BBCF/Litchi Faye Ling
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|Lore:||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.|
|Litchi dominates neutral and pressure situations with good mobility and her ability to control space with her staff.|
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. Litchi has access to different attacks when she is Staffed and Staffless. In general, when she has her 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. The opposite is true when she's staffless (Normally written as [e] in combo notation). Litchi starts every match in Staffed Mode.
If the staff is not set, pressing 5D/2D/j.D/j.2D will set the staff onto the ground. Litchi has two staff sets/modes: Vertical (5D/j.2D Set) and Horizontal (2D/j.D Set). Depending on the set, the staff will fly at different angles. Certain attacks will automatically place them in a specific set. If Litchi is in Staffless mode, she can change her staff set at any time using Kote Gaeshi (623D/421D).
Once the staff is set, pressing the Drive button will launch it in the direction of Litchi's opponent relative to the staff when it was set. Litchi can recalculate the launch direction with the following specials:
- 623D/421D (These also change staff set/mode)
- Getting hit while the staff is in motion (includes delaying a launch)
For a basic visual reference, every time the staff wiggles, it has readjusted its direction.
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the staff. When Litchi is delaying the staff launch or the staff is in motion, several different things can happen to the staff:
- If Litchi is hit, the staff will immediately stop its attack and plant itself in front of her. This will recalculate the staff's direction.
- If Litchi blocks, the staff will immediately stop its attack and return to her. This puts Litchi in Staffed Mode
- If the staff loses durability while it's in motion, it will lose its hitbox but travel the rest of its path as normal.
For a video explanation on Litchi's Drive, check the Strategy Section.
- While Overdrive is active, Litchi is always in Staffless mode.
- When Overdrive ends, Litchi automatically enters Staff Mode.
- The staff is controlled by pressing any direction + Drive. The staff attacks in that direction.
- Hold the Drive button to delay the staff launch for a short period of time.
- After a staff attack, it will briefly stay in place before returning to Litchi. Doing another staff attack before it returns will do it from its current position, allowing players to send the staff out far distances or sandwich the opponent between Litchi and the staff.
- All normals gatling into all other normals (AKA reverse beats). Normals may be used up to two times per gatling sequence.
- All normals (except for 6C) are jump cancellable.
- Chains into itself 3 times
- Great high hitbox
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 they are crouching which means you can somewhat bully them.
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 > 3C[m] > OD , Which lead to good dmg with or without Super enders.
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.
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 / 41236A/B/C~D / 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. }}
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
- Chains into itself 3 times
Litchi does a 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.
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.
2B[m] is unique because it extends the staff forward. This means you can gatling into moves that use the staff's location (i.e 6A[m] and 4B[m]) and extend their horizontal range. This means you can poke from half screen and still confirm! You can even do high/low mix by threatening 2B[m] > 6A[m] and 2B[m] > 3C, though both moves have very slow startup.
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.
This move is used as a frame trap and a launcher. Although you can't jump cancel it, you can special cancel it into Straight Through or Tsubame Gaeshi, or gatling into 6D or 5C. 2C[m] also functions as a way to discourage jumping in the corner.
In combos, 2C[m] sees most of its use as a launcher to set up 214B.
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.
- Tracks staff's current position
Litchi performs a karate chop with her staff on the opponents head. Very unique overhead because the staff will position itself based on its current location. For practical purposes this is usually set up from 2B[m]. This essentially means that you can overhead someone from about 1/2 screen. 4B[m] uses the same tracking property, so you can also launch them and go into a BnB. You can also combo into 4B[m] > Straight, and in the corner you do 6A[m] > 4B[m] > 432136A to set up a wall bounce and continue.
Litchi's standard Staffless overhead which can also be used to open up the opponent. This version cancels into 5D and 2D for followups, but loses all other cancels into normals. It still retains its special cancels.
- Can be feinted by inputting 6[B]
- Only jump/special cancellable on hit
- Wall bounces in the corner on air hit
A long poke with some interesting properties. On air counter hit, it wallbounces anywhere for easy conversions into a full combo. Despite its absurd length it's quite slow so some characters can react with IAD. Additionally, it only gatlings into 6C[m], which introduces another gap.
