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Found 10 results

  1. until
    Netplay's premier tournament series goes 60 numbered events strong with this week's AniClash 60! Heralding the arrival of expanded social options arriving to the Twitch and the Discord, as well undoubtedly being rife with a bevy of incredible competitive BlazBlue matches, you won't want to miss out on this event! Hit up the tournament's designated challonge page to register and stake your claim! --- The stream will be located at our Official Twitch Channel and friendlies will begin at 6PM EST on the day of the tournament; stop by to get some last minute practice in and chill with your fellow competitors. Also, make sure you subscribe to that channel, our Official Youtube, Twitter, and our Discord to stay up to date with all things AniClash. Hope to see you there!
  2. 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: - 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 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] 6B[m]: CH 6B > 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 > 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 > 6C > 2D > 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: 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] 5B[M]: 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] 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] 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) Throw Combos ---------Litchi's Main Universal Throw combo (Ground and Air Throw Possible)--------- 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) 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 -----Midscreen----- 6C[m] 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 BBCF Litchi Faye Ling Combos By Geroshabu [Part 1] BBCF Litchi Faye Ling Combos By Geroshabu [Part 2] BBCF LITCHI COMBO VIDEO HD : KEY PLUS WORLD By Auredo BBCF LITCHI CMV BY MOLOKHIA BBCF: Litchi Combo (w/ active flow too) By EeveeFly BBCF - Litchi Option Selecting Nine's Wakeup By Uri_Woz BBCF - Litchi: FC 6D Corner Combo by Uri_Woz
  3. (This Thread has been changed to the "BBCF: Litchi Faye Ling - Gameplay Discussion" thread) *Note* - When browsing the these forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. Gameplay Discussion Only Remember to keep the discussion strictly game-play related. Feel free to discuss Match Videos, Combos, Mix-ups, Strategies, etc. If you have a question or are unsure about something, please look on the wiki first. Her page can be found Here - Before asking And Please remember its a new update ~ Try not to make any final conclusions until there is more information available ~ Thanks EDIT: Blazblue CentralFiction is out in Arcades! This thread will be used to report and paste any findings you have found around the internet about Miss Litchi that you want to discuss~ That may be: Notes or Feedback from Japanese players Gameplay discoveries / New setups / Combo ideas / Anything you wish to know more about but don't understand etc Discussions on her changes / new moves / frame data Videos posted to discuss changes, you may wish to share with people in order to possibly ask a question or talk about theories. (but please be reasonable and avoid wishful thinking like "I hope she gets S tier / Is she worth using anymore? / I hope she gets back [X] so we can] Discuss. (And as Uri said "Please keep the discussions civil, and don't spam the thread with doomsday nonsense.")
  4. until
    Join the premier online anime fighter tournament series as we celebrate the release of BlazBlue: Central Fiction! If you're importing CF or purchasing it through PSN upon release, don't miss AniClash's first ever event with the latest entry in the BlazBlue series! This tournament marks only the first of 5 different full-fledged events AniClash is holding throughout the week of October 7th to October 14th to celebrate Central Fiction's release; click here to read up on all of the other competitions planned and don't miss out on a single second of our BlazBlue: CF Launch Week Celebration! Registration and rules can be found on our dedicated Challonge Page, whilst the event itself will be streamed on our official twitch channel beginning at 8:10 PM EST, this October 7th. Hope to see you there!
  5. Kagura vs. Ragna Kagura vs. Ragna Kagura vs. Izanami Kagura vs. Lambda Kagura vs. Jin Kagura vs. Naoto Kagura vs. Izayoi Kagura vs. Azrael/Haku/Azrael/Makoto Kagura vs. Kagura Kagura vs. Azrael Kagura vs. Celica Kagura vs. Izanami/Hakumen/Lambda Kagura vs. Valkenhayn/Haku Kagura vs. Hakumen/Kagura/Lambda/Azrael Kagura vs. Hakumen/Lambda/Azrael Kagura vs. Hazama Kagura vs Azrael Kagura vs Hazama
  6. Hello! I posted about this group before, but I figured I'd make a thread for it so it doesn't get lost in the discussion. A few months back, I started a Skype group for Nu. It's since evolved into a joint Lamdba/Nu skype group, and we've been discussing the two characters a bunch since CPEX came out. Feel free to come join us! PM me your skype info and I'll add you to the group.
  7. Rachel Vs. Naoto : :Discuss the BBCF Rachel Vs. Naoto match up here. What Naoto can do and should be aware of: - - What Rachel can do and should be aware of: - -
  8. Discuss the matchup here Don't be afraid to ask any questions or list any issues you may have.Please be civil, we're all here to improve.
  9. Discuss the Jin vs Nine matchup here when CF hits. Nine and Jin perspectives welcome!
  10. Discuss the Jin vs Naoto matchup here when CF hits. Naoto and Jin perspectives welcome!