Overview
Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.

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Health |
11,000 |
Prejump |
4F |
Backdash |
22F (1~5F Inv All) |
Forward Dash |
Unique Movement Options |
Additional Back Step |
Fastest Attack |
5A (6F, whiffs crouchers) 2A (7F) |
Reversals |
623Dm (11F) 632146C (14F) 632146De (Vertical) (12F) |
Fatal Starters |
6Cm 6Dm 41236Cm 421[C]e |
Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, normally written as m in combo notation, Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, normally written as e in combo notation. Litchi starts every match with Mantenbou equipped.
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantebou: Verticalally (5D/j.2D Set) and Horizontally (2D/j.D Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using Kote Gaeshi (623D/421D).
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent relative to when it was set. Litchi can recalculate the launch direction with the following specials:
- 623D/421D (These also change staff set/mode)
- 63214B/C
- 63214A~B
- 63214A~C
- Getting hit while Mantenbou is in motion (includes delaying a launch)
For a basic visual reference, every time Mantenbou 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 launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:
- If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.
- If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.
- If Mantenbou clashes with a projectile, 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 empty-handed.
- When Overdrive ends, Litchi automatically equips Mantenbou.
- Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.
- Holding the Drive button will delay the thrust for a short period of time.
- After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.
- All normals gatling into all other normals (AKA reverse beats). Each normal may be used up to two times per gatling sequence.
- All normals (except for 6C) are jump cancellable.
Normals and Specials
- Mantenbou moves are indicated with ‘m‘ whilst Empty-handed moves are indicated with ‘e‘.
Normal Moves
5A
5A is one of Litchi's strongest anti airs due its hitbox and speed. It also whiffs on most crouching characters, which can be used to bait out throw OS.
Confirms into 5Bm → 214Bm for a full combo on air hit, or directly into 214Bm on air counter hit. Unfortunately, if the opponent is too high for 5B, and you don't have a counter hit, your only option to combo off this is j.A.
- Chains into itself 3 times.
- Whiffs on all crouchers except for Relius, Hakumen, Tager.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 | +9 |
5B
A great neutral button that's also used in pressure and combos to hit opponents OTG.
- Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.
- Both versions can jump cancel
5Bm
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD j.2D, her grounded overheads / lows, or 6D. It's also a nice punish, as it can combo directly into 6Cm on CH.
You can also confirm with OD combos which lead to good damage. E.x: 5Bm → 6D → ODC or 5Bm → 5Cm → 3Cm → ODC ...
- Extends Mantebou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
5Be
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5Bm | Long | 100 | 92 | 4 | -9 | |||||||||||||||||||||||||||||||||||
5Be | Long | 100 | 89 | 3 | +2 |
5C
5Cm
Blockstring and grounded combo fodder. It has decent cancels in pressure, like 4D, 3C and 6D. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.
Without counter hit, skipping the second hit is required to combo into 3C 214B off standing hit 5B for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make 214B meaty as a way to reset pressure and place Mantenbou near the opponent.
- Extends Mantebou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
5Ce
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.
- Jump cancellable.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5Cm | Long | 100 | 92 | 4 | -22 | |||||||||||||||||||||||||||||||||||
5Ce | Long | 100 | 89 | 3 | -20 |
2A
Good for GCOD safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.
- Chains into itself 3 times.
- Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 | +8 |
2B
2Bm
At 17f, 2Bm is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to 6Bm, 4Bm and 6Dm, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, 2Bm has more hitstun than regular a 2B and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with 2Bm → 6Am and 2Bm → 3C.
- Extends Mantebou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
2Be
Finally, a somewhat fast low! 2Ce is your only cancel that will combo off this on standing at range, since 5Be will whiff. Also useful in combos as an OTG after 6Ce on characters that 5B will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2Bm | Long | 90 | 89 | 3 | -20 | |||||||||||||||||||||||||||||||||||
2Be | Long | 90 | 85 | 2 | -9 |
2Bm:
- Hitbox connected to Litchi active frames 17-18, hitbox connected to staff active frames 17-20
2C
2Cm
Mostly a combo tool. It has similar cancel options to 5Cm, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into 6D(1) → Delay → 214B → ..., or just directly into 214B on standing opponents. 2Cm can also combo directly into 4D which leads to decent damage in the corner.