The feint is useful for reducing the recovery time of big moves like 4B[m]. You can also use it for pressure resets or throws.
- Jump/special cancellable on block and on hit
Unlike the staff version, it doesn't have any special Counter Hit properties, but it's a solid check for opponents out of range of other pokes. The feint is still useful for pressure resets or slipping in a throw.
- Fatal Counter
- Launches opponent away on air hit
- Crumples on hit
- Untech until they hit the ground on CH air hit.
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. Extremely strong as a CH starter.
- First hit whiffs on crouchers
- Great proration
- First hit relaunches on air hit
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. Its best uses is for juggling the opponent in order to call your staff back without interruption. (For example: xx > 6C > 5D[Hold] > combo (Release 5D) > Staff 2 > 6C > DP )
It's not a strong 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.
- Uses the staff's current position
- Launches on ground hit
- Great vertical hitbox
Litchi and her staff launch the opponent in the air. 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.
However, that weakness can be mostly negated with the proper setup. 4B[m] uses the staff's current position, so Litchi can gatling from normals that extend the staff forward and give it more horizontal range. Much like 6A, the staff has its own hitbox. In this situation, Litchi's hitbox similar to 4B[e]'s. This property is primarily used for comboing after 6A[m]. Using this up close after 2B[m] is ill advised.
- Does not gatling into normals
The staffless version of 4B doesn't have the vertical range of 4B[m] and still lacks a good horizontal hitbox.
Not the greatest Anti Air in terms of range, but can still do its job if you have a grasp on its range. Those chances are infrequent, unless the opponent loves to jump directly on top of you instead of from an angle. It's H invuln kicks in a frame sooner than the staff version.
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
- Shifts Litchi backwards
Generally used as combo filler or a low in blockstrings. You can use it to push yourself out during blockstrings if the staff isn't in an ideal position.
- Like many j.As, chains into itself indefinitely on block and on hit.
Litchi reaches for the sky while airborne. A useful normal because it hits above Litchi, which is rare for most air normals. j.A is great when opponents are above you and you're in the air. You can jail people, fall, and then threaten an air unblockable attack.
Great to use vs characters with big hitboxes because you can jail more consistently. Otherwise it's used like all other standard j.A's (I.e. to jump up and check jump-ins, or a fast move for air to airs).
- Both versions reverse gatling to j.A
- Both versions have crossup hitboxes
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, your opponent can crouch under it. Staffed j.B is particularly useful because it has a larger hitbox, making it easier to use as a crossup tool and air to air if you want the range.
- Both versions jump cancellable
- Blows back the opponent on CH
- Wall bounces in the corner
A very good air-to-air attack. Use this if you're anticipating an attack from your opponent - 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 as an Air to Ground as it has a high chance of Whiffing, so keep it strictly for Air-to-Air usage.
- Sends the opponent at a downward angle
Large hitbox, great as an air to ground and air to air. It lacks special CH properties and instantly knocks the opponent downwards. In combos, it's usually used just before rekkas but Litchi can use it to knock an opponent down and set up some sort of follow up with the staff.
Sets the staff in 5D Mode/vertically. Useful in pressure to help stop jump outs, but the move itself is a little slower.
- Holding 5D will delay the launch after Litchi poses
Poses while standing, then launches the staff or delays the launch; See Staff Launch for more info. Usually sees use after 6C(1) because it's an easier input.
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.
Poses low, then launches the staff or delays the launch. See Staff Launch for more info.
- Sets the staff in 2D mode
- Only special cancellable on the first hit.
- Wall splats in the corner
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 this move is 0 on Instant Block which means whoever has the fastest button will win in terms of mashing (or they might even DP you). 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 during pressure without special canceling into Itsuu.
- Tricky looking overhead to set the staff
- Has Low and Throw invulnerability
- Somewhat safe on block if done at Max range
- Sets staff in Vertical/5D mode
- Causes Groundslide
- Low profilable
A great overhead to call out mashing while setting the staff. Litchi jumps in the middle of the attack, so it beats out 2As and throw attempts. On counterhit you can dash and pick up to combo with 2B or 3C. However, certain attacks can outright low profile this move. This leaves Litchi out in the open with no access to her reversal.
