BBCF/Litchi Faye Ling: Difference between revisions

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Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5Bm.png |{{clr|B|5B}}m
BBCS_Litchi_5Bm.png |"A little disjointed."
</gallery>
</gallery>
|-|
|-|
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*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range.}}
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range.}}
*Jump cancellable.
*Jump cancellable.
*Will hit downed opponents, but is character specific.
*Will hit most downed opponents.
{| class="mw-collapsible mw-collapsed wikitable stripe" style="margin: 0.5em 1em; width: 100%; max-width: 625px;"
**Does not hit Platinum, Izayoi, Amane, Naoto and Izanami.
! colspan="3" | Characters 5B hits OTG &nbsp;
{{CloseCard}}
 
===<big>{{clr|C|5C}}m</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5Cm.png |Poke Poke~
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_5Cm1_Hitboxes.png
BBCF_Litchi_5Cm2_Hitboxes.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
|-
!Yes (table isn't finished)
{{#cargo_query:tables=MoveData_BBCF
!No
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
!~
|where=chara="{{SUBPAGENAME}}" and input="5C[m]"
|- style="vertical-align: top;" ! scope="row"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
| {{Character Label|BBCF|Iron_Tager|label=Iron Tager}}
|delimiter=\n{{!}}-\n
}}
|}
==== ====
{{clr|C|5C}}m is blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place staff instead of letting the second hit land as a way to throw off the opponent's rhythm.


{{Character Label|BBCF|Carl_Clover|label=Carl Clover}}
Without counter hit, {{clr|C|5C}}1/2 is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place the staff near the opponent.


{{Character Label|BBCF|Hakumen|label=Hakumen}}
*-22 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Be very careful using this if they have it.
*Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum.
{{CloseCard}}


{{Character Label|BBCF|Hazama|label=Hazama}}
===<big>{{clr|B|2B}}m</big>===
 
<div class="attack-container">
{{Character Label|BBCF|Valkenhayn_R._Hellsing|label=Valkenhayn R. Hellsing}}
<div class="attack-gallery">
 
<tabber>
{{Character Label|BBCF|Platinum_the_Trinity|label=Platinum the Trinity}}
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
{{Character Label|BBCF|Relius_Clover|label=Relius Clover}}
BBCS_Litchi_2Bm.png |Extends the staff forward
 
</gallery>
{{Character Label|BBCF|Kagura_Mutsuki|label=Kagura Mutsuki}}
|-|
 
Hitboxes=
{{Character Label|BBCF|Yuuki_Terumi|label=Yuuki Terumi}}*(Must be staggered)
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCF_Litchi_2Bm_Hitboxes.png
{{Character Label|BBCF|Nine_the_Phantom|label=Nine the Phantom}}
</gallery>
 
</tabber>
{{Character Label|BBCF|Jubei|label=Jubei}}
</div>
|{{Character Label|BBCF|Ragna_the_Bloodedge|label=Ragna the Bloodedge}}
<div class="attack-info">
 
{| class="wikitable attack-data"
{{Character Label|BBCF|Rachel_Alucard|label=Rachel Alucard}}
{{FrameDataHeader-BBCF|version=yes}}
 
|-
{{Character Label|BBCF|Taokaka|label=Taokaka}}
{{#cargo_query:tables=MoveData_BBCF
 
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
{{Character Label|BBCF|Arakune|label=Arakune}}
|where=chara="{{SUBPAGENAME}}" and input="2B[m]"
 
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
{{Character Label|BBCF|Bang_Shishigami|label=Bang Shishigami}}
|delimiter=\n{{!}}-\n
 
}}
{{Character Label|BBCF|Nu|label=Nu-13}}
|}
 
==== ====
{{Character Label|BBCF|Tsubaki_Yayoi|label=Tsubaki Yayoi}}
{{clr|B|2B}}m is an awful move. At 17f, it's extremely slow, not low profile very quickly and has poor cancel options that combo on standing, limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m. It's also Litchi's fastest staffed low, but tends to leave mashable gaps if done early in blockstrings. Generally avoid this, but sometimes you need to use a low to prevent the opponent from just stand blocking.


{{Character Label|BBCF|Mu|label=Mu-12}}
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. This means you can poke from half screen and still confirm! You can even do high/low mix by threatening {{clr|B|2B}}m > {{clr|A|6A}}m and {{clr|B|2B}}m > {{clr|C|3C}}, though both moves have very slow startup.}}.
{{CloseCard}}


{{Character Label|BBCF|Makoto_Nanaya|label=Makoto Nanaya}}
===<big>{{clr|C|2C}}m</big>===
 
<div class="attack-container">
{{Character Label|BBCF|Amane_Nishiki|label=Amane Nishiki}}
<div class="attack-gallery">
 
<tabber>
{{Character Label|BBCF|Lambda-11|label=Lambda-11}}
Images=
 
<gallery widths="210px" heights="210px" mode="nolines">
{{Character Label|BBCF|Susano'o|label=Susano'o}}
BBCS_Litchi_2Cm.png |{{clr|C|2C}}m
|{{Character Label|BBCF|Jin_Kisaragi|label=Jin Kisaragi}}
 
{{Character Label|BBCF|Noel_Vermillion|label=Noel Vermillion}}
 
{{Character Label|BBCF|Litchi_Faye_Ling|label=Litchi Faye Ling}}
 
{{Character Label|BBCF|Izayoi|label=Izayoi}}
 
{{Character Label|BBCF|Bullet|label=Bullet}}
 
{{Character Label|BBCF|Azrael|label=Azrael}}
 
{{Character Label|BBCF|Kokonoe|label=Kokonoe}}
 
{{Character Label|BBCF|Celica_A._Mercury|label=Celica A. Mercury}}
 
{{Character Label|BBCF|Hibiki_Kohaku|label=Hibiki_Kohaku}}
 
{{Character Label|BBCF|Naoto_Kurogane|label=Naoto Kurogane}}
 
{{Character Label|BBCF|Izanami|label=Izanami}}
 
{{Character Label|BBCF|Es|label=ES}}
 
{{Character Label|BBCF|Mai_Natsume|label=Mai Natsume}}
 
|-
|}
{{CloseCard}}
 
===<big>{{clr|C|5C}}m</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5Cm.png |Poke Poke~
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_5Cm1_Hitboxes.png
BBCF_Litchi_2Cm_Hitboxes.png
BBCF_Litchi_5Cm2_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 302: Line 292:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C[m]"
|where=chara="{{SUBPAGENAME}}" and input="2C[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 308: Line 298:
|}
|}
==== ====
==== ====
{{clr|C|5C}}m is blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place staff instead of letting the second hit land as a way to throw off the opponent's rhythm.
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away.


