BBCF/Litchi Faye Ling: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
!LItchi Faye Ling
|-
||
[[File:BBCF_Litchi_Portrait.png|350x500px|center]]
|-
||{{CharData-BBCF|Litchi}}
;Additional Backdash
:'''Time''' 43 / '''Invul:''' 1-19
;Play-style
:Mode-switch - Footsies, Rushdown, Okizeme
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
Litchi Faye Ling is a renowned doctor and scientist living in Orient Town, located in the 13th Hierarchical City of Kagutsuchi. Litchi, at first glance, can be perceived as the perfect woman – courteous, sexy, and intelligent. Being a doctor and former scientist, she is a kind person who is willing to help those in need. She is good friends with the Kaka Clan, acting as their teacher both mentally and, in Taokaka's case, physically. She has a one-sided, rather awkward relationship with Bang: Litchi likes him as a friend, while Bang is infatuated with her, but does not know how to express his love.
{{BBCF/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.


===Drive: Mantenbou===
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.
Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with her staff, and placing it on the ground to fight barehanded.


*Starts off every match in Staffed Mode.
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.
*Has two staff sets: Vertical (5D Set) and Horizontal (2D Set). Certain attacks will automatically place them in a specific set. Can change her staff set at any time using Kote Gaeshi. (623D/421D)
*After setting the staff, hitting 5D/2D/j.D will send the staff flying towards the opponent, once going the length of the screen, the staff will then return to Litchi, dealing a second hit. If Litchi is hit, or blocks, while the staff is flying, it will immediately stop where it is and return to her, without attacking. Depending on whether the staff is in the vertical or horizontal set, it will fly at different angles (Vertically and horizontally, as suggested). Some special moves also return the staff to Litchi. Holding the Drive button during a regular launch will delay the launch for a small period of time.
*When carrying the staff (Normally written as [m] in combo notation), Litchi's range is doubled, but her attacks are far slower, and she has less mixup/pressure options.
*When staffless (Normally written as [e] in combo notation), Litchi's range is fairly short, though her attacks are noticeably faster, and her mixup and pressure options are also far greater.


===Overdrive: The Great Wheel===
For notation purposes, moves that require the staff to be equipped have an "m" (Matenbou) suffix (E.g. {{clr|C|5Cm}}), and moves that require it to be unequipped have an "e" (Empty) suffix (e.g. {{clr|C|5Ce}}). Moves that have neither suffix can be performed in either situation.
Litchi's staff grows greatly in size, constantly spins in circles, and begins to follow Litchi around the screen. During the course of Overdrive, the staff acts as a puppet. It can be controlled separately from Litchi at any point during Litchi's actions. (Other than when she's blocking, guard broken, or being hit)
}}
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#Tsubame Gaeshi|623Dm]] (11F)<br/>[[#All Terminals|632146C]] (14F)<br/>[[#Thirteen Orphans (Kokushi)|632146De (Vertical)]] (12F)
| fatalStarter = [[#6Cm|6Cm]]<br/>[[#6Dm|6Dm]]<br/>[[#Straight Through (Itsuu)|41236Cm]]<br/>[[#Unarmed Lunge (Kanchan)|421[C]e]]
}}
{{card|width=4
|header=Drive: Mantenbou
|content=Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, '''normally written as m in combo notation''', Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, '''normally written as e in combo notation'''. Litchi starts every match with Mantenbou equipped.


*While Overdrive is active, Litchi is always in staffless mode.
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou: '''Vertically''' ({{clr|D|5D}}/{{clr|D|j.2D}} Set) and '''Horizontally''' ({{clr|D|2D}}/{{clr|D|j.D}} Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using [[#Kote Gaeshi|Kote Gaeshi]] ({{clr|D|623D}}/{{clr|D|421D}}).  
*When Overdrive ends, Litchi automatically enters Staff Mode.
 
*The staff is controlled by hitting any of the 8 directional buttons + Drive. The direction the staff attacks in is dependent on the directional input you choose.
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent '''relative to when it was set'''. Litchi can recalculate the launch direction with the following specials:
*Holding the Drive button will delay the staff launch for a short period of time.
*{{clr|D|623D}}/{{clr|D|421D}} (These also change staff set/mode)
*After attacking with the staff, it will stay in place for a small amount of time before returning to Litchi. If another staff attack is done before it fully returns to Litchi, it will do it from its current position, rather than her own.
*{{clr|B|63214B}}/{{clr|C|C}}
*Because the staff is considered to be in a constant launch state, Litchi is not able to use any of her staff related special moves or Distortion Drives during the course of Overdrive.
*{{clr|A|63214A}}~{{clr|B|B}}
*During Overdrive, All Green (6428C) and All Terminals (632146C) deal additional hits and damage.
*{{clr|A|63214A}}~{{clr|C|C}}
*Litchi can gatling into any normal up to two times per string, with exception of 6C ending all strings.
*Getting hit while Mantenbou is in motion (includes delaying a launch)
<br clear=all/>
<small>''For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.''</small>
===Strengths/Weaknesses===
 
{|
 
|-style="text-align:left;"
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:
! Strengths !! Weaknesses
*If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.
|- style="vertical-align:top;text-alighn:left"
*If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.
| style="width: 50%;"|
*If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.
*Overall well rounded toolset
 
*Amazing corner carry and combo conversions
<small>For a video explanation on Litchi's Drive, check the [[/Strategy|Strategy Section]].</small>
*Strong pressure, mixup, and okizeme
<br/>
*Good at controlling space
|header2=Overdrive: The Great Wheel
*Strong Crush Trigger
|content2=Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.
*One of the best Overdrives in the game
 
| style="width: 50%;"|
*While Overdrive is active, Litchi is always empty-handed.
*Poor mixup tools while in Staff Mode
*When Overdrive ends, Litchi automatically equips Mantenbou.
*Very slow normals while in Staff Mode
*Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.
*Weak meterless defensive options when staffless
*After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.
*Needs to be near the staff to deal good damage and hit-confirm consistently
*All normals (Except {{clr|C|6C}}) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.
*High learning curve
}}
|-
</div>
|}
 
{{CharLinks-BBCF|Litchi}}
===Normals and Specials===
<br clear=all/>
*Mantenbou moves are indicated with ‘'''m'''‘ whilst Empty-handed moves are indicated with ‘'''e'''‘.
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_5A.png |caption=Clap Em
|input=5A
|name=5A
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 6
|damage=300 |guard=All|attribute=B
|active   = 3
|startup=6 |active=3 |recovery=9 |frameAdv=0
|recovery = 9
|description=
A quick slap with a decent hitbox that makes it good for Anti Airing in some cases. 5A can cancel into itself and whiffs on most crouching hitboxes which limits its use but it does not whiff on Relius, Hakumen & Tager when the are crouching which means you can somewhat bully them with the +3 on block advantage it possesses.
}}
}}
All {{clr|A|A}} normals except {{clr|A|6A}} are the same regardless of whether Matenbou is equipped or not.
{{clr|A|5A}} is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.
Confirms into {{clr|B|5B}}m → {{clr|B|214B}}m for a full combo on air hit, or directly into {{clr|B|214B}}m on air counter hit. Unfortunately, if the opponent is too high for {{clr|B|5B}}, and you don't have a counter hit, your only option to combo off this is {{clr|A|j.A}}.
*Chains into itself 3 times.
*Whiffs on all crouchers except for Relius, Hakumen, Tager.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|B|5B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_5Bm.png |caption=5B[m]
|input=5Bm,5Be |versioned=input
|image2=BBCS_Litchi_5B.png |caption2=5B[e]
|description=
|name=5B
 
|data=
 
{{AttackData-BBCF
A great neutral button that's also used in pressure and combos to hit opponents OTG.
|version=5B[m] |damage=650 |guard=Mid |attribute=B
 
|startup=11 |active=3 |recovery=22 |frameAdv=-6
*Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.
|description=
*Both versions can jump cancel
One of Litchi's go-to ground pokes. It has good range and is safe to use from well positioned ranges. There's a lot you can do off this on block such as jump canceling in to Instant Air Dash Cross up J.2D or setting the staff in 2D/5D and follow it up with 6A[m] Or 2B[m]. In addition to this, it's one of her best combo starters and can confirm into 6C on Counter Hit.
 
Furthermore, with the tip of 5B[m], you can also confirm in to OverDrive combos by doing 5B[m] > 6D > OD / 5B[m] > 5C[2] > 3C[m] > OD , Which lead to good dmg with or without Super enders.
----
'''{{clr|B|5B}}m'''
{{#invoke:FrameChart|drawFrameData
|startup = 11
|active   = 3
|recovery = 22
}}
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD {{clr|D|j.2D}}, her grounded overheads / lows, or {{clr|D|6D}}. It's also a nice punish, as it can combo directly into {{clr|C|6C}}m on CH.
 
You can also confirm with OD combos which lead to good damage. E.x: {{clr|B|5B}}m → {{clr|D|6D}} → ODC or {{clr|B|5B}}m → {{clr|C|5C}}m → {{clr|C|3C}}m → ODC ...
 
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|2B}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|5C}}m, {{clr|C|2C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m
----
 
'''{{clr|B|5B}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 3
|recovery = 14
}}
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|2A}}e, {{clr|A|6A}}e, {{clr|B|2B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>{{clr|C|5C}}</big>===
|version=5B[e] |damage=500 |guard=Mid |attribute=B
{{BBCF Move Card
|startup=8 |active=3 |recovery=14 |frameAdv=0
|input=5Cm,5Ce |versioned=input
|description=
|description=
The staffless version of 5B where litchi strikes with herself rather than her staff.
 
Even though the staff is not with litchi, this move starts up noticably faster and still has a good amount of range to be used as a poke.
 
One of the good things about 5B is that it can be used as a reverse gatling because 5B > 2A can go in to each other for as long as you are hitting the opponent.
'''{{clr|C|5C}}m'''
This allows you to do things such as 5B > 5A > 5B > 5A to either stall for the staff to return to you or to use as mix up for the opponent to guess when the overhead or jump cancel is coming.
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active   = 3
|inactive2= 3
|active3  = 3
|recovery = 23
}}
}}
Blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.
Without counter hit, skipping the second hit is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place Mantenbou near the opponent.
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m
----
'''{{clr|C|5C}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 3
|recovery = 30
}}
}}
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.


====== <font style="visibility:hidden" size="0">5C</font> ======
*Jump cancellable.
{{MoveData
 
|image=BBCS_Litchi_5Cm.png |caption= Poke Poke~
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m
|image2=BBCS_Litchi_5C.png |caption2= Little Puff Ball
|name=5C
|data=
{{AttackData-BBCF
|version=5C[m] |damage=550*2 |guard=Mid |attribute=B
|startup=17 |active=3(3)3 |recovery=30 |frameAdv=-16
|description=
This move is primarily used for combos and can be used as a frame trap from 5B[m] at times.
Litchi's pressure and options from 5C[m] is limited so you have to mix up how you go about finishing the block string if you use 5C[m]
it can only go in to 3C / Itsuu cancel / 2D 5D / 214B/C which can all leave you at some what of a disadvantage in terms of frames. If the opponent reacts or Instant blocks or OD cancels mid way it can be bad but always keep them guessing.
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>{{clr|A|2A}}</big>===
|version=5C[e] |damage=700 |guard=Mid |attribute=BP
{{BBCF Move Card
|startup=14 |active=3 |recovery=30 |frameAdv=-16
|input=2A
|description=
|description=
Litchi forms a small burst of energy. Leads to good damage on Counter hit and has good range. It has a decent hit box but it's not a recommended poke but is good to use in combos
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active   = 3
|recovery = 9
}}
}}
Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.
*Chains into itself 3 times.
*Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}m, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_2A.png |caption=Slap them knee caps
|input=2Bm,2Be |versioned=input
|name=2A
|description=
|data=
 
{{AttackData-BBCF
 
|damage=300 ||guard=All |attribute=F
'''{{clr|B|2B}}m'''
|startup=7 |active=3 |recovery=9 |frameAdv=0
{{#invoke:FrameChart|drawFrameData
|description=
|startup = 17
Litchi does back hand tap to the opponents legs. This move has a good enough hit/hurt box that allows it to be used as an anti air in some cases and can be used to low profile certain aerials. It's not as good as Tao/Koko's 2A in terms of low profiling but it still can be used to do so in some situations.
|active   = 4
|recovery = 26
}}
}}
At 17f, {{clr|B|2B}}m is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, {{clr|B|2B}}m has more hitstun than regular a {{clr|B|2B}} and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with {{clr|B|2B}}m → {{clr|A|6A}}m and {{clr|B|2B}}m → {{clr|C|3C}}.
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m
----
'''{{clr|B|2B}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 2
|recovery = 22
}}
}}
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|5B}} will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.