- Litchi jumps back during the animation
- Sets the staff in Horizontal (2D) mode
- Cancels all air momentum
Throws the staff at a downward angle and sets it in front of Litchi. You can use this to bait anti-airs or air to airs when your opponent is below you. In extremely rare situations, you can combo off of this. Knocks the opponent down on air hit, and places the staff in Horizontal/2D set.
Extremely useful as a way to stall in the air because it cancels all of Litchi's air momentum and she jumps back during the animation. She also has no landing recovery, so she can jump to her staff with Reach, air dash, or double jump afterwards for even more movement options
- Launches the Staff
- Cancels all air momentum
J.D[m] > D[e] is somewhat of a trap if people try to jump or hit a button.
Poses, stops air momentum, then launches the staff or delays the launch. It's a nice "get away from me" button if people try to contest you in the air. Also useful for varying movement. See Staff Launch for more info on staff launches.
- Cancels air momentum once it becomes active.
- Hits mid, then low.
- Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.
- Sends opponent to the ground on air hit.
Litchi coils around her staff and falls to the ground with it. Once she lands, she plants the staff and sweeps her leg behind her.
Goes into a solid combo. You can use it to alter air movement from afar, but it primarily functions as fast crossup to start pressure. Plus enough that even if the opponent blocks both hits, it's Litchi's turn. If they only block the first hit, they can only punish with a jab. However, sometimes Litchi may even duck a 5A when she sets the staff. Also, Litchi recovers incredibly quickly so even if the opponent uses GCOD on the first hit, she's safe (even if they EA).
Benefits aside, IAD 2D is dangerous if whiffed. It leaves Litchi staffless, and j.2D(2)'s hurtbox extends before the hitbox.
Some characters can counter the second hit if they Instant Block the First hit. This is very specific however, and usually limited to characters like Hakumen.
If the staff is at the corner, it will not travel off screen.
Vertical Set/5D Set
- Essentially hovers in the air once it reaches the corner during its arc.
Moves that set the staff in Vertical/5D Mode
In Vertical Mode/5D Mode, the staff launches at an arc for a full screen length and then travels back towards Litchi. Vertical set is great for covering jumps and certain oki setups because it hits once during the arc and once while it travels towards Litchi.
At midscreen, vertical launch is great for covering space and locking down the opponent from afar. In the corner, the staff will hover over their opponent during the initial arc before returning to Litchi. Great for covering jump out attempts
Horizontal Set/2D Set
- Launches the opponent on hit.
Moves that set the staff in Horizontal/2D Mode
In Horizontal/2D Mode, the staff travels low to the ground for 1/2 the screen before travelling back to Litchi. It only hits once.
At midscreen, this can catch some roll attempts and keep people off of the ground. In the corner, the staff stays on the ground before coming back to Litchi. Great for covering some delay techs.
Standard throw. Litchi grabs her opponent by the neck and launches them upwards. In the corner, usually followed up with Itsuu A. Outside of the corner, you can followup with dash 5B > B Ren Chan for a decent combo with nice damage and corner carry
Note: Because Litchi's 6B moves her forward, if you press 6B+C, you will kara throw. Kara throws are a way of giving your throw more effective range. Even if you mess up the kara throw, you can still feint with 6[B].
Standard back throw. Launches the opponent higher in the air than forward throw, but can be followed up the same way.
Litchi grabs her opponent and flips them towards the ground. Causes a low ground bounce with some untech time. You can combo off of it from most heights by doing 5B[m]/2B[m] > 214B[m], or even All terminals.
Note: Air throws tend to have big hitboxes, explore using this at different spacings and positions!
When blocking 6A+B
A pretty standard Counter assault. Always uses her staffless 6B animation, even with the staff equipped. Solid range, but can be baited like all other Counter Assaults.