Without counter hit, {{clr|C|5C}}1/2 is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place the staff near the opponent.
Usually used to combo into {{clr|D|6D}}1 dl {{clr|B|214B}} -> or just directly into {{clr|B|214B}} on standing opponents. Can also combo directly into {{clr|D|4D}}, which leads to decent damage in the corner.
 
*-18 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*-22 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Be very careful using this if they have it.
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. Mostly a negative in this case, since it gives {{clr|C|5C}}m extended range. Which doesn't matter since {{clr|C|2C}} moves you closer anyway, so you'll always be in range, and it can move {{clr|C|5C}}m far enough foward to whiff behind them if you're too close.}}.
*Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum.
*Launches on hit.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|2B}}m</big>===
===<big>{{clr|A|6A}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 322: Line 312:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2Bm.png |Extends the staff forward
BBCS_Litchi_6Am.png |Chop and Slam!
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_2Bm_Hitboxes.png
BBCF_Litchi_6Am_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 337: Line 327:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B[m]"
|where=chara="{{SUBPAGENAME}}" and input="6A[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 343: Line 333:
|}
|}
==== ====
==== ====
{{clr|B|2B}}m is an awful move. At 17f, it's extremely slow, not low profile very quickly and has poor cancel options that combo on standing, limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m. It's also litchi's fastest staffed low, but tends to leave mashable gaps if done early in blockstrings. Generally avoid this, but sometimes you need to use a low to prevent the opponent from just stand blocking.
A slow, but strong overhead despite the below average speed. The fact it tracks staff position means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m.
 
*-21 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum.
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. This means you can poke from half screen and still confirm! You can even do high/low mix by threatening {{clr|B|2B}}m > {{clr|A|6A}}m and {{clr|B|2B}}m > {{clr|C|3C}}, though both moves have very slow startup.}}.
*{{Tt|Extends the staff forward|Moves that use the staff's location; i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. Mostly used to confirm after {{clr|A|6A}}m with {{clr|B|4B}}m {{clr|B|6[B]}}m}}.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|2C}}m</big>===
===<big>{{clr|B|6B}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 355: Line 345:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2Cm.png |{{clr|C|2C}}m
BBCS_Litchi_6Bm.png |{{clr|B|6B}}m
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_2Cm_Hitboxes.png
BBCF_Litchi_6Bm_1_Hitboxes.png |First active frame.
BBCF_Litchi_6Bm_2_Hitboxes.png |Last active frame.
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C[m]"
|where=chara="{{SUBPAGENAME}}" and (input="6B[m]" or input="6[B][m]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 376: Line 367:
|}
|}
==== ====
==== ====
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away.
A very long poke that's good in neutral vs some characters, mostly depending on if they can low profile it trivially - Es backdash recovery low profiles it, for example. Is relatively safe on block and has a high reward frame trap in {{clr|C|6C}}m afterwards, so it's not awful on block as well.


Usually used to combo into {{clr|D|6D}}1 dl {{clr|B|214B}} -> or just directly into {{clr|B|214B}} on standing opponents. Can also combo directly into {{clr|D|4D}}, which leads to decent damage in the corner.
The feint is useful for reducing the recovery time of big moves like {{clr|B|4B}}m. You can also use it for pressure resets or throws.
*-18 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*-14 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} but Litchi can react to GCOD by doing {{clr|B|6[B]}}, which is only -2 on GCOD.
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. Mostly a negative in this case, since it gives {{clr|C|5C}}m extended range. Which doesn't matter since {{clr|C|2C}} moves you closer anyway, so you'll always be in range, and it can move {{clr|C|5C}}m far enough foward to whiff behind them if you're too close.}}.
*Uses/extends staff position, but doesn't have any relevant cancel options afterwards. This does reduce the range the staff extends to if microdashed, however.
*Only jump/special cancellable on hit
*Wall bounces in the corner on air hit
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|A|6A}}m</big>===
===<big>{{clr|C|6C}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 389: Line 382:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6Am.png |Chop and Slam!
BBCS_Litchi_6Cm.png |{{clr|C|6C}}m
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Am_Hitboxes.png
BBCF_Litchi_6Cm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 404: Line 397:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6A[m]"
|where=chara="{{SUBPAGENAME}}" and input="6C[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 410: Line 403:
|}
|}
==== ====
==== ====
A slow, but strong overhead despite the below average speed. The fact it tracks staff position means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m.
{{clr|C|6C}}m is a frame trap and combo tool. It's Litchi's best starter, so if you get hit by this prepare for pain. It's also fine on block because you can cancel into {{clr|D|5D}} or {{clr|D|2D}} on any of the four hits.
*-21 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*-35 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
*Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum.
*Fatal Counter
*{{Tt|Extends the staff forward|Moves that use the staff's location; i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. Mostly used to confirm after {{clr|A|6A}}m with {{clr|B|4B}}m {{clr|B|6[B]}}m}}.
*Launches opponent away on air hit
*Crumples on hit
**Untech until they hit the ground on CH air hit.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|6B}}m</big>===
===<big>{{clr|B|4B}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 422: Line 417:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6Bm.png |{{clr|B|6B}}m
BBCP_Litchi_4Bm.png |{{clr|B|4B}}m
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Bm_1_Hitboxes.png |First active frame.
BBCF_Litchi_4Bm_Hitboxes.png
BBCF_Litchi_6Bm_2_Hitboxes.png |Last active frame.
</gallery>
</gallery>
</tabber>
</tabber>
Line 438: Line 432:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6B[m]" or input="6[B][m]")
|where=chara="{{SUBPAGENAME}}" and input="4B[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 444: Line 438:
|}
|}
==== ====
==== ====
A very long poke that's good in neutral vs some characters, mostly depending on if they can low profile it trivially - Es backdash recovery low profiles it, for example. Is relatively safe on block and has a high reward frame trap in {{clr|C|6C}}m afterwards, so it's not awful on block as well.
{{clr|B|4B}} is Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from extremely poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.