====== <font style="visibility:hidden" size="0">2B</font> ======
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m
{{MoveData
|image=BBCS_Litchi_2Bm.png |caption= Split Kick!(Extend)
|image2=BBCS_Litchi_2B.png |caption2= Split Kick!
|name=2B
|data=
{{AttackData-BBCF
|version=2B[m] |damage=600 |guard=Low |attribute=F
|startup=17 |active=2 |recovery=28 |frameAdv=-13
|description=
Litchi does a full split kick that extends the Mantenbō across the ground.
A decent poke against some characters, this move is very easy to combo off of on counter hit. The low profile frames are a little slow to start up, but it can generally be used to slip under some normals and projectiles.
It can go in to 6A[m] and 3C[m]too, Which means you can do high-low mix up vs opponents from almost half screen away.
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>{{clr|C|2C}}</big>===
|version=2B[e] |damage=450 |guard=Low |attribute=F
{{BBCF Move Card
|startup=12 |active=2 |recovery=22 |frameAdv=-10
|input=2Cm,2Ce |versioned=input
|description=
|description=
Split Kick that covers a good range even without the staff being equipped. Good for pokes and can low profile some normals and Counter Assaults (Dead Angles) if used at the right time.
 
 
'''{{clr|C|2C}}m'''
{{#invoke:FrameChart|drawFrameData
|startup = 14
|active   = 3
|recovery = 28
}}
}}
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into {{clr|D|6D}}(1) → Delay → {{clr|B|214B}} → ..., or just directly into {{clr|B|214B}} on standing opponents. {{clr|C|2C}}m can also combo directly into {{clr|D|4D}} which leads to decent damage in the corner.
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move {{clr|C|5C}}m whiff if too close..
*Launches on hit.
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m
----
'''{{clr|C|2C}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 3
|recovery = 19
}}
}}
One of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.
*Jump cancellable.


====== <font style="visibility:hidden" size="0">2C</font> ======
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m
{{MoveData
|image=BBCS_Litchi_2Cm.png |caption=2C[m]
|image2=BBCS_Litchi_2C.png |caption2=2C[e]
|name=2C
|data=
{{AttackData-BBCF
|version=2C[m] |damage=800 |guard=Mid |attribute=B
|startup=14 |active=3 |recovery=28 |frameAdv=-14
|description=
This move is primarily used as a frame trap. Although you can't jump cancel it, you can cancel it in to Itsuu stance or gatling in to 6D or 5C and DP). 2C[m] also functions as an anti-jump in the corner.
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>{{clr|A|6A}}</big>===
|version=2C[e] |damage=650 |guard=Mid |attribute=B
{{BBCF Move Card
|startup=12 |active=3 |recovery=19 |frameAdv=-5
|input=6Am,6Ae |versioned=input
|description=
|description=
Same as the Staff version but loses it's height / range due to the staff not being there. Although the staff is not extending the range, this move is good because it's fast and pushes litchi forward a tiny bit which can help in pressure as well as being jump cancelable.
 
 
*Both versions ground bounce on air hit.
----
'''{{clr|A|6A}}m'''
{{#invoke:FrameChart|drawFrameData
|startup = 25
|active   = 3
|recovery = 20
}}
}}
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m, or to confirm with {{clr|B|4B}}m → {{clr|B|6[B]}}m
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}m
----
'''{{clr|A|6A}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 3
|recovery = 18
}}
}}
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.


====== <font style="visibility:hidden" size="0">6A</font> ======
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch
{{MoveData
|image=BBCS_Litchi_6Am.png |caption=Karate Chop![m]
|image2=BBCS_Litchi_6A.png |caption2=Karate Chop! [e]
|name=6A
|data=
{{AttackData-BBCF
|version=6A[m] |damage=700 |guard=High |attribute=B
|startup=25 |active=3 |recovery=20 |frameAdv=-2
|description=
Litchi performs a karate chop on the opponents head. Standard overhead which can be used to open the opponent up occasionally. Combos in to 4B[m] > itsuu Cancel and in the corner you can also do 6A[m] > 4B[m] > itsuu A  which bounces the opponent off the wall for a combo route.
}}
}}
{{AttackData-BBCF
 
|header=no
===<big>{{clr|B|6B}}</big>===
|version=6A[e] |damage=550 |guard=High |attribute=B
{{BBCF Move Card
|startup=22 |active=3 |recovery=18 |frameAdv=-2
|input=6Bm,6[B]m,6Be,6[B]e |versioned=input
|description=
|description=
*Karate Chop [e] . Her Standard Staffless overhead which can be used to open up the opponent too but this cersion can only be special canceled and canceled in to 2D/5D for combo opportunities.
 
 
'''{{clr|B|6B}}m'''
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active   = 6
|recovery = 18
}}
}}
{{#invoke:FrameChart|drawFrameData
|recovery = 28
}}
}}
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with {{clr|C|6C}}m.


====== <font style="visibility:hidden" size="0">6B</font> ======
If the button is held, a feint version {{clr|B|6B}} will be done which can be used for reducing the recovery of other buttons like {{clr|B|4B}}m for pressure resets or throws.
{{MoveData
 
|image=BBCS_Litchi_6Bm.png |caption=6B[m]
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}
|image2=BBCS_Litchi_6B.png |caption2=6B[e]
**Slightly reduces range if done after a dash.
|name=6B
*Can only jump/special cancel on hit
|data=
*Wall bounces in the corner on air-hit
{{AttackData-BBCF
 
|version=6B[m] |damage=850 |guard=Mid |attribute=B
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}m
|startup=17 |active=4 |recovery=19 |frameAdv=-2
----
|description=
'''{{clr|B|6B}}e'''
A decent poke with some interesting properties. If you're using this move, you're throwing it out with the intent to hit someone airborne or counter hit them. On air counter hit, it wallbounces, making it very easy to convert the hit into a full combo.
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active   = 4
|recovery = 23
}}
}}
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|header=no
|recovery = 26
|version=6B[e] |damage=660 |guard=Mid |attribute=B
|startup=17 |active=4 |recovery=22 |frameAdv=-8
|description=
Unlike the staff version, it doesn't have any special Counter Hit Bounces or anything to make it special but it gatlings in to 5B and is good if the opponent is at a slight distance.
}}
}}
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|2C}}, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.
*Can jump cancel.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
===<big>{{clr|C|6C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_6Cm.png |caption=6C[m]
|input=6Cm,6Ce |versioned=input
|image2=BBCS_Litchi_6C.png |caption2=6C[e]
|description=
|name=6C
 
|data=
 
{{AttackData-BBCF
'''{{clr|C|6C}}m'''
|version=6C[m] |damage=350*4 |guard=Mid |attribute=B
{{#invoke:FrameChart|drawFrameData
|startup=23 |active=3*4 |recovery=27 |frameAdv=-10
|startup = 23
|description=
|active   = 12
A normal that's primarily used for counter hit conversions (off 2B and 5B) that doubles as a frame trap. You can control how many hits you want to come out by cancelling into 5D or 2D.
|recovery = 27
}}
}}
{{AttackData-BBCF
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into {{clr|D|5D}}m or {{clr|D|2D}}m on any of the four hits.
|header=no
|version=6C[e] |damage=540*2 |guard=HL, HA |attribute=B, H
|startup=11 |active=2(25)3 |recovery=7+6L |frameAdv=+1
|description=
Litchi does a High kick and follows it up with a Somersault Kick to their Head


This move used to be litchi's go to knockdown before doing okizeme but it now is used mainly as a combo filler.
*Launches opponent away on air hit
It's best uses is for juggling the opponent in order to call your staff back without interruption. (For example: xx > 6C[1] > 5D[Hold] > combo (Release 5D) > Staff 2 > 6C[1] > DP )
*Crumples on hit
**Untechable CH air-hit.


It's not really supposed to be used as a Pressure tool but since players tend to forget that this move is indeed +1 (and an overhead), you can sometimes get away with them trying to punish it without instant blocking it. so you will sometimes get the odd +1 advantage over the opponent but it isn't advised to use this for pressure.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m
----
'''{{clr|C|6C}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 2
|inactive2= 25
|active3  = 3
|recovery = 7
|specialRecovery= 6
}}
}}
''Amazing'' combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e(1) > {{clr|D|5[D]}} > {{clr|C|6C}}e > {{clr|B|j.236B}}e > {{clr|D|]D[}} > {{clr|C|j.236C}}e > staff 2 > {{clr|C|6C}}e(1) > {{clr|D|623D}}m - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between {{clr|B|j.236B}}~{{clr|C|j.236C}} and 2. Cover your landing recovery from {{clr|C|j.236C}} > {{clr|C|6C}}e(1).}}, which is the primary route you will be using with Litchi.
*Second hit will hard knockdown on ground hit
**Will soft knockdown on air hit.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch
}}
}}


====== <font style="visibility:hidden" size="0">4B</font> ======
===<big>{{clr|B|4B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Litchi_4Bm.png |caption=4B[m]
|input=4Bm,4Be |versioned=input
|image2=BBCP_Litchi_4B.png |caption2=4B[e]
|description=
|name=4B
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 16
{{AttackData-BBCF
|active   = 3
|version=4B[m] |damage=750 |guard=Mid |attribute=B
|recovery = 29
|startup=16 |active=3 |recovery=28 |frameAdv=-12
|description=
Litchi's "anti-air", this normal is very good when used properly. It has a very high hitbox above her, so if people like jumping, and then double jumping above you, this will stop them in their tracks. Also, if someone is jumping at you in the corner (usually to bait your Tsubame Gaeshi), this move will automatically sideswap on hit - leading into a corner combo and a knockdown. It's main weakness is that it doesn't hit very far horizontally so you must be careful when/where you use it.
}}
}}
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|header=no
|startup = 14
|version=4B[e] |damage=600 |guard=Mid |attribute=B
|active   = 3
  |startup=14 |active=3 |recovery=20 |frameAdv=-6
|recovery = 21
|description=
The staffless version of 4B doesn't have the long range but suffers from the same issue where it doesn't hit very well from a Horizontal angle
Not the greatest Anti Air in terms of range but if you learn it's range and use it when you have the right opportunities it will do it's job but those changes are not so often unless the opponent loves to jump directly on top of you instead of from an angle.
}}
}}
'''{{clr|B|4B}}'''
Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as {{clr|A|5A}} may be preferable depending on range or situation. {{clr|B|4B}} is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.
*{{clr|B|4B}}m exclusive:
**Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced {{clr|B|2B}} or {{clr|A|6A}}.
**Launches on ground hit.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}m
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|C|3C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_3Cm.png |caption=3C[m]
|input=3Cm,3Ce |versioned=input
|image2=BBCS_Litchi_3C.png |caption2=3C[e]
|description=
|name=3C
 
|data=
{{AttackData-BBCF
|version=3C[m] |damage=800 |guard=Low |attribute=F
|startup=20 |active=12 |recovery=15 |frameAdv=-8
|description=
A long range sweep used to catch backdashes and fish for jump outs and counter hits. Usually, people use this move as a queue for the "end" of her staff pressure or to snipe people who try to run directly at litchi from full screen. 


On Counter Hit , this can be followed up by doing 2B[m] > 4B or even 2D > 5D > J.BC J.B[m] > xx
'''{{clr|C|3C}}m'''
{{#invoke:FrameChart|drawFrameData
|startup = 20
|active  = 12
|recovery = 15
}}
}}
{{AttackData-BBCF
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m → {{clr|D|2D}}m → {{clr|D|2[D]}}e on hit. It can also cancel into {{clr|C|41236C}} for a double low that will lead to full combos in the corner via {{clr|C|3C}}m → {{clr|C|41236C}} → {{clr|A|5A}} → {{clr|B|5B}}m → {{clr|B|214B}}m → ...
|header=no
 
|version=3C[e] |damage=650 |attribute=F
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m → {{clr|B|4B}} → ... or even {{clr|D|2D}}m → {{clr|D|5D}}e → 66 → {{clr|B|j.B}} →{{clr|C|C}} → Delay → {{clr|B|j.B}}m → ...
|startup=15 |active=3 |recovery=21 |frameAdv=-7
*{{Tt|Extends Mantenbou forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.
|description=
 
