|LItchi Faye Ling|
Combo Rate: 70% (Staff) / 60% (No Staff)
Jump Startup: 4
Backdash Time: 21 (Normal) / 43 (Additional)
Backdash Invincibility: 1-5 (Normal) / 1-19 (Additional)
Litchi Faye Ling is a renowned doctor and scientist living in Orient Town, located in the 13th Hierarchical City of Kagutsuchi.
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.
- Starts off every match in Staffed Mode.
- Has two staff sets: Vertical (5D Set) and Horizontal (2D Set). Certain attacks will automatically place them in a specific set. Can change her staff set at any time using Kote Gaeshi. (623D/421D)
- After setting the staff, hitting 5D/2D/j.D will send the staff flying towards the opponent, once going the length of the screen, the staff will then return to Litchi, dealing a second hit. If Litchi is hit, or blocks, while the staff is flying, it will immediately stop where it is and return to her, without attacking. Depending on whether the staff is in the vertical or horizontal set, it will fly at different angles (Vertically and horizontally, as suggested). Some special moves also return the staff to Litchi. Holding the Drive button during a regular launch will delay the launch for a small period of time.
- When carrying the 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.
- When staffless (Normally written as [e] in combo notation), Litchi's range is fairly short, though her attacks are noticeably faster, her mixup and pressure options are also far greater.
Overdrive: The Great Wheel
Litchi's staff grows greatly in size, constantly spins in circles, and begins to follow Litchi around the screen. During the course of Overdrive, the staff acts as a puppet. It can be controlled separately from Litchi at any point during Litchi's actions. (Other than when she's blocking, guard broken, or being hit)
- While Overdrive is active, Litchi is always in staffless mode.
- When Overdrive ends, Litchi automatically enters Staff Mode.
- The staff is controlled by hitting any of the 8 directional buttons+Drive. The direction the staff attacks in is dependent on the directional input you choose.
- Holding the Drive button will delay the staff launch for a short period of time.
- After attacking with the staff, it will stay in place for a small amount of time before returning to Litchi. If another staff attack is done before it fully returns to Litchi, it will do it from it's current position, rather than her own.
- Because the staff is considered to be in a constant launch state, Litchi is not able to use any of her staff related special moves, or Distortion Drives during the course of Overdrive.
- During Overdrive All Green (6428C) and All Terminals (632146C) deal additional hits and damage.
- Litchi can gatling into any normal up to two times per string, with exception of 6C ending all strings.
Changes in 1.1:
- Backstep: duration 21F -> 22F. Airborne 1F-14F -> 1F-15F
- Staffless jB, jC: Added revolver action to staffed j2D.
- Staffless 4B: No longer moves forward.
- Staffed 4B: Recovery increased 21F -> 29F. Frame Adv decreased -5F->-13F. No longer moves forward.
- D moves during OD: Can no longer control staff during OD activation animation.
- C Straight Through (41236D~C): Startup 7F -> 10F. Full animation 48F -> 53F.
- Thirteen Orphans (vertical) (632146D): Damage 300*13 -> 400*13. Untechable time 60F -> 30F. Adjusted knockback on hit, making it easier to land all hits.
- Thirteen Orphans (horizontal) (632146D): Damage 250*13 -> 300*13. Untechable time 40F -> 30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents.
- All Terminals (632146C): Made combo-rush section animate faster. Move distance from that portion subsequently decreased.
- Nine Gates (Astral): Now usable with 34123646D during OD.
- Overall well rounded toolset
- Good corner carry
- Strong pressure, mixup, and okizeme
- Good at controlling space
- Strong Crush Trigger
- One of the best Overdrives in the game
- Poor mixup tools while in Staff Mode
- Very slow normals while in Staff Mode
- Weak meterless defensive options when staffless
- Needs to be near the staff to deal good damage and hit-confirm consistently
- High learning curve
- Japanese Name: ライチ＝フェイ＝リン
- Japanese Wiki
- English Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
One of Litchi's go-to ground pokes. There's a lot you can do off this on block, and it's one of her best combo starters. On ground counter hit, confirm into 6C (if you don't have meter) or 5C > 6D > RC (if you have meter).
The staffless version of Litchi's 5B. Significantly faster, but has much less range than it's Matenbou counterpart. There's a lot of freedom with this move on block - it is jump cancellable, special cancellable, and gatlings into many normals.
This move is a great frame trap tool and pressure tool. The excellent P1 guarantees that you can go into some great combos on hit or counter hit. Because of its slow recover, it does not function well as a poke.
Litchi's staffless 5C has a very large hitbox, and much better recovery than the staff counterpart. On counter hit, it has a lot of hitstun, so it is very easy to bait bursts. Be aware that this move is a projectile.