The feint is useful for reducing the recovery time of big moves like {{clr|B|4B}}m. You can also use it for pressure resets or throws.
*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 {{clr|B|2B}} or {{clr|A|6A}}.
*-14 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} but Litchi can react to GCOD by doing {{clr|B|6[B]}}, which is only -2 on GCOD.
*Launches on ground hit.
*Uses/extends staff position, but doesn't have any relevant cancel options afterwards. This does reduce the range the staff extends to if microdashed, however.
*Only jump/special cancellable on hit
*Wall bounces in the corner on air hit
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|6C}}m</big>===
===<big>{{clr|C|3C}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 459: Line 450:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6Cm.png |{{clr|C|6C}}m
BBCS_Litchi_3Cm.png |{{clr|C|3C}}m
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Cm_Hitboxes.png
BBCF_Litchi_3Cm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 474: Line 465:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6C[m]"
|where=chara="{{SUBPAGENAME}}" and input="3C[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 480: Line 471:
|}
|}
==== ====
==== ====
{{clr|C|6C}}m is a frame trap and combo tool. It's Litchi's best starter, so if you get hit by this prepare for pain. It's also fine on block because you can cancel into {{clr|D|5D}} or {{clr|D|2D}} on any of the four hits.
Huge and extremely active, this move is mostly blockstring filler and one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m {{clr|D|2D}}m {{clr|D|2[D]}}e on hit. Can also cancel into {{clr|C|41236C}} for a double low that will lead to a full combo in the corner via {{clr|C|3C}}m {{clr|C|41236C}} {{clr|A|5A}} {{clr|B|5B}}m {{clr|B|214B}}m ->.
*-35 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
 
*Fatal Counter
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m {{clr|B|4B}} -> or even {{clr|D|2D}}m {{clr|D|5D}}e 66 {{clr|B|j.B}}{{clr|C|C}} dl {{clr|B|j.B}}m ->.
*Launches opponent away on air hit
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
*Crumples on hit
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) 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.}}.
**Untech until they hit the ground on CH air hit.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|4B}}m</big>===
===<big>{{clr|B|j.B}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 494: Line 484:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Litchi_4Bm.png |{{clr|B|4B}}m
BBCS_Litchi_jBm.png |{{clr|B|j.B}}m
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_4Bm_Hitboxes.png
BBCF_Litchi_jBm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 509: Line 499:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4B[m]"
|where=chara="{{SUBPAGENAME}}" and input="j.B[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 515: Line 505:
|}
|}
==== ====
==== ====
{{clr|B|4B}} is Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from extremely poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.
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 {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.
 
*Jump cancellable.
*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 {{clr|B|2B}} or {{clr|A|6A}}.
*Launches on ground hit.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|3C}}m</big>===
===<big>{{clr|C|j.C}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 527: Line 515:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_3Cm.png |{{clr|C|3C}}m
BBCS_Litchi_jCm.png |{{clr|C|j.C}}m
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_3Cm_Hitboxes.png
BBCF_Litchi_jCm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 542: Line 530:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="3C[m]"
|where=chara="{{SUBPAGENAME}}" and input="j.C[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 548: Line 536:
|}
|}
==== ====
==== ====
Huge and extremely active, this move is mostly blockstring filler and one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m {{clr|D|2D}}m {{clr|D|2[D]}}e on hit. Can also cancel into {{clr|C|41236C}} for a double low that will lead to a full combo in the corner via {{clr|C|3C}}m {{clr|C|41236C}} {{clr|A|5A}} {{clr|B|5B}}m {{clr|B|214B}}m ->.
Dedicated air to air with high reward on counter hit near the corner. Poor air to ground hitbox, slow speed and landing recovery mean this doesn't seem much use, despite the reward.
 
*Jump cancellable
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m {{clr|B|4B}} -> or even {{clr|D|2D}}m {{clr|D|5D}}e 66 {{clr|B|j.B}}{{clr|C|C}} dl {{clr|B|j.B}}m ->.
*Blows back the opponent on CH
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
**Wall bounces in the corner
*{{Tt|Extends the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) 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.}}.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|j.B}}m</big>===
<br style="clear:both;"/>
 
===Drive Moves===
===<big>{{clr|D|5D}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_jBm.png |{{clr|B|j.B}}m
BBCS_Litchi_5Dm.png | Look at the Flick of the wrist~
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_jBm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 576: Line 558:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B[m]"
|where=chara="{{SUBPAGENAME}}" and input="5D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 582: Line 564:
|}
|}
==== ====
==== ====
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 {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.
Sets the staff in vertical mode. Useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.
*Jump cancellable.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|j.C}}m</big>===
===<big>{{clr|D|2D}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_jCm.png |{{clr|C|j.C}}m
BBCS_Litchi_2Dm.png |This Chest
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_jCm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 607: Line 580:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C[m]"
|where=chara="{{SUBPAGENAME}}" and input="2D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 613: Line 586:
|}
|}
==== ====
==== ====
Dedicated air to air with high reward on counter hit near the corner. Poor air to ground hitbox, slow speed and landing recovery mean this doesn't seem much use, despite the reward.
Sets the staff in horizontal mode.
*Jump cancellable
*Blows back the opponent on CH
**Wall bounces in the corner
{{CloseCard}}
{{CloseCard}}


<br style="clear:both;"/>
===<big>{{clr|D|6D}}m</big>===
 
===Drive Moves===
===<big>{{clr|D|5D}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5Dm.png | Look at the Flick of the wrist~
BBCS_Litchi_6D.png |Sets up an easy Crush Trigger.
</gallery>
</gallery>
</div>
|-|
<div class="attack-info">
Hitboxes=
{| class="wikitable attack-data"
<gallery widths="210px" heights="210px" mode="nolines">
{{FrameDataHeader-BBCF|version=yes}}
BBCF_Litchi_6Dm1_1_Hitboxes.png |First active frame.
BBCF_Litchi_6Dm1_2_Hitboxes.png |Last active frame.
BBCF_Litchi_6Dm2_Hitboxes.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D[m]"
|where=chara="{{SUBPAGENAME}}" and input="6D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Sets the staff in vertical mode. Useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.
{{clr|D|6D}}m is a pressure and combo tool. It's a +3 on block advancing normal that places the staff in horizontal set after the second hit, which lets Litchi reset pressure twice - Once with the +3 frames, then again by doing partially charged {{clr|D|5D}}e. It's used in combos as an advancing normal to put litchi into range for {{clr|B|214B}}m or {{clr|D|623D}}m midscreen that also is safe on block if you miss your hitconfirm, or as a way to place horizontal set in the corner.
 
