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 Post subject: CS2: Basic Litchi Guide
PostPosted: Sat Apr 02, 2011 2:33 am 
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Main: Litchi Faye-Ling
Sub: Mu-12
XBL: FecesMonster
PSN: DatAnus
Litchi as a character!
What does Litchi look like?
Image

Canon-wise, what does Litchi do?
Welp, Litchi is simply a large breasted doctor who is trying her hardest to restore her lover whom has been corrupted by the boundary. She used to be part of Sector Seven and is currently working with the NOL because Hazama offered her something she just couldn't bring herself to refuse.

What are her abilities?
Litchi has the power to control her staff using her MIND, using the panda residing in her hair, Lao Jiu. It can apparently also shapeshift. From an odd flattened stool to sit upon, to a stick man which has arms and legs.
Beneath the supernatural, Litchi is a skilled athlete. She is constantly seen doing skilled flips, martial arts, and even controlling chi.

What is that panda all about, anyway?
It's basically just her means of being more than a martial artist on the battlefield. It siphons the spirits of the dead in the boundary. But this is a bit of a double-edged sword, as it slowly erodes her mind in which she may even become something like Arakune.

How does she walk with those things?
gravity magic

Unnecessary Litchi info!
lolnames
Kana: ライチ=フェイ–リン
Rōmaji: Raichi Fei-Rin

characteristics
Race: Human
Date of Birth: July 7
Birthplace: Shanghai
Gender: Female
Height: 170cm (5'7")
Weight: 58kg (128 lbs)
Eyes: Pink
Hair: Black
Blood type: AB

lolvoices
Japanese voice: Chiaki Takahashi
English voice: Lauren Landa

Material Collection info
Hobbies: Mahjong
Values: Her hair, Lao Jiu (the panda that lives in her hair)
Likes: Japanese sake
Dislikes: Indecisive people

lolmusics
Oriental Flower - Litchi's Theme
Weak Executioner - Litchi Faye-Ling VS Arakune
Flower Blossoms - Litchi vocal theme

Gameplay!
What kind of character would you classify Litchi as?
Hard to say, really. She's that one character with the two styles. Though while most characters with two styles change from rush-down to rush-down, Litchi changes up her game completely with zoner (from about close to mid-range) to a standard rush-down character with the style switch. Her movesets have the motions in common but the outcome is hardly the same.

Is Litchi an easy character to use?
Her combos are staggeringly long and you'll have to multitask with the placement of the staff, but it's hardly a thing gaming hasn't seen before. She takes more attention than a majority of the cast but she doesn't have an incredibly steep learning curve. Holding your hand isn't something she'll do, but she won't exactly leave you in the dark.

Will I be fighting uphill battles a lot?
Not really. Like everyone (for the most part) she has a few obnoxious match-ups, but for the most part you should be even if not better. Litchi is an incredibly solid character. Also, don't dwell on tiers you silly person.

Why should I play Litchi?
Be mature and look past the breasts for a second. Once you do so, you'll see that Litchi has a tool to deal with every situation. She's a do-all, be-all character who can do everything but in varying in terms of effectiveness. Simply put, if you want a character who has at least a single tool to deal with every situation, but having other situations be their strong point, Litchi is your go-to character.

What are some pros and cons?
Pros:
- Has a tool to deal with every situation
- Long reach with staff
- Good mix-up, especially staffless
- Good reset potential
- Slim, but not small, hitbox
- Very good corner damage potential
- Lots of very subtle tricks
- One of the best corner pressure in the game
- Great pokes

Cons:
- Situational
- Style changing might seem clunky at first
- Staffless mode had no defensive options
- Mid screen damage is lacking
- Most characters have better "priority" than her
- Sometimes weak against true full-screen zoning
- Poor jabs

Movelist!

5A - A quick chop from shoulder level. Completely useless if I'm 100% honest. Same staff'd and staffless.

