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[BBCF] Litchi-Faye-Ling Combo Thread: Panda Bojutsu! (W.I.P)

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General Overview:

Many people look at Litchi and instantly ask themselves and others, "How do I use this character" straight from the get-go. To be honest, she does look crazy to use but as a general overview. She is not that bad but does require a lot of practice (like all characters) and you must understand how to use both her and her staff in harmony in order to truly use her as a character.

She is overall, a very versatile character who can transition very well between applying heavy pressure, being a zoner and playing keep away because of the nature of her move-set.
On top of this she has great Okizeme and can convert many of her hits in to long corner carry and side switching combos ending with the staff sitting beside the knocked down opponents. In addition to how versatile she can be, you will also find yourself ad-libbing and improvising quite often because of the nature of move-set.

Her style of fighting includes a staff that can be thrown for being both offensive or defensive, leading to the opponent possibly getting hit at times you wouldn't expect. So this means you have to be aware of the options and routes you can use when the staff opens the opponent up at unpredictable times. With a good reaction and a nice hit confirm, you can convert an odd hit in to a full combo + a hard knockdown hence the reason why you must on your toes and be ready to perform ad-lib combos.

Screen Positioning Explanation:
Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner.
 
Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter.
 
Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry.
 
Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you.
 
Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here.


General Screen Positioning:

      2mdezup.jpg 

-

Notations
  • j - Jump
  • dj - Double Jump
  • sj - Super Jump
  • AD - Airdash
  • IAD - Instant Air Dash
  • jc - Jump Cancel
  • sjc - Super Jump Cancel
  • CH - Counter Hit
  • FC - Fatal Counter
  • RC - Rapid Cancel
  • OD - Overdrive 
  • ODC - Overdrive cancel (activating OD after hitting someone
  • [e] -  Empty handed (while Staffless)
  • [m] - Mantenbou / Staff is on back (While Staffed)
  • 6C(1) - First Hit Of 6C Staffless (This is followed by a move that will cancel the 2nd hit from coming out)
  • 6D(1) - First hit of 6D when the staff is equipped (Same Side note as 6C[1] )
  • TK - Tiger Knee (Example:  Litchi doing TK.Chun would be 2367C)
  • CT - Crush Trigger
  • D - for Setting the staff or Launching it (No Hold)
  • [D] - Holding the D button for a certain amount of time.
  • ]D[ - Releasing the D button from holding it for a certain amount of time.
  • Staff 2 -2nd hit of the staff after it has been thrown from a 5D staff set (The returning hit from the staff that goes up and over)
  • Daisangen - 236A/B/C (Litchi's Rekkas)
  • DMG - Damage

-

-Basic Combo Theory-

In this version the main staple combos or combo theory tends to be the following:-
(These are combos you're most likely to use most of the time because of the nature of her BnB)

  • (Midscreen) xx > > Renchan B > Haku > Hatsu > RiichiA > IppatsuB > 6C(1) > [D] > 6C(2) > Hatsu > ]D[ > Chun > Staff 2 > 6C(1) > Tsubame
  • (Corner) xx > Daisangen > 5B > 6C(1) > [D] > Kanchan > ]D[ > Chun > Staff 2 > Ender
  • (Corner) 5B > 2C > ItsuuA > xx (Her new Itsuu A staple for the corner)

 

-Combos via Different Starters (Normal Moves & Specials) -
NOTE: Combos highlighted in RED are Fatal Counters OR Counters (FC / CH)

-----------Midscreen-----------------------

5A/2A:

2A > 5B[m] > 5C[1] > 3C > 214B[m] > 236A >236B > 214A~B > 6C[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame  [2961 DMG]

5B[m]:

5B[m] > 5C[2] > 3C > 214B[m] > 236A > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3869 DMG]

5B[m] > 2C[m] > 6D[1] > 214B[m] > 236B[e] > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3060 dmg]

CH 5B[M] > 6C > 2D > dash j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > 6C[1] > 62

Air CH 5B[m] >  Dash > 5B[m] > 214B[m] >  236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame
(NOTES: if they are too high to confirm the second 5B[m] >  go straight in to 214B / During the "63214A~B > 6c[1]" , you have to delay the 6C in order of it to hit on the tip > before continuing the combo , to get that at a suitable height to finish the combo)