*List what the move is used for
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
----
Follow the [[Help:Writing_Character_Pages]] guidelines
'''{{clr|C|3C}}e'''
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 3
|recovery = 21
}}
}}
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after {{clr|D|623D}}m.  At midscreen, you can do 66{{clr|C|3C}}e which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.
*Shifts Litchi backwards during recovery.
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch, {{clr|D|5D}}m, {{clr|D|2D}}m
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_jA.png |caption=Placeholder
|input=j.A
|name=j.A
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 7
|damage=300 |guard=High/Air |attribute=H
|active   = 4
|startup=7 |active=4 |recovery=9  
|recovery = 9
|description=
Litchi reaches for the sky while airborne. A weird normal in a way that , it's an Anti Air for the Air to Air game. Litchi isn't the best Air to Air character but if someone jumps higher than litchi, j.a is the perfect tool to keep them in check until your both on the ground again. Great to use vs certain characters more than others because of the chances you get to use it, but other than that , it's used like all other standard j.A's. (I.e. to jump up , attack and confirm quick / short air combos for a knockdown.)
}}
}}
{{clr|A|j.A}} is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after {{clr|B|j.B}}m to make Litchi more plus.
*Chains into itself indefinitely on block and on hit.
*Jump cancellable.
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_jBm.png |caption=j.B[m]
|input=j.Bm,j.Be |versioned=input
|image2=BBCS_Litchi_jB.png |caption2=j.B[e]
|description=
|name=j.B
'''{{clr|B|j.B}}m'''
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 11
|version=j.B[m] |damage=650 |guard=High/Air |attribute=H
|active   = 3
|startup=11 |active=3 |recovery=18 |frameAdv=-
|recovery = 18
|description=
A good all-around normal, this move shines as an air-to-air attack, when the opponent is level with you. If the opponent is grounded, you can use this as a jump-in as well, but if you use the move too early, you risk the opponent crouching under your normal. If you do it deep, they can mash 5A. Stay on your toes!
}}
}}
{{AttackData-BBCF
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.
|header=no
----
|version=j.B[e] |damage=650 |guard=High/Air |attribute=H
'''{{clr|B|j.B}}e'''
|startup=9 |active=4 |recovery=12 |frameAdv=
{{#invoke:FrameChart|drawFrameData
|description=
|startup = 9
*List what the move is used for
|active   = 4
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
|recovery = 12
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_jCm.png |caption=j.C[m]
|input=j.Cm,j.Ce |versioned=input
|image2=BBCS_Litchi_jC.png |caption2=j.C[e]
|description=
|name=j.C
 
|data=
'''{{clr|C|j.C}}m'''
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|version=j.C[m] |damage=850 |guard=High/Air |attribute=H
|startup = 15
|startup=15 |active=4 |recovery=14+4L |frameAdv=
|active   = 4
|description=
|recovery = 14
A very good air-to-air attack. Use this if you're anticipating a counter hit - if you're close enough to the corner, you can convert into a full combo. Must be used with care as it's not as fast as most air normals and has to be spaced well too.  it's not advised to use this Air to Ground as it has a high chance of Whiffing, so keep it strictly for Air-to-Air usage.
|specialRecovery= 4
}}
}}
{{AttackData-BBCF
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.
|header=no
 
|version=j.C[e] |damage=750 |guard=High/Air |attribute=H
*Blows back the opponent on CH
|startup=12 |active=3 |recovery=22 |frameAdv=
**Wall bounces in the corner
|description=
----
Large hitbox, great for both air to ground and air to air,  it doesn't have an special CH properties and instantly knocks the opponent downwards. It's mainly used just before using rekkas but Litchi can use it to knock an opponent down and set up some sort of follow up with the staff.
'''{{clr|C|j.C}}e'''
{{#invoke:FrameChart|drawFrameData
|startup = 12
|active   = 3
|recovery = 22
}}
}}
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into {{clr|B|j.B}}e to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e → {{clr|C|5C}}e → sj9 → {{clr|B|j.B}} → {{clr|C|j.C}}e → {{clr|D|]D[} →}} {{clr|C|j.236C}}e → {{clr|B|4B}}m → {{clr|B|214B}}m → ...}} {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e → 669 → {{clr|B|j.B}} →{{clr|C|j.C}}e → Delay → {{clr|B|j.B}}m → {{clr|B|214B}}m → ...}} if the opponent is high enough early in the combo.
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <font style="visibility:hidden" size="0">5D</font> ======
===<big>{{clr|D|5/2D}}m</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_5Dm.png |caption= Look at the Flick of the wrist~
|input=5Dm,2Dm |versioned=input
|image2=BBCS_Litchi_5D.png |caption2=Swerve em'
|description=
|name=5D
'''{{clr|D|5D}}m'''
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|recovery = 27
|version=5D[m] |damage=- |guard=- |attribute=
|startup=9 |active=- |recovery=27t |frameAdv=-
|description=
Sets the staff vertically. Useful in pressure to help stop jump outs, but the move itself is a little slower.
}}
}}
{{AttackData-BBCF
Sets Mantenbou '''vertically'''. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.
|header=no
----
|version=5D[e] |damage=- |guard=- |attribute=
|startup= |active=- |recovery=48t |frameAdv=-  
|description=
Launches the staff from where ever you set it and from which ever way you set it (2D or 5D mode)


5D[m] / 4D[m] / J.2D[m] all set the staff in 5D mode (Staff launches up above covering the air)
'''{{clr|D|2D}}m'''
{{#invoke:FrameChart|drawFrameData
|recovery = 23
}}
}}
Sets Mantenbou '''horizontally'''. It has faster recovery than {{clr|D|5D}}m and can be used for pressure resets.
}}
}}


====== <font style="visibility:hidden" size="0">2D</font> ======
===<big>{{clr|D|6D}}m</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_2Dm.png |caption=This Chest
|input=6Dm
|image2=BBCS_Litchi_2D.png |caption2=Dem legs
|description=
|name=2D
{{#invoke:FrameChart|drawFrameData
|data=
|startup = 15
{{AttackData-BBCF
|active   = 9
|version=2D[m] |damage=- |guard=- |attribute=
|inactive2= 4
|startup=9 |active=- |recovery=23t |frameAdv=-
|active3  = 5
|description=
|recovery = 17
Sets the staff horizontally. The start up is similar to her 6A and 4D, making it a strong move to use as a feint. It sets up her much stronger staffless pressure.
}}
}}
{{AttackData-BBCF
This sets Mantenbou '''horizontally'''. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged {{clr|D|5D}}e. In midscreen combos, it pushes her in range for {{clr|B|214B}}m or {{clr|D|623D}}m, while in corner combos it's her go-to move for horizontal sets.
|header=no
|version=2D[e] |damage=- |guard=- |attribute=H
|startup= |active=- |recovery=30t |frameAdv=-  
|description=
Launches the staff (Just like 5D[e]. Depending on how you set it.


2D[m] / 6D[m] / J.D[m] all set the staff in 2D mode (Staff launches across the ground)
Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into {{clr|C|41236C}}m, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is {{clr|D|6D}}(1) > CT, which will guard crush IB attempts, though this is best used sparingly.


*Wall-splats in the corner
}}
}}
===<big>{{clr|D|4D}}m</big>===
{{BBCF Move Card
|input=4Dm
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 9
|recovery = 8
|specialRecovery= 8
}}
}}
This sets Mantenbou '''vertically''', and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: {{clr|D|4D}}m  → Dash → {{clr|C|3C}}e  → {{clr|C|421C}} → ...


====== <font style="visibility:hidden" size="0">6D</font> ======
It's good for routes if used after a CH or {{clr|C|2C}}m in the corner, and its airborne state enables tricky mixups with RC such as {{clr|D|4D}}m {{clr|A|j.A}} that retain good pressure on block, and don't mess up combos on hit.
{{MoveData
|image=BBCS_Litchi_6D.png |caption=Sets up an easy Crush Trigger.
|name=6D
|data=
  {{AttackData-BBCF
|damage=600*2 |guard=Mid |attribute=B
|startup=15 |active=9(4)5 |recovery=17 |frameAdv=+3
|description=
Litchi's +3 on block Barge. Has a decent hitbox and can be Special canceled in to Itsuu as a pressure/mix up tool. It also Fatals and leads to combos that take your opponent to the corner and do a good chunk of damage.
Most important thing to know is that , when this move is Instant Blocked , it becomes 0 on block, which means who ever has the Fastest button will win in terms of mashing (or they might even DP you) So make sure you know when to mash 2a or when to block if you do 6D(2) vs certain characters. You might want to check other characters 2A/5A or any of their fastest startup normals.
That being said,  some character may do other things instead of mash , i.e. Bang may do a D move / Hakumen may Counter etc etc. Always be on your toes if you decide to use this as Pressure without special canceling it in to Itsuu.
}}
}}
===<big>{{clr|D|j.D}}m</big>===
{{BBCF Move Card
|input=j.Dm
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|isProjectile = true
|recovery = 32
|specialRecovery = 4
}}
}}
The infamous Litchi {{clr|D|j.D}}m; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou '''horizontally''' as it lands.
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.


====== <font style="visibility:hidden" size="0">4D</font> ======
*Cancels all air momentum
{{MoveData
|image=BBCS_Litchi_4D.png |caption=Frame adv. varies depending on distance.
|name=4D
|data=
{{AttackData-BBCF
|damage=800 |guard=High/Air |attribute=H
|startup=22 |active=9 |recovery=8+8L |frameAdv=-6
|description=
*Tricky looking overhead to set the staff
*Low and Throw invulnerability
*It is somewhat Safe on block if it is done at Max range
}}
}}
===<big>{{clr|D|j.2D}}m</big>===
{{BBCF Move Card
|input=j.2Dm
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|isProjectile = true
|inactive2= 8
|active3  = 2
|recovery = 8
}}
}}
Stops Litchi's air momentum and then drops her straight downwards, setting the staff '''vertically''' as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|421[C]}} mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.


====== <font style="visibility:hidden" size="0">j.D</font> ======
*Cancels air momentum once it becomes active.
{{MoveData
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.
|image=BBCS_Litchi_jDm.png |caption=j.D[m]
|image2=BBCS_Litchi_jD.png |caption2=j.D[e]
|name=j.D
|data=
{{AttackData-BBCF
|version=j.D[m] |damage=800 |guard=All
|startup=14 |active=Until Ground |recovery=Total 45+4L |frameAdv=- |attribute=HBFP |invul=- |hitbox=litchi/jD_M
|description=
Interesting as an air-to-air. You can combo off this (it's extremely situational). Knocks the opponent down, and places the staff in horizontal set.
}}
}}
{{AttackData-BBCF
|header=no
|version=j.D[e] |damage=- |guard=-
|startup=11 |active=- |recovery=30+7L |frameAdv=- |attribute=- |invul=- |hitbox=litchi/jD_E
|description=
Sets the staff in to 2D mode
J.D > 2D is somewhat of a trap if people try to jump or hit a button.


It's a nice "get away from me" button if people try to contest you in the air.
===<big>{{clr|D|5/2/6[6]/j.D}}e</big>===
{{BBCF Move Card
|input=5De,2De,6[6]De,j.De |versioned=input
|description=
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info on what the staff itself actually does. {{clr|D|5D}}e is usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input. Holding {{clr|D|D}} will delay the launch until {{clr|D|D}} is released.
----
'''{{clr|D|5D}}'''
{{#invoke:FrameChart|drawFrameData
|recovery = 20
}}
*If not held, Staff is active on frame 9.
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.
----
'''{{clr|D|2D}}'''
{{#invoke:FrameChart|drawFrameData
|recovery = 20
}}
*If not held, Staff is active on frame 10.
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.
----
'''{{clr|D|6[6]D}}'''


A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.
*+16/+12 for Vertical/Horizontal set.
----
'''{{clr|D|j.D}}'''
{{#invoke:FrameChart|drawFrameData
|recovery = 26
|specialRecovery= 7
}}
}}
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this.
*If not held, Staff is active on frame 12.
*Cancels all air momentum.
}}
}}


====== <font style="visibility:hidden" size="0">j.2D</font> ======
===<big>Staff Launch</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_j2Dm.png |caption=Cross-up leads to a full combo.
|input=Staff Launch Vertical,Staff Launch Horizontal |versioned=name
|name=j.2D
|description=
|data=
'''Vertical Set'''
{{AttackData-BBCF
 
|damage=500*2 |cancel=R*2 |starter=N |guard=All, Low/Air
Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.
|startup=17 |active=Till L(8)2 |recovery=8 |frameAdv=+7 |attribute=H, F |invul=- |hitbox=litchi/j2D
 
|description=
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.
If they blocked the 2nd hit > it's your turn. Plus enough to continue pressure from 2A/5B
 
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.
 
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''
*{{clr|D|5D}}m
*{{clr|D|4D}}m
*{{clr|D|j.2D}}m
*{{clr|B|214B}}/{{clr|C|C}}m
*{{clr|D|623D}}e
----
'''Horizontal Set'''
 
Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi.
 
On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup {{clr|C|421[C]}} okizeme.
 
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.


WARNING: if people Instant Block the First hit , the second hit can be Punished by certain characters like Hakumen. (This move is only safe if the 2nd hit hits their block)
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a {{clr|D|41236D}} setup.


Goes in to a nice combo with nice wall carry. Instant Cross up to surprise people. use it with care because players like to UpBack if they see you doing it too much. This move is also horrible on whiff so try not to mess up or miss (you will be staffless at the end of the day)
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''
*{{clr|D|2D}}m
*{{clr|D|6D}}m
*{{clr|D|j.D}}m
*{{clr|D|421D}}e
*{{clr|C|632146C}}m~{{clr|D|D}}
----
*If the staff is at the corner, it will not travel off screen.
*The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.
*If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.
*If Litchi blocks, the staff will stop dead and then return to Litchi.
*The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.
}}
}}
<br style="clear:both;"/>
==Universal Mechanics==
===<big>Forward Throw</big>===
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=B+C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 23
}}
}}
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.