2A - A quick chop from knee level. Your go-to quick jab. Range is very poor, though. Same staff'd and staffless

6A - A slow downward chop from head to toe. Hits overhead. With staff you won't be able to combo after without a rapid cancel or counter hit. Staffless it can be combo'd off of. Can use silly tricks like 2B > 6A staff'd. Otherwise, same staff'd and staflless

j.A - Quick chop in the air above Litchi. Not very useful, can be used a bit of an air-to-air anti air I suppose.

5B - A quick knee-kick. Good priority and is your go-to starter for combos. Has a larger range with staff, but other wise same staff'd and staffless.

2B - A low toe kick. Decent reach both staffless and staff'd. Hits low, decent for pressure. Has much more range with the staff, but otherwise same staff'd and staffless.

6B - A slow-ish spinning kick. Great reach both staff'd and staffless and your main ground-to-ground zoning tool. You can cancel out of the start-up by pressing the button again. Much more reach with the staff.

j.B - A mid-air split kick. Hits on both sides of her. Decent for air-to-ground approaches. Staff'd has slightly more range below her.

5C - Staff'd, it hits twice, staffless, it only hits once. Has more range with the staff. It's a spiritual blast-type attack that fatal counters. It can OTG pretty well, too.

2C - A quick anti-air. Staff'd it has very nice reach and will send them flying if counterhit. Staffless it's jump cancellable.

3C - Staff'd, a rather slow trip attack. Staffless, a rather quick trip attack. Either way, has good range.

6C - Staff'd, Litchi throws the staff in front of her and it spins. Breaks a primer and hits a few times. Staffless, it's a two part spin kick. The first part she hits the opponent about shoulder level, which she follows up with a downward kick that hits overhead.

j.C - Staff'd, Litchi throws the staff out in front of her and hits a wide and long range. Staffless, Litchi spins around and kicks the opponent downward.

5D - Places staff down where she stands. Makes staff go upward when recalled. If staffless, recalls staff.

2D - Places staff down where she sits. Makes staff go forward when recalled. If staffless, recalls staff.

j.D - Throws staff down a few feet downward and in front. Makes staff go forward when recalled. If staffless, recalls staff.

j.2D - Hurtles towards the ground with staff behind her. Sets staff upon landing. Makes staff go upward when recalled.

6D - Shoulder tackles opponent then hits them with staff and sets it down. Makes staff recall upward when recalled. Does nothing staffless.

4D - Dances around the staff then jumps off and kicks the opponent and they go flying. Hits overhead. Makes staff go forward when recalled. Does nothing staffless.

66D - Only staffless, whilst running, recalls staff.

Special moves
With staff
(41)236D (Itsuu) then A, B, or C ~ Litchi's main zoning tool. Litchi coils the staff around herself, creating a protective barrier, guarding all moves besides lows. Once she presses one of the main attack buttons, the staff will fly off in a different direction depending on the button pressed, hit the enemy, and fly off leaving you staffless. A will make it go diagonally upward, good for anti-airing. B will make it go forward, good for ground-to-ground poking. And C will make it go diagonally downward, hits low, good for mix-up.

623D (Tsubame Gaeshi) ~ Litchi's DP. Since this is only in staff'd mode, try to be more reserved with the use of this. Litchi throws the staff upward, hitting the enemy three times, coming down on the fourth hit, hitting them pretty hard to the ground. As a stand-alone move, it does a lot of damage. Use this to end simple mid-screen combos.

Without staff
236A (Haku) ~ This move combos into and out of 236B and 236C. Litchi slides across the ground and kicks low. Will trip enemies and make them go slightly air-ward. Decent for mix-up and poking.

236B (Hatsu) ~ This move combos into and out of 236A and 236C. Litchi kicks her leg upward, and is air-unblockable. Will hit enemies into the air. Decent for anti-airing.

236C (Chun) ~ This move combos into and out of 236A and 236B. Litchi jumps, spins, and kicks the enemy in the head. Hits overhead. Not very good for mix-up, though, as it is very unsafe. Save for combos.

623/421D (Kote gaeshi) ~ Litchi moves the staff forward or backward, depending on the input done. This is good for comboing, as it cancels a lot of moves. Also can be used for zoning as 623D makes the staff go upward, while 421D makes it go forward.