6B[m]:

CH 6B[m] > j.IAD > j.B > J.A > 5A > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [2.8k dmg][3.8k w/ 6C[1]>Super]

CH 6B[m] > j.IAD > j.B > J.C > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [3.5k dmg][4.4k with 6C[1]>Super]

CH 6B[m] > 6C > 2D > D > dash j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > 6C[1] > 623D [3.9k dmg]

6C[m]:

6C[m] > 5D > Dash 5B[e] > 2C > 6c[1] > [D] > 5B > >236A > 236b > ]D[ > 236C >  Staff 2 > 6C[1] > Tsubame  [3448 DMG]

6C[m] > 5D > Dash 5B[e] > 2C > 6c[1] > [D] > 5B > >236A > ]D[ > 236C > Staff 2 > 6C[1] > 41236A > Wall Bounce > 6D[1] > Tsubame > 6C[1] > [D] > 6C[2] [3659 DMG]  NOTE:

6C[m] > 2D > Dash 6B[e] > 2C > 6C[2] > j.5D > dash j.b > J.C > j.b[m] > dash 5B[m] > 4B > Tsubame [3815 DMG]

6C[m] > 2D > 6B > 2C > 6C[2] > J.D > 6C[1] > 236C > 5B[m] > 2C[m] > Tsubame [3710 DMG]

FC 6C > Dash 6C > 2D > Dash 3C > 5D > j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C ]D[ > j.236B > 236C > Staff 2 >  6C[1] > 623D  [4.5k DMG]
NOTE: During the  "214B > 236B > 63214A~B" part. You should have the opponent in the corner but sometimes the "63214A~B" Hits them the opposite direction if you do it too fast. It doesn't mess with the combo route though.

4D:

4D > Dash 5B > 6C[1] > 5D > 3C > 236A > Staff 2 > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ >  J.236C > Staff 2 > 6C[1] > 623D [3k dmg]

6D:

FC 6D > 5D > Dash > j.BCB > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame  [3.5K dmg][4.4K dmg W/ 6c[1] >632146D]

J.2D:

J.2D > 5B > 3C > 5D > Dash 5B > 6C > Staff 2 > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > 623D [2.8k dmg]

j.2D > 5B > 3C > 5D > 6C[1] > 236C > staff 2 > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > 623D [2.7k dmg]

 

-----Back to Corner--------------------

4D:

4D > Dash 5B > 6C[1] > 5D > 3C > 236A > Staff 2 > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ >  J.236C > Staff 2 > 6C[1] > 623D [3k dmg]
 

-----Facing the Corner------------------

2A:

2A > 5B[m] > 2C > 6D[2] > 6C[2] > 236B > 236C > 5B > 6C > [D] > 6C[2] > ]D[ > 236C  > Staff 2 > Tsubame > 6c[1] > [D] > 6C[2] [3K DMG]

2A > 5B[m] > 2C > 4D > 2C > 6C(2) > Hatsu > Chun > 5B > 6C(1) > 5[D] > 6C(2) > ]D[ > Chun > 6C(1) > 623D > 6C(1) > 5[D] > 6C [2.8k dmg]

6A[e]:

6A (w/ 2D set near):6A > 5D > 6C[1] > 236C > 5B[m] > 6D > 6C(1) > 5[D] > 6C(2) > j.236c ]D[ > 4b/6C[1] > 623D [3.2k dmg]

6A (w/ 5D set close to opponent): 6A > 5D >5B > 6B > 5C > 2C(m) > 6D > 6C(1) > 5[D] > 6C(2) > j.236c > ]D[ > 4B/6C > 623D [2.8k dmg]


6A[e]>(staff returns) itsuu B > RC(Rapid Cancel) >  Dash >6C[M] > 2D > 236B > 63214A~B > 6C[2] >  236B > 236C > 5B > 6c[1] > [D] > 6C[2]> ]D[  > Staff 1 > 6C[1] > 623D [DMG : 4.5k]
NOTES: (While staff is returning from a 5D staff launch , itsuu will come out as soon as the staff is back behind you after confirming the 6A)


