BBCF/Litchi Faye Ling

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LItchi Faye Ling
BBCF Litchi Portrait.png
Additional Backdash
Time 43 / Invul: 1-19
Play-style
Mode-switch - Footsies, Rushdown, Okizeme

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.

Drive: Mantenbou

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, and 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 its 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.


Strengths/Weaknesses


Normal Moves

5A
5A
BBCS Litchi 5A.png
Clap Em
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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.

5B
5B
BBCS Litchi 5Bm.png
5B[m]
BBCS Litchi 5B.png
5B[e]
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5B[m]

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.

5B[e]

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.

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.

5C
5C
BBCS Litchi 5Cm.png
Poke Poke~
BBCS Litchi 5C.png
Little Puff Ball
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5C[m]

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.

5C[e]

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

2A
2A
BBCS Litchi 2A.png
Slap them knee caps
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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.

2B
2B
BBCS Litchi 2Bm.png
Split Kick!(Extend)
BBCS Litchi 2B.png
Split Kick!
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2B[m]

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.

2B[e]

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.

2C
2C
BBCS Litchi 2Cm.png
2C[m]
BBCS Litchi 2C.png
2C[e]
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2C[m]

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.

2C[e]

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.

6A
6A
BBCS Litchi 6Am.png
Karate Chop![m]
BBCS Litchi 6A.png
Karate Chop! [e]
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6A[m]

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.

6A[e]
  • 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.

6B
6B
BBCS Litchi 6Bm.png
6B[m]
BBCS Litchi 6B.png
6B[e]
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6B[m]

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]

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.

6C
6C
BBCS Litchi 6Cm.png
6C[m]
BBCS Litchi 6C.png
6C[e]
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6C[m]

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]

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. 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 )

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.

4B
4B
BBCP Litchi 4Bm.png
4B[m]
BBCP Litchi 4B.png
4B[e]
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4B[m]

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. (Staffed: Head invul from frame 8)

4B[e]

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. (Staffless: Head invul from frame 7)

3C
3C
BBCS Litchi 3Cm.png
3C[m]
BBCS Litchi 3C.png
3C[e]
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3C[m]

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

3C[e]
  • 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

j.A
j.A
BBCS Litchi jA.png
Placeholder
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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 you’re 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.)

j.B
j.B
BBCS Litchi jBm.png
j.B[m]
BBCS Litchi jB.png
j.B[e]
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j.B[m]

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]
  • 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

j.C
j.C
BBCS Litchi jCm.png
j.C[m]
BBCS Litchi jC.png
j.C[e]
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j.C[m]

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.

j.C[e]

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.


Drive Moves

5D
5D
BBCS Litchi 5Dm.png
Look at the Flick of the wrist~
BBCS Litchi 5D.png
Swerve em'
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5D[m]

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

5D[e]

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] / 623D[m] / 214B[m] all set the staff in 5D mode (Staff launches up above covering the air)

2D
2D
BBCS Litchi 2Dm.png
This Chest
BBCS Litchi 2D.png
Dem legs
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2D[m]

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]

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)

6D
6D
BBCS Litchi 6D.png
Sets up an easy Crush Trigger.
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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.

4D
4D
BBCS Litchi 4D.png
Frame adv. varies depending on distance.
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  • Tricky looking overhead to set the staff
  • Low and Throw invulnerability
  • It is somewhat Safe on block if it is done at Max range

j.D
j.D
BBCS Litchi jDm.png
j.D[m]
BBCS Litchi jD.png
j.D[e]
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j.D[m]

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]

Sets the staff in to 2D mode J.D > D 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.

j.2D
j.2D
BBCS Litchi j2Dm.png
Cross-up leads to a full combo.
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If they blocked the 2nd hit > it's your turn. Plus enough to continue pressure from 2A/5B

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)

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)

Staff Launch
Staff Launch
BBCS Litchi Staff5D.png
Vertical Launch (5D Set)
BBCS Litchi Staff2D.png
Horizontal (2D Set)
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Vertial
Horizontal

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


Universal Mechanics

Forward Throw
Forward Throw
BBCS Litchi FThrow.png
B+C
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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

Note: Because Litchi's 6B makes her move forward and can be feinted, if you press 6B+C (6B>C Plinked) , litchi's Forward throw will move forward , giving her access to a Kara-Throw. (Canceling a move in to a throw that makes the range longer or bigger)

Backwards Throw
Backwards Throw
BBCS Litchi BThrow.png
4B+C
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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~

Air Throw
Air Throw
BBCS Litchi AThrow.png
j.B+C
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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. 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 !

Counter Assault
Counter Assault
BBCS Litchi 6B.png
Dat Leg~
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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.

Crush Trigger
Crush Trigger
A+B
BBCP Litchi CT.png
Release The Dragon!
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Uncharged
Charged

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)

Additional Back Step
Additional Back Step
447
BBCS Litchi 447.png
Back flip
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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 Dash J.C to surprise opponents.


Special Moves

Straight Through
Straight Through
41236A/B/C[m]
BBCS Litchi StraightThrough.png
気通貫 Ikki Tsūkan
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Stance
A Attack
B Attack
C Attack
Cancel

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.