41236D (Four Winds) ~ Litchi strikes a pose and then the staff spins wildly either forward or upward depending on how it was set. Very good reset/pressure tool. Does decent damage as well.

(63)214A/B/C ~ Litchi jumps on the staff. If A is done, you can follow up with A, B, or C. A will do a kick slightly below her, lifting the enemy upward. B will do Hatsu, and C will do Chun. B, she will get on the staff and throw it. And C she will bounce off the staff.

Distortion Drives
Both
6428C (All Green) ~ Litchi makes a chi-esque stance and summons forth a large wave of firey energy about two character spaces in front of her. Great invincibility, and incredibly quick. An awesome ranged punish if you have no other options.

With staff
632146D (Daisharin/Great Wheel) ~ Litchi floats in mid-air, and you can input six directions. You can input any of the eight directions. Not doing anything will make it fly straight forward. Great for improv zoning, pressure, and oki. One of Litchi's BEST moves. Use it often, and you'll likely have the heat for it a lot. Doable on air and on ground.

Without staff
632146D ("Cigarette Man") ~ Litchi does a little spiny dance, and the staff, where it is placed, will punch multiple times as it homes towards the enemy. Decent oki tool, and an improv punish if the enemy's in the right place. Not as useful as her other two, honestly.

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PostPosted: Sat Apr 02, 2011 2:33 am 
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Main: Litchi Faye-Ling
Sub: Mu-12
XBL: FecesMonster
PSN: DatAnus
Strategy
NOTE: Things bolded have been deemed very important by me or someone else!
With staff
Litchi is a very confident zoner with the staff. Waiting out for your enemy CAN work, BUT, you're even more scary when you're constantly switching back and forth, but I'll get to that later.

If you're practicing the staff'd playstyle, make sure to utilize your zoning tools and pokes. 6B, 2B, 2C, 5C, 5B and the A and B version of 41236D will help nicely. Since most of these moves are practically 75% safe, you are free to harass at will. Though don't get careless, if you miss a 2C or release an Itsuu too late, you can easily get punished. Be frugal, but don't be afraid!

Though while Litchi is primarily a zoner in Staff'd mode, she can do a bit of rush-down, too! A nice 6D or an air dash can get her places. But you might want to not rely on her staff'd rush-down, it won't work as often as you might hope it would. Throwing out a 632146D can be a very good way to make your opponent scared, and if you input it correctly, it's a very nice zoning tool. You have your DP in this mode as well, so if you notice your enemy trying to take the initiative, recall the staff. Immediately. If you're caught defenseless in staffless mode you're pretty much screwed.

Litchi's staff'd mode doesn't have much mix-up to it. But using 4D or even just a D move to switch will make you very scary, but again, I'll get to that later.

tl;dr
Ground to ground zoning tools: 6B. 2B. 41236D~B
Anti-air tools: 2C. 41236D~A
Good pokes: 5C. 5B.
Defense? Yes, you have your DP and zoning.
Mix-up? Not really.

Without staff
Litchi, without the staff, is a pretty confident rush-down. Speeding in on your enemy CAN work, but you're more scary when you're switching back and forth, but I'll get to that later.

If you're practicing the staffless playstyle, make sure you're utilizing your stronger rush-down tools and mix-up sillyness. An air dash can get you surprisingly far places, but don't be a one trick pony. Litchi's 6B comes out to be a surprisingly good rush-down tool, and a very good poke. Her j.B AND j.C hit on both sides, so you can cross up very well. Not to mention that they both have enough hit-stun to follow through. And, of course, your grab glide is incredibly good. The kote's will be incredibly vital to your mix-up, and you have a HUGE amount of gattlings, not to mention all your mix-up is pretty much able to be followed up off of. You can bounce off the staff with (63)214C and throw the staff with (63)214B for some really good approaches.

