Litchi Faye Ling (BBCSE)

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Litchi Faye-Ling

Overview[edit]



Health: 11000. Average.
Guard Primers: 5. Average.
Play-style: A hybrid zoner/pressure character with strong mixups. Rewards good hitconfirming with good damage and corner carry.
Movement Options: Fast running dash, horizontal airdash, arcing air backdash, double ground backdash. Able to delay movement almost indefinitely in the air with 623D/421D. Slow forward and backward walkspeed. 2 jumps, 1 airdash.

Drive:Matenbou - Litchi has the ability to place her staff with D, changing her moveset and giving her new pressure, mixup, and movement options.

See also: Litchi Full Frame Data

Move List[edit]

Normal Moves[edit]

5A
BBCS Litchi 5A.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 3 6 +3 Click!

Decent anti-air, chains into itself and is safe on block. Hits Tager/Hakumen/Relius on crouch.


5B[e]
BBCS Litchi 5B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 100 89 8 3 14 0 Click!

Staffless version of Litchi's 5B[m] that is even on block, it is extremely strong for pressure.


5B[m]
BBCS Litchi 5Bm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 85 89 11 3 22 -6 Click!

Large range poke that is the foundation of Litchi's ground footsies, you can buffer it into 6C if you expect it to counter hit.


5C[e]
BBCS Litchi 5C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 100 89 15 3 30 -16 Click!

Large range move that can be used as a poke if used in tandem with a staff launch. Also a useful frame trap, since it has Fatal Counter properties.


5C[m]
BBCS Litchi 5Cm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
430*2 178*2 90 89(1) 17 3(3)3 23 -9 Click!

Primarily used in combos and pressure. The range is large, so it's good to use if people try to push you out with barrier.


2A
BBCS Litchi 2A.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 7 3 8 +1 Click!

Standard 2A, +1 on normal block. Situationally usable as AA because of her low crouch.


2B[e]
BBCS Litchi 2B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 70 86 12 2 22 -10 Click!

One of Litchi's best pokes. Can gatling into 5B, making it relatively safe to just throw out. Low profiles a bunch of moves/projectiles.


2B[m]
BBCS Litchi 2Bm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680 281 80 89 17 2 28 -13 Click!

Slower than the staffless version, making it a bit less effective as a poke, it still is usable for setting up frame traps. It has a large cancel window.


2C[e]
BBCS Litchi 2C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 100 89 12 3 19 -5 Click!

Pressure and combo filler. Has good P1, so use it to beat mashing.


2C[m]
BBCS Litchi 2Cm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 89 14 3 28 -14 Click!

Untechable launch on CH, makes it a good frame trap tool. Floats on normal hit.


6A[e]
BBCS Litchi 6A.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 80 89 22 3 27 -13 Click!

The only overhead Litchi can followup safely for no meter. Forces crouch on hit.


6A[m]
BBCS Litchi 6Am.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 70 92 22 3 20 -2 Click!

Has Fatal Counter property. Against Noel, Hakumen and Tager you can use this as a poke.


6B[e]
BBCS Litchi 6B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 100 89 17 4 23 -10 Click!

An advancing kick that works as a good frame trap.


6B[m]
BBCS Litchi 6Bm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
820 339 100 94 17 4 20 -3 Click!

Wall bounces on CH, wall bounds on air hit. Huge damage if you can confirm off this move.


6C[e]
BBCS Litchi 6C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300, 900 124, 372 100 89, 40 11 2(25)3 7+5L +1 Click!

Essentially combo filler. Special cancellable on hit.


6C[m]
BBCS Litchi 6Cm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
250*4 103*4 80 90(1) 24 3*4 27 -1 Click!

Pushes the opponent out on block. You should always buffer airdash when inputting this move, since it causes a spinning blowback on hit.


3C[e]
BBCS Litchi 3C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 100 89 16 3 21 -7 Click!

Primarily used as her low mixup tool due to it's high P1. Since she retreats slightly during the move, it's able to make some reversals whiff.


3C[m]
BBCS Litchi 3Cm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 90 92 20 12 15 -8 Click!

