rarely optimal, but it is simple, and the damage isn't bad for randomly clipping an opponent trying to move around. When you need to convert on the fly in the heat of a match, this is a perfect combo to have on autopilot. At the very least, it will give enough of a knockdown to set up and play neutral all over again.

  • If staff returns during the j.Be staircase, gatling j.Be/m > j.Dm for a knockdown.
  • If a vertical staff launch hits after j.236Ce, it can ruin your knockdown. Add delay into 236Be~j.236Ce to ensure staff hits before or between rekkas or simply spike the opponent into the staff with j.Ce > j.236Ce > Staff 2 > (j.236Ce hits)

Emergency Staffless Combo

Emergency Staffless ComboFor when you just need to do SOMETHING
Very Easy


anything > 236Ae~236Be~j.236Ce
Much like the combo above, this combo is listed simply because it will always work. Staffless mode combos have a lot of variability, and sometimes, everything will go wrong. Staff is on the other end of the stage, the launch direction is wrong, you forgot what set it's in, and now you need to convert this hit? In cases like this, simply routing into rekkas and calling staff back to you afterwards might not be the combo you want, but it might be the combo you need to get it together and start running your gameplan again.

  • If you can corner your opponent, you can use continue from the given route with j.236Ce, 5Be > ... or use 421C in place of the rekkas.
  • 236Be~236Ce~236Ae gives a better knockdown or even a pickup with 665Be, but often requires manual delays in the rekkas and is overall much more finicky

Overdrive BnB

Overdrive 6C > 3D loopSpecial moves are overrated
Medium


(OD) anything > 236Be~j.236Ce+3D > [6Ce > 3D]xN > 66Ae > (OD ends) > 623Dm
In Overdrive, Litchi's combo structure becomes very simplified. Thanks to its bonus proration and excellent P2, you'll be looping 6Ce as long as you can, linking each together with 3D staff thrusts. When your OD timer is about to end, use 6Ae for a hard knockdown before a standard 623D ender with your auto-equipped staff.

  • Alternatively, end in a 632146C super.
  • 236Be~j.236Ce+3D is the standard for setting up the right juggle height, but any method to land an airborne 6Ce hit will work.
  • In the loop, input 3D between the two hits of 6C to account for the delay before the staff thrust.
    • The staff briefly hovers in place after thrusting, before returning behind Litchi's back. It should return before every thrust. If the staff is stabbing along the ground, you're inputting 3D too early.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Midscreen Counterhit

Midscreen CH ConfirmNOW you've messed up!
Medium


CH 5B > 6Cm > 2D > D, dash 6Ce(1) > 421[C]e, dash 5Bm > 214Bm, 236Be~63214Ae~B > (ender)
This combo can be tricky, but it deals great damage. The route sideswaps twice - once with 421[C]e and again by jumping behind with 63214Ae) and carries about half as far as the BnB. The 6Ce(1) before the ender MUST be microdashed in order to carry the opponent far enough for staff to return in time. Hitstun decay at the end of this combo gets quite high.

  • If you feel confident, you can go into the j.BCB route for lengthy corner carry in addition to high damage.
  • This combo can also be done as a crouch confirm from 6Bm. However, most of the cast low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.s the extended staff while crouching, limiting its range to only Litchi's kick (which can hit crouchers) and making this confirm a rare sight.

Corner Counterhit

Corner CH ConfirmA license to kill
Medium


CH 5B/6Cm > 6Cm > 2D > 66Ce, 236Ae~236Ce~j.236Be~63214Ae~B, (Corner 2D set ender)
In the corner, it's possible to do a full Three Dragons sequence without moving way too far past the staff. This allows for excellent damage combined with a good starter, 6Cm's sheer damage, an early 6Ce's bonus proration, and keeping staff close by for a full ender sequence.

  • 2Ce > 6Ce can replace the dash after 2D to make the combo easier for a small damage loss.
  • Breaks 5k damage with a FC 6Cm starter or a super ender (623Dm, 6Ce(1) > v.632146De)

Corner Resource Dump

Corner Resource DumpAll or nothing
Easy


... > 623Dm > 6Ce(1) > v.632146De, IAD back whiff j.Ce > OD > 6428C, 66 EA
A double super sequence that can be tacked on to any combo ending in the corner and deals a crushing 2215 minimum damage. It requires full resources, but Litchi doesn't use much meter outside of Counter Assault and kill confirms, and this is easily her best kill confirm. An excellent way to close out a game.

  • Whiffing j.Ce helps to ensure that you're grounded before activating OD while the camera is aimed high from v.632146De. It's important to make sure you're grounded because 6428C cannot be done in the air.

j.BCB route

j.BCBConvert 2D set into a full BnB!
Hard


(2D set prepared) anything > D > 669j.Be > j.Ce > dl.j.Bm > 214B...
In the counterhit confirm combo, the conversion from 2D set used a double sideswap that resulted in dancing around the same screen position. The j.BCB route gives massive corner carry by moving forwards while comboing from 2D set, then converting into all of the corner carry from the standard BnB!

After launching the opponent with 2D staff launch, jump up to them and pick up with j.Be > j.Ce to spike them to the ground as the staff flies back to you. After it returns, catch the opponent just before they touch the ground with j.Bm. Timed properly, you'll be able to land with enough hitstun to link 214Bm into the BnB.