Litchi releases a Small Dragon and sends it down on top of the opponent. On air hit, it has great untech time. It has a rather large hit box and can be used to stabilize certain combos. For example, you can confirm off of a corner hit 421C[e] with 4B > CT > xx
Additional Back Step
Litchi performs a back flip after doing her regular back dash. It does have a tiny bit of extra invul but one of its good traits is that Litchi can cancel into forward air dash from it. This is useful for surprising opponents that dashed up after your backdash with j.C or j.B.
Straight Through (Itsuu) 
- Guard point does not immediately activate
- Holding the attack button will hold the stance
- Pressing D will cancel the stance
Also known as Itsuu.
The pole wraps around and shields Litchi. After startup it will guard point Head, Body and Projectile attributes. This is not against 2A mashes because they are Foot Property. This move will also lose to low pokes since most of them are F property.
In previous versions, this was a pure stance. Now, Litchi must choose which attack to use, but she can still feint from each of them.
- Wall bounces in the corner.
- CH wall bounces at midscreen
- Opponents also bounce farther on CH
Launches the opponent up and away on hit. Whiffs on most standing opponents. Combos in the corner, and on CH combos everywhere.
- Does not wall bounce.
Blows the opponent back. Useful for some frame traps
- Fatal Counter
- Causes hard knockdown on CH
Trips the opponent. On Counter Hit there's enough time to pick up from anywhere on the screen. For example, you can dash up and do 2B[M] > 4B[M]/6B[M] > xx at midscreen.
Usually shortened to Tsubame
- Much bigger than it looks
- Meterless Reversal
- Cannot be Rapid Cancelled
- Sets the staff in Vertical/5D mode.
- Distortion Cancellable on 4th hit
Litchi's Dragon Punch. She launches the staff in to the air and then knocks the opponent down, setting the staff on top of them.
The main issue with this reversal is that it requires Litchi to have her staff, Litchi cannot rapid cancel it. Thankfully, it possesses a huge hitbox which can hit opponents that even try to cross you up. It can hit opponents from about her back foot and her hair. Unique for a reversal, she can cancel into distortions from the hit that knocks down.
Great as a combo ender to set up oki.
Three Dragons: White (Haku)
- Cancels into 236B and 236C on hit and on block
- Cancels into all versions of Reach: Last Chance on hit
- Gains increased hitstun if used as the last rekka
Low Kick. A version of her 236 Rekkas. Usually sets up 236B. If you use it as the last hit of the rekka sequence you can combo into 5B afterwards. This requires precise timing from the ground bounce.
Can be used as mix up during 13 Orphans and can also be used as a way to check if your opponent is blocking low while the staff is out. However, its primary use is combo filler.
Three Dragons: Green (Hatsu)
236B[e], air OK
- Gains increased hitstun if used as the last rekka
- Cancels into all versions of Reach: Last Chance on hit
- Cancels into all other Rekka specials on block and hit
Litchi's B Rekka. Mainly used as a Combo filler to combo into 63214A[e]. It can occasionally be used as a surprise Anti-Air because 4B[e] lacks horizontal range, so you can 236B to check them in certain situations.
Outside of combos, best used with meter.
Three Dragons: Red (Chun)
236C[e], air OK
- Cancels into 236A and 236B on block and on hit
- Gains increased hitstun if used as the last rekka
- Cancels into all versions of Reach: Last Chance on hit
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
Unarmed Lunge (Kanchan)
Better known as Kanchan. Listed as 623C in game, but is actually a 421C input.
- Blows the opponent back
- Wall sticks in the corner
Litchi slides forward and slams her palm into her opponent. 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. You can also abuse its Body invulnerability to catch people off guard, so it'll lose to most 2As and 2Bs. It can also be used for corner combos such as 3C[e] > Kan Chan xN.
- Fatal Counters
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 (Riichi)
Also known as Riichi. The followups from this special are referred to as Ippatsu's followups.
- Can dash off of the staff by spending an air option with 66/44.
- Can jump off of the staff (counts as an air option).
- Jumping with 7/8/9 results in jumping in the given direction
- Drops from the staff by pressing 2
- You can also hold  during the jump to fall from the staff immediately
- Immediately actionable after dropping from the staff
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 staff's location. Useful as movement or combo filler for her main BnBs by doing 63214A~D/or/B, or to combo into her astral by doing 63214A~A > 46D.