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move 5Cm whiff if too close..
- Launches on hit.
- Extends Mantenbou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
2Ce
One of the normals litchi can use to combo into 6Ce for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD j.Ce will hit crouching opponents when done as soon as possible, and can reverse beat into j.Be to not be horrifically unsafe.
- Jump cancellable.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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2Cm | Long | 100 | 79 | 3 | -18 | |||||||||||||||||||||||||||||||||||
2Ce | Long | 100 | 89 | 3 | -7 |
6A
6Am
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as 41236C RC 6Am, or to confirm with 4Bm → 6[B]m
- Extends Mantebou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
6Ae
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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6Am | Normal | 90 | 92 | 4 | -21 | |||||||||||||||||||||||||||||||||||
6Ae | Normal | 90 | 92 | 4 | -16 |
6Ae:
- Forces crouching on hit
6B
6Bm
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with 6Cm.
If the button is held, a feint version 6B will be done which can be used for reducing the recovery of other buttons like 4Bm for pressure resets or throws.
- Extends Mantebou forwardOther Mantenbou normals (i.e 6Am and 4Bm) will have extended range if pressed after this.
- Slightly reduces range if done after a dash.
- Can only jump/special cancel on hit
- Wall bounces in the corner on air-hit
6Be
Exclusively a pressure tool. The attack itself can cancel into 5C/2C, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.
- Can jump cancel.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6Bm | Long | 100 | 84 | 5 | -14 | |||||||||||||||||||||||||||||||||||
6[B]m | -2 | |||||||||||||||||||||||||||||||||||||||
6Be | Long | 100 | 89 | 3 | -17 | |||||||||||||||||||||||||||||||||||
6[B]e | +0 |
6Bm:
- Hitbox attached to Litchi active frames 17-20, hitbox attached to staff active frames 17-22
6C
6Cm
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into 5Dm or 2Dm on any of the four hits.
- Launches opponent away on air hit
- Crumples on hit
- Untechable CH air-hit.
6Ce
Amazing combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.
It's used to allow you to recall the staff via 6Ce1 5[D] in this routeAgainst airborne-> 6Ce1 5[D] 6Ce dl j.236Be dl j.236Ce 6Ce1/(4Be in the corner) 623Dm - The delays are somewhat arbitrary, the idea is to put them close enough to the ground so that the staff doesn't hit before j.236Ce and hits low enough to combo into 6Ce1, which is the primary route you will be using with Litchi.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6Cm | Long | 100 | 94 | 5 | -35 | |||||||||||||||||||||||||||||||||||
6Ce | Long | 90 | 89 | 3 | -27 |
6Cm:
- Fatal Counter
6Ce:
- Bonus Proration 110%
- Airborne from frame 23
4B
4B
Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.
- 4Bm exclusive:
- Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced 2B or 6A.
- Launches on ground hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4Bm | Long | 80 | 82 | 4 | -21 | |||||||||||||||||||||||||||||||||||
4Be | Long | 80 | 89 | 3 | -11 |
3C
3Cm
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing 3Cm → 2Dm → 2[D]e on hit. It can also cancel into 41236C for a double low that will lead to full combos in the corner via 3Cm → 41236C → 5A → 5Bm → 214Bm → ...
- Hard knockdown on counter hit. Can be followed up by doing 2Bm → 4B → ... or even 2Dm → 5De → 66 → j.B →C → Delay → j.Bm → ...
- Extends Mantenbou forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves..
3Ce
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after 623Dm. At midscreen, you can do 663Ce which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 5[D]e 5Be whiff in the corner instead.
- Shifts Litchi backwards during recovery.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3Cm | Long | 90 | 92 | 4 | -20 | |||||||||||||||||||||||||||||||||||
3Ce | Long | 100 | 89 | 3 | -12 |
j.A
j.A is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after j.Bm to make Litchi more plus.