====== <font style="visibility:hidden" size="0">Staff Launch</font> ======
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]
{{MoveData
*Special cancelable
|image=BBCS_Litchi_Staff5D.png |caption=Vertical Launch (5D Set)
*Counter hit recovery
|image2=BBCS_Litchi_Staff2D.png |caption2=Horizontal (2D Set)
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}
|name=Staff Launch
|data=
{{AttackData-BBCF
|version=Vertical |subtitle=5D Set |damage=400*2 |guard=All |attribute=P1*
|startup=- |active=- |recovery=- |frameAdv=-
|description=
}}
}}
{{AttackData-BBCF
|header=no
|version=Horizontal |subtitle=2D Set |damage=500 |guard=All |attribute=P1*
|startup=- |active=- |recovery=- |frameAdv=-
|description=
}}
{{AttackData-BBCF
|header=no
|version=While Dashing |damage=- |guard=-
|startup=3 |active=- |recovery= |frameAdv=- |attribute=- |invul=- |hitbox=-
|description=
2D[m] / 6D[m] / J.D[m] all set the staff in 2D mode (Staff launches across the ground)


5D[m] / 4D[m] / J.2D[m] / 214B/C all set the staff in 5D mode (Staff launches up above covering the air
<br style="clear:both;"/>
 
===<big>Backwards Throw</big>===
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=4B+C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 23
}}
}}
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]
*Special cancelable
*Counter hit recovery
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}
}}
}}
<br clear=all/>


==Universal Mechanics==
===<big>Air Throw</big>===
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{MoveData
{{BBCF Move Card
|image=BBCS_Litchi_FThrow.png |caption=B+C
|input=j.B+C
|name=Forward Throw
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|startup = 7
|damage=0*2, 1500 |guard=Throw (70) |attribute=T
|active   = 3
|startup=7 |active=3 |recovery=23 |frameAdv=
|recovery = 23
|description=
|specialRecovery= 3
Standard throw where litchi grabs you by the neck and gives you one nice kick launching you upwards for you to do ItsuuA (in the corner) or dash 5B>RenChan for a decent combo with nice dmg/wall carry
}}
}}
Airthrows are extremely powerful offensive anti airs. Use this.
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]
*Counter hit recovery
}}
}}


====== <font style="visibility:hidden" size="0">Backwards Throw</font> ======
===<big>Counter Assault</big>===
{{MoveData
{{InputBadge|When blocking {{clr|A|6A}}+{{clr|B|B}}}}
|image=BBCS_Litchi_BThrow.png |caption=4B+C
{{BBCF Move Card
|name=Backwards Throw
|input=6A+B
|data=
|description=
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|damage=0, 1500 |guard=Throw (70) |attribute=T
|startup = 13
|startup=7 |active=3 |recovery=23 |frameAdv=-
|active   = 2
|description=
|recovery = 36
Standard back throw. Litchi grabs you again by the neck but this time uses her leg to launch you behind her and in to the air for you to combo off.
Just like her Forward throw you can go in to Dash 5B>RenChan or Itsuu A or anything else you can think of~
}}
}}
A [[BBCF/Mechanics#Counter_Assault| Counter Assault]] with solid range. Since {{clr|D|623D}}m cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with {{clr|D|421D}}e and still meaty them.
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Crush Trigger</big>===
{{MoveData
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|image=BBCS_Litchi_AThrow.png |caption=j.B+C
{{BBCF Move Card
|name=Air Throw
|input=5A+B,5[A+B] |versioned=input
|data=
|description=
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|damage=0, 1500 |guard=Throw (90) |attribute=T
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
|startup=7 |active=3 |recovery=23+3L |frameAdv=-
|startup  = 20
|description=
|active  = 1
Litchi grabs you and flips you towards the ground. Low bounces the opponent and allows you to combo off it from most heights by doing 5B > 214B or 2B > 214B or even All terminals.
|recovery = 25
Note: Female characters tend to have huge Air throw hitbox , so there may be cases where the opponent is slightly higher / below/ or further away from you but the grab still works. it's got good kidnapping potential !
}}
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>Max Charge</small>
|startup  = 61
|active  = 1
|recovery = 25
|frcStart = 30
|frcEnd = 60
}}
}}
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
*Hard KD on air hit.
{{MoveData
|image=BBCS_Litchi_6B.png |caption=Placeholder
|name=Counter Assault
|data=
{{AttackData-BBCF
|damage=0 |guard=All |attribute=B
|startup=13 |active=2 |recovery=36 |frameAdv=-19
|description=
A pretty standard (somewhat okay) Counter assault. some characters glitch through or pass through her when she does it.
it has nice range since it's her staffless 6B > so it can be used in tight areas where people think they are spaced out enough to avoid it.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
===<big>Backdash</big>===
{{MoveData
{{InputBadge|44}}
|image=BBCP_Litchi_CT.png
{{BBCF Move Card
|input=A+B |caption=Release The Dragon!
|input=44
|name=Crush Trigger
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|recovery = 22
|version=Uncharged |damage=1000 |guard=Barrier |attribute=B
|startup=20 |active=1 |recovery=25 |frameAdv=0 }}
{{AttackData-BBCF
|header=no
|version=Charged |damage=1000 |guard=Barrier |attribute=B
|startup=30-61 |active=1 |recovery=25 |frameAdv=0
|description=
Litchi releases a Small Dragon and sends it down on top of the opponent. It has a rather large hit box and can be used to stabilize certain combos
 
(such as the combo confirm off 421C[e] > 4B > CT > xx)
}}
}}
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.
*Can cancel into 447 on frame 18.
*Airborne 1-15f
}}
}}
<br clear=all/>


==Special Moves==
===<big>Additional Back Step</big>===
====== <font style="visibility:hidden" size="0">Additional Back Step </font> ======
{{InputBadge|447}}
{{MoveData
{{BBCF Move Card
|name=Additional Back Step
|input=447
|input=447
|image=BBCS_Litchi_447.png |caption= Back flip
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-BBCF
|recovery = 43
|damage= |cancel= |guard=
|startup= |active= |recovery=34+9L |frameAdv= |attribute=
|description=
Litchi performs a back flip after doing her regular back dash.
It does have a tiny bit of extra invul but one of it's good traits is that it can be dash canceled for a quick low Instant Air Dsah J.C to surprise opponents.
}}
}}
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with {{clr|C|j.C}} or {{clr|B|j.B}}. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.
*Available on frame 18 of Backdash.
*Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.
}}
}}


====== <font style="visibility:hidden" size="0">Straight Through </font> ======
<br style="clear:both;"/>
{{MoveData
 
|name=Straight Through
==Special Moves==
|input=41236A/B/C[m]
===<big>Straight Through (Itsuu) </big>===
|image=BBCS_Litchi_StraightThrough.png
{{InputBadge|{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m (Hold OK)}}
|image2=BBCF_Litchi_StraightThroughFollowups.png |caption=気通貫 Ikki Tsūkan
{{BBCF Move Card
|data=
|input=41236Am,41236Bm,41236Cm,41236Xm~D |versioned=input
{{AttackData-BBCF
|description=
|version=Stance |damage= |guard= |attribute=
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or press {{clr|D|D}} while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~{{clr|D|D}} is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from {{clr|D|6D}}(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.
|startup= |active= |recovery=Total 54 |frameAdv=
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} However, you can hold the stance to try and meaty them, or cancel with {{clr|D|D}} to be +0 instead.
}}
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.
{{AttackData-BBCF
*If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.
|header=no
*All versions are always -2 on normal block, regardless of what active frame they hit on.
|version=Attack |damage=1000 |guard= |attribute=B/B/F
----
|startup=7 |active=8 |recovery=Total 40 |frameAdv=-2
;'''{{clr|A|41236A}}m'''
|description=
 
The pole wraps around and shields Litchi. Although it does not start right away, once it gets going she will guard point Head, Body and Projectile attributes. So most crouching moves and throws will still hit.
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.
*Counter hit wall bounces midscreen.


Itsuu A: Hits the opponent up and away on hit. In the corner it smacks the opponent off the wall allowing you to combo them and on Counter Hit it bounces the opponent off the wall in a spring like fashion. (Midscreen it bounces them off the wall and makes them fly back towards you for a combo follow up chance)
----
;'''{{clr|B|41236B}}m'''


Itsuu B: Hits the opponent away from you (Does NOT bounce the opponent off the wall even with Counter hit) / It can be Rapid canceled in for a follow up combo i.e. 6A[m]>itsuu B > RC > 5B > xx
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than {{clr|C|41236C}}.
----
;'''{{clr|C|41236C}}m'''


Itsuu C: Trips the opponent up and on Counter hit allows you to do a follow up Pick up like 2B[M] > 4B[M]> xx
An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to {{keyword|OTG}} combos. In the corner, it can lead to full combos on normal hit via linking {{clr|A|5A}}.


*Fatal Counter.
*Causes hard knockdown on counter hit. Example pickups: dash {{clr|C|5C}}m/({{clr|B|2B}}m > {{clr|B|4B}}m) > {{clr|B|214B}}...
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.
}}
}}
===<big>Ren Chan</big>===
{{InputBadge|{{clr|B|214B}}/{{clr|C|C}}m}}
{{BBCF Move Card
|input=214Bm,214Cm |versioned=input
|description=
Litchi flicks Mantenbou forward in an arc, placing it '''vertically'''. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.
----
'''{{clr|B|214B}}m'''
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|isProjectile= true
|recovery = 32
}}
}}
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.
*Sets Mantenbou a little over 1/2 screen from Litchi.


====== <font style="visibility:hidden" size="0">Tsubame Gaeshi </font> ======
----
{{MoveData
'''{{clr|C|214C}}m'''
|name=Tsubame Gaeshi
{{#invoke:FrameChart|drawFrameData
|input=623D[m]
|startup = 24
|image=BBCS_Litchi_TsubameGaeshi.png |caption= Rising Dragon
|isProjectile= true
|data=
|recovery = 26
{{AttackData-BBCF
|damage=460*3, 1300 |guard=HL*3, All |attribute=P1*
|startup=11 |active=3, 2, 24, Until L |recovery=58T |frameAdv=-21
|description=
Litchi's Dragon Punch. She launches the staff in to the air and the 2nd hit knocks the opponent down after launching them.
This DP's main disadvantage is that it can not be Rapid Canceled but other than that it possesses a huge hitbox which can hit opponents that even try to cross you up.
If you look at the Image of the DP on this wiki, it can hit you from her back foot and from where her hair is. it's bigger than it looks.
}}
}}
Awful. It's too slow compared to the {{clr|B|B}} version and  doesn't cover as useful an area while also having limited combo utility.
*Sets Mantenbou at about a full screen distance away
}}
}}


====== <font style="visibility:hidden" size="0">Three Dragons: White </font> ======
===<big>Tsubame Gaeshi</big>===
{{MoveData
{{InputBadge|{{clr|D|623D}}m}}
|name=Three Dragons: White
{{BBCF Move Card
|input=236A[e] |caption= "i wonder if i left the oven on"
|input=623Dm
|image=BBCS_Litchi_Haku.png
|description=
|data=
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped '''and cannot be RC'd.'''
{{AttackData-BBCF
 
|version=Normal |damage=800 |guard=Low/Air |attribute=F
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.
|startup=11 |active=3 |recovery=30 |frameAdv=-6
 
|description=
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.
The Low kick  , A version of her 236 Rekkas
 
can be used as mix up during 13orphans and can also be used as a way to check if your opponent is blocking their legs as you wait for the staff to come back around and make it safe.
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.
}}
 
*The staff is considered a new projectile after reappearing and will be active '''even if Litchi is already in hitstun''', but will disappear if she's hit after this.
*If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.
*Sets Mantenbou '''vertically'''.
*If jumped over, will left/right unblockable the opponent.
}}
}}


====== <font style="visibility:hidden" size="0">Three Dragons: Green </font> ======
===<big>Three Dragons</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}e}}
|name=Three Dragons: Green
{{BBCF Move Card |versioned=name
|input=236B[e], air OK
|input=236Ae,236Be,j.236Be,236Ce,j.236Ce
|image=BBCS_Litchi_Hatsu.png |caption="Prob left the oven on"
|description=
|data=
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.
{{AttackData-BBCF
*On hit, all three can cancel into all versions of [[#Reach_(Riichi)|Reach]], or Four Winds
|version=Ground |damage=800 |guard=All |attribute=B
*Third special used in the chain gains increased hitstop
|startup=10 |active=4 |recovery=24+14L |frameAdv=-25
----
}}
'''Three Dragons: White (Haku)'''
{{AttackData-BBCF
{{#invoke:FrameChart|drawFrameData
|header=no
|startup = 11
|version=Air |damage=800 |guard=All |attribute=B
|active   = 3
|startup=5 |active=4 |recovery=Until L+14 |frameAdv=
|recovery = 20
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}
----
'''Three Dragons: Green (Hatsu)'''
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 23
|specialRecovery = 15
}}
}}
 
{{#invoke:FrameChart|drawFrameData
====== <font style="visibility:hidden" size="0">Three Dragons: Red </font> ======
|startup  = 5
{{MoveData
|active   = 4
|name=Three Dragons: Red
|specialRecovery = 15
|input=236C[e], air OK
|image=BBCS_Litchi_Chun.png |caption="Nah i didn't leave it on"
|data=
{{AttackData-BBCF
|version=Ground |damage=900 |guard=High/Air |attribute=H
|startup=26 |active=3 |recovery=8+14L |frameAdv=-8
  |description=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage=700 |cancel=R |guard=High/Air |attribute=H
|startup=26 |active=3 |recovery=Till L+14 |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.
----
'''Three Dragons: Red (Chun)'''
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 3
|recovery = 8
|specialRecovery= 14
}}
}}
 