You can also set up fast overheads by jumping to the staff and falling with an air button.
One Shot (Ippatsu A)
Reach: Last Chance~A
Litchi Scoops the opponent up while balancing on the staff. Mainly used as combo filler.
Last Chance > Three Dragons: Green (Ippatsu B)
Reach: Last Chance~B
- Great combo filler
- Recalculates launch direction
Litchi falls at an angle and launches her opponent. Works like the B version of Three Dragons. Similarly, it's also combo filler, and usually used to relaunch after jumping to the staff. Howevever, Litchi falls at angle so this will whiff on certain grounded opponents. Often seen after One Shot. This move recalculates launch direction, so it stabilizes many confirms for Litchi.
Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with 5B.
Last Chance > Three Dragons: Red (Ippatsu C)
Reach: Last Chance~C
- Ground bounce acts similarly to the air Rekka version.
- Recalculates Staff launch direction
Litchi falls down at an angle and performs her Overhead kick. Whiffs on opponents very close to the staff. It uses a similar animation to C variant of her rekkas.
Generally a combo ender when it's seen. At certain ranges, it can actually crossup.
Robbing a Quad (Ippatsu D)
Reach: Last Chance~D
- Very similar to j.2D
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, and is +5. Very fast, and can be used almost immediately after Litchi lands on the staff from Reach:Last Chance. Unlike j.2D, the second hit has a forward facing hitbox.
There are some setups that allow this to be used as a Safe jump but it's rather tricky. Generally combo filler, but leaves room for experimentation.
Reach: Robbing the Kong (Riichi B)
- Maintains the staff's current set/mode.
Similar to Litchi's 214B/C[m], but instead she jumps on the staff and throws it in the direction of the opponent. Operates on a similar principle to Ren Chan: the closer it's blocked, the more minus it is.
Reach: Kong on Kong (Riichi C)
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 (Shinshin)
- Does not stop even if Litchi blocks or is hit.
- Always launches towards the opponent's current position
- Good untech time
- Deals more damage (only prorates once).
the Vertical one is not really an AA but due to the trajectory, it can sometimes interrupt people, lockdown larger characters, or call out jump attempts. You can get a full combo off of a Vertical Hit as well. For example, you can wait for them to drop down and combo into 5B > B Ren Chan.
The Horizontal version can be used to bait Counter assaults if it's blocked and is an excellent meterless Oki option.
623D[e] / 421D[e]
The staff hops in a given direction, changes its set/mode, then recalculates its direction. Usually shortened to Kote
- Sets the staff to 5D/Vertical Mode
The staff hops forward.
- Sets the staff to 2D/Horizontal Mode
The staff hops backward.
- Sets the staff at 5D/Vertical mode.
- CH state during recovery
- Sets the staff a little over 1/2 screen from Litchi.
Sometimes used as a "situational" Anti-Air. Also used as combo filler after a launcher to set the staff and keep the opponent in the air before leaping to the Staff with 63214A. In both situations the launch is very useful. In some BnBs, 214B is useful to set up Reach: Last Chance.
Outside of those situations, it sets the staff at a good distance, so if it's near the opponent Litchi can threaten to launch it. In this sense, it's useful for making the opponent think twice about moving. You can use this fact to extend pressure and set the staff at longer distances.
It can also be used as a type of Oki after a near max range 3C[m] hit where 623D won't connect. Similar to the DP ender, this will leave the staff near an opponent on their knockdown.
Incredibly unsafe if blocked up close.
- Sets the staff at about a full screen distance away
- Recovers much faster
Mostly used as a way to cover space and set the staff far away. Launches the staff much farther than the B version. Safe on block, but the startup is much longer and easily mashed.
All Green (Ryuisou)
- Has a set distance
- CH leaves opponent untechable until they hit the ground
Mainly used as an Ender after DP (midscreen or near corner). You can also use it as a hard callout tool at midscreen if someone does something slow.