You can follow this move up if it hits point blank. Outside of that it ends your pressure.


j.A
BBCS Litchi jA.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 90 84 7 4 8 -- Click!

Excellent air to air if the opponent is above you.


j.B[e]
BBCS Litchi jB.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 90 89 9 4 12 -- Click!

Large range jB that hits crossup. Has some landing recovery, so be aware of your opponents position.


j.B[m]
BBCS Litchi jBm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 80 89 11 3 18 -- Click!

Even more range than her staffless jB. Has some landing recovery, so be aware of your opponents position.


j.C[e]
BBCS Litchi jC.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 90 89 12 3 22 -- Click!

Good for pressure and mixup. Works as an Instant overhead vs Tager and Hakumen.


j.C[m]
BBCS Litchi jCm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
780 322 90 89 15 4 14 -- Click!

Bounds on CH. Sends them to the corner from midscreen, results in big damage if you're near the corner.


Counter Assault
BBCS Litchi 6B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 13 2 36 -19 Click!

Average counter assault, it can be low profiled.


Drive Moves[edit]

5D[m]
BBCS Litchi 5Dm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 23T -- Click!

Sets the staff in vertical trajectory. The staff is set by Litchi.


2D[m]
BBCS Litchi 2Dm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 27T -- Click!

Sets the staff in a horizontal trajectory. The staff is set slightly in front of Litchi.


6D
BBCS Litchi 6D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2 248*2 100 92(1) 15 12(9)3 19 +3 Click!

2 part move that is even on IB, sets the staff in vertical trajectory. The second hit has 120% bonus prorate, so it's important in corner combos.


4D
BBCS Litchi 4D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 70 92 22 9 12+8L -4 Click!

Sets the staff in horizontal trajectory. Wallbounds on hit, meaning you can only combo off it near the corner. Useful for midscreen > corner combos. Safe from max range.


j.D[m]
BBCS Litchi jDm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
540 223 100 89 14 -- 45T -- Click!

Sets the staff in horizontal trajectory, knocksdown on hit.


j.2D[m]
BBCS Litchi j2Dm.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640, 480 264, 198 100 89 17 till L(8)3 9 +19 Click!

Sets the staff in vertical trajectory, the second hit is a low that is extremely safe on block. Hitting with this move midscreen gurantees a corner carry combo.

5D[e]
BBCS Litchi 5D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 48T -- Click!

Can cancel into any action on the 12th frame, making it very good for extending pressure.


2D[e]
BBCS Litchi 2D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- 10 -- 30T -- Click!

Can cancel into any action after the 14th frame. Litchi's 2C and 3C are not cancellable into 5D, so use this instead.


j.D[e]
BBCS Litchi jD.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- 12 -- 30T-- -- Click!

Can cancel into any action after 27F. Has 7F landing recovery. If you do jD > air normal > land, you will still have the landing recovery of jD.

Staff Launch
D with staff deployed
BBCS Litchi Staff5D.png
Vertical
BBCS Litchi Staff2D.png
Horizontal
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
vertical 200*2 82*2 100 84 -- -- -- -- Click!

Extremely versatile move. It has counter hit carry, so it makes for an excellent anti air. It activates 2F after releasing D, making it tied with All Green for her fastest move (and fastest move in the game), has 19f of hitstun, enabling better followups on the return hit. If Litchi gets hit or blocked, the staff immediately returns to her.

horizontal 220*2 91*2 100 84 -- -- -- -- Click!

Helps control ground space. It still has all the great attributes of 5D launch.

dashing -- -- -- -- 3 -- -- -- Click!

Only usable after dashing for 13F. Used in combos and for okizeme.


Throws[edit]

Forward Throw
BBCS Litchi FThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0*2, 1400 0*2, 579 90 100*2, 55 7 3 22 -- Click!

Standard throw, leads to her strong mixup game. She can special cancel just before the kick in order to add damage (if she's staffless).


Back Throw
BBCS Litchi BThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 0, 579 90 100, 55 7 3 22 -- Click!

Carries a bit farther than her forward throw.


Air Throw
BBCS Litchi AThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 0, 579 100 100, 55 7 3 15 -- Click!