- Chains into itself indefinitely on block and on hit.
- Jump cancellable.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
j.B
j.Bm
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into j.Dm for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.
j.Be
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after j.Ce to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.Bm | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.Be | Long | 80 | 89 | 3 |
j.C
j.Cm
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.
- Blows back the opponent on CH
- Wall bounces in the corner
j.Ce
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into j.Be to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with staff launchRoll catch in the corner while holding vertical staff: 5Be → 5Ce → sj9 → j.B → j.Ce → ]D[} → j.236Ce → 4Bm → 214Bm → ... j.236B, or by cancelling into j.BHorizontal staff set: 5De → 669 → j.B →j.Ce → Delay → j.Bm → 214Bm → ... if the opponent is high enough early in the combo.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.Cm | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.Ce | Long | 80 | 89 | 3 |
Drive Moves
5/2Dm
5Dm
Sets Mantenbou vertically. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.
2Dm
Sets Mantenbou horizontally. It has faster recovery than 5Dm and can be used for pressure resets.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5Dm | -1 | |||||||||||||||||||||||||||||||||||||||
2Dm | +3 |
5Dm:
- Staff is planted on 9
2Dm:
- Staff is planted on 9
6Dm
This sets Mantenbou horizontally. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged 5De. In combos, it pushes her in range for 214Bm or 623Dm midscreen which is safe on block, and can plate Mentenbou horizontally in the corner.
Litchi can't special cancel the second hit, so the opponent can IB to escape pressure resets, but the first hit can be cancelled into 41236Cm and then either stance cancel it to take advantage of attempted instant blocks, hit them with an airtight low, or delay it to try frame trap.
- Wall-splats in the corner
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 84 | 5 | -23 |
- Fatal Counter
4Dm
This sets Mantenbou vertically, and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: 4Dm → Dash → 3Ce → 421C → ...
It's good for routes if used after a CH or 2Cm in the corner, and its airborne state enables tricky mixups with RC such as 4Dm → j.A that retain good pressure on block, and don't mess up combos on hit.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 92 | 4 | -20 |
- Bonus Proration 110%
- Airborne from frame 22
j.Dm
The infamous Litchi j.Dm; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou horizontally as it lands.
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with j.De after the initial projectile. j.De can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with j.63214A/B/Ce or set it to Vertical set via j.623De then launch to anti air the opponent.
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.
- Cancels all air momentum
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
j.2Dm
Stops Litchi's air momentum and then drops her straight downwards, setting the staff vertically as she lands. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus 421[C] mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.
- Cancels air momentum once it becomes active.
- Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89×2 | 3 |
5/2/6[6]/j.De
Launches the staff; See Staff Launch for more info. 5De is usually the launch of choice after 6C(1) because it's an easier input. Holding D will delay the launch until D is released.
5D
- If not held, Staff is active on frame 9.
- +5/+1 for Vertical/Horizontal set if the staff hits first possible frame.
2D
- If not held, Staff is active on frame 10.
- +6/+2 for Vertical/Horizontal set if the staff hits first possible frame.
6[6]D
A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.
- If D is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.
- +16/+12 for Vertical/Horizontal set.
j.D
A somewhat safe anti anti-air with Horizontal set or frame trap if used after j.Dm. Has significant landing recovery, so be careful using this.
- If not held, Staff is active on frame 12.
- Cancels all air momentum.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5De | +6 | |||||||||||||||||||||||||||||||||||||||
2De | +6 | |||||||||||||||||||||||||||||||||||||||
6[6]De | ||||||||||||||||||||||||||||||||||||||||
j.De |
5De:
- If not held, staff is active on frame 9
- Animation is 48F total, but cancellable into any action from frame 21
2De:
- If not held, staff is active on frame 10
- Animation is 30F total, but cancellable into any action from frame 21
6[6]De:
- The earliest possible frame you can press drive is frame 13
- The earliest possible active frame is frame 14
j.De:
- Animation is 30F total, but cancellable into any action from frame 27
Staff Launch
Vertical Set
Amazing for pressure due to having 16f blockstun and two hits, if the opponent is near the staff at the beginning of the launch - it quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup 421[C].