5B[M]:

5B[m] > 2C > 4D > 236A > 236C > 236B > 63214A~B > 6C[2] > 236B > 236C > 5B > 6C > [D] > 6C[2] > ]D[ 236C > Staff 2 > 4B > 623D  [4.1K DMG]   [Video Ref: https://www.youtube.com/watch?v=LbrNGSWAv8Q ]

5B[m] > 2C > 6D > 236A > 236C > 236B > 43216A~B > 6C[1] > 5[D] > 6C > ]D[ > 236C > 6C > 623D  [3.5K DMG] [4.4k with "6C(1) > 632146D" ender]

5B[m] > 2C > Itsuu A > 6D > 214B > 236A > 236B > 63214A~B > 6C[1] > 5[D] > 6C > ]D[ > 236c > 6C[1] > 623D  [3.3K dmg / 4.2k with "6C[1] > 632146D" Ender]

6A[M]:

6A[M] > 4B > Itsuu A > 6D[m] > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ >  J.236C > Staff 2 > 6C[1] > 623D

6C[m]:

FC 6C > dash 6C > 2D > 6C[2] > 236A > 236B > 236C > 5B > 6C > J.236B > 63214A~B > 6C[1] > 5[D] > 6C > ]D[ > Staff 1 > 4B[e] > 623D  [5.4K]

FC 6C[m] > Dash 6C[m] > 5D > Dash 6C[2] > 236A >236C >236B >63214A~B > 6C >[D] > 6C[2] > 236B > ]D[ >236C > Staff2 > 6c[1] > Tsubame (6C[1] > 13Orphans > jump back/or back dash twice > OD > All Green) 
(If you're losing 100-200 dmg , it may be because you did  "6C[m]>5D" too fast so it didn't get the maximum amount of hits)

4D[m]:

4D[m] > 2C > 6C(1) > 5[D] > 6C > J.236b > ]D[ > 236c > 6C[1] > 623D [2.9k] [3.9k dmg w/ 6C(1) > 63214D)

Itsuu C

FC Itsuu C > Dash 5C[2] > Itsuu A > 6D(2) > 6C[2] > 236B > 63214A~D > 6C > 5D[D] > 6C[2] > ]D[ > Staff 1 > 6C[1] > 623D  [DMG: 4.2k  (5D set oki Ender) ]

Throw Combos

---------Litchi's Main Universal Throw combos (Ground and Air Throw Possible)---------

Ground Throw:
B+C > Dash 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2981 DMG] (Adding 6C[1] > 63214D = 3.8K Dmg)

Air Throw:
Main Air throw Combo staple (while Staffed): 2B[m] >  214B[m]> 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame

NOTES:
This combo works in the Corner/ Midscreen and Back to Corner
Only difference is that the ""6C[2] >j236B and j236c" Part of the combo has to be done faster when doing it in the corner.
While midscreen, the combo is normal to do , just like in all her main BnBs

Ground Throws

-----Midscreen------------------

B+C > Dash 5C[2] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3102 DMG]


----Back to Corner----------------

B+C > 6D[1] > 214B[m] > 236B > 63214A~B > 6c[1] > [5D] > 6C > ]D[ > 236C > Staff 2 > 6C > 623D [2.7k dmg] (Add this on end for oki + 2.8kdmg:"6C[1] > [5D] > 6C"


----Corner Throws---------------

B+C > Dash 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2981 DMG]  

 

Air Throws

-----Back to Corner after Air Throw:-------

2B[m] > 6D > 214B[m]> 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2884 DMG]

2B[m] > 4B > 6Bf > Dash Under > 5B > 4B > 6Bf > 5B[m] > 4B > Tsubame  [2578 DMG] [Puts opponent in the Corner]

---Mid-Screen Air Throw:----

5C[2] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3102 DMG] [May Side Switch during the 63214A~B but continue the combo as usual]

---Facing the Corner after Air Throw--

 

OverDrive Combos

Litchi's Max damage output in this version of Blazblue comes down to how many 6C[e] you can add to the combo within it's restrictions

So it is HIGHLY ADVISED to learn the OD  "6C[2] > 3D" Loop as it's apart of her most damaging and optimal OD combos. All other combos are still viable but are used for different situations but you still need  "6C[2] > 3D"  to maximize damage.