Unfortunately, Litchi can't special cancel the second hit, so you don't have great methods to condition to the opponent not to disrespect if they instant block the second hit of {{clr|D|6D}}m. You can special cancel the first hit with {{clr|C|41236C}}m and either stance cancel it to take advantage of attempted instant blocks, hit them with an airtight low, or delay it to try frame trap.
*-23 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
*Sets the staff in Horizontal set after the second hit.
*Wall splats in the corner
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|D|2D}}m</big>===
===<big>{{clr|D|4D}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2Dm.png |This Chest
BBCS_Litchi_4D.png |Frame advantage varies depending on distance.
</gallery>
</gallery>
</div>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_4Dm_Hitboxes.png
</gallery>
</tabber>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D[m]"
|where=chara="{{SUBPAGENAME}}" and input="4D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Sets the staff in horizontal mode.
{{clr|D|4D}}m is a great overhead. It's fast, and if it's even slightly spaced it's difficult for the opponent to punish if they block it. It's airborne, which lets you RC to triple overhead the opponent with {{clr|A|j.AA}}, while still allowing your regular confirm to occur if they get hit. It has absurd corner carry by itself, carrying the opponent around a quarter of the screen on a standing opponent, and lets Litchi convert into a corner combo from round start via {{clr|D|4D}}m 6[6] {{clr|C|3C}}e {{clr|C|421C}}e wallsplat. It's also decent combo fodder if used after a counter hit or {{clr|C|2C}}m in the corner.
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
*Is airborne.
*Sets staff in Vertical set.
*Causes Groundslide.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|D|6D}}m</big>===
===<big>{{clr|D|j.D}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 672: Line 664:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6D.png |Sets up an easy Crush Trigger.
BBCS_Litchi_jDm.png |{{clr|D|j.D}}m - Anti anti-air
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Dm1_1_Hitboxes.png |First active frame.
BBCF_Litchi_jDm_Hitboxes.png
BBCF_Litchi_6Dm1_2_Hitboxes.png |Last active frame.
BBCF_Litchi_6Dm2_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 685: Line 675:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
{{FrameDataHeader-BBCF|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6D[m]"
|where=chara="{{SUBPAGENAME}}" and input="j.D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
{{clr|D|6D}}m is a pressure and combo tool. It's a +3 on block advancing normal that places the staff in horizontal set after the second hit, which lets Litchi reset pressure twice - Once with the +3 frames, then again by doing partially charged {{clr|D|5D}}e. It's used in combos as an advancing normal to put litchi into range for {{clr|B|214B}}m or {{clr|D|623D}}m midscreen that also is safe on block if you miss your hitconfirm, or as a way to place horizontal set in the corner.
The infamous Litchi {{clr|D|j.D}}m. 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 {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e 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 {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.


Unfortunately, Litchi can't special cancel the second hit, so you don't have great methods to condition to the opponent not to disrespect if they instant block the second hit of {{clr|D|6D}}m. You can special cancel the first hit with {{clr|C|41236C}}m and either stance cancel it to take advantage of attempted instant blocks, hit them with an airtight low, or delay it to try frame trap.
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.
*-23 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
*Sets the staff in Horizontal set.
*Sets the staff in Horizontal set after the second hit.
*Cancels all air momentum
*Wall splats in the corner
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|D|4D}}m</big>===
===<big>{{clr|D|j.2D}}m</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 708: Line 698:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_4D.png |Frame advantage varies depending on distance.
BBCS_Litchi_j2Dm.png |Cross-up that leads to a full combo. Also plus on block.
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_4Dm_Hitboxes.png
BBCF_Litchi_j2Dm1_Hitboxes.png
BBCF_Litchi_j2Dm2_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 723: Line 714:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4D[m]"
|where=chara="{{SUBPAGENAME}}" and input="j.2D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
{{clr|D|4D}}m is a great overhead. It's fast, and if it's even slightly spaced it's difficult for the opponent to punish if they block it. It's airborne, which lets you RC to triple overhead the opponent with {{clr|A|j.AA}}, while still allowing your regular confirm to occur if they get hit. It has absurd corner carry by itself, carrying the opponent around a quarter of the screen on a standing opponent, and lets Litchi convert into a corner combo from round start via {{clr|D|4D}}m 6[6] {{clr|C|3C}}e {{clr|C|421C}}e wallsplat. It's also decent combo fodder if used after a counter hit or {{clr|C|2C}}m in the corner.
A good crossup that leaves Litchi plus if blocked, with the staff right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|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.
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Active long enough that it will meaty the opponent once they recover, forcing a reversal.
*Is airborne.
*Sets staff in Vertical set.
*Causes Groundslide.
{{CloseCard}}


===<big>{{clr|D|j.D}}m</big>===
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.
*Sets the staff in Vertical set.
*Cancels air momentum once it becomes active.
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.
{{CloseCard}}
 
<br style="clear:both;"/>
 
===Special Moves===
===<big>Straight Through (Itsuu) </big>===
<span class="input-badge">'''{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_jDm.png |{{clr|D|j.D}}m - Anti anti-air
BBCS_Litchi_StraightThrough.png| Also known as Itsuu.
</gallery>
BBCF_Litchi_StraightThroughFollowups.png |気通貫 Ikki Tsūkan
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_jDm_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 755: Line 744:
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=trim("A Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D[m]"
|where=chara="{{SUBPAGENAME}}" and input="41236A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|-
==== ====
{{#cargo_query:tables=MoveData_BBCF
The infamous Litchi {{clr|D|j.D}}m. 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 {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e 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 {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.
|fields=trim("B Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("C Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
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 {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or hold and then press {{clr|D|D}} to replace the attack with 14f of recovery.
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} However, you can hold the staff to try meaty them, or cancel with {{clr|D|D}} to be +0 instead.
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) 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 7f recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.
----
'''{{clr|A|A}} version'''


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.
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.
*Sets the staff in Horizontal set.
*Counter hit wall bounces midscreen.
*Cancels all air momentum
{{CloseCard}}


===<big>{{clr|D|j.2D}}m</big>===
----
<div class="attack-container">
'''{{clr|B|B}} Version'''
<div class="attack-gallery">
 
<tabber>
Slow, but long range way to control space on the ground. Doesn't have much reward on hit without rapid cancel, but is harder to avoid than {{clr|C|41236C}}.
Images=
----
'''{{clr|C|C}} Version'''
 
Extremely long range, somewhat safe low. Strong frame trap with high reward. If spaced, it can quickly become plus or neutral, allowing Litchi to continue bullying the opponent with {{clr|B|5B}}m. If close, it's -2 on block but can lead to full combos via linking {{clr|A|5A}} in the corner.
*Fatal Counter.
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.
*Causes hard knockdown on counter hit for a full combo. ie: {{clr|B|2B}}m {{clr|B|4B}}m/{{clr|B|6B}}m ->
{{CloseCard}}
 
===<big>Tsubame Gaeshi</big>===
<span class="input-badge">'''{{clr|D|623D}}m'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_j2Dm.png |Cross-up that leads to a full combo. Also plus on block.
BBCS_Litchi_TsubameGaeshi.png | Rising Dragon
</gallery>
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_j2Dm1_Hitboxes.png
BBCF_Litchi_j2Dm2_Hitboxes.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 791: Line 799:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2D[m]"
|where=chara="{{SUBPAGENAME}}" and input="623D[m]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
A good crossup that leaves Litchi plus if blocked, with the staff right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|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.
{{clr|D|623D}}m is Litchi's only meterless reversal with an amazing hitbox all around her as well as vertically above her to the top of the screen. It suffers from only being useable with Mantenbou equipped, '''and not being able to be rapid cancelled.''' How significant of a downside this is cannot be understated.
 