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.
Moves that set the staff in Vertical/5D Mode
- 5Dm
- 4Dm
- j.2Dm
- 214B/Cm
- 623De
Horizontal Set
Still decent for pressure, but not anywhere near as good as Vertical Set due to only having 12f of blockstun and a single hit. Significantly easier to use midscreen for pressure than Vertical Set, however. Doing a string into partially delayed staff release can still generate a large amount of frame advantage for Litchi.
It launches the opponent even on standing, which is great for some combos, but prevents you from getting a combo if you use Horizontal set with crossup 421[C].
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, takes only 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active.
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to actually combo off reliably.
Moves that set the staff in Horizontal/2D Mode
- 2Dm
- 6Dm
- j.Dm
- 421De
- 632146Cm~D
- If the staff is at the corner, it will not travel off screen.
- The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.
- If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.
- If Litchi blocks, the staff will stop dead and then return to Litchi.
- The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Vertical | Normal | 80 | 89×2 | 3 | ||||||||||||||||||||||||||||||||||||
Horizontal | Normal | 80 | 89 | 3 |
Universal Mechanics
Forward Throw
5B+C
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.
- Functions the same as every other throw.
- Special cancelable
- Counter hit recovery
- Kara throw: 6B~C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0×2, 3 | -6 |
- Minimum Damage 100%: 1500
Backwards Throw
4B+C
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.
- Functions the same as every other throw.
- Special cancelable
- Counter hit recovery
- Kara throw: 6B~C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 3 | -6 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
Airthrows are extremely powerful offensive anti airs. Use this.
- Functions the same as every other throw.
- Counter hit recovery
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 3 |
- Minimum Damage 100%: 1500
Counter Assault
When blocking 6A+B
A Counter Assault with solid range. Since 623Dm cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with 421De and still meaty them.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Very Short | 50 | 92 | 4 | -24 |
Crush Trigger
5A+B (Chargeable)
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | -19 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 | -29~-60 |
Backdash
44
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.
- Can cancel into 447 on frame 18.
- Airborne 1-15f
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can cancel into 447 on frame 18.
Additional Back Step
447
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with j.C or j.B. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.
- Available on frame 18 of Backdash.
- Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can cancel into air normals, air throw, forward air dash, 63214A/B/C or 623/421D from frames 20-34
Special Moves
Straight Through (Itsuu)
41236A/B/Cm (Hold OK)
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold A/B/C to delay the attack, or press D while holding the button to cancel the attack with 14 frames of recovery. The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.
- All versions of the stance are at least -26 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. However, you can hold the staff to try meaty them, or cancel with D to be +0 instead.
- All versions extend the staff forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves..
- If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link 5De despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.
- 41236Am
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjoint and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.
- Counter hit wall bounces midscreen.
- 41236Bm
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than 41236C.
- 41236Cm
An extremely long range low that's unpunishable on normal block, and even IB most of the time. Itsuu C is a strong frame trap with high reward, and, if spaced, will be plus or neutral for Litchi to continue bullying the opponent with 5Bm. In the corner, it can lead to full combos via linking 5A.
- Fatal Counter.
- Can rapid cancel to take advantage of the extended staff range and combo with 6Am.
