BBCF/Litchi Faye Ling: Difference between revisions

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Revision as of 03:20, 19 October 2016

LItchi Faye Ling
BBCF Litchi Portrait.png
Health: 11,000

Combo Rate: 70% (Staff) / 60% (No Staff)
Prejump:
Backdash Time 21 (Normal) / 43 (Additional) / Invul: 1-5 (Normal) / 1-19 (Additional)


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced - Zoning, rushdown, okizeme
  

Overview

Litchi Faye Ling is a renowned doctor and scientist living in Orient Town, located in the 13th Hierarchical City of Kagutsuchi.

Drive: Matenbou

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.
  • 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, her mixup and pressure options are also far greater.

Overdrive: The Great Wheel

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)

  • While Overdrive is active, Litchi is always in staffless mode.
  • 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.
  • Holding the Drive button will delay the staff launch for a short period of time.
  • 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 it's current position, rather than her own.
  • 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.
  • During Overdrive All Green (6428C) and All Terminals (632146C) deal additional hits and damage.
  • Litchi can gatling into any normal up to two times per string, with exception of 6C ending all strings.


Pros/Strengths

  • Overall well rounded toolset
  • Good corner carry
  • Strong pressure, mixup, and okizeme
  • Good at controlling space
  • Strong Crush Trigger
  • One of the best Overdrives in the game


Cons/Weaknesses

  • Poor mixup tools while in Staff Mode
  • Very slow normals while in Staff Mode
  • Weak meterless defensive options when staffless
  • Needs to be near the staff to deal good damage and hit-confirm consistently
  • High learning curve


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Litchi 5A.png
Placeholder
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 6 +3 B -
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5B
5B
BBCS Litchi 5Bm.png
5B[m]
BBCS Litchi 5B.png
5B[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5B[m] 650 SOJR HL 11 3 22 -6 B -

One of Litchi's go-to ground pokes. There's a lot you can do off this on block, and it's one of her best combo starters. On ground counter hit, confirm into 6C (if you don't have meter) or 5C > 6D > RC (if you have meter).

5B[e] 450 SOJR HL 8 3 14 0 B -
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5C
5C
BBCS Litchi 5Cm.png
5C[m]
BBCS Litchi 5C.png
5C[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5C[m] 430*2 SO(J)R HL 17 3(3)3 23 -7 B -

This move is a great frame trap tool and pressure tool. The excellent P1 guarantees that you can go into some great combos on hit or counter hit. Because of its slow recover, it does not function well as a poke.

5C[e] 450 SOJR HL 15 3 30 -16 BP -
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2A
2A
BBCS Litchi 2A.png
Placeholder
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 7 3 8 +1 F -
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2B
2B
BBCS Litchi 2Bm.png
2B[m]
BBCS Litchi 2B.png
2B[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2B[m] 630 SOR L 17 4 26 -13 F -

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.

2B[e] 450 SOR L 12 2 22 -10 F -
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2C
2C
BBCS Litchi 2Cm.png
2C[m]
BBCS Litchi 2C.png
2C[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2C[m] 700 SOR HL 14 3 20 -14 B -

This move is primarily used as a frame trap. Although you can't jump cancel it, you have a lot of freedom with this move when an opponent blocks it. 2C[m] also functions as an anti-jump in the corner.

2C[e] 450 SOJR HL 12 3 19 -5 B -
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6A
6A
BBCS Litchi 6Am.png
6A[m]
BBCS Litchi 6A.png
6A[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6A[m] 620 R H 22 3 20 -2 B -
6A[e] 600 SOR H 22 3 27 -13 B -
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6B
6B
BBCS Litchi 6Bm.png
6B[m]
BBCS Litchi 6B.png
6B[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6B[m] 820 (S)O(J)R HL 17 6 18 -3 B -

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.

6B[e] 660 SOJR HL 17 4 23 -10 B -
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6C
6C
BBCS Litchi 6Cm.png
6C[m]
BBCS Litchi 6C.png
6C[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6C[m] 250*4 R HL 23 3*4 27 -5 B -

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.

6C[e] 300, 750 (SO)R HL, HA 11 2(25)3 7+6L +1 B, H -
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4B
4B
BBCP Litchi 4Bm.png
4B[m]
BBCP Litchi 4B.png
4B[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4B[m] 740 R HL 17 3 29 -13 B -9-19H

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.

4B[e] 540 SOR HL 14 3 21 -7 B -7-16H
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3C
3C
BBCS Litchi 3Cm.png
3C[m]
BBCS Litchi 3C.png
3C[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
3C[m] 720 SOR L 20 12 15 -8 F -

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.