Average size airthrow, leads to corner combo.


Special Moves[edit]

Additional Back Step
447
BBCS Litchi 447.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 43T -- -

One of the best backdashes in the game. The second part of the backdash makes you airborne, you can airdash forward or simply do an air normal in place.


Straight Through
41236D[m]
BBCS Litchi StraightThrough.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 54T -- Click!

An extremely useful guard point that only loses to lows, throws and certain unblockable moves. Proper use of this move can discourage people approaching from the air and encourage risky ground approaches (as most characters don't have long range lows). Also, for the most part, hitting with any follow-up should lead to a corner knockdown, which is of upmost importance to Litchi.

Straight Through Followups
BBCS Litchi StraightThroughA.png
A
BBCS Litchi StraightThroughB.png
B
BBCS Litchi StraightThroughC.png
C
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A 710 293 80 80 12+7 8 48T +3 Click!
A~A 730 302 70 100 23 3 -- +20 Click!

Very strong move. Both hits are safe on block, making it an excellent anti-air. However, it is somewhat easy to manuever around. Your best bet is holding the guard point until an aerial attack connects, then countering with this follow up. It also beats cross up aerials (like Ragna's jump B).

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
B 750 310 90 80 12+7 8 54T -18 Click!
B~B 750 310 70 100 28 3 -- +19 Click!

Not too good of a ground poke, as the first hit is very unsafe on block. However, if you guard point a ground poke, you should use this to counter, and follow up with a corner carry combo.

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
C 720 298 80 80 12+7 8 55T -18 Click!
C~C 710 293 70 100 30 3 -- +16 Click!

Just like the B follow-up, the first hit is unsafe on block.However, this low hit can be used if the opponent is very close to you when you use the guard point.

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Stance Break D -- -- -- -- -- -- 17T -- -

This cancels the guard point. You'll use this primarily when you are anticipating a jump in, and use the guard point. Should they simply fall with barrier, cancel your stance, and proceed to pressure the opponent.


Tsubame Gaeshi
623D[m]
BBCS Litchi TsubameGaeshi.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480, 500, 440, 1000 198, 207, 182, 414 75 92*3, 10 11 3, 2, 23, 24 58T -23 Click!

Litchi's dragon punch, this move is invincible on start up. You cannot rapid cancel this move, so be careful when deciding to use it. If for some reason, only the rising part of the attack hits the opponent, you can follow up with a combo.


Three Dragons: White
236A[e]
BBCS Litchi Haku.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
710 293 80 92 11 3 30 -14 Click!

One of Litchi's rekka attacks, a series of moves that can cancel into specific follow-ups. This move hits low, but as its P1 was lowered from CS2, it is primarily used for combos. It has repeat proration, but this move is counted sepereately from a 236A that is used after another rekka. Also, this is the only rekka that can cancel into Four Winds (only on hit).


Three Dragons: Green
236B[e]/j.236B[e]
BBCS Litchi Hatsu.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 740 306 100 92 10 4 23+15L -23 Click!
Air 760 314 100 92 5 4 till L+15 -- Click!

Generally used in combos, this move also has same move proration. However, each version of the move is counted seperately from one another - as in, ground 236B, air 236B, and 236B used after another rekka can be used once before the repeat proration penalty kicks in. The ground version can also be used as an anti-air that can be made safe with meter. The air version is tied for the fastest meterless move in the game (with Carl's jA), so in certain situations you can air instant block and counter with this attack. If you have meter, you can even follow it up with a combo!


Three Dragons: Red
236C[e]/j.236C[e]
BBCS Litchi Chun.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 700 289 70 92 26 3 11+12L -7 Click!
Ground Followup 600 248 70 92 23 2 15+12L -10 Click!
Air 690 285 70 92 26 3 till L+11 +3 Click!
Air Followup 590 244 70 92 21 3 till L+10 -11 Click!

Generally used in combos, but can also be used for mixups. This move, like the rest of her rekka series, has repeat proration, and each version of the attack is counted seperately from the other (Ground 236C, air 236C and follow up 236C can each be used once). TK'ing this move will make it safe, making it a good pressure tool.