- Causes hard knockdown on counter hit for a full combo, i.e.: 2Bm 4Bm/6Bm -> etc.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
41236Am | Long | 80 | 94 | 5 | -26~-61 | |||||||||||||||||||||||||||||||||||
41236Bm | Long | 80 | 94 | 5 | -26~-61 | |||||||||||||||||||||||||||||||||||
41236Cm | Long | 80 | 94 | 5 | -26~-61 | |||||||||||||||||||||||||||||||||||
41236Xm~D |
41236Am:
- Values in {} are for max hold
- Move ends without attacking held for max duration (up to frame 48), total animation 54F
- On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
- Enters 40F recovery immediately on hit/block
- Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
- Attack startup from button release 7F
41236Bm:
- Values in {} are for max hold
- Move ends without attacking held for max duration (up to frame 48), total animation 54F
- On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
- Enters 40F recovery immediately on hit/block
- Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
- Attack startup from button release 7F
41236Cm:
- Values in {} are for max hold
- Fatal Counter
- Move ends without attacking held for max duration (up to frame 48), total animation 54F
- On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
- Enters 40F recovery immediately on hit/block
- Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
- Attack startup from button release 9F
Ren Chan
214B/Cm
Litchi flicks Mantenbou forward in an arc, placing it vertically. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.
214Bm
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with 5De, partially charge 5De to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.
- Sets Mantenbou a little over 1/2 screen from Litchi.
214Cm
Awful. It's too slow compared to the B version and doesn't cover as useful an area while also having limited combo utility.
- Sets Mantenbou at about a full screen distance away
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214Bm | Normal | 80 | 89 | 3 | -19 | |||||||||||||||||||||||||||||||||||
214Cm | Normal | 80 | 89 | 3 | -23 |
Tsubame Gaeshi
623Dm
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped and cannot be RC'd.
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing 623Dm 44 5[D]e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press 5Be buffer 5CeCombo on roll, make sure to continue holding [D]: 5Be 5Ce sjc9 j.BCe j.236Ce 4Bm 214Bm 236Be 63214Ae~B 6Ce1 5[D] 6Ce2 dl 236Be 236Ce 4Be 623Dm to check rolls. Once the opponent respects this, you can start doing 421[C]e plus 5]D[ for an unreactable crossup.
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo 623Dm 6428C. In the corner, you can do 623Dm 6C1e 632146De -> IABD j.Cw OD 6428C dl EA for 2215 minimum damage.
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.
- The staff is considered a new projectile after reappearing and will be active even if Litchi is already in hitstun, but will disappear if she's hit after this.
- If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.
- Sets Mantenbou vertically.
- If jumped over, will left/right unblockable the opponent.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 100 | 82×4 | 4 | -32 |
- 3rd hit is a Mid for first 2F, then can be blocked All
- reversal
Three Dragons
236A/B/Ce
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.
- On hit, all three can cancel into all versions of Reach, or Four Winds
- Third special used in the chain gains increased hitstop
Three Dragons: White (Haku)
Litchi's special low. Usually used as combo filler after 214Bm, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 5Be to extend after it. Also good for frame trapping after 236Ce, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.
- -7 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Three Dragons: Green (Hatsu)
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.
Three Dragons: Red (Chun)
Mostly used as combo filler during rekka sequences. If used after 236Be in or near the corner Litchi has enough frame advantage to combo into 5Be. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Three Dragons: White | Long | 90 | 89 (92) | 3 (4) | -7 | |||||||||||||||||||||||||||||||||||
Three Dragons: Green | Long | 100 | 89 (92) | 3 (4) | -25 | |||||||||||||||||||||||||||||||||||
Air Three Dragons: Green | Long | 100 | 89 | 3 (4) | ||||||||||||||||||||||||||||||||||||
Three Dragons: Red | Normal | 90 | 89 (92) | 3 (4) | -24 | |||||||||||||||||||||||||||||||||||
Air Three Dragons: Red | Normal | 90 | 89 (92) | 3 |
Three Dragons: White:
- Values in () are on hit when used as third 236X in a string
- Can only be used once per string
- Cancellable into 236B/C on hit/block, or 63214A/B/C and 41236D on hit only
Three Dragons: Green:
- Values in () are on hit when used as third 236X in a string
- Can only be used once per string (shared with j.236B)
- Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only
- Airborne from frame 6
Air Three Dragons: Green:
- Values in () are on hit when used as third 236X in a string
- Can only be used once per string (shared with 236B)
- Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only
Three Dragons: Red:
- Values in () are on hit when used as third 236X in a string
- Can only be used once per string (shared with j.236C)
- Cancellable into 236A/B on hit/block, or 63214A/B/C (until landing) and 41236D on hit only
Air Three Dragons: Red:
- Values in () are on hit when used as third 236X in a string
- Can only be used once per string (shared with 236C)
- Cancellable into 236B/C on hit/block, or 63214A/B/C (until landing) and 41236D on hit only
Unarmed Lunge (Kanchan)
421Ce (Hold OK)
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.
