Overview
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
Normal Moves
5A
Generic 5A, only hits people standing, can only combo on CH. Most important uses are IB > 5A when someone is running lame strings.
5B
- With Staff
Knee to the stomach. Loses to sliding moves like Noel's 3C. However this is one of her best pokes. Thanks to her lame 2A you have to learn to hitconfirm out of this move pretty well if you want to do well with her. The best way to space this move is so that her knee doesn't actually touch the other char's hitbox - let the mantenbou do the work for you. Also this is jump cancellable on block. On airCH, either 5C(1) tsubame or 6A Daisangen (more stable).
- Staffless
Pretty much the same as 5B[m], but much much MUCH smaller range. Generally used in combos.
5C
- With Staff
Horizontal extension of the mantenbou, 2 hits, cancellable on either hit. This move is primary combo fodder. Once you go into it the only move you can chain into on block is 3C. The most important thing about this move is using it to control your combos, off a point blank 5B, if you are going into a 3C combo or itsuuC combo, you can let both hits hit. If you are spaced , let both hits hit if you think its right and are going into a 3C combo, if you are going to do an itsuuC combo, just do one hit and go right into it. In the corner just always do both hits. It's other use is to deal with moves with invulnerability. For example, you throw break Noel and she hits 5D. If you 5C, the first hit will miss but the 2nd hit will hit her. It's good at beating backdashes. Also just space with it sometimes, it has more range than 5B[m]. I don't know how many times that 5B[m] just barely misses where 5C[m] would have hit them in footsie games.
- Staffless
Litchi releases a big burst of ki. This move is actually pretty good, on ch they go into collapse animation. It beats sliding moves (awesome). You see this a lot in combos but if for some reason you are split from the staff, this is a good move to fish for a CH with.
2A
Generic 2A, kind of cruddy range imo. Main thing to know about this move is that it only combos into 5B on crouchers or CH, pretty much discouraging you to use the move.
2B
- With Staff
Fullsplit, mantenbou extends across the ground. This move goes under plenty of moves, like Jin TK ice swords, Noel 6A, etc etc. Her best low by far. You can combo into itsuuC raw but its pretty tough. Also you can chain this into 6A, use that for some variation.
- Staffless
Similar to 2B[m]. Less recovery since she doesn't have to bring back the mantenbou, still hits low.
2C
- With Staff
Her anti-air, but its not that good as far as anti-airs. It's nowhere near as abusable as Ragna's 6A or Noel's 6A as far as anti-airs go. Instead, it is an excellent anti jump tool. Just dashing and throwing it out is pretty solid. On random hit, combo into tsubame. You can normally go into itsuuA, but it requires proper height, and you have to know its going to hit. Tsubame you can just do on reaction. This move staggers into 5C[m], so it is good vs people who like to twitch. Also her best kara throw.
- Staffless
Still air unblockable, but even more of a anti-twitch move now that she doesn't have mantenbou.
2Cm:
- Launches
6A
- With Staff
Overhead. Interesting move. There is 2 hitboxes on this move - one is her actually chopping down, and one is the mantenbou coming down. If for some reason you mess up the spacing and they are in between your staff and your hand, this move will completely whiff (bad). On Rachel you can 5B her when she's in OTG state but I haven't seen a super cool high damage Rachel only combo (yet). This move is one of 4 moves that have a Manten return state. Be aware that the farther the staff is when you this move, the longer the return time.
- Staffless
Same as 6A[m], however the only hitbox is the chop.
6Am:
- Knocks down, floor bounce on counter hit, untechable
6B
- With Staff
Horizontal kick, mantenbou extends out from her foot. GREAT fear move, but loses to sliding attacks just like 5B does. On CH this leads into untechable wallbounce. If you space well this has limited use as an anti-air. Normally off CH go into dash 5B tsubame into whatever followup depending on where you are on the screen. You can kara throw with this move (according to the Japanese). Also, it is one of 4 moves that has a Manten return state.
- 6[B][m]
Spin ballerina, spin! 6B feint. This primarily is used to extend strings without having to jump. Also you can use this to bait anti 6B moves or tactics. Example for use - keeps 5B 6A honest by using 5B BE6B 2B (for a low), 5B BE6B throw, 5B BE6B 6A, 5B BE6B 2C (to stop them from jumping), etc etc, experiment and vary your followups.
- Staffless
Not as good as her 6B[m], but whatever. More freedom in chaining. Still weak against slides.
6Be:
- Hold attack button to feint (duration 26F, counter hit vulnerable entire time)
6C
- With Staff
This move is just hrmmm. If you hit with it in the corner (or anywhere really) it leads to huge damage combos, but it's really hard to hit with. You can usually nab people by doing 6B[m] . . . 6C[m] in a blockstring. This move also (thankfully) has a Manten return state.
- Staffless
2 hit move, first hit hits mid, second is overhead. Primarily used in combos more than anything else.
6Cm:
- Launches, hitstop 2F
6Ce:
- first hit launches, second hit knocks down, untechable
3C
- With Staff
Her sweep, hits low, pretty slow, but great range. It slides across the ground from her hands, pretty useful if you read a backdash. Pretty much combo fodder outside of backstep reads, but it has other situational uses, like beating moves that are weak vs lows/foot attribute. Has a Manten Return state.
- Staffless
Somehow sweeps you with her dress? Faster than 3C[m], but its normally used for combos.
3Cm:
- Knocks down, untechable when hit on the ground
3Ce:
- Vacuum effect, knocks down, and untechable when hit on the ground
j.A
Good, fast air normal. Use when they are above you.