Getting on the staff with (63)214A is also a good thing to do, as you can break primers very easily and your C when coming off of it can cover a lot of distance and cross-up very well. A Chun to cover distance is a risk, as it isn't safe, but trying it out once or twice won't hurt too much. Most characters can't punish it for too much mid-screen. But sadly, while your mix-up is more scary and you have better rush-down tools in this mode, you have literally no defensive options. A well placed Hatsu (236B) might work on occasion, but don't rely on it. If you see your enemy beginning to take the initiative, recall the staff. Even if you get hit/guard, your staff will still instantly come to you, so you're better off either way.

Litchi's staffless mode doesn't have much zoning to her. But throwing out the D if placed correctly can make you very scary, but again, I'll get to that later.

tl;dr
Rush-down tools: Air dash + j.B/j.C. Chun. 6B. On staff - C. Grab glide. (63)214B/C.
Defense? No.
Mix-up? Yes. Kote cancel, a lot.

Switchy Switchy
This is when you're at your most dangerous. Since your opponent has to get used to your changing as much as you do, changing a lot can make you an incredibly threatening character, especially with the mix-ups and such that can stem from it. Since most of her useful pressure moves staff'd leave you staffless, it's nice to know what to do to follow up. 5B is a very good poke, as is 6B, and 2A even if you have no other option. Do not 5A as it will likely whiff (miss). You can use your recall to do some quick auto-zoning and then switch to your main zoning persona. When switching back to your Staff'd playstyle, a quick 6B > 6C to knock them away so you can regain your bearings definitely wouldn't hurt. Go with the flow, mainly. Almost everything you can do will work to some extent.

There honestly isn't much you can do wrong, per say, when you're going all switchy switchy. Just know these few things:

Chun is not safe.
If they're not in the air Hatsuu is useless and will leave you at an awkward spot.
Remember to Kote (421/623D) cancel. A lot.
You cannot cancel into Itsuu. Unless you really have that much block stun you're going to want to avoid it. Though remember, while it's awkward to fit in, it really does help.
5B in both stances is incredibly good.

Don't be afraid to take some silly risks ONCE OR TWICE EACH, they pay off really well for Litchi.

General
Your goal in life is to get your enemy in the corner, by any means necessary. That is when you are your most dangerous. I know I said you are at your most dangerous when switching between staff'd and staffless constantly, but forget about that for a moment. In the corner, your 632146D's become practically unescapeable, your pressure strings are pretty much doubled in length and aggressiveness, and you have the element of control. You are 100% in control in the corner. Now imagine you are constantly switching back and forth AND in the corner. Litchi is quite possibly one of the best characters at controlling the corner. There is very little you can do wrong there, aside from some of the no-no's I stated in the Switchy Switchy section. Just remember, go with the flow, and you can almost not fail.

Combos

Staff starters
Midscreen combos
  • 5B > 5C > 3C > 623D
  • 5B > 2C > 6D/623D
  • 2C (CH) > 41236D~A > 623D > 236A > 236B > 214A > A > B > 6B > j.BCB > 6C (1 hit) > 623/421D > j.B > dj.BC > j.236B > j.236C
  • 41236D~B > 3C > 236A > 236C (short dash) 5B > j.BCB (land) j.BCB (land) 6C (both hits) > 3C
  • 41236D~A (anti-air) > 3C > 236A > 236C > 66 > 5B > 6C (1 hit) > 623/421D > j.BCB > 6C (1 hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C

Corner combos

  • 5B > 2C > 6D > 236A > 236B > 214A > A > B > 6B > (incredibly close to ground) > j.BCB > dj.BCB > 6C (1 hit) > 421D > j.B > dj.BCDC > 6C > 632146D (roughly 4.4 iirc + tech. You can take out the dj.BCB if you find it too hard to time. It'll do about 400 damage less, though.)