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)

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

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

Tsubame Gaeshi
Tsubame Gaeshi
623D[m]
BBCS Litchi TsubameGaeshi.png
Rising Dragon
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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.

Three Dragons: White
Three Dragons: White
236A[e]
BBCS Litchi Haku.png
"i wonder if i left the oven on"
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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.

Three Dragons: Green
Three Dragons: Green
236B[e], air OK
BBCS Litchi Hatsu.png
"Prob left the oven on"
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Ground
Air

Litchi's B Rekka. Mainly used as a Combo filler , as a way to combo in to 63214A[e] but it can occasionally be used as a surprise Anti-Air because we all know Litchi's 4B[e] lack horizontal range, so if an opponent has for example Counter Assaulted you away and is IAD'ing in , you could surprise them with a 236B to check them.

Best used with Meter if done out side a combo but overall it's mainly for combos. (but when fighting....one must use all their tools so...y'know)

Three Dragons: Red
Three Dragons: Red
236C[e], air OK
BBCS Litchi Chun.png
"Nah i didn't leave it on"
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Ground
Air

The Overhead kick and C version of Litchi's Rekka

It's a combo filler but can also be used as a mix up tool to open opponents up even though it is rather slow. That being said, if the opponent does block it, you are minus but if you cover the recovery of it with a staff launch on its way back to you , you can make it safe and continue to pressure the opponent.

So use this carefully along side the staff to make your pressure/mix up more threatening

Gut Shot
Gut Shot
421C[e]
BBCS Litchi Kanchan.png
Input for an attack.
BBCP Litchi ChargedKanchan.png
Hold the Button for a cross up.
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Uncharged

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 .

Charged

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.

Reach: Last Chance
Reach: Last Chance
63214A[e]
BBCS Litchi Reach.png
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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

One Shot
One Shot
Reach: Last Chance~A
BBCS Litchi ReachA.png
Scoop!
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Litchi Scoops the opponent up while balancing on the staff. Mainly used as combo filler.

Last Chance > Three Dragons: Green
Last Chance > Three Dragons: Green
Reach: Last Chance~B
BBCS Litchi ReachB.png
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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.

Last Chance > Three Dragons: Red
Last Chance > Three Dragons: Red
Reach: Last Chance~C
BBCS Litchi ReachC.png
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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.

Robbing a Quad
Robbing a Quad
Reach: Last Chance~D
BBCS Litchi j2Dm.png
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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. Overall it's mainly a combo filler but feel free to explore and create some setups !

Reach: Robbing the Kong
Reach: Robbing the Kong
63214B[e]
BBCS Litchi ReachToss.png
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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)

Reach: Kong on Kong
Reach: Kong on Kong
63214C[e]
BBCS Litchi ReachHop.png
*Sonic Spring.Mp3*
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Litchi Jumps toward the rod and uses it to spring towards the opponent. It makes her travel around 1/3 of the screen.

The Four Winds
The Four Winds
41236D[e]
BBCS Litchi FourWindsVert.png
Vertical
BBCS Litchi FourWindsHoriz.png
Horizontal
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Horizontal
Vertical

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.

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) 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!)

Kote Gaeshi
Kote Gaeshi
623D[e] / 421D[e]
BBCS Litchi Kote6.png
623D
BBCS Litchi Kote4.png
421D
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Ground
Air

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)

Ren Chan
Ren Chan
214B/C
BBCF Litchi RenChan.png
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B
C

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


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.
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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. you can do 5B[m] 5C > 3C > OD > All Green > 421[C] > OD combo conversion. and you can also kill with it.

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.
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A decent super, rather slow since people can DP it on reaction if it is done in front of them but all in all , it does it's job.

The Staffed version has the damage The staffless version has the Staff set in 2D so you can perform okizeme or pressure after.

That being said, in the corner , if you do the Staffless 2D set version, it doesn't really give you many okizeme options because if you press D or jump or anything, you can get caught by wake up mash or Dragon punches, so you mainly want to use this Staffless version screen so that you can do the super > Press D (2D Launches) and run in with the ability to Dash Barrier just in case they try something against you or if they roll, you can combo off the 2D staff launch pick up.

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.
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Horizontal
Vertical

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.

Rather than being enhanced by overdrive, this distortion drive is simply unusable during overdrive due to being unable to set the staff.


Exceed Accel

Crimson Peacock
ABCD during Overdrive
BBCF Litchi Exceed Accel.png
Crouching Tiger hidden Stick Man !
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  • 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.


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.
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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 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.

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.

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.


Astral Heat

Nine Gates of Heaven
Last Chance > 46D
BBCS Litchi NineGates.png
BBCS Litchi NineGates2.png
One does not simply kick 99 times without SWITCHING FEET.
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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.

E.g. 5B[m] > 5C[m] > 3C[m] > 214B > 236A > 236B > 63214A~A > 46D


External References


Navigation

To edit frame data, edit values in BBCF/Litchi Faye Ling/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.