{{#invoke:FrameChart|drawFrameData
====== <font style="visibility:hidden" size="0">Gut Shot </font> ======
|startup = 26
{{MoveData
|active   = 3
|name=Gut Shot
|specialRecovery= 14
|input=421C
|image=BBCS_Litchi_Kanchan.png |caption=Input for an attack.
|image2=BBCP_Litchi_ChargedKanchan.png |caption2=Hold the Button for a cross up.
|data=
  {{AttackData-BBCF
|version=Normal |damage=450*3 |guard=All |attribute=B
|startup=16 |active=2, 2, 3 |recovery=17 |frameAdv=-3  
|description=
Litchi does a small Puff ball. It can be used to catch the opponent off guard because it sends litchi flying towards the opponent at a fast speed. It can be used with a staff launch to make it safer and/or to combo with if you launch them in to the staff that's returning to you. It can also be used for corner combos that don't suffer from SMP penalties anymore, such as 3C[e] > Kan Chan xN .
}}
}}
{{AttackData-BBCF
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.
|header=no
|version=Charged |damage=400*2, 1200 |cancel=R |guard=All |attribute=B
|startup=37 |active=2, 2, 3 |recovery=17 |frameAdv=+1
|description=
The Charged Version of this move makes litchi cross the opponent up and hit them in the back. This move is best used with a staff launch because the staffs launch plus litchi crossing the opponent up makes it seem like an unblockable. It's rare for opponents to block this , making it a strong mix up but be warned.....Even with the staff covering your body and making this mix up deadly and quite unreactable to block, it loses to OD > Exceed accel because it ignores the staffs launch hit and allows the opponent to EA you without fail. So try to use it early or mid match and preferably when the opponent either doesn't have a Burst or maybe on opponents that don't punish you consistently with it.
}}
}}
===<big>Unarmed Lunge (Kanchan)</big>===
{{InputBadge|{{clr|C|421C}}e (Hold OK)}}
{{BBCF Move Card
|input=421Ce
|description=
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.
----
'''Normal Version'''
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.
*Blows the opponent back.
*Wall bounces in the corner or on counter hit.
----
'''Crossup Version'''
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.
*Fatal Counters
*Wall bounces midscreen.
}}
}}


====== <font style="visibility:hidden" size="0">Reach: Last Chance </font> ======
===<big>Reach (Riichi)</big>===
{{MoveData
{{InputBadge|{{clr|A|63214A}}e/{{clr|B|B}}e/{{clr|C|C}}e (Air OK)}}
|name=Reach: Last Chance
{{BBCF Move Card |versioned=name
|input=63214A[e]
|input=63214Ae,63214Be,63214Ce
|image=BBCS_Litchi_Reach.png
|description= Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.
|data=
 
{{AttackData-BBCF
*Can only be used when the staff is set and not doing anything.
|damage= |guard= |attribute=  
*Recovery in Square brackets is if Litchi misses the staff.
|startup= |active= |recovery= |frameAdv=  
*After using any version of Reach, no version may be used until Litchi lands.
|description=
 
Litchi jumps in the direction of where her staff has been placed. If the staff can't be reached she simple jumps 1/3 of the screen and lands near her staffs location.
----
It's mainly used as a combo filler for her main BnBs by doing 63214A~D/or/B or to combo in to her astral by doing 63214A~A > 46D
'''Reach: Last Chance (Riichi)'''
}}
 
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.
 
*Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)
*Can airdash off of the staff with 66/44.
*Can jump off of the staff.
*Drops from the staff with 2.
 
----
'''Reach: Robbing the Kong (Riichi B)'''
 
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.
*Maintains the staff's current set.
*Staff remains active if Litchi is hit after it is launched.
 
----
'''Reach: Kong on Kong (Riichi C)'''
 
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use {{clr|A|63214A}} instead and just drop down or airdash off it, but this version at least has a longer range where it will work.
}}
}}


====== <font style="visibility:hidden" size="0">One Shot </font> ======
===<big>Reach: Last Chance followups</big>===
{{MoveData
{{InputBadge|Reach: Last Chance~X}}
|name=One Shot
{{BBCF Move Card |versioned=name
|input=Reach: Last Chance~A
|input=63214Ae~A,63214Ae~B,63214Ae~C,63214Ae~D
|image=BBCS_Litchi_ReachA.png |caption= Scoop!
|description=
|imageSize=175x200px
Once atop the staff, Litchi has various moves she can perform:
|data=
{{AttackData-BBCF
|damage=700 |guard=All |attribute=H
|startup=10 |active=2 |recovery=17 |frameAdv=-2
|description=
Litchi Scoops the opponent up while balancing on the staff
Mainly used as combo filler.
}}
}}


====== <font style="visibility:hidden" size="0">Last Chance > Three Dragons: Green </font> ======
----
{{MoveData
'''Dismount (2, 66, 44, 7/8/9)'''
|name=Last Chance > Three Dragons: Green
|input=Reach: Last Chance~B
|image=BBCS_Litchi_ReachB.png
|data=
{{AttackData-BBCF
|damage=800 |guard=All |attribute=H
|startup=11 |active=4 |recovery=9+11L |frameAdv=-7
|description=
Combo filler and the B variant of her rekkas
It's mainly used for launching the opponent high enough in order to combo from 63214A.


}}
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.
}}


====== <font style="visibility:hidden" size="0">Last Chance > Three Dragons: Red </font> ======
Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.
{{MoveData
|name=Last Chance > Three Dragons: Red
|input=Reach: Last Chance~C
|image=BBCS_Litchi_ReachC.png
|data=
{{AttackData-BBCF
|damage=820 |guard=High/Air |attribute=H
|startup=17 |active=3 |recovery=5+11L |frameAdv=0
|description=
Overhead Kick and the C variant of her rekkas
It's rather slow but also very big.
So it can sometimes cross up or hit people from odd angles.


Mainly used as a surprise mix up tool and can be used in some of her combos for different routes.
----
it very unsafe if blocked close up but from mix tip range, you Might be safe depending on the opponent but try not to be to wild with this, litchi has plenty of tools to form well structured pressure/mix up without using this.
'''One Shot (Ippatsu A) ({{clr|A|A}} button)'''
}}
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active  = 2
|recovery = 17
}}
}}
Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.


====== <font style="visibility:hidden" size="0">Robbing a Quad</font> ======
This is the only move that does not dismount Litchi from the staff.  
{{MoveData
|name=Robbing a Quad
|input=Reach: Last Chance~D
|image=BBCS_Litchi_j2Dm.png
|data=
{{AttackData-BBCF
|damage=500*2 |cancel=R |guard=All, Low/Air
|startup=8 |active=7(6)3 |recovery=9 |frameAdv=+5 |attribute=H, F |invul= |hitbox=litchi/63214A_D
|description=
Great combo filler that puts the opponent on the opposite side if it is hit correctly
it's used in both mid and corner combos and is mainly used for combos.


It can be used in a similar fashion to J.2D but it's not very safe because people can see you are sitting on the staff so you're a sitting duck.
----
But that being said there are setups created by a small number of litchi's that allow this to be used as a Safe jump but it's rather tricky.
'''Three Dragons: Green (Ippatsu B) ({{clr|B|B}} button)'''
Overall it's mainly a combo filler but feel free to explore and create some setups !
{{#invoke:FrameChart|drawFrameData
|startup = 11
|active  = 4
|recovery = 9
|specialRecovery= 11
}}
}}
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.
*Recalculates launch direction
----
'''Three Dragons: Red (Ippatsu C) ({{clr|C|C}} button)'''
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 3
|recovery = 4
|specialRecovery= 11
}}
}}
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.
*Recalculates Staff launch direction


====== <font style="visibility:hidden" size="0">Reach: Robbing the Kong </font> ======
----
{{MoveData
'''Robbing a Quad (Ippatsu D) ({{clr|D|D}} button)'''
|name=Reach: Robbing the Kong
{{#invoke:FrameChart|drawFrameData
|input=63214B[e]
|startup = 8
|image=BBCS_Litchi_ReachToss.png
|active   = 7
|data=
|inactive2= 8
{{AttackData-BBCF
|active3  = 3
|damage=600 |guard=All |attribute=P1*
|recovery = 9
|startup=7 |active=33 |recovery=47T |frameAdv=+8
|description=
Similar to Litchi's 214B/C[m]  but instead.  she jumps on the staff and throws it in the direction of the opponent.
Same rules apply to it tho,  if it is blocked up close, it is minus / if it is blocked from near the end of it's arc, it is Plus. or more so (you recover in time to block before they do a random  long range super)
}}
}}
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for {{clr|B|214B}}m set to be facing towards the corner rather than away, since it '''does not recalculate launch direction.''' Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup at best.
----
'''Nine Gates of Heaven''' ({{clr|D|46D}})
Litchi's Astral is also performed from here, see [[#Nine_Gates_of_Heaven|here]] for full details
}}
}}


====== <font style="visibility:hidden" size="0">Reach: Kong on Kong </font> ======
===<big>The Four Winds (Shinshin)</big>===
{{MoveData
{{InputBadge|{{clr|D|41236D}}e}}
|name=Reach: Kong on Kong
{{BBCF Move Card
|input=63214C[e]
|input=41236De Vertical,41236De Horizontal |versioned=name
|image=BBCS_Litchi_ReachHop.png |caption=*Sonic Spring.Mp3*
|description=
|data=
Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used:
{{AttackData-BBCF
 
|damage= |cancel= |guard= |attribute=
'''Vertical Set'''
|startup= |active= |recovery=Until Staff+22? |frameAdv=
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.
|description=
----
Litchi Jumps toward the rod and uses it to spring towards the opponent.
'''Horizontal Set'''
It makes her travel around 1/3 of the screen.
 
}}
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.
----
*The staff needs to be fully set and not doing anything else to perform this move.
*Remains active even if Litchi blocks or is hit.
*Always launches towards the opponent's current position.
*Will not move off screen in the corner.
}}
}}


====== <font style="visibility:hidden" size="0">The Four Winds</font> ======
===<big>Kote Gaeshi</big>===
{{MoveData
{{InputBadge|{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)}}
|name=The Four Winds
{{BBCF Move Card
|input=41236D[e]
|input=623De,j.623De |versioned=name
|image=BBCS_Litchi_FourWindsVert.png |caption=Vertical
|description=
|image2=BBCS_Litchi_FourWindsHoriz.png |caption2=Horizontal
|data=
{{AttackData-BBCF
|version=Vertical Launch |damage=350*7 |guard=All |attribute=P1*
|startup=27 |active=8*5, 6, 8 |recovery=38T |frameAdv=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Horizontal Launch |damage=350*4 |guard=All |attribute=P1*
|startup=27 |active=8*4 |recovery=44T |frameAdv=+41
|description=
Doesn't stop if you get hit after the spin has already been activated.


the Horizontal one can be used to bait Counter assaults if it's blocked and is an excellent meterless Oki option.
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.


the Vertical one is not really an AA but due to the trajectory , it can sometimes interrupt people or catch people who are too tall or those who jumped (it activates even while being hit out of the initial animation too)
It also recalculates the direction of staff launch to the opponent's position '''at the time Kote Gaeshi was inputted''', instead of when Mantenbou was originally set, making this useful for zoning.
You can get a full combo off a Vertical Hit as well. wait for them to drop down and combo in to 5B > Ren chan or something else (experiment!)


}}
*Staff must be fully set and not doing anything to use this move.
}}
*Cannot be special cancelled into.


====== <font style="visibility:hidden" size="0">Kote Gaeshi</font> ======
'''{{clr|D|623D}}'''
{{MoveData
|name=Kote Gaeshi
|input=623D[e] / 421D[e]
|image=BBCS_Litchi_Kote6.png |caption=623D
|image2=BBCS_Litchi_Kote4.png |caption2=421D
|data=
{{AttackData-BBCF
|version=Ground |damage= |cancel= |guard= |attribute=
|startup= |active= |recovery=16T |frameAdv=
}}
{{AttackData-BBCF
|header=no
|version=Air |damage= |cancel= |guard= |attribute=
|startup= |active= |recovery=20T |frameAdv=
|description=
623D: The staff hops forward and sets the staff to "5D" mode (When the staff launches up and over)


421D: The staff hopes backwards and sets the staff to "2D" mode (When the staff launches down and along the ground)
The staff hops forward.
}}
*Sets the staff to Vertical Set.
}}
----
'''{{clr|D|421D}}'''


====== <font style="visibility:hidden" size="0">Kote Gaeshi</font> ======
The staff hops backward.
{{MoveData
*Sets the staff to Horizontal Set.
|name=Ren Chan
----
|input=214B/C
|image=BBCF_Litchi_RenChan.png
|data=
{{AttackData-BBCF
|version=B |damage=600 |guard= |attribute=P1*
|startup=14 |active= |recovery=45T |frameAdv=-15 }}
{{AttackData-BBCF
|header=no
|version=C |damage=600 |guard= |attribute=P1*
|startup=24 |active= |recovery=49T |frameAdv=-9
|description=
Mainly used as a "situational"  Anti-Air (B version) /  good for a ranged poke and sets the staff in 5D mode so if it lands behind or in front of the opponent it can be launched to make the opponent think twice about moving without care.