Staffless starters
Midscreen combos

  • 6A > 6B > 5C > 2C > 3C > 236A > 236B > 236C (2444)
  • 6B > 5C > 2C > 3C > 236A > 236B > 236C (2969)
  • j.C > j.B > 5B > 5C > 2C > 3C > 236A > 236B > 236C (2762)
  • 6C > 5C > 2C > j.BCB > dj.BCB > 236B > 236C (1977)
  • 5B > 5C > 2C > 3C > 236A > 236C > 66 > 5B > j.BCB > 6C > j.B > dj.BC > dj.236B > dj.236C

Mix and match
NOTE: if a combo ends with 421/623D > j.B > dj.BC > dj.236B > dj.236C, you can usually remove the last two inputs and replace them with recalling the staff and a falling C for Oki if your combo brings them to the corner (which is not that unlikely), and, remember, you'll have to do 421D if you want to do the dj.BCDC > 6C > 632146D oki.
Extra NOTE: If a combo has an upcoming 236A and the staff appears to be in a nice range, do a 236B and jump on it! Don't squander your damage output, this can get you some big damage!
Double extra NOTE: You can instead of doing 6C for your oki, do dj.BCDB > dj.236B > dj.236C for extra damage, and then jumping to do 632146D for your oki.

Each ender will be given a number, the numbers will then be matched with the starters.
Staff'd
Midscreen
Starters
  • 5B > 5C > 3C (1)
  • 5B > 2C (1), (2)
  • 4D (3), (4)
  • (4BC/CH 2C) 41236D~A (5), (6), (7), (11), (12)
  • (6BC) 41236D~B (5), (6)
  • 41236D~C (8), (9), (10)
  • 6C (13) (14)
  • j.2D (2hits) (15), (16), (17)

Enders
(1) 623D
(2) 6D
(3) D (forward staff recall) 66 > 6C > 236A > 236B > 236C
(4) D (forward staff recall) 66 > 236A > 236B (should land on staff) 6D
(5) (5B) > 3C > 236A > 236B > 236C
(6) (5B) > 3C > 236A > 236C (short dash cancel) 5B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(7) (5B) > 3C > 236A > 236C (short dash cancel) 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(8) j.B > dj.BC > dj.236B > dj.236C
(9) 236C > 5B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(10) 236C > 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(11) 623D > 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(12) 623D > 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > j.B > dj.BC > dj.236B > dj.236C
(13) IAD > j.BC > 5B > 2C > 6D
(14) IAD > j.BC > 5B > 5C > 3C > 623D
(15) 5B > 5C > 2C > 3C > 236A > 236B > 236C
(16) 5B > 5C > 2C > 3C > 236A > 236C > 66 > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(17) 5B > 5C > 2C > 3C > 236A > 236C > 66 > 5B > 6C (1hit) > 421/623D > j.BCB > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C

Corner
Starters
  • 5B > 2C > 6D > (236A) > 236B > 214A (all of them)
  • 4D > 236A > 236B > 214A (all)

Enders
(1) A > B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(2) A > B > 6C (1hit) > 623/421D > j.BCB > dj.BCB > 6C > 421D > j.BCB > dj.BCDC > 6C > 632146D
(3) A > B > 236B (slight delay) > 236A > 236C > 5B > 6C (1hit) > j.BCB > 6C (1hit) > 421D > j.BCB > dj.BCDC > 6C > 632146D
(4) A (off) j.B > 236B > 236A > 236C > 5B > 236B > 214A > A > B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(5) A > B > 236B > 214A (immediately get off) > j.B > 236B > 236A > 236C > 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(6) A > B > 236B > 214A > A > 7D > falling.C > 6C > 632146D

Staffless
Midscreen
Starters
  • (5/2A) 5B > 5C > 2C > 3C (5 and lower), (9), (10), (17)
  • 6B > 5C > 2C > 3C (5 and lower), (9), (10), (17)
  • 6A > 6B > 5C > 2C > 3C (5 and lower), (9), (10), (17)
  • Anything > 2C > 6C (1), (6), (7), (8)
  • (on staff) C (1)-(5), (11), (12)
  • (on staff) B (1)-(5), (11), (12)
  • 4BC (13), (14)
  • 6BC (15), (16)

