Overview
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Health |
Prejump |
Backdash |
Combo Rate |
Heat Gain Rate |
Guard Libra Rate:How resistant this character is to Guard Libra drain. |
Fastest Abare Option:This character's fastest attacks for mashing or scrambles. Excludes universal throws. |
5A (6f, whiffs crouchers)/2A (8f) 6428C (1+1, super) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. |
623D |
- Good Range: Due to her staff, Litchi gets good range and set play options.
- Good Movement: Similar to
Bang in that their movement is very setplay based. Unlike him, while she is not limited by having staff stocks, like how Bang is by Nail Stocks, her movement is only great when staff is on the ground, so if you retreat it or use it for something else, it becomes average.
- Weak to Clap Loop: Lack of responses makes the
Carl MU tricky.
Unique Mechanics
Pressing D puts down Litchi's staff. Depending on the D move used, this will set the staff in vertical or horizontal mode (which can be switched using 623D and 421D). Putting down the staff also changes Litchi's normals, going from slower pokes with long reach to fast close range pressure tools. These are further benefited by the staff being placed, as releasing D causes the staff to travel around the screen in one of two patterns before returning to Litchi. It functions similarly to an assist in a game like Marvel vs. Capcom or Dragon Ball FighterZ, giving Litchi access to an easy pressure reset. The staff will not hit opponents on its way back if Litchi herself is hit or blocks a normal.
Normal Moves
5A
5B
- With Staff
- Staffless
5C
- With Staff
- Staffless
2A
2B
- With Staff
- Staffless
2C
- With Staff
- Staffless
2Cm:
- Launches
6A
- With Staff
- Staffless
6Am:
- Knocks down, floor bounce on counter hit, untechable
6B
- With Staff
- Staffless
6Be:
- Hold attack button to feint (duration 26F, counter hit vulnerable entire time)
6C
- With Staff
- Staffless
6Cm:
- Launches, hitstop 2F
6Ce:
- first hit launches, second hit knocks down, untechable
3C
- With Staff
- Staffless
3Cm:
- Knocks down, untechable when hit on the ground
3Ce:
- Vacuum effect, knocks down, and untechable when hit on the ground
j.A
- air unblockable
j.B
- With Staff
- Staffless
j.Be:
- air unblockable
j.C
- With Staff
- Staffless
j.Ce:
- untechable
Drive Moves
5D
- With Staff
- Staffless
5Dm:
- sets Staff in Vertical mode
5De:
- 31 ~ cancel with attack or movement, projectile property, hitstop 0, hold attack button to charge, start up is 2F after button release, air version attack damage is 220 x 2
2D
- With Staff
- Staffless
2Dm:
- sets Staff in Horizontal mode
2De:
- Projectile property, hitstop 0, hold attack button to charge, start up is 2F after button release, air version attack damage is 220 x 2
j.D
- j.Dm
- j.2Dm
- Staffless
j.2Dm:
- hitstop 8F
j.De:
- Projectile property, hitstop 0, hold attack button to charge, start up is 2F after button release, air version attack damage is 220 x 2
Staff Launch
Universal Mechanics
Forward Throw
5B+C
- 2nd and 3rd hit launches
Back Throw
4B+C
- 2nd hit launches
Air Throw
j.B+C
- Floor bounce effect, untechable
Counter Assault
6A+B while blocking
- blasts away
Special Moves
Backdash Extension
447
- 25~ can cancel to air dash (except 44) and other moves
Straight Through
41236Dm
- 7~48 can cancel to follow up
Straight Through Follow-Ups
A, B, or C during Straight Through
41236D~A:
- 1st hit launches, 2nd hit knocks down, untechable, 2nd hit comes out only if 1st one hit, duration is Mantenbou's duration
41236D~B:
- 1st hit stun 20 on ground, 1st hit in air blasts away, 2nd hit has vacuum effect, 2nd hit comes out only if 1st one hit, duration is Mantenbou's duration
Tsubame Gaeshi
623Dm
- attack's active duration is not affected by getting hit.
Three Dragons: White
236Ae
- Launches, can cancel to follow up until 28F
Three Dragons: Green
236B (Air OK)
236Be:
- launches on hit, can cancel to follow up until 5F after landing on hit or blocked
j.236Be:
- Launches on hit, can cancel to follow up until 5F after landing on hit or blocked
Three Dragons: Red
236C (Air OK)
236Ce:
- floor bounce on hit, can cancel to follow up until 5F after landing on hit or blocked
j.236Ce:
- Floor bounce, can cancel to follow up until 5F after landing on hit or blocked, static difference is based on minimum height in the air.
Reach: Last Chance
63214Ae
- may jump by 7 or 8 or 9 while standing on Mantenbou, input 2 to get back on the ground, recovery 0, takes 23F to land, input 44 on Mantenbou to back air dash, automatic step down after standing on Mantenbou for 181F, failed to stand on Mantenbou has recovery 59 (landing recovery 16), air version can only jump once
Reach: One Shot
A during Reach
- Launches, vacuum effect
Three Dragons: Green
B during Reach
- Launches, vacuum effect
Three Dragons: Red
C during Reach
- Launches, vacuum effect
Reach: Robbing the Kong
63214Be
- Ground version 3~ airborne, takes 41f to reach Mantenbou, cannot be used after 63214A
Reach: Kong on Kong
63214Ce
- Ground version 3~ airborne, takes 41f to reach Mantenbou, cannot be used after 63214A
The Four Winds
41236De and j.41236De
41236De:
- Launches on hit, projectile property, hitstop 2F, 18F~ guaranteed start up.
j.41236De:
- Projectile property, hitstop 2F, 19F~ guaranteed start up.
Kote Gaeshi
623De or 421De
Distortion Drives
The Great Wheel
632146Dm
- launches, can input additional input during super freeze, only the last part of the attack has [Head, Body, Foot, Projectile] attribute, ground version landing recovery 9F, air version entire duration 49F.
Thirteen Orphans
632146De
Core of Litchi's game as per the usual, utilized for lockdown on oki & combo damage. Main thing you're going to be dumping meter into, getting a knockdown into several ambiguous, high reward high-low mixups is the gameplan & this super runs that for you.
- launches, goes through other projectile, hitstop 8F, static difference is based on blocking back the wall
All Green
6428C
Kusoge frame data move. Long-ranged punish/reversal.
2 frame reversal that's plus on block with massive range, making it excellent for punishes. Has a gigantic deadzone in between Litchi and the staff (almost the length of a Tager between the two), functions vaguely similarly to Zato-1's Amorphous
GuardMidStartup8+8Recovery28Advantage-17 as a reversal where you shouldn't use it against an opponent who's pressuring you close-up at all.
If you need a reversal close up, refer to 623D.
- wall bounce, hitstop 4F
Astral Heat
Nine Gates of Heaven
63214A~[4]6D when Astral conditions are met

Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State