|| Litchi || Thread of Mantenbou and Double D's

Ahh, thanks a bunch
:wgrin:

so you mean 2C > 5B > j.C ???

Im still having trouble trying to rush down with her …ugh

The video is great, very current with everything.

Riichi combo is good but not practical.

Yeah, definitely not practical as it is pretty tough to land, but doesn’t mean it’s not damn sexy/fun to try and showoff once in a while. :lol:

I was playing sum doods on another forum and they took a video of me!

[media=youtube]4kXXtikmuDY[/media]

be nice tho… I did terrible :sweat:

lots of missed execution parts and overall sloppy gameplay imo.

I need to stop getting lucky and start getting better lol.

definitely not bad, just like you said, somewhat sloppy combo execution. speaking on that, I think i said something about it on the first page, but I still cannot get 6C to come out at the end of 9, B, C, D, 66, 6C combos. The staff comes back too fast and a do a Mantenbou 6C. I’ve tried delaying the dash, dashing immidietly, ect, but the 6C seems to come out randomly. : /

do you mean 9 B C D 66 C land 6C?? (u forgot a C)

try doing it between full~3/4 screen and it should give your staff enough room to travel allowing you to hit the 6C staffless upon landing… any closer you can go directly into dp+D once u land, but always use screen positioning as your judgement.

today I played in another room with ppl on neogaf, it’s fun!! but tomorrow I dont think I can make the time for a session so I’ma jus hit up practice mode when I got free time… I needa learn how to properly combo off tsubame!

I have some question regarding her oki game, (since i won’t get this game till the weekend or so and i want to be prepered for first session without practice mode[i won’t be the first to get it]…)
ANYHOW,
I know she has great oki game, and every combo should be an attempt to drive them to the corner to unleash that fearsome game, but what is it that game?

i mean i can see the obvious stuff, u do that whirlwind thingy with the staff, and mix up high low or something, but due the fact that there are more wakeup options, i can’t figure out from the vids which option beat which, and why it’s looks like one long hell of a combo, which reset its counter from time to time :stuck_out_tongue:

so i actually would like too see a list of your oki option based on what you predict the opponents will do, and if you did it right, what sort of combo will ideal to reset the situation.

something like:
you predict he will: roll, you do 236 D (random move, i don’t even know her move list, oh the shame),
if hit, you do that awesome combo: ABC 3C [D] Release 623D jA jB jC (made that up on the spot, don’t even try it…).
and of course, how much you screwed if you guessed wrong :xeye:

Think of the as a chance to summer your knowalge so far :blush:

:china:

Someone can correct me if I’m wrong, but a lot of the combos into the corner end with 6C, 3C.

I’m under the impression, from what I’ve seen when I play, that 3C pops them up so they tech in the air. This means they can not roll out of the corner.

So they either tech and get caught up in the mixup, or shinshin (the whirlwind staff move) connects and starts a new combo… but atleast for me, it tends to knock them out of the corner and into the air.

There is probably something you do if it pushes them out and up, but I don’t know it yet.

If you leave them on the ground without that 3C, then you have to guess how they’re going to tech. Using that 3C limits their choices and forces them into a situation where you have more control.

I could be wrong, though. But that’s how it seems.

Hey, I used to have the same problem. Don’t be afraid to dash in with 2A 5B in a chain. On counter hit, that combos even with the Mantenbou. But the thing is you don’t always have to do that close, you already have dash up 5B in your tool set.

Remember her jB is great, the hit box in front and behind it are real crazy. Use it to your advantage when you jump around/double jump around them and they slip up and press something. Also, you can chain a jB into jC if you hit them really, really high. Or you can do IAD B jC (note that jC does not mean double jump, just in the air).

If they block all your stuff, just go into her throw combos. They’re devastating if you land them.

Lastly, sometimes you can set a horizontal Mantenbou and run up with ]m[ (mantenbou-less) mix ups while you have them pinned with the Mantenbou. But, don’t use this often at all against faster pixies…they can just run up and start a combo on you.

Everything else is just zoning, her counter hit wall bounces land a lot of hits as well.

Hey you did alright. If you got what you wanted, you would have been sittin good. I think I spent too much time in training mode, but it’s for the better…especially with a character like Litchi. I think that’s all you need to do though, just practice the range specific combos and familiarize yourself more and you’ll be set.

edit: I have a few matches if anyone wants to go over what I should work on more

[media=youtube]fXcrhlsA1KQ[/media]

[media=youtube]f4iqjrSAzPA[/media]

I missed a few combos on Ragna and that’s all it took for me to lose. Oh well though, I’ll definitely work on staying clutch when I need to lol.

I swear I can’t rush down with Litchi unless I already activated Thirteen Orphans or Four Gods Wrath :rofl: back to training mode, and sambao you did pretty well in that vid :tup:

All these combos are all well and good, but what do you do when you’re getting pressured in the corner with certain chars? Like Noel drive spammers, BnB Ragnas, etc. I can do alot of these combos once I get a chance, but getting a setup on these chars are hard sometimes unless they jump in unsafely so I can 4 dragons.

What I’m mostly asking is, whats the best thing to do when being pressured in the corner or good situations to use normals to keep your opponent from eating your health alive?