Enders
(1) 236A > 236B > 236C
(2) 236A > 236C (short dash) > 5B > 6C (1hit) > 236B
(3) 236A > 236C (short dash) > 5B > 6C > 421/623D > j.B > dj.BC > dj.236B > dj. 236C
(4) 236A > 236C (short dash) > 5B > 6C > 421/623D > j.BCB > 6C > j.B > dj.BC > dj.236B > dj.236C
(5) 236A > 236C (short dash) > 5B > 6C > 421/623D > j.BCB (land) > j.BCB > 6C > 3C
(6) (1hit) 236B
(7) (1hit) 623/421D > j.B > dj.BC > dj.236B > dj.236C
(8) (1hit) 623/421D > (6B/2C) > j.BCB > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(9) (if staff is in right place) 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(10) (if staff is in right place) 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(11) 5B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(12) 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(13) sj.B > dj.BC > dj.236B > dj.236C
(14) 236C > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(15) 66 > 5B > 3C > 236A > 236B > 236C
(16) 66 > 5B > 3C > 236A > 236C > 66 > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(17) 236A > 236C > 66 > 5B > j.BCB > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C

Corner
Starters
  • (5/2A) 5B > 5C > 2C > 3C (all)
  • 6B > 5C > 2C > 3C (all)
  • 6A > 6B > 5C > 2C > 3C (all)

Enders
(1) (if staff is close to corner) 236B > 236A > 236C > 5B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(2) (if staff is close to corner) 236B > 236A > 236C > 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(3) 236B > 236A > 236C > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(4) 236B > 236A > 236C > 5B > 6C (1hit) > 421/623D > j.BCB > dj.BCB) > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(5) (if staff is IN the corner) 236A > 236C > 236A/5B > 236B > 214A > A > B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D

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PostPosted: Sat Apr 02, 2011 2:33 am 
Offline
Registered Active Coolkid
User avatar

Joined: Sun Jan 10, 2010 5:14 am
Posts: 9278
Gender: Other
Main: Litchi Faye-Ling
Sub: Mu-12
XBL: FecesMonster
PSN: DatAnus
Daisharin Paths
NOTE: Just because it doesn't say D after each input, doesn't mean you don't have to do it! Just pressing the direction won't get you anywhere. : )
After 6C (1hit)
993993
For gimmicky kills. Throw in a 236B after the last 3 to keep them afloat.

After 6C (2hit)
133333
Most basic of the basic. Not suggested, but can work if you got nothing better.

213333
Basically a tech confirm version of the previous.

313333
A different tech confirm version of the one two before.

139393
This is the literal trap, since they can't try to even jump over it.

213939
Tech confirm version of the previous.

313939
A different tech confirm version of the one two before.

After j.236B > j.236C
You might see some Litchi's do this instead of 6C for more damage.

sj.233333
Basic one.

sj.239393
Trap.

Tricks

Kara throw free fall: airdash j2D~B+C with stick, airdash jD~B+C AKA Glide throw. Litchi flies forward incredibly quickly in a descending motion. Will grab characters if they are in her way. Decent for baiting anti-airs and projectiles.

Kara throw: 2C~B and 6B~C Press the first letter first, and then glide your finger over the other button. Extends range of her throws. No consequence for it, so you might as well use it.

Barrier return trick: Holding Barrier while staff is returning. Causes the staff to return much quicker.

IppatsuC Cross-up: When the enemy and staff are relatively close, jump on your staff and quickly do C. Or an A first if you're worried they'll hit you. Anyway, this is almost guaranteed to cross-up, and is safe. Almost no one sees it coming, either.

2hit j.2D[m] trick: Air-dash over the enemy and j.2D crosses up and hits overhead, and can combo after this very well. This is Litchi's staple "trick" and you'll see even the most basic of Litchi's using this very often.

6BB throw fake-out: Do the 6B faint and grab them, simple as that. Works pretty well a lot of the time, and usually scores a counter grab. Can't be punished if tech'd so why not.

Daisharin grab: Whilst Daisharin (632146D with staff) is running in the corner, grab the enemy. This almost guarantees the next attack from it to hit so that you can almost guarantee a new combo.

C. man grab: Like its Daisharin counterpart, but for 632146D without staff.

6A[m] extend: When you have the staff, doing 2B > 6A or 5B > 6A will extend the reach of the staff'd part of 6A making your basic mix-up potent even from mid-screen.