Reach: Last Chance
63214A[e]
BBCS Litchi Reach.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 30~T -- Click!

Generally used in combos, this can be used as a situational escape. Litchi's body is very small during this move.

One Shot
On staff, A
BBCS Litchi ReachA.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 100 94 10 2 17 -- Click!

A follow up kick, pretty much only used in combos.


Last Chance > Three Dragons: Green
On Staff, B
BBCS Litchi ReachB.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 100 90 17 4 5+11 landing -1 Click!

A follow up attack, used for combos.


Last Chance > Three Dragons: Red
On Staff, B
BBCS Litchi ReachC.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
690 285 80 74 21 3 5+11 landing 0 Click!

A follow up attack. The proration was lowered and it's hard to do a meaningful combo with it, so it's not that useful.

Reach: Robbing the Kong
63214B[e]
BBCS Litchi ReachToss.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
690 285 90 92 41+11 43 31T +12 Click!

Useful for both okizeme and pressure, it's always at LEAST +12 on block, making it very safe. Also, the hitbox is consistent - once it is thrown, the hitbox will stay out until it lands, making it very useful against characters like Carl.


Reach: Kong on Kong
63214C[e]
BBCS Litchi ReachHop.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 20T -- Click!

Litchi gets free movement after this move, but because the amount of hard knockdowns she gets are limited, there aren't many uses for this move.


The Four Winds
41236D[e]
BBCS Litchi FourWindsVert.png
Vertical
BBCS Litchi FourWindsHoriz.png
Horizontal
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Vertical Launch 520*7 215*7 90 94 44 54 38T -- Click!

This move was buffed in Extend, in now moves forward once it moves into the air. It has counter hit carry as well, meaning that as long as one of the hits counter hits the opponent, the counter hit status will carry through the move. On counter hit, it's easy to follow up with a full combo, and the initial proration is high, making it useful, especially against aerial movement based characters.

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Horizontal Launch 480*4 198*4 90 94 45 34 44T -- Click!

Thanks to the proration buff, this move is much better for mixups than it used to be.

Kote Gaeshi (Forward)
623D[e]
BBCS Litchi Kote6.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground -- -- -- -- -- -- 22T -- Click!
Air -- -- -- -- -- -- 20T -- Click!

Sets the staff in vertical orientation. Both are cancellable into attacks after the 17th frame. The air version can be used to delay your descent.


Kote Gaeshi (Backward)
421D[e]
BBCS Litchi Kote4.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground -- -- -- -- -- -- 21T -- Click!
Air -- -- -- -- -- -- 19T -- Click!

Sets the staff in horizontal orientation. THe ground version is cancellable after the 18th frame, and the air version is cancellable into an attack after the 16th frame. The air version can be used to delay your descent.


Distortion Drives[edit]

Thirteen Orphans
632146D[e]
BBCS Litchi Kokushi.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
250*16 0 100 71 26+4 refer to notes 61T +210 Click!

Her prime super for mixups, this move is the core of her game, and where most of her damage comes from.


All Green
6428C
BBCS Litchi Ryuisou.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2000 0 60 92 6+2 6 43T -13 Click!

A very fast super, this attack can be used to punish almost any projectile attack (on start up) in the game. It can be used to catch normals as well, but that is much more difficult. Leads to very big damage on counter hit.


The Great Wheel
632146D[m]
BBCS Litchi Daisharin.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
360*5, 2040 0 74*5, 100 89*5, 10 13+14 [8(17)]*0~5, 8(43)28 66T -10~+196 Click!

This super was greatly weakened from CS2, but still has many uses. It is strong in neutral - you can approach or retreat, depending on the situation. Also, this is probably the strongest mixup she has if the opponent has low health.


Astral Heat[edit]

Nine Gates of Heaven
On Staff [4]6D
BBCS Litchi NineGates.png
BBCS Litchi NineGates2.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death 0 -- -- 25+1 16 75 -- Click!

A cinematic astral heat that leads to death. It is very easy to combo into.