- air unblockable
j.B
- With Staff
Ooooooh man this move is amazing, one of the staples of her game. Full split kick, with the mantenbou spinng in an oval around her legs, hits ABSURDLY beneath and above her legs. Great move to space with and get random hits. Jump around and hit this button a lot, please. Note, the best way to space this move is around her thighs/knees, that's where it looks like the Mantenbou is spinning.
- Staffless
Far inferior to her JB[m] counterpart as far as it's "just hit this button" usefullness, but a good air-to-air.
j.Be:
- air unblockable
j.C
- With Staff
Her air to air. This move is great if people are getting around your JB[m] spacing by just jumping at you and hitting fast close range moves, and this move will piss them off. On CH, like 6B[m], she gets untechable wallbounce. However it doesn't hit below her at all, so be careful.
- Staffless
Good air attack, probably her best staffless. Best when the opponent is below you. On hit in manten return, follow up with Tsubame.
j.Ce:
- untechable
Drive Moves
5D
- With Staff
Places the staff on the ground.
- Staffless
If you launch the mantenbou with D after this move, it will make it fly up into the air, then loop back to you.
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
Places the staff on the ground. Slower than 5D[m]. If you launch the mantenbou with D after this move, it will make it fly low across the ground.
- 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
Command Backdash, works in both modes. Secures your escape if you choose to backdash out. The main thing about this follow up is that you can airdash out of it.
- 25~ can cancel to air dash (except 44) and other moves
Straight Through
41236D[m]
This move is interesting. It shifts Litchi into a guard stance. Although it doesn't start right away, once it gets going she will guard point any and all hits (she can do this move on reaction to Nu's laser across the screen super and guard point them all, for example). She has 3 followups - A, B and C
- 7~48 can cancel to follow up
Straight Through Follow-Ups
A, B, or C during Straight Through
A, B and C all have Manten return states - this is used in combos or if you space with it so you can't be punished.
- A Followup
This followup is an anti-air, slams them down into the ground.
- B Followup
This followup goes horizontal, not too good
- C Followup
This followup is a low and is a prime combo tool.
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
623D[m]
Solid DP. Invincible on start up, comboable into good damage and great positioning, air unblockable - this move does so much. It's a get out of jail free card for sure. Best times to use it is after something the opponent usually considers safe - IB it and stomp them with this move. When this move places the mantenbou, it is put in it's low trajectory. Be aware of Tsubame countermeasures - people will be baiting this a lot. Note, this move can't be RC'd.
- attack's active duration is not affected by getting hit.
Three Dragons: White
236A[e]
236A is a low slide - this move is primarily used in combos.
- Launches, can cancel to follow up until 28F
Three Dragons: Green
236B[e] (Air OK)
236B is a leaping upward kick - but her dress flies out a bit too. This is an EXCELLENT air to air, beats a lot of moves clean (shame she can't use it with mantenbou). It's also not techable until they hit the ground.
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[e] (Air OK)
236C is an overhead hop, beats low moves (obviously). You can use it like Ragna's Gauntlet Hades in the air but it's not as useful in that respect.
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
63214A[e]
Litchi leaps towards her staff and mounts it. From there she has the option of either performing a stance attack with any attack button, and can also dismount it by jumping with any jump direction, air backdashing, or dropping down with 2.
- 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/B/C during Reach
Litchi kicks down from her staff position. A version has the fastest startup but worst frame advantage, and vice versa for the C version, and finally the B version is between the two. All versions also prorate pretty well.
63214A~A:
- Launches, vacuum effect
63214A~B:
- Launches, vacuum effect
63214A~C:
- Launches, vacuum effect
Reach: Robbing the Kong
63214B[e]
Litchi leaps to the staff and flings it forward. Good after a staffless combo where you didn't have the meter to RC, because if you slide right into 50 after 624B you can go straight into Kokushi Musou.
- Ground version 3~ airborne, takes 41f to reach Mantenbou, cannot be used after 63214A
Reach: Kong on Kong
63214C[e]
Litchi leaps towards her staff, and then jumps off of it. She can still do air actions shortly after the dash (except for another 63214 special)
- Ground version 3~ airborne, takes 41f to reach Mantenbou, cannot be used after 63214A
The Four Winds
41236D[e]
Litchi calls her staff to beyblade at the opponent. This move is really really good due to its lockdown and also insurance. It follows standard mantenbou flying pattern, so depending on how it is placed it will act differently (5D will make it go up and come back low from behind, 2D will sent it straight forward). This move is used in her high/low mixup post-combo. Also if you are doing a blockstring and end it with a move that has a Manten return state, you can cover yourself with this move - it will hit them even if you get hit because it has guaranteed startup after about halfway through the startup.
Vertical:
- Launches on hit, projectile property, hitstop 2F, 18F~ guaranteed start up.
The Four Winds (Horizontal):
- Projectile property, hitstop 2F, 19F~ guaranteed start up.
Kote Gaeshi
623D[e] or 421D[e]
Moves the position of the staff; forward DP motion moves it forward, reverse DP motion moves it backward. This extends staffless pressure and even some combos by reducing the recovery of moves.
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
All Green is a strictly mid-to-long ranged punish/reversal with kusoge frame data.
2-frame reversal that's plus on block with massive range and launches into a full combo on Counter Hit, making it excellent for punishes. Its caveat is the fact that it has a gigantic deadzone in between Litchi and the staff (almost the length of a Tager between the two), making it function vaguely similarly to Zato-1's AmorphousGuardMidStartup8+8Recovery28Advantage-17 as a reversal where you shouldn't use it against an opponent who's pressuring you close-up at all. That's what 623D is for.
- 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 •
Mechanics •
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