Command dash air dash: When doing your extended dash (447), input an air dash and you will air dash. Not very useful, but you can catch some people off guard with it.

Chun cross-up: Do a short hop and Chun on a crouching opponent. Pretty simplistic, but doesn't often work.

Ha, you thought that was unsafe?: More like a category of tricks, but yeah.
6D[m] > 2A - A very basic one. Catches people off guard once or twice, don't expect it to work you miracles though.

2C[m] > 5C[m] > 3C[m] > 2D > recall/2A - Another basic one. This one seems more trap-like, but will probably screw you up if you time it wrong.

Itsuu~B/C - I'm serious. So many people fall for just this move alone. You don't even have to do anything. You'll input it, they'll block the first hit, then they'll dash at you in attempt to punish you for it. Fun fact: that doesn't work, because there's a second hit, so this leaves you with much hit-stun to start a combo.

Videos

Helpful/Demonstration

Kara Free Fall

Combo movies
NOTE: It is very likely the combos in these videos aren't practical, but they're fun to watch, and can give you some nice ideas on what can work. Check them out anyway!
Litchi combo video P1
^P2
GitarooMang from ComboSyndicate's combo video (This one is quite helpful, check it out!)
Peerless Kingdom

Gameplay

Lots of Litchi gameplay
Litchi vs Noel
Litchi vs Carl
Litchi vs Makoto
Litchi vs Jin
Litchi vs Rachel
Litchi vs Jin 2
Litchi vs Ragna

Notations
This guide does not use notations. BUT most High-level Litchi players like to be fancy when they type out their combos. Yeah, so anyway, if you speak to Litchi players, we don't want you to be confused, so here is her termanology:

Normal Moves while Litchi has the stick will be noted with [m] next to it
i.e 2C[m] 5B[m] (not used in guide. Will be updated if it's too confusing otherwise)
Staffless moves will be listed as normal. i.e 5B 5C

ItsuuA/B/C - 41236DA/B/C

6/4Kote - 623D / 421D (respectively)

Haku - 236A

Hatsu - 236B

Chun - 236C

Tsubame - 623D[m]

Ryuuisou/All green - 6248C

RiichiA/B/C - 623214A/B/C (listed as 214x in guide for convenience)

Ippatsu - A/B/C follow ups after Riichi A once you land on the staff

Daisharin[Directions] - 632146Dxxxxxxx

Kokushii - 63214D on the ground with rod placed

447 - Command Backdash

Special Thanks
Hutchicken - Partner in crime for awhile. Seems to have disappeared since them. I'll never forget you buddeh! Thanks for the help in this guide too.

Chain Revolver - For starting the whole guide craze. Without you, this wouldn't have been written!

Kaoru - Tiny bit of info has been ripped straight from his guide, though he no longer comes here. He was also the creator of the Free Fall video.

You - For reading. Or at least skimming. Or skipping to the end. Whatever the case, love you!

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PostPosted: Wed Apr 20, 2011 4:08 pm 
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Okay, I checked the video out and took some combos in note so you can add them.

At ~1:20: Throw > itsuu~B > 6C (1-hit) > 623D > 236C for what SEEMS to be 1534 damage, but it's blurry. I'm pretty sure Fio dropped it though, so I might mark a more complete combo later.

At 1:27: Litchi might have to be standing in the corner with the staff more or less next to the corner by some sort of dumb luck)(Staffless, Corner) j.C > 5B > 2C > 236A > 236B > 63214A > 5A > 5B > 6B > j.BCB > 6C (1-hit) > 421C > j.B > j.BC > D (staff return hit) > j.C > (staff hit) > 6C > Daisharin This seems to deal 4.1k + whatever damage you get from Daisharin if the guy techs badly.

(To be continued. I have to go, so yeah. I'd suggest you look over it in case.)

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PostPosted: Sat May 28, 2011 3:59 pm 
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(this is stuff I've got up to now, not too sure if it's the best you can get for each combo, but I'm going to practice more come summer. I don't have too much time, so yeah. Also, I'll test the combos to make sure I wrote them down without omitting stuff right after this, and I'll also check the damage.)