Otherwise, this is Litchi's go-to combo ender anywhere. Midscreen Litchi struggles to prevent the opponent from rolling away, but in the corner she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e. If the opponent neutral techs, you can release the staff to meaty them and establish pressure. If the opponent doesn't neutral tech, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|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 {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.
 
Being able to combo after it in the corner also makes it a niche combo tool. Usually it's better to do it as an ender, however.


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.
*Sets the staff in Vertical set.
*Sets the staff in Vertical set.
*Cancels air momentum once it becomes active.
*If jumped over, will left/right unblockable the opponent.
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.
{{CloseCard}}
{{CloseCard}}


<br style="clear:both;"/>
===<big>Ren Chan</big>===
 
<span class="input-badge">'''{{clr|B|214B}}/{{clr|C|C}}m'''</span>
===Special Moves===
===<big>Straight Through (Itsuu) </big>===
<span class="input-badge">'''{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_StraightThrough.png| Also known as Itsuu.
BBCF_Litchi_RenChan.png|Combo staple. Also good for filling space.
BBCF_Litchi_StraightThroughFollowups.png |気通貫 Ikki Tsūkan
</gallery>
</gallery>
</div>
</div>
Line 821: Line 829:
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("A Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236A"
|where=chara="{{SUBPAGENAME}}" and (input="214B[m]" or input="214C[m]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|-
|}
{{#cargo_query:tables=MoveData_BBCF
====={{clr|B|B}} version=====
|fields=trim("B Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
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 {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.
|where=chara="{{SUBPAGENAME}}" and input="41236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("C Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
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 {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or hold and then press {{clr|D|D}} to replace the attack with 14f of recovery.
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} However, you can hold the staff to try meaty them, or cancel with {{clr|D|D}} to be +0 instead.
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) 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 7f recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.
----
'''{{clr|A|A}} version'''


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.
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.
*Counter hit wall bounces midscreen.


----
*Sets the staff a little over 1/2 screen from Litchi.
'''{{clr|B|B}} Version'''


Slow, but long range way to control space on the ground. Doesn't have much reward on hit without rapid cancel, but is harder to avoid than {{clr|C|41236C}}.
====={{clr|C|C}} Version=====
Awful. Too slow, doesn't cover a useful area and has no combo utility.
*Sets the staff at about a full screen distance away
----
----
'''{{clr|C|C}} Version'''
*Sets the staff in Vertical set.
*Counter hit recovery


Extremely long range, somewhat safe low. Strong frame trap with high reward. If spaced, it can quickly become plus or neutral, allowing Litchi to continue bullying the opponent with {{clr|B|5B}}m. If close, it's -2 on block but can lead to full combos via linking {{clr|A|5A}} in the corner.
*Fatal Counter.
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.
*Causes hard knockdown on counter hit for a full combo. ie: {{clr|B|2B}}m {{clr|B|4B}}m/{{clr|B|6B}}m ->
{{CloseCard}}
{{CloseCard}}


===<big>Tsubame Gaeshi</big>===
<br style="clear:both;"/>
<span class="input-badge">'''{{clr|D|623D}}m'''</span>
</div>
<div id="movelist-2" class="movelist">
 
===<big>{{clr|B|5B}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5B.png |{{clr|B|5B}}e
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_TsubameGaeshi.png | Rising Dragon
BBCF_Litchi_5Be_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
{{FrameDataHeader-BBCF|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="623D[m]"
|where=chara="{{SUBPAGENAME}}" and input="5B[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
{{clr|D|623D}}m is Litchi's only meterless reversal with an amazing hitbox all around her as well as vertically above her to the top of the screen. It suffers from only being useable with Mantenbou equipped, '''and not being able to be rapid cancelled.''' How significant of a downside this is cannot be understated.
{{clr|B|5B}}e is Staffless Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best available pokes due to the combination of speed, range and low recovery.


Otherwise, this is Litchi's go-to combo ender anywhere. Midscreen Litchi struggles to prevent the opponent from rolling away, but in the corner she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e. If the opponent neutral techs, you can release the staff to meaty them and establish pressure. If the opponent doesn't neutral tech, you can continue holding the staff and press {{clr|B|5B}}e buffer {{clr|C|5C}}e to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.
*+2 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
 
*Jump cancellable
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.
*Can cancel into {{clr|A|2A}}
 
*Will hit most downed opponents.
Being able to combo after it in the corner also makes it a niche combo tool. Usually it's better to do it as an ender, however.
**Does not hit Platinum, Izayoi, Amane, Naoto and Izanami.
 
*Sets the staff in Vertical set.
*If jumped over, will left/right unblockable the opponent.
{{CloseCard}}
{{CloseCard}}


===<big>Ren Chan</big>===
===<big>{{clr|C|5C}}e</big>===
<span class="input-badge">'''{{clr|B|214B}}/{{clr|C|C}}m'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5C.png |Little Puff Ball
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_RenChan.png|Combo staple. Also good for filling space.
BBCF_Litchi_5Ce_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 907: Line 912:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214B[m]" or input="214C[m]")
|where=chara="{{SUBPAGENAME}}" and input="5C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
====={{clr|B|B}} version=====
==== ====
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 {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.
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.
 
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Be very careful using this if they have it.
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.
*Jump cancellable.
 
*Sets the staff a little over 1/2 screen from Litchi.
 
====={{clr|C|C}} Version=====
Awful. Too slow, doesn't cover a useful area and has no combo utility.
*Sets the staff at about a full screen distance away
----
*Sets the staff in Vertical set.
*Counter hit recovery
 
{{CloseCard}}
{{CloseCard}}


<br style="clear:both;"/>
===<big>{{clr|B|2B}}e</big>===
</div>
<div id="movelist-2" class="movelist">
 
===<big>{{clr|B|5B}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 938: Line 929:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5B.png |{{clr|B|5B}}e
BBCS_Litchi_2B.png |Split Kick!
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_5Be_Hitboxes.png
BBCF_Litchi_2Be_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 953: Line 944:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5B[e]"
|where=chara="{{SUBPAGENAME}}" and input="2B[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 959: Line 950:
|}
|}
==== ====
==== ====
{{clr|B|5B}}e is Staffless Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best available pokes due to the combination of speed, range and low recovery.
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|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.
*-9 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}


*+2 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
{{CloseCard}}
*Jump cancellable
*Can cancel into {{clr|A|2A}}
*Will hit downed opponents, but is character specific.
{| class="mw-collapsible mw-collapsed wikitable stripe" style="margin: 0.5em 1em; width: 100%; max-width: 625px;"
! colspan="3" | Characters 5B hits OTG &nbsp;
|-
!Yes (table isn't finished)
!No
!~
|- style="vertical-align: top;" ! scope="row"
| {{Character Label|BBCF|Iron_Tager|label=Iron Tager}}
 
