So it's kind of freaky.
I can't play this with my stick at all... My Litchi is TONS better on the ps3 dpad. It makes me sad.
She's finally starting to click, too, and I developed 2 combos today that are easy to do yet do a LOT of damage..
First off (Ferrio might like this!)
B -> C (1 or 2 hits, doesn't matter) -> 41236D -> C -> 66 -> 9 -> B -> 9 -> B+C -> On ground -> 236A -> 236B -> 236C
The first B can be done from max distance to close range and the whole thing will connect. I read on SRK that air grabs do not get reduced by scaling so I kept trying to incorporate it into combos. That combo, in training mode, does around 3200 damage, is easy to land AND once you're done with the last 236C you're standing in front of your opponent with the Mantenbou right behind you, ready to apply more pressure (41236D seems like a good opener afterwards as it will do the forward spin, which lets you run it and do more, like restart the combo if the staff hits
) I was heavily fooling with the initial part of this setup, trying to see what could land, do the most damage, etc. I was doing some flashy stuff but it all did ~2k damage until I tried to do the grab mid-combo. That was insane. The only problem with this is the grab CAN be teched, but unless you're playing someone who's very good they'll still be mashing on A to do an air recovery so it's rather safe. If they start to tech, you can substitute the B+C by B -> 236B -> 236C to mixup the air game.
The other is a corner multi grab combo. With your opponent in the corner, you can do
4B+C -> 7 -> B+C -> 2B -> 263D -> 6C -> 236A -> 236B -> 236C
This alone does about as much as the other big combo I posted but is corner only. If you're not in the corner, you can do
4B+C -> 7 -> B -> 7 -> B+C -> 2B -> 263D then fool around with whatever followup you want. I haven't been able to combo out of the 263D when not in the corner as the staff doesn't hit when it comes down.