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

Really? 'Cause it seems like I have to pull a 20 hit combo with Litchi to take off a fourth of someone’s health and all Noel has to do is get a 3 hit with her stupid chain revolver. :bluu:

I also have gripes about air-to-air battles with her. All of her spinning air moves seem to eat anything in Litchi’s aerial arsenal. Tips?

yeah, i agree with everything magneto said but her damage output. If noel is in the bottom half litchi must be below her.

You definitely out-range her air to air, so if you’re losing in that situation…just space your pokes better. You should know what to do when you land a hit though.

Litchi’s damage isn’t huge, but her combos pushes them into the corner for an extremely strong oki game. I’d say she has the tools to get the job done and is one of the most underrated characters (from what people right now think) but that’s just my opinion.

Totally agreed, Litchi has her disadvantages, but I don’t think she has any matchups that are just hopeless. Maybe I just need to play against more top 3 players :looney: because yeah, I actually can’t think of a really good way that she can deal with zoning, other than IAD B, which is just so bad…

Not really that bad. Her [m] counter hit pokes can end games alone if the opponent is zoning without care, and when they start to care…they become more limited. But her air dash and ground dash have some of the smallest and best hit boxes to maneuver around stuff.

I do think she is the most underrated character I find litchi’s corner game to be her best tool and I believe she has the best corner game of all characters and most of her combos push ur opponent into the corner to set up her corner game so that you can deal massive damage off of her combos

added some more question in the quote :lovin:

I feel like i’m missin somee very basics aspects of litchi techniacl issues

Rekka corner combo

Haku chun hatsu haku chun 5b > char specific corner combo.

thx,
another two things,

  1. what is rapid cancel? (is it like roman cancel?)
  2. what is the purpose of using hote in combo? is it like antimation cancel or something?
    thx again

yes. rapid cancel is like a GG roman cancel, it’s a way to create combos you normally would not be able to do.

using hote in a combo actually decreases recovery time and allows you to do additional attacks.

one of the combos I posted was like

2C 3C hote 2B 2C

using the hote allows you to recover faster from the 3C which thus gives you more time to OTG your opponent with 2B before they can tech out.

another common application is in the air:

j.C hote j.C

it allows you to do you C attacks in the air in a single jump, an application both used in certain combos as well as an oki option.

Does Litchi have any staff’d low combo starters? I’m finding it hard to break the defense of anyone who just holds back since I can’t combo out of 2b and 3c is very slow.

Any tips?

does 2A hit low?? I doubt it, but it combos with staff either on counter hit or (I think) if your opponent is crouching.

2B 6B is a very good 2-hit poke, and at close enough range you can 2B 6B rapid-cancel B C etc…

3C may be slow, but it works in a game of footsies and it does open combos. It actually has worked for me getting out of Arakune corner traps.

thx dude (no idea how to rate so you will have to compremize with my gradidute only)
i’m gonna dig some more vids now to get some more situatonal sombos.

arrrrm one more question
after back throw i try to do itsuuA dash 2c jB jC D dash etc
but if i do it like that the stuff will be to high so it won’t connect.
try to added 2B (dash 2B 2C jB jC) but then the jC won’t be stable and wiff some thimes.
tried to hote right after itsuuA but then i can make it with the dash in time?

where is my problem? (or where should i put more practice)

edit:
[media=youtube]eXHjyM8Zc80&feature=channel_page"[/media]
minute 3:33
what manakan doing there? it’s looks like some kind of fake into a throw, explanation?

Use the proper throw combos.

6(4)throw ittsuuA 6C 5C JB JC JD airdash JC 6C tsubame 6C 3C - Ragna, Taokaka, Arakune, Bang, and Hakumen

6(4) throw ittsuuA 6B 5C JB JC JD airdash JC 6C tsubame 6C 3C - Jin

6throw ittsuuA 4kote 2B 2C JC JD airdash JC 6C tsubame 6C 3C - Noel, Carl, v13

6(4)throw ittsuuA dash 2A 5B J8 JB JC JD airdash JC 6C tsubame 6C 3C- Noel, Nu, Litchi

4throw ittsuuA D haku chun staff2 TK chun tsubame 6C 3C - Carl

All of these are true except for the damage part. Noel has a pretty high damage output, especially off her overhead. It’s just that for the most part, some of the really big damage stuff comes from taking a big risk (raw 3C/5D), however she gets really good damage off CH 2C or 5C, throw, and overhead. The damage output is what makes it a troubling match for Litchi tbh.

Yea Noel can be quite troublesome. I am kinda new to Lichi and she is my main. But a good Noel player that knows how to close the distance, can be really tough for Lichi. 2A, DP and D/Four Winds when staff on the grab can help mitigate the pressure.

From my limited experience, spacing and range seems to be Lichi’s forte. So if you can keep Noel back with moves like 6B, B, C, 2C, JC, etc… You have a good chance. Fishing for counter hits with long range is a good strategy. 2A is a good move up close moves despite the crappy range as it is actually fast.

i kinda know how to play her now. When i got the game, I just rushed down the opponent, and that failed as her moves come out too slow. She seems to be more of a ranged type character that can combo from a good distance apart. You can rushed down but you have to be careful of what moves you do.

She has got an odd playing style, and maybe that why i am interested in her.

yesterday I borrowed a digital camera and recorded/uploaded some of my matches onto the youtube!!

I’m in the party now! lol

[media=youtube]Xldalo0ixBQ[/media] vs. Rachel
[media=youtube]6MZacY0Zk90[/media] vs. Bang

much more at my channel: http://www.youtube.com/user/p3ters00

question for yallz…

how do you usually follow up a blocked B C with staff??

B C 3C gives u an escape route, pushes the enemy back enough so they cant retaliate leaving both parties back at neutral advantage.

B C 2D 41236D is a good rush down tactic, but leaves you open while setting it up, I get hit out of this a lot especially from online mashers

B C 41236D, I thought sitting on autoguard would be a good idea, until I discovered you’re still open to certain attacks, including all low attacks.

any other options??

those are some nice matches.
things i’ve noticed any you might want to consider:

  1. i think you should do more the itsuuC combos after BC i feel that after you get the timing for it they are more reliable and cover more distance (and more damaging).
  2. easy to say then do, and i lack there to, but when you feel like hitting in the air with B, be ready to itsuuA to combo out of it (as i said, i’m still saying it to myself ether).
  3. I like to see you missing stuff, it makes me feel like i’m not alone in the world :rolleyes:

and anyhow, a question:
in the combo B C itsuuC j.chun 2C jBC D dash C 6C tsubame 6C 3C
i tend to be to far after the tsubame to hit with the 2nd 6C.
it it because of the airdash C is too soon, or i should time better tsubame, dash, 6C?

I find that the higher / later in the air I do the j. chun, the better set up I am for the tsubame and followup. Try hitting as deep and late as possible with the chun.

oh haha I never thought of that.

good advice, thanks! :tup:

Got some new shit on my account.

Get to work guys.