The OD version launches the opponent up and slams them down. You can combo into and out of it with 5B[m] 5C > 3C > ODC > All Green > 421C > X.
All Terminals (Chinroutou)
- Reversal super
- When staffed, hold D for the Staffless ender
A decent super, best used as a reversal or a combo ender. However, the startup can make it risky as a reversal.
Interestingly, the Staffless version has two variants. The regular Staffed ender will let Litchi hold onto the staff. Holding D during the Staffed version causes Litchi to set the staff in Horizontal position mid-super and use the Staffless ender.
As a combo ender, doesn't provide many oki options as the Staffless version sends them fullscreen, though the Staffed version keeps them a few character widths apart.
Thirteen Orphans (Kokushi)
- Unusuable in Overdrive
- Going into Overdrive immediately ends the super
- Actually starts during super flash
- Opponent is also actionable
- Returns the staff to Litchi afterwards
Litchi transforms her staff and sends it at the opponent. The super changes greatly depending on the staff's trajectory/mode.
- Combo ender
- Situational Reversal
- On CH leads to untech until opponent hits the ground
Transform in to a rising Tornado and flurry of hits. If it doesn't kill the opponent, they are able to Air tech. You can jail them by doing super jump j.C to cover tech options. Alternatively, you may perform a double super with this by Instant Air Dashing backwards and OD'ing into All Green > Exceed Accel.
On wakeup, this can function as a situational reversal. On hit in the corner, leads to great damage and sideswaps.It will trade with meaties, but the staff will continue and combo the opponent. If they block it, Litchi starts her turn. Unfortunately it loses to some low profiles. Opponents can also throw you when the super flash starts.
- Lockdown super
Transforms the rod and sends it after the opponent to pummel them. A great lockdown super in the vein of Duo Bios.
ABCD during Overdrive
- Does not cost Heat, but immediately ends Overdrive if used.
- Behaves like all other Exceed Accels
- Punishable on Block
- Leaves Litchi in Staffed Mode
- Pushes Litchi forwards
- Swaps sides
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. Has full invuln but is unsafe on block with low pushback. Has a poor vertical hitbox and can be easily jumped over. Useful in the corner because it will swap sides.
The Great Wheel
- Returns Staff to Litchi when it ends
- Litchi can gatling all normals into each other
- Maximum of two uses for each normal in a gatling sequence.
Litchi Fights in her staffless form. The staff floats behind her and grows immensely in size. Pressing the Drive button and a direction will send the staff in the given direction to attack the opponent. If a direction isn't given it, will home in the direction of the opponent automatically. You can send the staff out before it returns to Litchi and essentially keep it in place.
Litchi has one of the best OD's in the game for pressure for the following reasons:
- It's somewhat easy to convert combos with.
- It's a powerful mix up tool which allows Litchi to cover herself with the Staff to make her pressure safe
- Reverse Gatlings and staff open up new mixup and pressure ideas. Reverse gatling can also make Litchi's pressure much safer.
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 run mixups or even do something such as 3D > 421C > 5D in order to cross the opponent up while safely maintaining pressure. The staff is rather slow so you often need to move it preemptively.
During OD combos, Litchi's main goal is mainly use 6C in her combos as much as possible (for proration) and use her Exceed Accel or All Terminals as an ender. In her more advanced combos, mostly those with longer OD durations, you want to combo from X > All Green > X > All Terminal/Exceed Accel for maximum damage.
One of the most notable weaknesses in the form, somewhat ironically, is the staff. She has a much harder time catching opponents because she can't cover space by launching the staff as normal nor using staff normals.
Nine Gates of Heaven
Last Chance > 46D 34123646D in Overdrive
- Hold D to delay the kick
- Hold 6 to crossup
Litchi Tap Dances all over the opponent until she kicks them off the screen.
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. Generally speaking, you can combo into it from Reach's A followup.
- 5B[m] > 5C[m] > 3C[m] > 214B > 236A > 236B > 63214A~A > 46D
In OD, this works much differently. The input changes to 34123646D, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. Amusingly enough, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. However, given the intense input and conditions it is extremely rare to hit this version.
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