Normal Version
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.
- Blows the opponent back.
- Wall bounces in the corner or on counter hit.
Crossup Version
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.
- Fatal Counters
- Wall bounces midscreen.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 79 | 2×2,3 | -13~-24 |
- In-game command list says 623C, which does not work
- Values in () are for crossup version (requires held button)
- Hold button to extend dash up to 11 additional frames
- If held, detects nearby opponents from frame 12
- After detecting opponent, can pass through opponent and performs crossup version, startup after detection 25F
- If not in range to perform crossup, startup from button release 4F
Reach (Riichi)
63214Ae/Be/Ce (Air OK)
Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.
- Can only be used when the staff is set and not doing anything.
- Recovery in Square brackets is if Litchi misses the staff.
- After using any version of Reach, no version may be used until Litchi lands.
Reach: Last Chance (Riichi)
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the B followup, but sometimes useful for mobility. The C followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.
- Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)
- Can airdash off of the staff with 66/44.
- Can jump off of the staff.
- Drops from the staff with 2.
Reach: Robbing the Kong (Riichi B)
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.
- Maintains the staff's current set.
- Staff remains active if Litchi is hit after it is launched.
Reach: Kong on Kong (Riichi C)
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use 63214A instead and just drop down or airdash off it, but this version at least has a longer range where it will work.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Reach: Last Chance | ||||||||||||||||||||||||||||||||||||||||
Reach: Robbing the Kong | Long | 90 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
Reach: Kong on Kong |
Reach: Last Chance:
- Can pass through opponent until reaching staff/ground
- Recovery in () is if Litchi does not reach staff
- Airborne from frame 3
- Drop from staff by pressing any downward direction (1F recovery)
Reach: Robbing the Kong:
- Can pass through opponent until reaching staff/ground
- Recovery in () is if Litchi misses the staff
- 38F to reach staff + 7F to launch staff
- Airborne from frame 3, recovery until landing
Reach: Kong on Kong:
- Can pass through opponent until reaching staff + 16 (or landing)
- Recovery in () is if Litchi does not reach staff
- 39F to reach staff + 20F dash from staff
Reach: Last Chance followups
Reach: Last Chance~X
Once atop the staff, Litchi has various moves she can perform:
Dismount (2, 66, 55, 7/8/9)
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.
Dismounting by pressing 2 takes 1 frame and leave Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.
One Shot (Ippatsu A) (A button)
The only time you'll use this is to combo into astral. Keeps Litchi atop the staff.
Three Dragons: Green (Ippatsu B) (B button)
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with 5Be or 6Ce. ALso, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.
- Recalculates launch direction
Three Dragons: Red (Ippatsu C) (C button)
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.
- Recalculates Staff launch direction
Robbing a Quad (Ippatsu D) (D button)
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for 214Bm set to be facing towards the corner rather than away, since it does not recalculate launch direction. Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as an overhead to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup a best.
Nine Gates of Heaven (46D)
Litchi's Astral is also performed from here, see here for full details
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
One Shot | Long | 90 | 92 | 3 | ||||||||||||||||||||||||||||||||||||
Last Chance > Three Dragons: Green | Long | 100 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
Last Chance > Three Dragons: Red | Normal | 90 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
Robbing a Quad | Long | 90 | 89 | 3 |
One Shot:
- Can pass through opponent while on staff
- Cancellable into jump, drop from staff or Astral on hit/block
Last Chance > Three Dragons: Green:
- Can pass through opponent
Robbing a Quad:
- Can pass through opponent until 5th frame after landing
The Four Winds (Shinshin)
41236De
Vertical Set
A surprisingly powerful anti air or blockstring option after 214Bm. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.