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.
One of Litchi's best pokes without the staff, and an excellent pressure tool. Fast, low profile, and gatlings into pretty much all of her normals. A very, very good move all around.
This move is primarily used as a frame trap. Although you can't jump cancel it, you have a lot of freedom with this move when an opponent blocks it. 2C[m] also functions as an anti-jump in the corner.
Staffless 2C is mostly combo/pressure filler. Like the majority of her staffless normals, it is jump cancellable and special cancellable on block.
- Fatal Counter
6A[m] is a decent overhead with Fatal Counter properties. On FC it's excellent, but without it, you need 50 meter if you want to convert off it. It is also safe on hit.
An excellent, relatively safe overhead (because you can gatling out of it). This move is one of Litchi's tools for mixing people up.
A decent poke with some interesting properties. If you're using this move, you're throwing it out with the intent to hit someone airborne or counter hit them. On air counter hit, it wallbounces, making it very easy to convert the hit into a full combo.
This move is not only a great frame trap, it's very good at advancing Litchi during her freeform staffless pressure. This lets you get right back in your opponents' face for more rushdown.
|6C[e]||300, 750||(SO)R||HL, HA||11||2(25)3||7+6L||+1||B, H||-||Click!|
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.
Primarily a combo tool, the best feature of this normal is that it is a hard knockdown. Depending on what combo route you select, you can squeeze out a little more time to set up Litchi's strong mixup game.
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.
The staffless version of 4B mimics the staff version, but it's speed makes it much more useful as an anti-air.
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.
A high damage low mixup option, this move is used also to extend pressure and combos. Used in combination with 5D or 2D, you can create very safe blockstrings with the staff.
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, you risk the opponent crouching under your normal. If you do it deep, they can mash 5A. Stay on your toes!
Very similar to her j.B[m], this move is faster, but has less horizontal range.
A very good air-to-air attack. Use this if you're anticipating a counter hit - if you're close enough to the corner, you can convert into a full combo.
A strong jump in when Litchi is staffless. This move can also be used for her high/low mixups.
- Possible to charge
- 21f~ can cancel into various moves
- Set Staff
Sets the staff vertically. Useful in pressure to help stop jump outs, but the move itself is a little slower.
- Launch Staff
In vertical set extremely useful as an anti-air. This move has little blockstun, so pay attention to the opponent, how they are moving, and react accordingly. You can hold this move with D to help make your decision, but the moment you block or get hit, the staff's hitbox will disappear. If you block and retreat, while the staff is returning, you can launch the staff again.
This move is less useful when the staff is in horizontal set. It has more recovery than 2D launch, and doesn't alter the flight path of the staff at all. It has additional recovery that 2D[e] does not have as well.
- Possible to charge
- 21f~ can cancel into various moves
- Set Staff
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.
- Launch Staff
When the staff is in vertical set, this is also a strong anti-air, because Litchi is crouching, but the staff will still launch vertically. The angle of staff will be slightly altered.
In horizontal set, there are no real changes. This move has much faster recovery than 5D(e).
Strong 2 hit normal. Very useful for frame traps. Sets up OD and Crush Trigger. It's even on IB, so research the other characters and discover their options on block. Puts the staff in horizontal set.
- Possible to charge
- 27f~ can cancel into various moves
- Set Staff
Interesting as an air-to-air. You can combo off this (it's extremely situational). Knocks the opponent down, and places the staff in horizontal set.
- Launch Staff
Launches the staff in whatever way it is set. There's landing recovery on this move, but you can act after you use it. Situational air-to-air and air-to-ground.
|500*2||R*2||All, HA||17||Till L(8)2||8||+7||H, F||-||Click!|
2 hit move that you can convert into a corner carry combo. Staff is set in vertical set. Not as safe on block as Extend, but you can still set up mixups and frame traps on this.
- Costs 25% Heat
- 180F Heat Gauge Cooldown
- Possible to charge
- Cannot guard crush during Overdrive
An excellent CT. This has all around use as a tool for combo extensions, mixups, and pressure. Since she steps back, it dodges a lot of reversals.