3C[e] 620 SOR L 16 3 21 -7 F -
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j.A
j.A
BBCS Litchi jA.png
Placeholder
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR HA 7 4 8 - H -
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j.B
j.B
BBCS Litchi jBm.png
j.B[m]
BBCS Litchi jB.png
j.B[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.B[m] 620 OJR HA 11 3 18 - H -

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!

j.B[e] 500 SOJR HA 9 4 12 - H -
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j.C
j.C
BBCS Litchi jCm.png
j.C[m]
BBCS Litchi jC.png
j.C[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.C[m] 780 OJR HA 15 4 14 - H -

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.

j.C[e] 600 SOJR HA 12 3 22 - H -
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Additional Backstep
Additional Backstep
BBCS Litchi 447.png
447
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 43T - - 1-19 All
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Drive Moves

5D
5D
BBCS Litchi 5Dm.png
Hands
BBCS Litchi 5D.png
Swerve em'
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D[m] - - - - - 27t - - -

Sets the staff vertically. Useful in pressure to help stop jump outs, but the move itself is a little slower.

5D[e] - - - 9 - 48t - - -
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2D
2D
BBCS Litchi 2Dm.png
This Chest
BBCS Litchi 2D.png
Dem legs
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D[m] - - - - - 23t - - -

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.

2D[e] - - - 10 - 30t - - -
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6D
6D
BBCS Litchi 6D.png
Sets up an easy Crush Trigger.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600*2 SOR, - HL 15 9(8)5 17 +3 B -
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4D
4D
BBCS Litchi 4D.png
Frame adv. varies depending on distance.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
960 R HA 22 9 12+8L -10 HA -
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j.D
j.D
BBCS Litchi jDm.png
j.D[m]
BBCS Litchi jD.png
j.D[e]
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D[m] 540 - All 14 - 45+4L - HBFP -

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.

j.D[e] - - - 12 - 30+7L - - -
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j.2D
j.2D
BBCS Litchi j2Dm.png
Cross-up leads to a full combo.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500*2 R*2 All, HA 17 Till L(8)2 8 +7 H, F -
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Staff Launch
Staff Launch
BBCS Litchi Staff5D.png
Vertical Launch (5D Set)
BBCS Litchi Staff2D.png
Horizontal (2D Set)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Vertical (5D Set) 200*2 - All - - - - HBFP -
Horizontal (2D Set) 200*2 - All - - - - HBFP -
While Dashing - - - 3 - 12t - - -
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Universal Mechanics

Forward Throw
Forward Throw
BBCS Litchi FThrow.png
B+C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0*2, 1400 -, R, SOR T (70) 7 3 22 -2 (See notes) T -
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Backwards Throw
Backwards Throw
BBCS Litchi BThrow.png
4B+C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 8 3 22 - T -
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Air Throw
Air Throw
BBCS Litchi AThrow.png
j.B+C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (90) 7 3 15+3L - T -
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Counter Assault
Counter Assault
BBCS Litchi 6B.png
Placeholder
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 4 36 -19 B 1-20 All
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Crush Trigger
Crush Trigger
BBCP Litchi CT.png
A+B

Enter The Dragon

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 28 0 BP* -
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Specials