It can also be used as a type of Oki after a Near max range 3C hit that you couldn't end with a 623D. Leaving the opponent who has just woke up next to a Staff set in 5D mode (just like a DP ender)
}}


It's incredibly minus if done in someones face but it's great
<br style="clear:both;"/>
}}
}}
<br clear=all/>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">All Green</font> ======
===<big>All Green (Ryuisou)</big>===
{{MoveData
{{InputBadge|{{clr|C|6428C}}}}
{{BBCF Move Card
|input=6428C
|input=6428C
|image=BBCS_Litchi_Ryuisou.png |caption=<b>Normal Version</b><br>Decent punish to mid-range pressure.
|description=
|image2=BBCP_Litchi_RyuisouOD.png |caption2=<b>Overdrive Version</b><br>Extremely damaging combo filler.
Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly.
|name=All Green
Mostly a combo ender to kill after {{clr|D|623D}}m. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: {{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m ODC {{clr|C|6428C}} {{clr|C|421C}}+{{clr|D|6D}} ->.
|data=
*Minimum damage: 800 OD: 1002
{{AttackData-BBCF
|version= Normal |damage=2000 |guard=All |attribute=P2*
|startup=6+2 |active=12 |recovery=43T |frameAdv=-13
|description=
}}
}}
{{AttackData-BBCF
|header=no
|version= Overdrive |damage=520*9, 2000 |guard=All |attribute=P2*
|startup=6+2 |active=6, 3*7, 18, 21 |recovery=43T |frameAdv=+7
|description=
Mainly used as an Ender after a DP (midscreen or near corner)
but can also be used as a Distant Counter attack if you see some one pressing a button near you. You can All Green then for a CH > in to a full combo.


The OD version of All Green is just a combo filler or a early combo starter tool.
===<big>All Terminals (Chinroutou)</big>===
you can do 5B[m] 5C > 3C >  OD  > All Green > 421[C] >  OD combo conversion.  
{{InputBadge|{{clr|C|632146C}}}}
and you can also kill with it.
{{BBCF Move Card
}}
|input=632146C
|description=
*Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.
*Minimum damage: 975 OD: 1222
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.
 
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.
}}
}}


====== <font style="visibility:hidden" size="0">All Terminals</font> ======
===<big>Thirteen Orphans (Kokushi)</big>===
{{MoveData
{{InputBadge|{{clr|D|632146D}}e}}
|input=632146C
{{BBCF Move Card
|image=BBCP_Litchi_AllTerminals.png |caption=<b>First Hit</b><br>Strong reversal and good combo ender.
|input=632146De Vertical,632146De Horizontal |versioned=name
|image2=BBCP_Litchi_AllTerminalsStaff.png |caption2=<b>Staff Ender</b><br>More damage than the [e] version, but worse post-super options.
|description=
|image3=BBCP_Litchi_AllTerminalsStaffless.png |caption3=<b>Staffless Ender</b><br>Less damage than the [m] version, but better post-super options.
'''Vertical Set'''
|name=All Terminals
Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.
|data=
 
{{AttackData-BBCF
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.
|version=Normal |damage=500, 300*12, 2400 |guard=All |attribute=B
|startup=1+13 |active=6 |recovery=27 |frameAdv=-16
}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=500, 300*7, 100*8, 150*16, 300*2, 1800 |guard=All |attribute=B
|startup=1+13 |active=6 |recovery=27 |frameAdv=-16
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">Thirteen Orphans</font> ======
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.
{{MoveData
*Minimum damage: 910
|input=632146D[e]
|image=BBCP_Litchi_VerticalKokushi.png |caption=<b>Vertical (5D Set)</b><br>Combo filler.
|image2=BBCS_Litchi_Kokushi.png |caption2=<b>Horizontal (2D Set)</b><br>Decent pressure tool.
|name=Thirteen Orphans
|data=
{{AttackData-BBCF
|version=Vertical |subtitle=5D Set |damage=350*13 |guard=All |attribute=P2*
|startup=7+12 |active=1, 2*12 |recovery=46T |frameAdv=-
|description=
}}
{{AttackData-BBCF
|header=no
|version=Horizontal |subtitle=2D Set |damage=300*13 |guard=All |attribute=P2*
|startup=26+11 |active=[2(6)2(8)2(8)2(8)]*3,2 |recovery=63T |frameAdv=-
|description=
5D Set Activation:Transform in to a rising Tornado and flurry of hits. If it doesn't kill the opponent, they are able to Air tech unless you Super jump up and J.C them at the end of the hits. In CF, after ending a combo with this move you can continue the combo by Instant Air Dashing backwards and OD'ing into All Green > Exceed Accel.


----
2D Set Activation: Transforms the rod and sends it after the opponent to pummel them. Once you get a successful mixup, it will be unburstable.
'''Horizontal Set'''
}}
Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.
}}
<br clear=all/>


==Exceed Accel==
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.
{{MoveData
*Stays on hit.
|image=BBCF_Litchi_Exceed Accel.png
*Minimum damage: 780
|input=ABCD during Overdrive |caption=
----
|name=Crimson Peacock
*Returns the staff to Litchi afterwards
|data=
*Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.
{{AttackData-BBCF
*Due to how Litchi's overdrive works, there is no Overdrive version of this move.
|version=Normal |damage=600, 100*7, 1634 |guard=All |attribute=B
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
}}
}}
{{AttackData-BBCF
|header=no
|version=Active Flow |damage=600, 100*13, 3610 |guard=All |attribute=B
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.


Litchi performs a rushing elbow. If it connects, the staff will spin across them, and both Litchi and the staff finish by performing a cross flying kick to the opponent. Puts Litchi in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
<br style="clear:both;"/>
}}
}}
<br clear=all/>


==Overdrive==
==Overdrive==
{{MoveData
===<big>The Great Wheel</big>===
|input=A+B+C+D
{{InputBadge|Direction + {{clr|D|D}} during Overdrive}}
|image=BBCP_Litchi_Overdrive.png |caption=<b>Overdrive Startup</b><br>Use this time to buffer staff hits.
{{BBCF Move Card
|image2=BBCP_Litchi_DaisharinStaff.png |caption2=<b>Any Direction+D</b><br>Multi-purpose tool, incredibly strong.
|input=OD Staff
|name=The Great Wheel
|description=
|data=
Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.
{{AttackData-BBCF
|version=Overdrive Staff Hit |damage=400 or 600 |guard=All |attribute=P1*
|startup=13 |active=8 |recovery=23 |frameAdv=-
|description=
This is litchi's new Daisharin and it's still a strong and useful tool for both mix up pressure and combos


Litchi Fights in her staffless form and has the staff float behind her and attack the opponent depending on the Direction you pressure before pressing "D"  or if a direction isn't pressed, will home in the direction of the opponent automatically.
Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except {{clr|C|6C}})) into any other normal, air throw or jump, with the exception that {{clr|B|2B}} and {{clr|C|2C}} may only be used twice in any given string of cancels.


Litchi has one of the best OD's in the game because 1) it's somewhat easy to convert combos with 2) it's a powerful mix up tool which allows litchi to cover herself with the OD staff form which makes her pressure safe 3) Litchi has the ability to gatling all her normals in to any other normal in her OD allowing her to create mix up she hasn't got access to outside of her OD state.
Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.


During OD Pressure, if you have the opponent blocking, you want to Use your new gatling routes and cover gaps with a 5D or 3D while you throw in a couple Overheads and lows or even do something such as 3D > 421C > 5D  in order to cross the opponent up while safely maintaining pressure.
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and {{clr|C|421[C]}}. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.


During OD combos Litchi's main goal in this version of blazblue is mainly use 6C[2] in her combos as much as possible and use her Exceed accel or All terminals as an Ender. In her more advanced combos , primarily with lower hp (longer OD duration), you want to combo from xx > all green > xx > all terminal/Exceed Accel for maximum damage.
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop {{clr|C|6C}} {{clr|D|3D}} repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> {{clr|C|6428C}} -> Anything -> {{clr|C|632146C}}/Exceed Accel for maximum damage.
}}
}}
<br style="clear:both;"/>
==Exceed Accel==
===<big>Crimson Peacock</big>===
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
{{BBCF Move Card
|input=A+B+C+D
|description=
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*303/606 Minimum Damage
*Leaves Litchi in Staffed Mode
*Swaps sides
}}
}}
<br clear=all/>
 
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Nine Gates of Heaven</big>===
|input=Last Chance > 46D
{{InputBadge|Last Chance > {{clr|D|46D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} or {{InputBadge|{{clr|D|34123646D}} in Overdrive when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image=BBCS_Litchi_NineGates.png
{{BBCF Move Card
|image2=BBCS_Litchi_NineGates2.png |caption2= One does not simply kick 99 times without SWITCHING FEET.
|input=63214Ae~46D
|name=Nine Gates of Heaven
|description=
|data=
Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.
{{AttackData-BBCF
 
|damage=32000 (DESTROY) |guard=All |attribute=H
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from {{clr|A|63214A}}e~{{clr|A|A}} followup.  
|startup=25+1 |active=Till L |recovery=75L |frameAdv=-43 (See notes)  
|description=
Litchi Tap Dances all over the opponent until she kicks you off the screen.


Due to Litchi's basic Bread and Butter combos being so simple it's pretty easy to perform.
*Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off {{clr|A|63214A}}e~{{clr|A|A}} in the corner.
*Hold D to delay the kick.
*Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.
'''Example Combo'''
*{{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m {{clr|B|214B}}m {{clr|A|236A}}e {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|A|A}} {{clr|D|46D}}
<br>


E.g. 5B[m] > 5C[m] > 3C[m] > 214B > 236A > 236B > 63214A~A > 46D
In OD, this works much differently. The input changes to {{clr|D|34123646D}}, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is {{clr|D|6D}}, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a {{clr|D|3D}} input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as {{clr|C|6C}}(1) > ODC > Astral.
}}
}}
}}
<br clear=all/>


==External References==
<br style="clear:both;"/>
* Japanese Name: ライチ=フェイ=リン
 
* [http://www40.atwiki.jp/blazblue/pages/1898.html Japanese Wiki]
==Colors==
*[http://blazblue.wikia.com/wiki/Litchi_Faye-Ling English Wiki]
{{BBCFColors|Size=120|Character=Litchi}}
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1362406870/l50 Japanese BBS]
<br style="clear:both;"/>
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=lc&pref=0 Arcade Profile Dan Rankings]
 
<br clear=all/>
==Navigation==
----
<center>{{Character Label|BBCF|Litchi Faye Ling|size=42px}}</center>
{{CharLinks-BBCF|Litchi}}
{{BBCF/CharacterLinks}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue: Central Fiction]]
 
[[Category:Litchi Faye Ling]]
{{BBCF/Navigation}}

Latest revision as of 03:06, 27 March 2024

Overview

Overview

Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.

Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.

The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.

For notation purposes, moves that require the staff to be equipped have an "m" (Matenbou) suffix (E.g. 5Cm), and moves that require it to be unequipped have an "e" (Empty) suffix (e.g. 5Ce). Moves that have neither suffix can be performed in either situation.
BBCF Litchi Faye Ling Nameplate.png
BBCF Litchi Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 2~14 airborne)
Unique Movement Options
Additional Back Step
Fastest Attack
5A (6F, whiffs crouchers)
2A (7F)
Reversals
623Dm (11F)
632146C (14F)
632146De (Vertical) (12F)
Fatal Starters
6Cm
6Dm
41236Cm
421[C]e
Drive: Mantenbou

Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, normally written as m in combo notation, Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, normally written as e in combo notation. Litchi starts every match with Mantenbou equipped.

If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou: Vertically (5D/j.2D Set) and Horizontally (2D/j.D Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using Kote Gaeshi (623D/421D).

Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent relative to when it was set. Litchi can recalculate the launch direction with the following specials:

  • 623D/421D (These also change staff set/mode)
  • 63214B/C
  • 63214A~B
  • 63214A~C
  • Getting hit while Mantenbou is in motion (includes delaying a launch)

For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.


Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:

  • If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.
  • If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.
  • If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.

For a video explanation on Litchi's Drive, check the Strategy Section.


Overdrive: The Great Wheel

Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.

  • While Overdrive is active, Litchi is always empty-handed.
  • When Overdrive ends, Litchi automatically equips Mantenbou.
  • Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.
  • After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.
  • All normals (Except 6C) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.

Normals and Specials

  • Mantenbou moves are indicated with ‘m‘ whilst Empty-handed moves are indicated with ‘e‘.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 0 +9 B
Total: 17

All A normals except 6A are the same regardless of whether Matenbou is equipped or not.

5A is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.

Confirms into 5Bm → 214Bm for a full combo on air hit, or directly into 214Bm on air counter hit. Unfortunately, if the opponent is too high for 5B, and you don't have a counter hit, your only option to combo off this is j.A.

  • Chains into itself 3 times.
  • Whiffs on all crouchers except for Relius, Hakumen, Tager.

Gatling Options (NoteIf the buttons are not specified between staffed or empty handed, then you can gatling into both.): 5A, 2A, 6A, 5B, 2B, 6B, 4B, 5C, 2C, 6C, 3C, Launch, 5D, 2D, 6D, 4D

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5Bm 650 Mid 11 3 22 -6 -9 B
5Be 500 Mid 8 3 14 0 +2 B

A great neutral button that's also used in pressure and combos to hit opponents OTG.

  • Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.
  • Both versions can jump cancel

5Bm

Total: 35

This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD j.2D, her grounded overheads / lows, or 6D. It's also a nice punish, as it can combo directly into 6Cm on CH.

You can also confirm with OD combos which lead to good damage. E.x: 5Bm → 6D → ODC or 5Bm → 5Cm → 3Cm → ODC ...

  • Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.

Gatling Options: 6Am, 2Bm, 6Bm, 4Bm, 5Cm, 2Cm, 6Cm, 3Cm, 5Dm, 2Dm, 6Dm, 4Dm


5Be

Total: 24

Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.

Gatling Options: 2Ae, 6Ae, 2Be, 6Be, 4Be, 5Ce, 2Ce, 6Ce, 3Ce, Launch, 5Dm, 2Dm

5C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5Cm 550×2 Mid 17 3(3)3 23 -7 -22 B
5Ce 700 Mid 15 3 30 -16 -20 BP

5Cm

Total: 48

Blockstring and grounded combo fodder. It has decent cancels in pressure, like 4D, 3C and 6D. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.

Without counter hit, skipping the second hit is required to combo into 3C 214B off standing hit 5B for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make 214B meaty as a way to reset pressure and place Mantenbou near the opponent.

  • Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.

Gatling Options: 3Cm, 5Dm, 2Dm, 6Dm, 4Dm


5Ce

Total: 47

Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.

  • Jump cancellable.

Gatling Options: 2Ce, 3Ce, Launch, 5Dm, 2Dm

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 3 9 0 +8 F
Total: 18

Good for GCOD safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.

  • Chains into itself 3 times.
  • Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.

Gatling Options (NoteIf the buttons are not specified between staffed or empty handed, then you can gatling into both.): 2A, 6A, 5B, 2B, 6B, 4B, 5C, 2C, 6Cm, 3C, Launch, 5D, 2D, 6D, 4D

2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2Bm 600 Low 17 4 26 -13 -20 F
2Be 450 Low 12 2 22 -10 -9 F

2Bm

Total: 46

At 17f, 2Bm is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to 6Bm, 4Bm and 6Dm, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, 2Bm has more hitstun than regular a 2B and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with 2Bm → 6Am and 2Bm → 3C.

  • Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.

Gatling Options: 6Am, 6Bm, 4Bm, 6Cm, 3Cm, 5Dm, 2Dm, 6Dm, 4Dm


2Be

Total: 35

Finally, a somewhat fast low! 2Ce is your only cancel that will combo off this on standing at range, since 5Be will whiff. Also useful in combos as an OTG after 6Ce on characters that 5B will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.

Gatling Options: 5Be, 6Be, 4Be, 2Ce, 3Ce, Launch, 5Dm, 2Dm

2C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2Cm 800 Mid 14 3 28 -14 -18 B
2Ce 650 Mid 12 3 19 -5 -7 B

2Cm

Total: 44

Mostly a combo tool. It has similar cancel options to 5Cm, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into 6D(1) → Delay → 214B → ..., or just directly into 214B on standing opponents. 2Cm can also combo directly into 4D which leads to decent damage in the corner.

As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move 5Cm whiff if too close..

  • Launches on hit.
  • Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.

Gatling Options: 5Cm, 6Cm, 3Cm, 5Dm, 2Dm, 6Dm, 4Dm


2Ce

Total: 33

One of the normals litchi can use to combo into 6Ce for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD j.Ce will hit crouching opponents when done as soon as possible, and can reverse beat into j.Be to not be horrifically unsafe.

  • Jump cancellable.

Gatling Options: 5Ce, 6Ce, 3Ce, Launch, 5Dm, 2Dm

6A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6Am 700 High 25 3 20 -2 -21 B
6Ae 550 High 22 3 18 -2 -16 B
  • Both versions ground bounce on air hit.

6Am

Total: 47

A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as 41236C RC 6Am, or to confirm with 4Bm → 6[B]m

  • Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.

Gatling Options: 4Bm


6Ae

Total: 42

An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.

Gatling Options: Launch

6B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6Bm 850 Mid 17 6 18 -3 -14 B
6[B]m 28 -2
6Be 660 Mid 17 4 23 -10 -17 B
6[B]e 26 +0

6Bm

Total: 40
Total: 28

A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with 6Cm.

If the button is held, a feint version 6B will be done which can be used for reducing the recovery of other buttons like 4Bm for pressure resets or throws.

  • Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
    • Slightly reduces range if done after a dash.
  • Can only jump/special cancel on hit
  • Wall bounces in the corner on air-hit

Gatling Options: 6Cm


6Be

Total: 43
Total: 26

Exclusively a pressure tool. The attack itself can cancel into 5C/2C, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.

  • Can jump cancel.

Gatling Options: 4Be, 5Ce, 2Ce, Launch, 5Dm, 2Dm

6C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6Cm 350×4 Mid 23 3×4 27 -5 -35 B
6Ce 540×2 Mid, High/Air 11 2 (25) 3 7+6L +1 -27 B, H

6Cm

Total: 61

A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into 5Dm or 2Dm on any of the four hits.

  • Launches opponent away on air hit
  • Crumples on hit
    • Untechable CH air-hit.

Gatling Options: 5Dm, 2Dm


6Ce

Total: 53

Amazing combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.

It's used to allow you to recall the staff via 6Ce1 5[D] in this routeAgainst airborne-> 6Ce(1) > 5[D] > 6Ce > j.236Be > ]D[ > j.236Ce > staff 2 > 6Ce(1) > 623Dm - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between j.236B~j.236C and 2. Cover your landing recovery from j.236C > 6Ce(1)., which is the primary route you will be using with Litchi.

  • Second hit will hard knockdown on ground hit
    • Will soft knockdown on air hit.

Gatling Options: Launch

4B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4Bm 750 Mid 16 3 29 -13 -21 B 8~18 H
4Be 600 Mid 14 3 21 -7 -11 B 7~16 H
Total: 47
Total: 37

4B

Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as 5A may be preferable depending on range or situation. 4B is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.

  • 4Bm exclusive:
    • Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced 2B or 6A.
    • Launches on ground hit.

Gatling Options: 6Bm

3C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
3Cm 800 Low 20 12 15 -8 -20 F
3Ce 650 Low 15 3 21 -7 -12 F

3Cm

Total: 46

A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing 3Cm → 2Dm → 2[D]e on hit. It can also cancel into 41236C for a double low that will lead to full combos in the corner via 3Cm → 41236C5A5Bm → 214Bm → ...

  • Hard knockdown on counter hit. Can be followed up by doing 2Bm → 4B → ... or even 2Dm → 5De → 66 → j.BC → Delay → j.Bm → ...
  • Extends Mantenbou forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves..

Gatling Options: 5Dm, 2Dm


3Ce

Total: 38

A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after 623Dm. At midscreen, you can do 663Ce which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 5[D]e 5Be whiff in the corner instead.

  • Shifts Litchi backwards during recovery.

Gatling Options: Launch, 5Dm, 2Dm

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 4 9 H
Total: 19

j.A is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after j.Bm to make Litchi more plus.

  • Chains into itself indefinitely on block and on hit.
  • Jump cancellable.

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.Bm 650 High/Air 11 3 18 H
j.Be 650 High/Air 9 4 12 H

j.Bm

Total: 31

An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into j.Dm for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.


j.Be

Total: 24

A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after j.Ce to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.

j.C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.Cm 850 High/Air 15 4 14+4L H
j.Ce 750 High/Air 12 3 22 H

j.Cm

Total: 36

A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.

  • Blows back the opponent on CH
    • Wall bounces in the corner

j.Ce

Total: 36

Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into j.Be to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with staff launchRoll catch in the corner while holding vertical staff: 5Be → 5Ce → sj9 → j.Bj.Ce → ]D[} → j.236Ce → 4Bm → 214Bm → ... j.236B, or by cancelling into j.BHorizontal staff set: 5De → 669 → j.Bj.Ce → Delay → j.Bm → 214Bm → ... if the opponent is high enough early in the combo.


Drive Moves

5/2Dm

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5Dm 27 -1
2Dm 23 +3

5Dm

Total: 27

Sets Mantenbou vertically. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.


2Dm

Total: 23

Sets Mantenbou horizontally. It has faster recovery than 5Dm and can be used for pressure resets.

6Dm

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 15 9(4)5 17 +3 -23 B
Total: 49

This sets Mantenbou horizontally. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged 5De. In midscreen combos, it pushes her in range for 214Bm or 623Dm, while in corner combos it's her go-to move for horizontal sets.

Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into 41236Cm, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is 6D(1) > CT, which will guard crush IB attempts, though this is best used sparingly.

  • Wall-splats in the corner

4Dm

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High/Air 22 9 8+8L -6 -20 H 16~30 F
Total: 46

This sets Mantenbou vertically, and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: 4Dm → Dash → 3Ce → 421C → ...

It's good for routes if used after a CH or 2Cm in the corner, and its airborne state enables tricky mixups with RC such as 4Dm → j.A that retain good pressure on block, and don't mess up combos on hit.

j.Dm

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 14 Until Hit Total: 45+4L P1
Total: 49

The infamous Litchi j.Dm; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou horizontally as it lands.

This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with j.De after the initial projectile. j.De can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with j.63214A/B/Ce or set it to Vertical set via j.623De then launch to anti air the opponent.

Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.

  • Cancels all air momentum

j.2Dm

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×2 All, Low 17 Until L(8)2 8 +7 H, F
Total: 34

Stops Litchi's air momentum and then drops her straight downwards, setting the staff vertically as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus 421[C] mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.

There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.

  • Cancels air momentum once it becomes active.
  • Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.

5/2/6[6]/j.De

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5De 20 +6
2De 20 +6
6[6]De
j.De 26+7L

Launches the staff; See Staff Launch for more info on what the staff itself actually does. 5De is usually the launch of choice after 6C(1) because it's an easier input. Holding D will delay the launch until D is released.


5D

Total: 20
  • If not held, Staff is active on frame 9.
  • +5/+1 for Vertical/Horizontal set if the staff hits first possible frame.

2D

Total: 20
  • If not held, Staff is active on frame 10.
  • +6/+2 for Vertical/Horizontal set if the staff hits first possible frame.

6[6]D

A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.

  • If D is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.
  • +16/+12 for Vertical/Horizontal set.

j.D

Total: 33

A somewhat safe anti anti-air with Horizontal set or frame trap if used after j.Dm. Has significant landing recovery, so be careful using this.

  • If not held, Staff is active on frame 12.
  • Cancels all air momentum.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5De
2De
6[6]De
j.De

5De:

  • If not held, staff is active on frame 9
  • Animation is 48F total, but cancellable into any action from frame 21


2De:

  • If not held, staff is active on frame 10
  • Animation is 30F total, but cancellable into any action from frame 21


6[6]De:

  • The earliest possible frame you can press drive is frame 13
  • The earliest possible active frame is frame 14


j.De:

  • Animation is 30F total, but cancellable into any action from frame 27

Staff Launch

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Vertical 400×2 All P1
Horizontal 500 All P1

Vertical Set

Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.

Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup 421[C].

In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.

Moves that set the staff in Vertical/5D Mode

  • 5Dm
  • 4Dm
  • j.2Dm
  • 214B/Cm
  • 623De

Horizontal Set

Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi.

On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup 421[C] okizeme.

Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.

Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a 41236D setup.

Moves that set the staff in Horizontal/2D Mode

  • 2Dm
  • 6Dm
  • j.Dm
  • 421De
  • 632146Cm~D

  • If the staff is at the corner, it will not travel off screen.
  • The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.
  • If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.
  • If Litchi blocks, the staff will stop dead and then return to Litchi.
  • The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.



Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Thow(70) 7 3 23 -6 T


Backwards Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T

Counter Assault

When blocking 6A+B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 2 36 -19 -24 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B
                    
Total: 45
Max Charge
Total: 86

A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.

  • Hard KD on air hit.

Backdash

44

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 1~5 All
Total: 22

Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.

  • Can cancel into 447 on frame 18.
  • Airborne 1-15f

Additional Back Step

447

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
43 1~9 All
Total: 43

A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with j.C or j.B. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.

  • Available on frame 18 of Backdash.
  • Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.


Special Moves

Straight Through (Itsuu)

41236A/B/Cm (Hold OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
41236Am 1000 Mid 19~54 8 40
(Total: 52~87 {54})
-2 -26~-61 BD 7~(12~47) {48} Guard HBP
41236Bm 1000 All 19~54 8 40
(Total: 52~87 {54})
-2 -26~-61 BD 7~(12~47) {48} Guard HBP
41236Cm 1000 Low/Air 21~56 8 40
(Total: 52~87 {54})
-2 -26~-61 FD 7~(12~47) {48} Guard HBP
41236Xm~D 14

Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold A/B/C to delay the attack, or press D while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~D is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from 6D(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.

  • All versions of the stance are at least -26 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. However, you can hold the stance to try and meaty them, or cancel with D to be +0 instead.
  • All versions extend the staff forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves..
  • If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link 5De despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.
  • All versions are always -2 on normal block, regardless of what active frame they hit on.