{{Character Label|BBCF|Carl_Clover|label=Carl Clover}}
 
{{Character Label|BBCF|Hakumen|label=Hakumen}}
 
{{Character Label|BBCF|Hazama|label=Hazama}}
 
{{Character Label|BBCF|Valkenhayn_R._Hellsing|label=Valkenhayn R. Hellsing}}
 
{{Character Label|BBCF|Platinum_the_Trinity|label=Platinum the Trinity}}
 
{{Character Label|BBCF|Relius_Clover|label=Relius Clover}}
 
{{Character Label|BBCF|Kagura_Mutsuki|label=Kagura Mutsuki}}
 
{{Character Label|BBCF|Yuuki_Terumi|label=Yuuki Terumi}}*(Must be staggered)
 
{{Character Label|BBCF|Nine_the_Phantom|label=Nine the Phantom}}
 
{{Character Label|BBCF|Jubei|label=Jubei}}
|{{Character Label|BBCF|Ragna_the_Bloodedge|label=Ragna the Bloodedge}}
 
{{Character Label|BBCF|Rachel_Alucard|label=Rachel Alucard}}
 
{{Character Label|BBCF|Taokaka|label=Taokaka}}
 
{{Character Label|BBCF|Arakune|label=Arakune}}
 
{{Character Label|BBCF|Bang_Shishigami|label=Bang Shishigami}}
 
{{Character Label|BBCF|Nu|label=Nu-13}}
 
{{Character Label|BBCF|Tsubaki_Yayoi|label=Tsubaki Yayoi}}
 
{{Character Label|BBCF|Mu|label=Mu-12}}
 
{{Character Label|BBCF|Makoto_Nanaya|label=Makoto Nanaya}}
 
{{Character Label|BBCF|Amane_Nishiki|label=Amane Nishiki}}
 
{{Character Label|BBCF|Lambda-11|label=Lambda-11}}
 
{{Character Label|BBCF|Susano'o|label=Susano'o}}
|{{Character Label|BBCF|Jin_Kisaragi|label=Jin Kisaragi}}
 
{{Character Label|BBCF|Noel_Vermillion|label=Noel Vermillion}}
 
{{Character Label|BBCF|Litchi_Faye_Ling|label=Litchi Faye Ling}}
 
{{Character Label|BBCF|Izayoi|label=Izayoi}}
 
{{Character Label|BBCF|Bullet|label=Bullet}}
 
{{Character Label|BBCF|Azrael|label=Azrael}}
 
{{Character Label|BBCF|Kokonoe|label=Kokonoe}}
 
{{Character Label|BBCF|Celica_A._Mercury|label=Celica A. Mercury}}
 
{{Character Label|BBCF|Hibiki_Kohaku|label=Hibiki_Kohaku}}
 
{{Character Label|BBCF|Naoto_Kurogane|label=Naoto Kurogane}}
 
{{Character Label|BBCF|Izanami|label=Izanami}}
 
{{Character Label|BBCF|Es|label=ES}}
 
{{Character Label|BBCF|Mai_Natsume|label=Mai Natsume}}


===<big>{{clr|C|2C}}e</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2C.png |{{clr|C|2C}}e
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_2Ce_Hitboxes.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
{{clr|C|2C}}e is one of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.
*-7 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*Jump cancellable.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|5C}}e</big>===
===<big>{{clr|A|6A}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,052: Line 993:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5C.png |Little Puff Ball
BBCS_Litchi_6A.png |Karate Chop!
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_5Ce_Hitboxes.png
BBCF_Litchi_6Ae_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,067: Line 1,008:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C[e]"
|where=chara="{{SUBPAGENAME}}" and input="6A[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,073: Line 1,014:
|}
|}
==== ====
==== ====
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.
An amazing overhead. It's fast and safe, can be special or drive cancelled for a full combo, or you can use it during setplay to let the returning staff make you plus.
*-20 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} Be very careful using this if they have it.
*-16 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*Jump cancellable.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|2B}}e</big>===
===<big>{{clr|B|6B}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,084: Line 1,024:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2B.png |Split Kick!
BBCS_Litchi_6B.png |{{clr|B|6B}}e
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_2Be_Hitboxes.png
BBCF_Litchi_6Be_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,099: Line 1,039:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B[e]"
|where=chara="{{SUBPAGENAME}}" and (input="6B[e]" or input="6[B][e]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,105: Line 1,045:
|}
|}
==== ====
==== ====
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|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.
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|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.
*-9 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*-17 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} but Litchi can react to GCOD by doing {{clr|B|6[B]}}, which is +0 on GCOD.
 
*Jump cancellable.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|2C}}e</big>===
===<big>{{clr|C|6C}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,116: Line 1,056:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2C.png |{{clr|C|2C}}e
BBCS_Litchi_6C.png |{{clr|C|6C}}[e]
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_2Ce_Hitboxes.png
BBCF_Litchi_6Ce1_Hitboxes.png
BBCF_Litchi_6Ce2_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,131: Line 1,072:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C[e]"
|where=chara="{{SUBPAGENAME}}" and input="6C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,137: Line 1,078:
|}
|}
==== ====
==== ====
{{clr|C|2C}}e is one of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.
''Amazing'' combo filler. This is used in basically every combo at some point, since it has bonus 110% proration the first time it's used in a combo. It's also a standing confirm off most staffless ground normals.
*-7 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
 
*Jump cancellable.
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e dl {{clr|B|j.236B}}e dl {{clr|B|j.236C}}e {{clr|C|6C}}e1/({{clr|B|4B}}e in the corner) {{clr|D|623D}}m - The delays are somewhat arbitrary, the idea is to put them close enough to the ground so that the staff doesn't hit before {{clr|B|j.236C}}e and hits low enough to combo into {{clr|C|6C}}e1}}, which is the primary route you will be using with Litchi.
*-27 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|A|6A}}e</big>===
===<big>{{clr|B|4B}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,148: Line 1,090:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6A.png |Karate Chop![e]
BBCP_Litchi_4B.png |{{clr|B|4B}}e
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Ae_Hitboxes.png
BBCF_Litchi_4Be_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,163: Line 1,105:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6A[e]"
|where=chara="{{SUBPAGENAME}}" and input="4B[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,169: Line 1,111:
|}
|}
==== ====
==== ====
An amazing overhead. It's fast and safe, can be special or drive cancelled for a full combo, or you can use it during setplay to let the returning staff make you plus.
{{clr|B|4B}} is Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from extremely poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.
*-16 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|6B}}e</big>===
===<big>{{clr|C|3C}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,179: Line 1,120:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6B.png |{{clr|B|6B}}e
BBCS_Litchi_3C.png |{{clr|C|3C}}e
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Be_Hitboxes.png
BBCF_Litchi_3Ce_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,194: Line 1,135:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6B[e]" or input="6[B][e]")
|where=chara="{{SUBPAGENAME}}" and input="3C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,200: Line 1,141:
|}
|}
==== ====
==== ====
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|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.
A low sweep that is mostly used as combo or blockstring fodder.
*-17 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}} but Litchi can react to GCOD by doing {{clr|B|6[B]}}, which is +0 on GCOD.
 