Before that though, maybe we should add the names of each attacks? It would be important for newbies to learn, since a LOT of Litchi's combo notations are done with the attack names instead of the inputs.

Here's a list to add:

  • 6kobe : 623D staffless
  • 4kobe : 421D staffless
  • Tsubame : 623D
  • Haku : 236A staffless
  • Hatsu : 236B staffless
  • Chun : 236C staffless
  • Itsuu~A/B/C : 41236D followed by A, B or C variation
  • RiichiA/B/C : 63214A/B/C staffless
  • IppatsuA/B/C: 5A/5B/5C on staff (after a Riichi)
  • All Green/Ryuuisou : 6428D Distortion drive, has VERY quick startup.
  • Kokushi : 632146D staffless, distortion drive, often called "cigarette man."
  • Daisharin : 632146D Distortion Drive, requires staff. Can input 4(?) directions to control where the staff goes Maybe this explanation could go in a DD section?


Also, attacks between brackets are attacks that aren't necessary to the combo, but can be added to surprise the enemy.

[6throw] > itsuu~B > dash > 6C(1) > 6kobe > hatsu > riichiA > ippatsuA > ippatsuB > j.BCB > dj.BC > Hatsu > Chun The dj.BC can most likely be replace by a j.BCB loop, but I haven't really gotten that down yet, so yeah.

(in corner, staff right next to corner too) : 5B > 2C > 6D > Haku > Hatsu > RiichiA > Ippatsu A > Ippatsu B > Hatsu > Riichi A > Ippatsu A > Ippatsu B > j.BCB > dj.BC > Hatsu > Chun (again, I'm assuming this can be transformed into the combo that I mentioned in my last post, but I'm not too sure. Probably follows up with j.BCB loop also.)

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PostPosted: Sun May 29, 2011 10:22 pm 
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TRIPLE POST BUT WHATEVER. We'll clean this up when everything is done.

Here's a list of the combos in order of category.

Staffless

Midscreen combos

  • 6A > 6B > 5C > 2C > 3C > 236A > 236B > 236C (2444)
  • 6B > 5C > 2C > 3C > 236A > 236B > 236C (2969)
  • j.C > j.B > 5B > 5C > 2C > 3C > 236A > 236B > 236C (2762)
  • 6C > 5C > 2C > j.BCB > dj.BCB > 236B > 236C (1977)

Corner combos (requires staff in corner)

  • (6A) > 6B > 5C > 2C > 3C > 236A > 236B > 63214A > 5A > 5B > 236B > 63214A > 5A > 5B > j.BCB > dj.BCD > Falling C > 6C > Daisharin

(I'm going to add more, as well as the damage, but I'm going to test them out first. I'll also try your new one and see if a different ender works.)

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PostPosted: Mon May 30, 2011 10:00 pm 
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Her Romaji name is more or less Engrish.
Also, I love using litchi against Tager and just using jump D + return and running away while he can't do anything to me.

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PostPosted: Tue May 31, 2011 1:38 am 
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shadow1359 wrote:
Her Romaji name is more or less Engrish.
Also, I love using litchi against Tager and just using jump D + return and running away while he can't do anything to me.

Lawlz, try spamming 6B. He can't really do much because of the range, and it sends him flying on a Counter Hit.

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PostPosted: Tue May 31, 2011 2:03 am 
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hutchicken wrote:
shadow1359 wrote:
Her Romaji name is more or less Engrish.
Also, I love using litchi against Tager and just using jump D + return and running away while he can't do anything to me.

Lawlz, try spamming 6B. He can't really do much because of the range, and it sends him flying on a Counter Hit.

Repeatedly using that move makes it go aaalllll the way across the screen slowly if you press it really fast :).

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PostPosted: Tue May 31, 2011 2:20 am 
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Actually, using 6C > 2C grab or something makes the grab go really far (I know cancelling a 2C right away with a grab makes you grab pretty far).

Nothing beats spamming j.C on Tager's in CS1 for easy 5-6k combos, though.

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