Malfury, although Lord Knight, MagMan and others might disagree with/have more input than me, the best thing for Litchi to do when pressured is DP. The ideal time to DP with Litchi is immediately following an IB, but IB isn’t always easy to pull off, at least for me.

The only other thing I can personally add is to block, be patient, and try your best to look for an opening.

I’m having similar problems as well… I don’t do well under corner pressure (like in his examples, Noels, Ragnas and, for me personally, Jin)…

Hmm… Maybe I should use IB a bit more… =.= I hear that Tsubame is decent following that up…

Otherwise, I’m really enjoying using Litchi… I have no real problems landing her B’n’B combos (though my execution still kinda sucks), and I love messing with opponents with Tsubame or j.5D into Shishin/Kokushi Musou… I’m even starting to use Ryuuiisou as a nice surprise… :slight_smile:

My only problem is the ever-so-slight lag for me online (being from UK and all, battling mostly American and Japanese players)… Makes me miss my air combos and messes up my execution (further)… =_= It’s a shame, because I know the netcode is better than SFIV’s…

O-O~

EDIT: Dang, Tiggy beat me to it… XD

Yes, I do this when I get the chance, given that I have the Mentabou, but if I mess up (Cause I mainly play online), I’m boned. I have to like, royal guard (pushback with shield and step foward, etc) to hopefully get out cleanly, but this is insane against Noel spammers. Anyone else notice that all you see online is just about only Jin, Noel, and Ragna users?

So, when you’re being pressured, what are some good things to take the pressure off? Are there any tricks you can try? I know for Ragna, I wait for a laggy move and either grab or risk a 5C. Noel, I have to wait for her drive to slow down before I think about anything, and Jin I can just 5b after his ice car. Btw, its funny hijacking Jin’s ride with mentabou rofl

I agree with you completely on this. Her tsubame is so safe and is such a huge threat that it should be respected…if not, put that fear in them.

As Tiggy said, being patient is probably the best. I myself am not patient enough, but that’s because of my lack of experience. Some seemingly loose strings in reality are like frame traps for jumps and baits…which I will fall for right now in the beginning, but I try as much as possible to keep from repeating those scenarios.

I’ve mentioned about Litchi’s rush before, she can dash up and counter hit 2A. Counter hit 2A is not hard at all to come across, and it should serve you well if you use it right. If they try and beat you to the punch, just stop at a further distance and poke them with 5B.

As for Noel drive spammers, just look for their pattern and poke + B&B one of their recovery drives. Once you get them in a combo and lead them into the corner (courtesy of training mode execution :p) you can then just bully them with mix ups.

Ragna is a bit harder…I find myself losing to the punch in poke clashes against Ragna at times. The good thing is that he’s not as scary as other characters when he hits, so try to keep it mid screen as much as possible. Avoid the corner is all I can say. Aside from that, you have to block a lot but at the same time look for tsubame or 5B openings so he doesn’t guard crush you or take advantage of you blocking all the time with overheads and throws. The good news is you can really stop him on the way in if he keeps trying mindlessly. The conservative Ragna players will be a hard fight at this point of the game (for me at least).

Oh and just a note for people who want to rush down with Litchi…if you get them to block a lot, you can do…

6A(overhead), haku, chun XX RC, 5B xx tsubame, and continue accordingly.

I’m not sure of the whole properties of this game, after the tsubame you can PROBABLY try

(far mid screen) dash up 2C, 9B jC [D] slight pause ]D[ airdash jC, land 2staff 6C, tsubame, then the ender in the corner…which are 9C xx kote(421) double jump D, falling jC land 2staff 6C repeat. Or just 6C, 3C xx shinshin and mix up into another combo.

Then just use the tsubame corner combos if you hit with the initial tsubame in the corner.

Are you the same MagnetoManiac from the MvC room of GGPO? Anyways, thanks for the tips. I’ll try these out right now since I’m still rank matching. I’m trying to get my Litchi to the top 200 of all Litchi players online. That’s my goal at the moment.

But yea, I always look for Tsubame openings though, especially if they are right next to me since the priority on it is so retarded on start up.

Unfortunately for me, I can’t play online right now. I can’t even connect to PSN :sad:

I can see lag affecting inputs online, but you just have to stay true to the craft and DP when appropriate.

Oh yea, I know. Just makes me sad that some of these characters can mash one button and pressure you like a mofo with it online. But you aren’t missing too much. I guarantee you’ll mostly fight Ragna, Noel and Jin players. I even played a few Litchi PLAYERS who just decided to use one of the 3 instead to beat me. Actually this happens quite frequently… they only care about winning and going up in the rankings, they don’t care how they do it.

As Litchi, this combo works like a CHARM online Tsubame, 5C, 2B, 2C, air grab 2x, C, 523A, 523B, 523C. This works mostly mid screen, but Tsubame, 5C, 2B, 2C, air grab 2x, C, mentabou, 5C when you land, then do whatever you want… this has easily done over 50% damage for me all the time when I land it and its so easy to do. People mash too much online because of the input lag, so they miss the 2nd grab alot. (I don’t recommend doing this more than once per round though.)