Strategy[edit]

Litchi is a rather involved character, but in the end, her goal is simple - you want to knockdown your opponent in the corner, and mix them up until you win. The longer you play midscreen, the more difficult it is to do damage, and consequently, win with her. In Extend, her corner carry off regular hits is somewhat weak, but her corner carry off specific moves and counter hits is very good. You'll need a strong neutral game in order to succeed with Litchi.

Neutral[edit]

Litchi has a very strong neutral game, she only posses a disadvantage against a couple of characters in this regard.

The foundation of her neutral game is proper use of her staff pokes. Her 5B[m] is a pinch slow, but can be hit confirmed into 6C[m] on counterhit. If you choose to do this, buffer an IAD during the 6C, as it's only jump cancellable on hit. On block, confirm the situation and put down the staff/adjust to the situation.

Her guard point is an extremely strong move. Most characters have short low attacks. This means they'll have to dash in farther to attack you, which will leave them open to get counter hit by a 5B[m]. The guard point is also a good preemptive anti-air, as the A follow up hits behind her as well.

Litchi's 5A hits high and far in front of her face, making this her prime anti-air. Confirm it into jA on hit. The damage is low, but you get knockdown off it (though the opponent will be full screen).

Litchi's crouch is very low - you can use this to make preemptive jump attacks whiff. Follow it up by standing and hitting 5A, or hitting them with 2A > 2C > whatever the situation calls for.

Litchi can also put the staff down with 5D or 2D, giving her a full screen projectile. The staff launch (done by hitting 5D or 2D once the staff is set) hits 2 times, has a good amount of blockstun, and has counter hit carry, making it a strong tool. Although this can be used as an easy way to get in, an experienced opponent will be able to stop you, as Litchi has significantly less range when she isn't holding the staff. Using the staff as a projectile is a great way to pin someone down, rather than simply approach them. If you can get the opponent scared to do anything when you launch the staff, then you can approach them without fear.

Offense[edit]

Litchi has very versatile pressure game. Although she has two modes, the basic idea behind her pressure is the same - randomize what options you do to beat mashing, jump outs, then strike with highs, lows and throws. Litchi gets rewarded for counter hits -

-6A[m] and 5C[e] both have fatal counter properties
-With the exception of 6A[e] and 2B[e], all her staffless ground normals have 100 P1
-2C[m] and Ryuuisou both launch the opponent high into the air on counter hit
-Kokushi Musou is 100 P1
-3C[m] and 3C[e] are both untechable on counter hit
-6B[m] wall bounces on counter hit
-5B[m] and 2B[m] can both be followed up by 6C[m] on counter hit
-6D[m] gains a significant amount of hit stun on counter hit
-jC[m] gives a significant wall bound on counter hit
-Staff launch has counter hit carry
-Four winds has counter hit carry

You'll want to start by learning how to punish mashing and jump outs. If you stop mashing, it should be a counter hit, so it should lead to a corner carry combo (if you're midscreen) or big damage (if you're in the corner). Some prime examples -

-2A > 2C[m]: basic frame trap, this leaves a small gap for your opponent to hit buttons in. If anything that isn't invulnerable is attempted, they should get counter hit.
-2B[m] > 6B[m] or 6D[m]: another good frame trap, both 6B and 6D reward you well if you get a counter hit. 2B has a very late cancel window, so you can delay the next normal as much as you'd like.
-2C[m] or 5C(2)[m] > 6D[m]: same idea as above.
-2A > 5C[e]: same idea as the 2A > 2C frame trap, except gives FC.

If you can make an opponent afraid of your frame traps, Litchi additionally has many options to mix up the opponent. Her high/low game with the staff is admittedly lacking midscreen.

-4D has a long wall bound, but used as an overhead, it will simply knockdown midscreen.
-6A[m] can't be followed up without meter midscreen.
-3C[m] can only be followed be up at close range midscreen.

However, these attacks are not without benefits.

-4D and 6A[m] can both carry to the corner with meter.
-3C[m] has 90 P1, leading to good damage.
-4D and 6A[m] are both safe from a long range.
-6A[m] is safe on hit, and -2 on block (making it safe from a distance).
-4D knocks down and sets the staff in horizontal orientation, which gives a free mixup.