Straight Through Followups
Straight Through > A/B/C
|Stance Break D||-||-||-||-||-||17T||-||-||-||-|
Three Dragons: White
Three Dragons: Green
236B[e], air OK
|Air (1st Followup)||660||R||All||5||4||Till L+15L||-||H||-||Click!|
|Air (2nd Followup)||900||R||All||5||4||Till L+15L||-||H||-||Click!|
Three Dragons: Red
236C[e], air OK
|Air (1st Followup)||770||R||HA||26||3||Till L+11L||-||H||-||Click!|
|Air (2nd Followup)||1050||R||HA||26||3||Till L+11L||-||H||-||Click!|
|Normal||400*3||R||All||19~||2, 2, 3||17||-3||B||9~ HB||Click!|
|Charged||400*2, 1200||R||All||45~||2, 2, 3||17||+1||B||9~ HB||Click!|
- Possible to charge
- Holding C button in frames 15~23 while in contact with opponent changes version to (charge)
- Remains at normal version either if button was released or holding button and Litchi never touches opponent while in animation
- Invulnerable until attack starts up (min 9~15, max 9~23)
- Attack starts up 4F after travel
- Fatal counter
Reach: Last Chance
Reach: Last Chance~A
Last Chance > Three Dragons: Green
Reach: Last Chance~B
Last Chance > Three Dragons: Red
Reach: Last Chance~C
Robbing a Quad
Reach: Last Chance~D
Reach: Robbing the Kong
Reach: Kong on Kong
The Four Winds
623D[e] / 421D[e]
|632146C[m] (Staff ender)||500, 300*12, 2500||R||All||1+13||6||27||-14||B||1-19 All||Click!|
|632146C~[D][m] (Staff > Staffless ender)||500, 300*12, 1500||R||All||1+13||6||27||-14||B||1-19 All||Click!|
|632146C[e] (Staffless ender)||500, 300*12, 1500||R||All||1+13||6||27||-14||B||1-19 All||Click!|
|632146C during Overdrive||500, 300*7, 100*8, 150*16, 300*2, 1500||R||All||1+13||6||27||-14||B||1-19 All||Click!|
- Minimum Damage for each version: Staff = 1015, Staff > Staffless = 865, Staffless = 1120, OD = 1580
- Forces opponent into standing state on hit
- 180F Heat Gauge cooldown
|Vertical (5D Set)||400*13||R||All||7+12||1, 2*12||46T||-||HBFP*(2)||1-7 All||Click!|
|Horizontal (2D Set)||300*13||R||All||26+7||[2(6)2(8)2(8)2(8)]*3, 4(3)3||63T||-||HBFP*(2)||-||Click!|
- 20% minimum damage (Vertical = 780, Horizontal = 650)
- Vertical Version is invulnerable until the superflash
- 180F Heat Gauge cooldown
The Great Wheel
|400 or 600||-||All||25||8||-||-||HBFP*||-||Click!|
- Can be delayed by holding the button
- Performing without directional input sends staff towards opponent's direction, inflicting 400 damage
- Upwards attack has F effect, downwards attack forces crouch on ground hit and B effect on aerial hit, sideways attack has Wb effect on aerial hit
Nine Gates of Heaven
Last Chance > 46D
|DESTROY||-||All||25+1||Till L||75L||-43 (See notes)||H||1-Landing All||Click!|
- Possible to delay by holding button
- Possible to change sides by holding left/right directional buttons
- 180f Heat Gauge cooldown
- Frame advantage is calculated when attacking a cornered opponent from the front, on standing block
- Can be used during Overdrive with 34123646D (1.1 only)
- Round Start
- Neutral Theory and Controlling Space
- Starting Pressure
- Anti-Mash and Anti-Jumpout
- Staffless Pressure Theory
- Exmaple Tools and String to Use
- Theory and Tools
- Given the fact that Litchi begins each round staffed, she has great match control vs. a huge portion of the cast at round start. Litchi's biggest tools here are 5B[m], IAD 4/6 + j.B[m]/j.C[m] and the threat of ItsuuA/B/C. All of these hits (except j.C needs CH) will lead into knockdown at minimum. Double backdash (447) is also a great tool to give Litchi breathing room to place 5D or 2D, or simply control netural with her large normals from there.
- Learn what round start options other characters have so that you can make the correct choice to control the pace of the match.
Neutral Theory or Controlling Space
- Learn every staffed normal and its application in neutral, keep whiffing to a minimum because her larger normals have plenty of punishable recovery that can put you into a poor situation. Every single one has a strong usage case, ranging from beating aggressive IADs, punishing backdashes and zoning immobile/weak neutral characters.
- Apart from her staff normals, Litchi's drive is paramount to neutral success against most of the cast. However you need to be aware of the other characters options so that you can pick the correct arc and timing to call/place the staff. Learn when to use 5D, 2D and Four Winds. RiichiB also has applications vs certain characters such as Carl and Kagura.
- 5D CH, 2D CH and Vertical Four Winds are all air untechable on hit. 5D/2D CH has Counter-Hit Carry, making it one of the best ways to mount your offense by converting a staff1 CH into staff2 > 5B[m] > 4B[m] > Tsubame/Ender knockdown.