41236Am

One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.

  • Counter hit wall bounces midscreen.

41236Bm

A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than 41236C.


41236Cm

An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." combos. In the corner, it can lead to full combos on normal hit via linking 5A.

  • Fatal Counter.
  • Causes hard knockdown on counter hit. Example pickups: dash 5Cm/(2Bm > 4Bm) > 214B...
  • Can rapid cancel to take advantage of the extended staff range and combo with 6Am.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
41236Am Long 80 94 5
41236Bm Long 80 94 5
41236Cm Long 80 94 5
41236Xm~D

41236Am:

  • Values in {} are for max hold
  • Move ends without attacking held for max duration (up to frame 48), total animation 54F
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
  • Enters 40F recovery immediately on hit/block
  • Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
  • Attack startup from button release 7F


41236Bm:

  • Values in {} are for max hold
  • Move ends without attacking held for max duration (up to frame 48), total animation 54F
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
  • Enters 40F recovery immediately on hit/block
  • Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
  • Attack startup from button release 7F


41236Cm:

  • Values in {} are for max hold
  • Fatal Counter
  • Move ends without attacking held for max duration (up to frame 48), total animation 54F
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
  • Enters 40F recovery immediately on hit/block
  • Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
  • Attack startup from button release 9F

Ren Chan

214B/Cm

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214Bm 600 All 14 29 Total: 45 -15 -19 P1
214Cm 600 All 24 48 Total: 49 -9 -23 P1

Litchi flicks Mantenbou forward in an arc, placing it vertically. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.


214Bm

Total: 45

Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with 5De, partially charge 5De to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.

Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.

  • Sets Mantenbou a little over 1/2 screen from Litchi.

214Cm

Total: 49

Awful. It's too slow compared to the B version and doesn't cover as useful an area while also having limited combo utility.

  • Sets Mantenbou at about a full screen distance away

Tsubame Gaeshi

623Dm

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
460×3, 1300 Mid×3, All 11 3,2,24, Until L Total: 58 -21 -32 P1 1~15 All

Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped and cannot be RC'd.

For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing 623Dm 44 5[D]e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press 5Be buffer 5CeCombo on roll, make sure to continue holding [D]: 5Be 5Ce sjc9 j.BCe j.236Ce 4Bm 214Bm 236Be 63214Ae~B 6Ce1 5[D] 6Ce2 dl 236Be 236Ce 4Be 623Dm to check rolls. Once the opponent respects this, you can start doing 421[C]e plus 5]D[ for an unreactable crossup.

If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo 623Dm 6428C. In the corner, you can do 623Dm 6C1e 632146De -> IABD j.Cw OD 6428C dl EA for 2215 minimum damage.

Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.

  • The staff is considered a new projectile after reappearing and will be active even if Litchi is already in hitstun, but will disappear if she's hit after this.
  • If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.
  • Sets Mantenbou vertically.
  • If jumped over, will left/right unblockable the opponent.

Three Dragons

236A/B/Ce

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Three Dragons: White 700 Low/Air 11 3 20 -6 -7 F
Three Dragons: Green 800 All 10 4 23+15L -25 -25 B
Air Three Dragons: Green 800 All 5 4 Until L+15 H
Three Dragons: Red 900 High/Air 26 3 8+14L -8 -24 H
Air Three Dragons: Red 900 High/Air 26 3 Until L+14 H

Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.

  • On hit, all three can cancel into all versions of Reach, or Four Winds
  • Third special used in the chain gains increased hitstop

Three Dragons: White (Haku)

Total: 33

Litchi's special low. Usually used as combo filler after 214Bm, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 5Be to extend after it. Also good for frame trapping after 236Ce, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.

  • -7 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

Three Dragons: Green (Hatsu)

Total: 51
Total: 23

Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.


Three Dragons: Red (Chun)

Total: 50
Total: 42

Mostly used as combo filler during rekka sequences. If used after 236Be in or near the corner Litchi has enough frame advantage to combo into 5Be. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Three Dragons: White Long 90 89 (92) 3 (4)
Three Dragons: Green Long 100 89 (92) 3 (4)
Air Three Dragons: Green Long 100 89 3 (4)
Three Dragons: Red Normal 90 89 (92) 3 (4)
Air Three Dragons: Red Normal 90 89 (92) 3

Three Dragons: White:

  • Values in () are on hit when used as third 236X in a string
  • Can only be used once per string
  • Cancellable into 236B/C on hit/block, or 63214A/B/C and 41236D on hit only


Three Dragons: Green:

  • Values in () are on hit when used as third 236X in a string
  • Can only be used once per string (shared with j.236B)
  • Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only
  • Airborne from frame 6


Air Three Dragons: Green:

  • Values in () are on hit when used as third 236X in a string
  • Can only be used once per string (shared with 236B)
  • Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only


Three Dragons: Red:

  • Values in () are on hit when used as third 236X in a string
  • Can only be used once per string (shared with j.236C)
  • Cancellable into 236A/B on hit/block, or 63214A/B/C (until landing) and 41236D on hit only


Air Three Dragons: Red:

  • Values in () are on hit when used as third 236X in a string
  • Can only be used once per string (shared with 236C)
  • Cancellable into 236B/C on hit/block, or 63214A/B/C (until landing) and 41236D on hit only

Unarmed Lunge (Kanchan)

421Ce (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
450×3
(450×2, 1200)
All 16~27
(37~48)
2×2,3 17 -3 (+1) -13~-24 B 4~15 B

Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.


Normal Version

A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.

Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.

  • Blows the opponent back.
  • Wall bounces in the corner or on counter hit.

Crossup Version

An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.

Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.

  • Fatal Counters
  • Wall bounces midscreen.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 90 79 2×2,3
  • In-game command list says 623C, which does not work
  • Values in () are for crossup version (requires held button)
  • Hold button to extend dash up to 11 additional frames
  • If held, detects nearby opponents from frame 12
  • After detecting opponent, can pass through opponent and performs crossup version, startup after detection 25F
  • If not in range to perform crossup, startup from button release 4F

Reach (Riichi)

63214Ae/Be/Ce (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Reach: Last Chance Total: 28~30 (42+15L)
Reach: Robbing the Kong 600 All 45 33 Total: 64
(42+15L)
+4 P1
Reach: Kong on Kong 59 (42+15L)

Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.

  • Can only be used when the staff is set and not doing anything.
  • Recovery in Square brackets is if Litchi misses the staff.
  • After using any version of Reach, no version may be used until Litchi lands.

Reach: Last Chance (Riichi)

Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the B followup, but sometimes useful for mobility. The C followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.

  • Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)
  • Can airdash off of the staff with 66/44.
  • Can jump off of the staff.
  • Drops from the staff with 2.

Reach: Robbing the Kong (Riichi B)

Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.

  • Maintains the staff's current set.
  • Staff remains active if Litchi is hit after it is launched.

Reach: Kong on Kong (Riichi C)

Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use 63214A instead and just drop down or airdash off it, but this version at least has a longer range where it will work.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Reach: Last Chance
Reach: Robbing the Kong Long 90 89 3
Reach: Kong on Kong

Reach: Last Chance:

  • Can pass through opponent until reaching staff/ground
  • Recovery in () is if Litchi does not reach staff
  • Airborne from frame 3
  • Drop from staff by pressing any downward direction (1F recovery)


Reach: Robbing the Kong:

  • Can pass through opponent until reaching staff/ground
  • Recovery in () is if Litchi misses the staff
  • 38F to reach staff + 7F to launch staff
  • Airborne from frame 3, recovery until landing


Reach: Kong on Kong:

  • Can pass through opponent until reaching staff + 16 (or landing)
  • Recovery in () is if Litchi does not reach staff
  • 39F to reach staff + 20F dash from staff

Reach: Last Chance followups

Reach: Last Chance~X

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
One Shot 700 All 10 2 17 -2 H
Last Chance > Three Dragons: Green 800 All 11 4 9+11L -7 H
Last Chance > Three Dragons: Red 900 High/Air 17 3 4+11L 0 H
Robbing a Quad 600×2 High/Air, Low 8 7(8)3 9 +5 H, F

Once atop the staff, Litchi has various moves she can perform:


Dismount (2, 66, 44, 7/8/9)

Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.

Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.


One Shot (Ippatsu A) (A button)

Total: 28

Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.

This is the only move that does not dismount Litchi from the staff.


Three Dragons: Green (Ippatsu B) (B button)

Total: 34

Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with 5Be or 6Ce. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.

  • Recalculates launch direction

Three Dragons: Red (Ippatsu C) (C button)

Total: 34

Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.

  • Recalculates Staff launch direction

Robbing a Quad (Ippatsu D) (D button)

Total: 34

Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for 214Bm set to be facing towards the corner rather than away, since it does not recalculate launch direction. Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup at best.


Nine Gates of Heaven (46D)

Litchi's Astral is also performed from here, see here for full details

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
One Shot Long 90 92 3
Last Chance > Three Dragons: Green Long 100 89 3
Last Chance > Three Dragons: Red Normal 90 92 4
Robbing a Quad Long 90 89 3

One Shot:

  • Can pass through opponent while on staff
  • Cancellable into jump, drop from staff or Astral on hit/block


Last Chance > Three Dragons: Green:

  • Can pass through opponent


Robbing a Quad:

  • Can pass through opponent until 5th frame after landing

The Four Winds (Shinshin)

41236De

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
The Four Winds (Vertical) 350×7 All 44 8×5, 6, 8 Total: 38 +14 -12 P1
The Four Winds (Horizontal) 350×4 All 41 8×4 Total: 44 +41 -18 P1

Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used:

Vertical Set A surprisingly powerful anti air or blockstring option after 214Bm. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.


Horizontal Set

Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.


  • The staff needs to be fully set and not doing anything else to perform this move.
  • Remains active even if Litchi blocks or is hit.
  • Always launches towards the opponent's current position.
  • Will not move off screen in the corner.

Kote Gaeshi

623De / 421De (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Kote Gaeshi 16 +10
Air Kote Gaeshi 20

A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.

It also recalculates the direction of staff launch to the opponent's position at the time Kote Gaeshi was inputted, instead of when Mantenbou was originally set, making this useful for zoning.

  • Staff must be fully set and not doing anything to use this move.
  • Cannot be special cancelled into.

623D

The staff hops forward.

  • Sets the staff to Vertical Set.

421D

The staff hops backward.

  • Sets the staff to Horizontal Set.


Distortion Drives

All Green (Ryuisou)

6428C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2000
[520×9, 2000]
All 6+(63 Flash)+2 12
[6,3×7,18,21]
Total 43 -13 -17 P2 1~7 All

Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly. Mostly a combo ender to kill after 623Dm. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: 5Bm 5Cm 3Cm ODC 6428C 421C+6D ->.

  • Minimum damage: 800 OD: 1002

All Terminals (Chinroutou)

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500, 300×12, 2400
[500, 300×7, 100×8, 150×16, 300×2, 1800]
All 1+(55 Flash)+13 6 27 -16 -20 B 1~19 All
  • Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.
  • Minimum damage: 975 OD: 1222

Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical 632146De or 6428C. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.

The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.

Thirteen Orphans (Kokushi)

632146De

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Thirteen Orphans (Vertical) 350×13 All 7+(30 Flash)+5 1,2×12 Total: 46 -20 P2 1~6 All
Thirteen Orphans (Horizontal) 300×13 All 26+(30 Flash)+11 See notes Total: 63 +138 -37 P2

Vertical Set Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.

An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.

Also used in Litchi's double super setups 623Dm 6C1e 632146De IABD j.Cw OD 6428C dl EA for 2215 minimum damage in the corner.

  • Minimum damage: 910

Horizontal Set Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.

A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.

  • Stays on hit.
  • Minimum damage: 780

  • Returns the staff to Litchi afterwards
  • Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.
  • Due to how Litchi's overdrive works, there is no Overdrive version of this move.


Overdrive

The Great Wheel

Direction + D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 13 8 23 +22 P1

Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.

Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except 6C)) into any other normal, air throw or jump, with the exception that 2B and 2C may only be used twice in any given string of cancels.

Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.

Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and 421[C]. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.

A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop 6C 3D repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> 6428C -> Anything -> 632146C/Exceed Accel for maximum damage.


Exceed Accel

Crimson Peacock

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 100×7, 1634
{600, 100×13, 3610}
All 20 [10] 3 34 -10 -20[-30] B 1~22 All
[1~12 All]

Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.


Astral Heat

Nine Gates of Heaven

Last Chance > 46D when Astral Conditions are met or 34123646D in Overdrive when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0,1000,375×97,1600 All 25+(81 Flash)+1 Until L 75 H 1~Until L All, Burst

Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.

Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from 63214Ae~A followup.

  • Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off 63214Ae~A in the corner.
  • Hold D to delay the kick.
  • Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.

Example Combo

  • 5Bm 5Cm 3Cm 214Bm 236Ae 236Be 63214Ae~A 46D


In OD, this works much differently. The input changes to 34123646D, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is 6D, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a 3D input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as 6C(1) > ODC > Astral.


Colors

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Color 19
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Navigation

 Litchi Faye Ling


To edit frame data, edit values in BBCF/Litchi Faye Ling/Data.


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