Double Riichi

Double RiichiUp and down and up and down...
Medium


(Corner BnB up to 63214Ae~D) > dash under 236Be~63214Ae~B > ender
A variation of the corner BnB combo that replaces dash under 6Ce(1) with 236Be. This allows for a few more hits to eke out slightly more damage. However, since 63214Ae~D brings the opponent close to the ground, dropping the combo and whiffing 236B can be more dangerous than the optimization is worth. Go for it when you're feeling confident!

  • Takes much longer than the standard corner BnB, requires a good starter
  • Dash under 236Be can be input as 663214B. Due to the sideswap, 214 will have turned into 236.
  • Does not work with j.236Be~j.236Ce+]D[ ender.

Okizeme

Setups

Standard Okizeme

How To Run Basic OkizemeThe definition of "Old Reliable"
Medium


MIDSCREEN: 623Dm > 66[D] > Barrier+]D[

CORNER: 623Dm > 44 > [D] > Barrier+dl.]D[
Why do your own meaties when the staff can do it for you? This is the safest oki Litchi can run, and it works anywhere on screen. Easily transitions into stagger pressure anywhere. Despite being the simplest, you could easily play a whole set on Litchi doing nothing but this oki.

  • Delay on corner oki is very short
    • It's possible to fit a microdash in, but the timing is rather strict
  • Don't hold barrier too long! You're only doing it to prevent run skid and block DPs. Drop it shortly after you release staff and quickly move in to keep your pressure gapless!
  • Loses to forwards roll, see next section for roll catch
  • Loses to some character-specific options, such as Nine's teleport dash.

5D Set Options

5D Set OkizemeThis is a blender, and the staff is the blade
Medium


MIDSCREEN: 623Dm > 66[D] > ...

CORNER: 623Dm > 44 > [D] > ...
From these setups, Litchi forces the opponent to wake up into a delayed recall, giving her tons of freedom in what she can do next. It's important to note that mostSee the corner 421[C]e mix-up below! of Litchi's mix-ups are reactable, but she's capable of presenting so many different options that she can destroy an opponent's mental stack. Key options include:

  • Basic Okizeme
    • Mentioned above. Just reiterating it here - don't forget about it!
  • Forwards roll catch 2Ae/5Be:
    • MIDSCREEN: Requires you to stop short and thus loses to back rolls, but they still have to deal with the flying staff.
    • CORNER: Cancel staff launch into the button. If it fails, you can still release staff after to force the opponent to sit still.
  • Meaty 2Ae/5Be
    • Excellent against characters with slow DPs vulnerable to hitstop OS. Goes straight into your best pressure buttons. Stagger pressure is the most common choice midscreen -- though setups can be developed, it's much harder to cover multiple tech options. Also, well-structured stagger can cause a surprising amount of corner carry on block to pair with Litchi's carry on hit. Stagger remains effective in the corner, where access many other mixups can strengthen it further.
  • Corner 421[C]e+]D[
    • The big one. This is a truly unreactable mix-up; the difference can be down to a single frame! By releasing the staff just before or just after Litchi passes through the opponent, they'll need to block the staff either same-side or crossup. If it works, Litchi can combo them back into the corner and loop. If it fails, she'll corner herself and be left at +1, or -2 if the opponent instant blocks 421[C]e. Beware of projectile-attribute DPs, such as Susano'o'sBBCF Susanoo 623C.pngGuardMidStartup12RecoveryTotal 70Advantage-28 or your ownBBCS Litchi TsubameGaeshi.pngGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21, which will beat 421[C]e's body invincibility.

Corner 2D setup

Corner Shinshin/h.Kokushi SetupMix at the cost of damage
Easy


(5A/2A) > 5Bm > 2Cm > 6Dm, 6Ce > j.236B~63214A~D, 6C > h.41236De/h.632146De
When 6C is done immediately after 63214A~D, Litchi's slight forward movement will cause 6Ce(2) to knock the opponent behind her, back into the corner. Generally not worth sacrificing the damage and multiple hits of a 623Dm ender and 5D set. Most of the times this ender is used, it's setting up a h.632146De stickman on low health opponents or those that you really, really don't want to escape.

Confirms

5D Corner Overhead

Overhead Mix-upOn the dome
Medium


(Corner 5D Setup) > (blocked 662Ae/5Be) > 6Ae, dl.]D[ > Staff 1 > 5Be > 236Ae > Staff 2 > 5Bm > 214Bm, > ...

  • Requires dash momentum or 5Be will whiff due to pushback
  • Be sure to time the final hits as 5Be > Staff 2 > 4Be. If the staff hits after 4B, they will tech out.
    • A simple fix is to skip 5Be and only do 4Be > Staff 2 > 623Dm for negligible damage loss
  • 6Ce can be added following 214Bm for ~300 more damage, but requires additional delays.
  • Does not work with j.236Be~j.236Ce+]D[ ender.

5D Corner Low

Low Mix-upWatch your toes
Medium


(Corner 5D Setup) > (blocked 2Ae/5Be) > 3Ce, slight dl.]D[ > Staff 1 > dl.236Ae > Staff 2 > 5Bm > 214Bm, > ...

  • Can route into 4Be/m > 41236Am before 214B. Which version of 4B depends on a slight delay before the input. Either 4Be or 4Bm will work, but 4Bm is noticibly easier to stabilize.
  • Can add 6Ce following 214Bm. Can be done with the previous modification as well, with both dealing more damage at the cost of making the combo tighter. Only adding 6Ce will deal 3325 damage.
  • Does not work with j.236Be~j.236Ce+]D[ ender.