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Strategy
Litchi fights using two different styles: one which incorporates her rod, and another in which she sets down her rod and fights empty-handed. Her fighting style changes depending on which mode she's in, making her a complicated character.
First, let's go over Litchi's strategies with the rod. When equipped with the rod, all of her attacks have longer reach. At mid-range, use Standing B, Standing C, and Jumping B to control space. Standing B hits a little further than it might appear, and it's strongest when used from maximum range. From Standing B or Standing C, follow up with ↘ + C, then place the rod with Crouching D. When ↘ + C hits it can knock the opponent down, and you can hit them when they get up.
→ + A and ← + D are middle attacks, and using the Low ↘ + C can shake up a guard. After closing in, use them from Standing B to break through a guard. With the rod you can use Tsubame Gaeshi for invincibility. If the opponent pressures you, interrupt them using Tsubame Gaeshi.
Next are tactics for bare-handed mode. Litchi's reach is shorter when bare-handed, but D can launch the rod. By chasing the rod, you can advance relatively safely. The rod is set to one of two different trajectories when placed, but you can Kote Gaeshi to swap between "vertical" and "horizontal." "Vertical" placement covers a large area in the air. When attacking from the air, it's safer to use the rod to support you, and you can also catch an opponent who's trying to escape by jumping. "Horizontal" placement makes the rod spin along the ground, making your ground dashes safer. It can also hit an opponent on the ground, making it useful for countering various wake up moves.
After closing in, aim to break their guard with a middle attack → + A. While bare-handed → + A can be connected to various D attacks, so if the rod is near, use → + A → various D. Bare-handed mode is powerful for offense, but she can't Tsubame Gaeshi for invincibility. If the enemy puts on the pressure, it's best to use a barrier or Counter Assault to retreat to a safe distance.[1]
Command List
Name | Command | |
---|---|---|
Normal Input | Alternative Input | |
Drive | ||
Mantenbo 萬天棒(設置・戻し) Mantenbō |
D (to place/recall) | |
Places the rod. Pressing the D button again will return the rod to you. | ||
Overdrive | ||
大車輪<筒> Dai Sharin: Tou |
A + B + C + D | |
Send Mantenbo flying in any direction with a direction key + D | ||
紅孔雀 Beni Kujyaku |
A + B + C + D during Overdrive | |
Special | ||
Straight Through Ikkitsūkan |
←↙↓↘→ + A or B or C with rod (delayable) | → + SP |
→ 中断 Chūdan |
D during Straight Through | |
連荘 Renchan |
↓↙← + B or C with rod | ↓ + SP |
Tsubame Gaeshi Tsubame Gaeshi |
→↓↘ + D with rod | SP |
Three Dragons: White/Green/Red 三元脚・白/發/中 Sangenpai Haku/Hatsu/Chū |
↓↘→ + A or B or C when rod is placed (B and C versions midair also) | SP or ↓ + SP |
嵌張 Kanchan |
←↓↙ + C when rod is placed (delayable) | → + SP |
Reach: Last Chance 立直・単騎持ち Ricchi Tanki Mochi |
→↘↓↙← + A while rod is placed | |
→ One Shot 一突/發/中/槍槓 Hitotsu/Hatsu/Chū/Chankan |
A or B or C or D after Reach: Last Chance | |
Reach: Robbing the Kong 立直・引っかけ Riichi Hikkake |
→↘↓↙← + B when rod is placed (midair also) | |
Reach: Kong on Kong 立直・追っかけ Riichi Okkake |
→↘↓↙← + C when rod is placed (midair also) | |
The Four Winds 東南西北 Tōnanseihaku |
←↙↓↘→ + D when rod is placed | |
小手返し Kotegaeshi |
→↓↘ + D or ←↓↙ + D when rod is placed (midair also) | |
Distortion Drive | ||
All Green 緑一色 Ryūīsō |
→←↓↑ + C | |
All Terminals 清老頭 Chinraotou |
→↘↓↙←→ + C | ← + SP |
Thirteen Orphans 国士無双 Kokushimusō |
→↘↓↙←→ + D when rod is placed | |
Astral Heat | ||
Nine Gates of Heaven 九蓮宝燈 Chūrenbōtō |
←→ + D while standing with rod | |
Notes
- A yakuman is a category of winning hand in Japanese mahjong
- Straight Through, All Green, The Great Wheel (usually seen as The Chariot), and All Terminals are each the names of winning hands
- Thirteen Orphans and Nine Gates are both closed winning hands.
- The Three Dragons: White / Green / Red form one set of tiles in mahjong
- The Four Winds refer to the directional tiles: the north, east, south, and west winds.
- Some moves borrow their names from special or specific situations in mahjong.
- Reach, or Riichi (立直), is declared when the player is one tile away from completing their hand, while their hand is completely concealed.
- Last Chance (単騎持ち) refers to a situation where the player is waiting on a single tile to complete a pair and win the hand.
- Robbing the Kong is when someone declares kong (a set of four) with one of the tiles needed to complete someone else's hand, and the other person steals the necessary tile to complete their hand and declare mahjong.
- Renchan (連荘) is when a dealer continues into the next round as east/dealer after winning a round.
- Kanchan (嵌張) is a situation where the player is waiting for a middle tile to complete a chow (three-in-a-row)
- Kotegaeshi (小手返し) is not a mahjong term but an aikido term for a throw performed by twisting the opponent's arm away from them.
Palettes
11
Souichiro Unomaru
(XBlaze Code: Embryo)14
Taokaka
References
- ↑ BlazBlue: Central Fiction, Tutorial Mode, Character Specifics, Litchi Faye-Ling - Lesson 03: Strategy Lessons