*Jump cancellable.
Also has niche use in okizeme as a way to soft call out to people who don't emergency tech after {{clr|D|623D}}m. Midscreen, you can do 66{{clr|C|3C}}e. This will blue beat opponents who don't emergency tech. If they do, you're neutral on whiff. You can do this on 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 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.
*-12 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*Shifts Litchi backwards during recovery.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|6C}}e</big>===
===<big>{{clr|B|j.B}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,211: Line 1,154:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_6C.png |{{clr|C|6C}}[e]
BBCS_Litchi_jB.png |{{clr|B|j.B}}e
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_6Ce1_Hitboxes.png
BBCF_Litchi_jBe_Hitboxes.png
BBCF_Litchi_6Ce2_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,227: Line 1,169:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6C[e]"
|where=chara="{{SUBPAGENAME}}" and input="j.B[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,233: Line 1,175:
|}
|}
==== ====
==== ====
''Amazing'' combo filler. This is used in basically every combo at some point, since it has bonus 110% proration the first time it's used in a combo. It's also a standing confirm off most staffless ground normals.
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. Recovers quick enough that you can do it rising as another anti air.
 
*Jump cancellable.
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e dl {{clr|B|j.236B}}e dl {{clr|B|j.236C}}e {{clr|C|6C}}e1/({{clr|B|4B}}e in the corner) {{clr|D|623D}}m - The delays are somewhat arbitrary, the idea is to put them close enough to the ground so that the staff doesn't hit before {{clr|B|j.236C}}e and hits low enough to combo into {{clr|C|6C}}e1}}, which is the primary route you will be using with Litchi.
*-27 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|B|4B}}e</big>===
===<big>{{clr|C|j.C}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,245: Line 1,185:
Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Litchi_4B.png |{{clr|B|4B}}e
BBCS_Litchi_jC.png |{{clr|C|j.C}}e
</gallery>
</gallery>
|-|
|-|
Hitboxes=
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_4Be_Hitboxes.png
BBCF_Litchi_jCe_Hitboxes.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,260: Line 1,200:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4B[e]"
|where=chara="{{SUBPAGENAME}}" and input="j.C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,266: Line 1,206:
|}
|}
==== ====
==== ====
{{clr|B|4B}} is Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from extremely poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.
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 {{clr|B|j.B}}e to allow Litchi to continue pressure. Has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|D|]D[}} {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m ->}}, {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e 669 {{clr|B|j.B}}{{clr|C|C}}e dl {{clr|B|j.B}}m {{clr|B|214B}}m ->}} if the opponent is high enough early in the combo.
*Jump cancellable
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|3C}}e</big>===
<br style="clear:both;"/>
 
===Drive Moves===
===<big>{{clr|D|5D}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_3C.png |{{clr|C|3C}}e
BBCS_Litchi_5D.png |Swerve em'
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_3Ce_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,290: Line 1,226:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="3C[e]"
|where=chara="{{SUBPAGENAME}}" and input="5D[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,296: Line 1,232:
|}
|}
==== ====
==== ====
A low sweep that is mostly used as combo or blockstring fodder.  
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info. Usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input.
*If not held, staff is active on frame 9.
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.
*Holding {{clr|D|D}} will delay the launch after Litchi poses.
{{CloseCard}}


Also has niche use in okizeme as a way to soft call out to people who don't emergency tech after {{clr|D|623D}}m. Midscreen, you can do 66{{clr|C|3C}}e. This will blue beat opponents who don't emergency tech. If they do, you're neutral on whiff. You can do this on 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 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.
===<big>{{clr|D|2D}}e</big>===
*-12 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*Shifts Litchi backwards during recovery.
{{CloseCard}}
 
===<big>{{clr|B|j.B}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_jB.png |{{clr|B|j.B}}e
BBCS_Litchi_2D.png |Dem legs
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_jBe_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,324: Line 1,251:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B[e]"
|where=chara="{{SUBPAGENAME}}" and input="2D[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,330: Line 1,257:
|}
|}
==== ====
==== ====
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. Recovers quick enough that you can do it rising as another anti air.
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info.
*Jump cancellable.
*If not held, staff is active on frame 10.
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.
*Holding {{clr|D|D}} will delay the launch after Litchi poses.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|C|j.C}}e</big>===
===<big>{{clr|D|6[6]D}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_jC.png |{{clr|C|j.C}}e
BBCF_Litchi_66.png |Litchi gives up and doesn't bother animating to launch the staff.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_jCe_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,355: Line 1,276:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C[e]"
|where=chara="{{SUBPAGENAME}}" and input="6[6]D[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,361: Line 1,282:
|}
|}
==== ====
==== ====
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 {{clr|B|j.B}}e allow Litchi to continue pressure. Has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|D|]D[}} {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m ->}}, {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e 669 {{clr|B|j.B}}{{clr|C|C}}e dl {{clr|B|j.B}}m {{clr|B|214B}}m ->}} if the opponent is high enough early in the combo.
[[#Staff Launch|Staff Launch]] that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, doing this immediately is a 1f link.
*Jump cancellable
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.
*+16/+12 for Vertical/Horizontal set.
*Holding {{clr|D|D}} will delay the launch.
{{CloseCard}}
{{CloseCard}}


<br style="clear:both;"/>
===<big>{{clr|D|j.D}}e</big>===
 
===Drive Moves===
===<big>{{clr|D|5D}}e</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_5D.png |Swerve em'
BBCS_Litchi_jD.png |{{clr|D|j.D}}e  - Air stall
</gallery>
</gallery>
</div>
</div>
Line 1,381: Line 1,301:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D[e]"
|where=chara="{{SUBPAGENAME}}" and input="j.D[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,387: Line 1,307:
|}
|}
==== ====
==== ====
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info. Usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input.
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this. See [[#Staff Launch|Staff Launch]] for more info on staff launches.
*If not held, staff is active on frame 9.
*If not held, staff is active on frame 12.
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.
*Cancels all air momentum.
*Holding {{clr|D|D}} will delay the launch after Litchi poses.
*Holding D will delay the launch.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|D|2D}}e</big>===
===<big>Staff Launch</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_2D.png |Dem legs
BBCS_Litchi_Staff5D.png |Vertical Launch ({{clr|D|5D}} Set)
BBCS_Litchi_Staff2D.png |Horizontal ({{clr|D|2D}} Set)
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Vertical_Hitboxes.png
BBCF_Litchi_Horizontal_Hitboxes.png
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,405: Line 1,335:
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=trim("Vertical")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D[e]"
|where=chara="{{SUBPAGENAME}}" and input="Staff Vertical"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Horizontal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Staff Horizontal"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info.
'''Vertical Set'''
*If not held, staff is active on frame 10.
 