Additional Back Step
Additional Back Step
447
BBCS Litchi 447.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 43T - - 1-19 All
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Straight Through
Straight Through
41236A/B/C[m]
BBCS Litchi StraightThrough.png
Always use protection
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Tsubame Gaeshi
Tsubame Gaeshi
623D[m]
BBCS Litchi TsubameGaeshi.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600*3, 1200 - HL*3, All 11 3, 2, 12, 24 58T -21 HBFP* 1-15 All
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Three Dragons: White
Three Dragons: White
236A[e]
BBCS Litchi Haku.png
"i wonder if i left the oven on"
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 800 R LA 11 3 30 -16 F -
1st Followup 880 R LA 11 3 30 -16 F -
  • Performed using Three Dragons: Green/Red > White
2nd Followup 1200 R LA 11 3 30 -14 F -
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Three Dragons: Green
Three Dragons: Green
236B[e], air OK
BBCS Litchi Hatsu.png
"Prob left the oven on"
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 600 R All 10 4 23+15L -25 B -
1st Followup 660 R All 10 4 23+15L -25 B -
  • Performed using Three Dragons: White/Red > Green
2nd Followup 900 R All 10 4 23+15L -23 B -
  • Performed using Three Dragons: White/Red > 1st Followup > Green
Air 600 R All 5 4 Till L+15L - H -
Air (1st Followup) 660 R All 5 4 Till L+15L - H -
  • Performed using Three Dragons: Red > (Air) Green
Air (2nd Followup) 900 R All 5 4 Till L+15L - H -
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Three Dragons: Red
Three Dragons: Red
236C[e], air OK
BBCS Litchi Chun.png
"Nah i didn't leave it on"
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 700 R HA 26 3 20 -6 H -
1st Followup 770 R HA 26 3 20 -6 H -
  • Performed using Three Dragons: White/Green > Red
Air 1050 R HA 26 3 20 -4 H -
  • Performed using Three Dragons: White/Green > 1st Followup > Red
Air 700 R HA 26 3 Till L+11L - H -
Air (1st Followup) 770 R HA 26 3 Till L+11L - H -
  • Performed using Three Dragons: Green > (Air) Red
Air (2nd Followup) 1050 R HA 26 3 Till L+11L - H -
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Gut Shot
Gut Shot
421C
BBCS Litchi Kanchan.png
Regular
BBCP Litchi ChargedKanchan.png
Charged
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 400*3 R All 19~ 2, 2, 3 17 -3 B 9~ HB
Charged 400*2, 1200 R All 45~ 2, 2, 3 17 +1 B 9~ HB
  • List what the move is used for
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Reach: Last Chance
Reach: Last Chance
63214A[e]
BBCS Litchi Reach.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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One Shot
One Shot
Reach: Last Chance~A
BBCS Litchi ReachA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
470 R All 10 2 17 - H -
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Last Chance > Three Dragons: Green
Last Chance > Three Dragons: Green
Reach: Last Chance~B
BBCS Litchi ReachB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 R All 11 4 9+11L -7 H -
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Last Chance > Three Dragons: Red
Last Chance > Three Dragons: Red
Reach: Last Chance~C
BBCS Litchi ReachC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
820 R HA 21 3 5+11L 0 H -
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Robbing a Quad
Robbing a Quad
Reach: Last Chance~D
BBCS Litchi j2Dm.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500*2 R All, LA 8 7, (8), 3 9 +5 H, F -
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Reach: Robbing the Kong
Reach: Robbing the Kong
63214B[e]
BBCS Litchi ReachToss.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
690 R All 7 33 47T +8 HBFP* -
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Reach: Kong on Kong
Reach: Kong on Kong
63214C[e]
BBCS Litchi ReachHop.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 29T - - -
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The Four Winds
The Four Winds
41236D[e]
BBCS Litchi FourWindsVert.png
Vertical
BBCS Litchi FourWindsHoriz.png
Horizontal
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Vertical Launch 520*7 - All 44 8*5, 6, 8 38T - HBFP* -
Horizontal Launch 480*4 - All 41 8*3, 10 44T +47 HBFP* -
  • List what the move is used for
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Kote Gaeshi
Kote Gaeshi
623D[e] / 421D[e]
BBCS Litchi Kote6.png
623D
BBCS Litchi Kote4.png
421D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Forward - - - - - 16T - - -
Backward - - - - - 16T - - -
(Air) Forward - - - - - 20+6LT - - -
(Air) Backward - - - - - 20+6LT - - -
  • List what the move is used for
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Distortion Drives

All Green
All Green
6428C
BBCS Litchi Ryuisou.png
Normal Version
Decent punish to mid-range pressure.
BBCP Litchi RyuisouOD.png
Overdrive Version
Extremely damaging combo filler.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2000 R All 6+2 6 43T -13 HBFP*(2) 1-7 All
Overdrive 470*9, 2000 R All 6+5 6, 3*7, 18, 21 43T +7 HBFP*(2) 1-7 All
  • List what the move is used for
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All Terminals
All Terminals
632146C
BBCP Litchi AllTerminals.png
First Hit
Strong reversal and good combo ender.
BBCP Litchi AllTerminalsStaff.png
Staff Ender
More damage than the [e] version, but worse post-super options.
BBCP Litchi AllTerminalsStaffless.png
Staffless Ender
Less damage than the [m] version, but better post-super options.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
632146C[m] (Staff ender) 500, 300*12, 2500 R All 1+13 6 27 -14 B 1-19 All
632146C~[D][m] (Staff > Staffless ender) 500, 300*12, 1500 R All 1+13 6 27 -14 B 1-19 All
632146C[e] (Staffless ender) 500, 300*12, 1500 R All 1+13 6 27 -14 B 1-19 All
632146C during Overdrive 500, 300*7, 100*8, 150*16, 300*2, 1500 R All 1+13 6 27 -14 B 1-19 All
  • List what the move is used for
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Thirteen Orphans
Thirteen Orphans
632146D[e]
BBCP Litchi VerticalKokushi.png
Vertical (5D Set)
Combo filler.
BBCS Litchi Kokushi.png
Horizontal (2D Set)
Decent pressure tool.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Vertical (5D Set) 400*13 R All 7+12 1, 2*12 46T - HBFP*(2) 1-7 All
Horizontal (2D Set) 300*13 R All 26+7 [2(6)2(8)2(8)2(8)]*3, 4(3)3 63T - HBFP*(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Exceed Accel

Crimson Peacock
ABCD during Overdrive
BBCF Litchi Exceed Accel.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2070 - All - - - - - -
Active Flow 4122 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrive

The Great Wheel
A+B+C+D
BBCP Litchi Overdrive.png
Overdrive Startup
Use this time to buffer staff hits.
BBCP Litchi DaisharinStaff.png
Any Direction+D
Multi-purpose tool, incredibly strong.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Overdrive Staff Hit 400 or 600 - All 25 8 - - HBFP* -
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  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Nine Gates of Heaven
Last Chance > 46D
BBCS Litchi NineGates.png
BBCS Litchi NineGates2.png
Combos from Last Chance > A.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - All 25+1 Till L 75L -43 (See notes) H 1-Landing All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References