Additionally, you also have the option to throw. Use forward or back throw, depending on your position in relation to the wall. Once you have these options established, you can move on to one of her most powerful options - setting the staff. Litchi can cancel any normal besides 4D, 6D and 6B into her 5D and 2D (4D and 6D will set the staff after the move is over, in horizontal/vertical orientation, respectively). The foundation of Litchi's transition into staffless pressure is 5D, as it is 23F. For comparison's sake, both 4D and 6A are 22f, meaning that her 5D is essentially the same speed as her overheads. If you get your opponent to respect your frame traps, you can liberally use her 5D to extend pressure, leading to new ways to open up your opponent. 2D is 27F - it's a bit slower. It's mostly used to put the staff in horizontal orientation in neutral, but has a limited use in offense.

Once you set the staff, Litchi's pressure is pretty much the same, with a couple of important exceptions.

-As long as 6A[e] and 2B[e] are blocked, it is safe and you can follow up with pressure. -You can cancel moves into 5D or 2D, making move that would normally be unsafe, safe. -You can cancel moves into 421D or 623D, extending pressure if the opponent respects.

Kote Gaeshi (421D/623D) and 5D/2D have special properties. Both the ground and air version of 623D are cancellable after the 17th frame. For comparison's sake, usually the fastest instant overheads are around 14-15 frames, while her 6A is 22 frames. So unless the opponent is expecting it, they will not be able to react to it. The ground version of 421D is cancellable after the 18th frame, but the air one is cancellable after the 16th. 421D and 623D are easy ways to move the staff around you, and their functions are straight forward.

5D and 2D are a bit different. 5D and 2D are cancellable after 12 and 14 frames (respectively). The staff launches 2 frames after you relase D. So, if you hold D for a bit before launching the staff, you can make certain unsafe normals safe on block, and create strings that weren't possible before. An example of each -

-With the staff in horizontal orientation, 3C > release D > 3C is safe on block.
-With the staff in either orientation, 5B > 5D > 5B is air tight.

Defense[edit]

-Litchi's counter assault is average at best. It can be low profiled by moves like Makoto's 2B or Tao's 3C.
-Litchi only has access to an invulnerable reversal when she has the staff.
-Litchi's backdash is one of the best in the game, as long as the first part doesn't get hit, you can escape to a safe distance.
-If you think your opponent will bait Tsubame Gaeshi, try to jump away and use Daisharin to get them off you.

Because Litchi can't rapid cancel her Tsubame Gaeshi, it'll take a lot of knowledge of not only what kind of strings your opponent's character has, but good analysis of how they play. Good use of Tsubame, backdash, counter assault, barrier, barrier jump, 2A, and proper defense will keep the opponent on their toes.

Despite not being able to rapid cancel Tsubame Gaeshi, the opponent will still bait it because not only will Litchi take high damage from a Counter Hit/Fatal Counter combo, but she will be without the staff as well, leaving her with less defensive options. Take care in when you choose to use it.

Mixups[edit]

Litchi's forte. Litchi has a variety of meterless okizeme options that greatly limits an opponents options on wake up. If she has meter, she can use Kokushi Musuou for multiple attempts at high/low mixups.

Kokushi Musou

This super is the core of Litchi's game. Getting this as a corner knockdown is Litchi's prime objective, as you can follow up with a high damage combo. There's a couple of ideas to keep in mind when using this super for mixup -

1. 3C should be your low of choice - it's P1 is 100. 2. 6A/JC are your overheads of choice - 80 and 90 P1 respectively. 3. If you use 6A/3C for your mixups, you'll have about 3 oppurtunities to hit them. If you choose to use jC/3C for mixup, you'll get about 2. 4. If you have about 60 meter, a successful mixup will lead to Kokushi again.

Kokushi mixup is all about high/low. Basic mixup is -

1. 6A (overhead, 22F) 2. 5A (whiffs) > 3C (low, essentially the same speed as her 6A)

In order to make it more difficult to block, you can use any combination of 6A, 5A > 3C, dash 6A, dash 3C, dash 5A > 3C, 5A > 6A, or dash 5A > 6A to mess with the opponents eyes. Follow any 6A with a held 6B (feint) in order to confirm hit or block.