NOTE: HP % is important as it allows you to roughly know how much time you have if you OD during a combo,  100% HP od will be short while having under 20% hp will make your OD last longer.  That being said,  Neutral OD activation adds on a bit more time compared to Canceling in to OD from a normal.  Litchi doesn't really benefit from OD'ing in neutral without confirming a hit or getting the opponent to block and eat OD pressure mix up.  So most of your OD usage will be fore combos / confirms / extensions and defensive situations.

-----Midscreen----------------------

5B[M]:

[100% HP] 5B > 6D > ODC > 236A > 236B > 236C > 3D > 6C[2] > 3D >  6A[e] > 623D 

6C[m]

[70% HP] 6C[m] > 2D > 6B > 2C > 6C[2] > J.D > 6C[1] > 236C > 5B[m] > 6B > ODC > All Green > Dash forward > 632146C [5.7K DMG]  

----Back to Corner------------------
 
----Facing the Corner---------------

Combo / Tech Videos
Edited by EXonestar

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2A > 5B[m] > 5C[1] > 3C > 214B[m] > 236A >236B > 63214A~B > 6C[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame  [2961 DMG]

Okay, so i understand the gist of this combo, and seen the video footage of this combo, but i can't seem to get the "...6C[2] > j236B > ]D[ > j236C" part.

It took me 1000 yen to fully grasp most of the combo, but the part of releasing the staff after j.236B into j.236C I can't get down. Got any tips other spend another 1000 yen?:lol:

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On 9/5/2016 at 4:30 AM, _WhoisAnt said:

2A > 5B[m] > 5C[1] > 3C > 214B[m] > 236A >236B > 63214A~B > 6C[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame  [2961 DMG]

Okay, so i understand the gist of this combo, and seen the video footage of this combo, but i can't seem to get the "...6C[2] > j236B > ]D[ > j236C" part.

It took me 1000 yen to fully grasp most of the combo, but the part of releasing the staff after j.236B into j.236C I can't get down. Got any tips other spend another 1000 yen?:lol:

If you've seen the footage you can see that the release timing is actually pretty easy. Perhaps you're not getting a deep 2nd 6C[e]? You should be letting them fall quite a bit; there's enough time to microdash into it, which gives you a bit more control over spacing. Hard to say without knowing what's going wrong or seeing it.

Also sorry for late reply. I haven't gotten to try the demo until today. Werk werk ;--;

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Heads Up: 

I've finally got a copy of the game and will be filling in the gaps and adding the more up to date combos to this thread soon.

Please bear with me and forgive my absence

If you have any combos you wish to be added to the thread , please add them below and I'll sure to add them

As usual we'll do the same format
Combo + DMG It does (feel free to add it's heat game if you wish.)

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Update: 

Uri_Woz has made a "Litchi tech dump" twitter video section where he uploads all his OS , tech , optimal combos and concept  videos for litchi
Added to the Videos section
 

Be sure to check that out!

 

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Added some New Combo including  2 new combo from  Koike's Showcase at KVOxTSB 

and re positioned / highlighted important need to know information 
Re-worded certain areas for easier understanding. 

Another  FC 6C[m] combo was added under "facing corner"

Edited by EXonestar

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Hey, recently joined the forums and been a BB player for years, but picking up Litchi (really late), and I got the gist of the combos to start. However, I noticed that some combos would whiff on larger hitboxes like Hakumen whereas it would land on an average hitbox like Jin. In particular, this combo:

On 3/1/2016 at 0:57 PM, EXonestar said:

CH 6B[m] > j.IAD > j.B > J.A > 5A > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [2.8k dmg][3.8k w/ 6C[1]>Super]

The 236B after the 214B doesn't seem to connect. Is there a quick microdash involved, or is it chara specific, or was the properties changed at one point? Much thanks for the help!

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It's quite tight. You have to be quite quick with it..

6B[m] CH is not so hard to react to , so you can always opt for the 6B>6C Route , if you prefer > it also does more dmg 

Edited by EXonestar

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