- Litchi has powerful offense that can quickly overwhelm her opponents due to it's consistently high reward that leads into inescapable knockdown situations. One of the main problems to surmount to begin this offense is getting the staff planted safely and in the correct position.
- Getting a hit into Tsubame, 6D, 3C > 2D or a full conversion will obviously solve this problem for you. However, you cannot always simply hit your opponent. Apart from 6A[m], 4B[m] and 6B[m] all of Litchi's ground normals can gatling into 5D and 2D, or in the case of Tsubame, 4D[m] and 6D[m] will simply set the staff down for you.
- In the most common cases at higher level play, you will need to set the staff down at some point during your pressure. The problem arises when you consider that using the 5D or 2D gatling will always leave you at a disadvantage. How do we fix this?
Anti-Mash and Anti-Jumpout
- Since chaining into 5D or 2D can get Litchi mashed or punished, we need to make sure that we keep our staff placements and staff pressure fresh and varied to keep our opponents guessing. No one likes getting slapped in the face or watching your opponent jump out and over your head when you've finally pressured them into the corner!
- An effective example is mixing up your staff sets with 6D[m]. 6D[m] will beat mashing, jumpouts and leads to extremely high damage while also being +3 on normal block. This is one the most basic and most effective ways of keeping your opponents respect so that you can use 2D instead to begin staffless pressure.
- Other options include late-chain 2C[m], 5B[m] IAD and staggered 2A pressure. 2A > 2C[m]/6D[m] also work well.
Staffless Pressure Theory
- We knocked the opponent down or have the staff placed next to them safely. Now what?
- Litchi has an essentially unlimited amount of options to use while pressuring stafflessly. An array of quick normals that are either safe/+ on block, jump cancel-able, late chain-able, special cancel-able and the ability to gatling into 5D/2D call for re-entry/pressure reset.
- Without proper timing, even Litchi's staffless pressure can be mashed or jumped out of, so not only do we need to keep our pressure solid and varied, we also need to time it correctly and use pre-prepared strings to beat defensive options. Litchi's pressure can be summed up as a constant respect and knowledge check for both players, challenging Litchi's knowledge and ability to stay in vs. opponent's knowledge of Litchi's pressure and their defensive abilities.
Example Tools and Strings to Use
- Interchangeable with 2A vs. certain characters. Will hit crouching Tager and Hakumen, will hit crouch blocking Relius, Carl, Kokonoe. +3 on block.
- Can cancel into nearly anything, including jump, drive and specials. +1 on block.
- Can chain into nearly anything, including 2A (5B>2A). Jump, Drive and special cancel-able. +0 on block.
- 5B[e] > 5B[e] / 5B[e] > 6B[e]
- Great to beat mashing and jumpers. Very easy to hitconfirm and keeps pressure.
- Late chain into 5C[e]
- Crumples on CH to beat mash. Decent pressure options afterwards including special, drive and jump cancel. Limited gatling options after.
- Jump cancel IAD j.C/j.B/throw/low
- Pressure reset + mixup, will jump over and potentially punish mashing while bringing jumpers back to the ground. Easy to use option and effective.
- 3C[e] > Haku
- Double low, beats mashing and jumping into full combo on proper hitconfirm. Disadvantageous on block unless properly covered.
- Special cancel into horizontal Four Winds
- Pressure reset, allows 1 free mixup that is hard to see. Can be jumped out of and mashed with quick reactions.
- 2D set > Call > Haku/Chun > staff2
- Covered high/low that can beat mash + jumps and will automatically hitconfirm for you.
- 2D set > [D] slight hold ]D[ > 6A[e] > Crush Trigger / 6[B] > staff2 > 5B
- Powerful and consistent hitconfirms off of a covered 6A[e].
Theory and Tools
- Defense is more specific to your knowledge of characters as a player, rather than knowing your character's defensive options. However, Litchi has some useful defensive tools that I will go over briefly.
- Tsubame Gaeshi or 623D while staffed
- Great DP, has one of the largest hitboxes in the game and leads into knockdown or damage + knockdown in the corner. The rising hits are Air Unblockable all the way to the top of the screen so it also makes a situationally incredible anti-air. However this move cannot be Rapid Canceled under any circumstances, so be wary of using it.
- Backdash / Double Backdash
- Litchi's first backdash can be punished like any other but her second one is incredibly useful. Litchi recovers in the air during her second backdash and can retaliate with j.B or use 66 to airdash forward and attack the opponent.
- Chinroutou / All Terminals or 632146C
- Reversal super. -14 on block and if your opponent jumps over it, it can be very difficult or impossible to punish.
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Copy and paste the code from Point 1 to Point 2 as many times as you need to.