Horizontal Set
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.
- The staff needs to be fully set and not doing anything else to perform this move.
- Remains active even if Litchi blocks or is hit.
- Always launches towards the opponent's current position.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Four Winds (Vertical) | Long | 80 | 92 | 4 | -12 | |||||||||||||||||||||||||||||||||||
The Four Winds (Horizontal) | Long | 80 | 92 | 4 | -18 |
The Four Winds (Vertical):
- onBlock advantage is if the opponent blocks a single hit on the ground on frame 44
Kote Gaeshi
623De / 421De (air OK)
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.
It also recalculates the direction of staff launch to the opponent's position at the time Kote Gaeshi was inputted, instead of when Mantenbou was originally set, making this useful for zoning.
- Staff must be fully set and not doing anything to use this move.
- Cannot be special cancelled into.
623D
The staff hops forward.
- Sets the staff to Vertical Set.
421D
The staff hops backward.
- Sets the staff to Horizontal Set.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Kote Gaeshi | +10 | |||||||||||||||||||||||||||||||||||||||
Air Kote Gaeshi |
Distortion Drives
All Green (Ryuisou)
6428C
Mostly a combo ender to kill after 623Dm. Can be used as a hard callout to neutral options or setplay, but has a deadzone. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: 5Bm 5Cm 3Cm ODC 6428C 421C+6D ->.
- Minimum damage: 800 OD: 1002
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 92 [92×10] | 4 | -17 |
- Minimum Damage 20% [15%]: 400 [1002]
All Terminals (Chinroutou)
632146C
- Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.
- Minimum damage: 975 OD: 1222
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical 632146De or 6428C. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 96×14 [96×8, 99×24, 96×2] |
4 | -20 |
- With Staff equipped, hold D to plant staff
- Minimum Damage 15%: 975 [1110]
- reversal
Thirteen Orphans (Kokushi)
632146De
Vertical Set
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.
Also used in Litchi's double super setups 623Dm 6C1e 632146De IABD j.Cw OD 6428C dl EA for 2215 minimum damage in the corner.
- Minimum damage: 910
Horizontal Set
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.
- Stays on hit.
- Minimum damage: 780
- Returns the staff to Litchi afterwards
- Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thirteen Orphans (Vertical) | Normal | 100 | 69 | 3 | -20 | |||||||||||||||||||||||||||||||||||
Thirteen Orphans (Horizontal) | Normal | 100 | 69 | 3 | -37 |
Thirteen Orphans (Vertical):
- Minimum Damage 20%: 910
- situational reversal
Thirteen Orphans (Horizontal):
- Active Frames 2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2
- Minimum Damage 20%: 780
Overdrive
The Great Wheel
Direction + D during Overdrive
Litchi overdrive overrides the state of Mantenbou into a special state, gives her reverse beat normals and the ability to use normals two times per string. In this state, Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction. This attack can be done whenever Litchi isn't in hitstun or guardstun, while Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff.
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and 421[C]. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop 6C 3D repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> 6428C -> Anything -> 632146C/Exceed Accel for maximum damage.
- Pressing the drive button and a direction will send the staff in the given direction. If a direction isn't given, it will home in the direction of the opponent automatically. You can use the staff again before it returns to Litchi after being used.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89 | 3 |
- startup/active/recovery values are for the staff - Litchi is free to move
- Minimum Damage 0%
Exceed Accel
Crimson Peacock
A+B+C+D during Overdrive
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.
- Behaves the same as every other Exceed Accel.
- 303/606 Minimum Damage
- Leaves Litchi in Staffed Mode
- Swaps sides
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 125 | 80 | -20[-30] |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 293 {551+55}
Astral Heat
Nine Gates of Heaven
Last Chance > 46D or 34123646D in Overdrive
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from 63214Ae~A followup.
- Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off 63214Ae~A in the corner.
- Hold D to delay the kick.
Example Combo
- 5Bm 5Cm 3Cm 214Bm 236Ae 236Be 63214Ae~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.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 4 |
Colors