Combos[edit]

Unlike CS2, where Litchi could confirm random hits into one or two combo routes, Litchi has many more combo options this game. You have to be aware of position and initial proration more than anything else in EX. Ad-lib combos (as in, confirming combos off random hits) are very important as well. Unfortunately, there isn't any set way to do this or practice this - you need experience and confidence in order to confirm well. However, there are a couple of tools you may use often in ad-lib combos that will be listed after the main combo section.

Midscreen[edit]

General/Standard Hits (with Matenbou)

Litchi's combos are rather weak midscreen of non-counter hits, but she's able to follow them up with safe setups that can push the opponent towards the corner.

-2A 5B 2C 5C(1) > 623D

Standard midscreen bnb. Litchi can do this anywhere. It doesn't do much damage but the knockdown is all right - you can punish rolls for decent damage and huge corner carry.

-2A 5B 2C 5C(1) > 623D > 236A 236B 236C

If you are close enough, you can follow up with her rekkas for a little more meter, damage and corner carry.

-2A 5B 2C 4D

The lowest damage bnb, but gives the most corner carry and some unique mixup. Best when the 4D will put them in the corner, but doesn't bound the opponent.

-2A 5B 2C 4D > dash 2D > iad jC > staff2 > 6D(2) > corner

General/Standard Hits (without Matenbou)

-2A 5B 6B 2C 6C(1) > delay 236C > dash 5B 5C (or 6C(1) > 421D) > jB > dj jBC > j236B j236C

Standard midscreen BNB that works on anyone, anywhere. You need to slighty delay the first 6C(1) to make this work on crouchers. 2C > 6C does not connect against Noel and Litchi crouching.

-2A 5B 6B 2C 6C(1) > delay 236C > 236A 236C > dash 5B 6C(1) > 421D > jB > dj jBC > j236B j236C

Use this when you hit the opponent near the corner. The corner carry on this combo is all right, it works from a decent range.

Corner[edit]

Corner combo parts

Starters - 100 P1 starter > 6D(2) > 236B > 63214A > A follow up > B follow up > 2369B 236A 236C > 236A 236B > 63214A > j2B > jD > j236C > 6D(2) > Enders

Pretty much, you get this only off 6B starter. 5000 damage if you end with slide 6A.

- Good Starter > 6D(2) > 2369B 236A 236C > 236A 236B > 63214A > A follow up > B follow up > 5D > 236C > 6D(2) > Enders

You get this starter off a lot of moves - jump-ins, 5B[m], 2C[m], etc. Make sure to hold the 5D for a second to make the 5D > 236C part connect.

- Poor Starter > 6D(2) > 236A 236B > 63214A > A follow up > B follow up > 5D > 236C > 6D(2) > Enders

This would be something like a 2A starter, or a poorly confirmed jump in. If you want, you can omit the 236A and simply do 236B > 63214A instead.

- Worst starter > 6D(2) > 2369B 236A 236C > Enders

A starter such as multiple 2A's would qualify as a "worst starter".

Enders

~ > 5B > 6C(1) > 421D > jB > dj jBCD > falling delay jC > slide 6A

The core of all of Litchi's combo enders. From here, you can go into Daisharin (to kill them or for setups) or Kokushi (for mixup). This is the single most important ender Litchi has, and the one that should be learned first. Against Mu and Lambda, you'll have to delay jC even more to connect with slide 6A. Vs Hakumen and Arakune, super jump jB > dj jBCD to make it consistent.

~ > 5B > 6C(1) > 421D > jB > dj jBCD > falling delay jC > 6C(1) > 623D

Combo into Tsubame Gaeshi. Although it's not as universally practical as the slide 6A ender, Tsubame Gaeshi does give a lot of meter, and the positioning the combo gives is useful against certain characters.

~ > 5D > 6A > feint > 41236D~C > 236B 236C

Rekka ender. Using the C follow up to the guard point positions the staff outside of the corner. Setups off this prevent the opponent from late teching/rolling out, and you get one attempt at high/low/throw mixup.

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