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.
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.
*Holding {{clr|D|D}} will delay the launch after Litchi poses.
{{CloseCard}}


===<big>{{clr|D|6[6]D}}e</big>===
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_66.png |Litchi gives up and doesn't bother animating to launch the staff.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6[6]D[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
[[#Staff Launch|Staff Launch]] that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, doing this immediately is a 1f link.
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.
*+16/+12 for Vertical/Horizontal set.
*Holding {{clr|D|D}} will delay the launch.
{{CloseCard}}


===<big>{{clr|D|j.D}}</big>===
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.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_jD.png |{{clr|D|j.D}}e  - Air stall
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this. See [[#Staff Launch|Staff Launch]] for more info on staff launches.
*If not held, staff is active on frame 12.
*Cancels all air momentum.
*Holding D will delay the launch.
{{CloseCard}}


===<big>Staff Launch</big>===
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''
<div class="attack-container">
*{{clr|D|5D}}m
<div class="attack-gallery">
*{{clr|D|4D}}m
<tabber>
*{{clr|D|j.2D}}m
Images=
*{{clr|B|214B}}/{{clr|C|C}}m
*{{clr|D|623D}}e
----
'''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 {{clr|C|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/{{clr|D|2D}} Mode'''
*{{clr|D|2D}}m
*{{clr|D|6D}}m
*{{clr|D|j.D}}m
*{{clr|D|421D}}e
----
*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.
{{CloseCard}}
 
<br style="clear:both;"/>
 
===Special Moves===
===<big>Three Dragons: White (Haku)</big>===
<span class="input-badge">'''{{clr|A|236A}}e'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Staff5D.png |Vertical Launch ({{clr|D|5D}} Set)
BBCS_Litchi_Haku.png
BBCS_Litchi_Staff2D.png |Horizontal ({{clr|D|2D}} Set)
</gallery>
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Vertical_Hitboxes.png
BBCF_Litchi_Horizontal_Hitboxes.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Vertical")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Staff Vertical"
|where=chara="{{SUBPAGENAME}}" and input="236A[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Horizontal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Staff Horizontal"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
'''Vertical Set'''
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block.
*-7 on {{Tt|[[BBCF/Offense#Guard_Cancel_Overdrive|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 the attack and ODR start on the same frame.}}
*Cancels into {{clr|B|236B}} and {{clr|C|236C}} on hit and on block
*Cancels into all versions of [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]] on hit
*Gains increased hitstun if used as the last rekka
{{CloseCard}}


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.
===<big>Three Dragons: Green (Hatsu)</big>===
<span class="input-badge">'''{{clr|B|236B}}e (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Hatsu.png
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236B[e]" or input="j.236B[e]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Litchi's primary combo extender. Has enough hitstun to perform Riichi {{clr|A|A}}, land on the staff and continue with the {{clr|B|B}} followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit {{clr|C|6C}}e2 and {{clr|C|j.C}}e because the air version is extremely fast.


Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.
*Cancels into {{clr|A|236A}} and {{clr|C|236C}} on hit and on block.
*Cancels into all versions of [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]] on hit
*Gains increased hitstun if used as the last rekka
{{CloseCard}}


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.
===<big>Three Dragons: Red (Chun)</big>===
 
<span class="input-badge">'''{{clr|C|236C}}e (air OK)'''</span>
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''
<div class="attack-container">
*{{clr|D|5D}}m
<div class="attack-gallery">
*{{clr|D|4D}}m
<gallery widths="210px" heights="210px" mode="nolines">
*{{clr|D|j.2D}}m
BBCS_Litchi_Chun.png
*{{clr|B|214B}}/{{clr|C|C}}m
</gallery>
*{{clr|D|623D}}e
</div>
----
<div class="attack-info">
'''Horizontal Set'''
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C[e]" or input="j.236C[e]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e.


Still decent for pressure, but not anywhere near as good as Vertical Set due to only have 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.
*Cancels into {{clr|A|236A}} and {{clr|B|236B}} on hit and on block
*Cancels into all versions of [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]] on hit
*Gains increased hitstun if used as the last rekka
{{CloseCard}}


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 {{clr|C|421[C]}}.
===<big>Unarmed Lunge (Kanchan)</big>===
 
<span class="input-badge">'''{{clr|C|421C}}e'''</span>
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.
<div class="attack-container">
 
<div class="attack-gallery">
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.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCS_Litchi_Kanchan.png |Gut punch.
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''
BBCP_Litchi_ChargedKanchan.png |Hold the Button for a cross up.
*{{clr|D|2D}}m
*{{clr|D|6D}}m
*{{clr|D|j.D}}m
*{{clr|D|421D}}e
----
*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.
{{CloseCard}}
 
<br style="clear:both;"/>
 
===Special Moves===
===<big>Three Dragons: White (Haku)</big>===
<span class="input-badge">'''{{clr|A|236A}}[e]'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Haku.png|"I wonder if I left the oven on"
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
{{FrameDataHeader-BBCF|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236A[e]"
|where=chara="{{SUBPAGENAME}}" and input="421C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="421[C][e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
==== ====
'''Only when Staffless'''
'''Uncharged Version'''
*Usually shortened to '''"Hatsu"'''
 
*Cancels into {{clr|B|236B}} and {{clr|C|236C}} on hit and on block
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.
*Cancels into all versions of [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]] on hit
 
*Gains increased hitstun if used as the last rekka
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 no 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.
----
'''Charged Version'''


Low Kick. A version of her 236X Rekkas. Usually sets up {{clr|B|236B}}. If you use it as the last hit of the rekka sequence you can combo into {{clr|B|5B}} afterwards. This requires precise timing from the ground bounce.
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.


Can be used as mix up during [[#Thirteen_Orphans_(Kokushi)|Horizontal Set Thirteen Orphans]] and can also be used as a way to check if your opponent is blocking low while the staff is out. However, its primary use is combo filler. Also useful when using {{clr|C|236C}} as a mix-up, since cancelling to {{clr|A|236A}} keeps her safe at -4.
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
*Startup is 27 if it does not pass through the opponent.
*Wall bounces midscreen, but only if it passes through the opponent.
{{CloseCard}}
{{CloseCard}}


 
===<big>Reach: Last Chance (Riichi)</big>===
===<big>Three Dragons: Green (Hatsu)</big>===
<span class="input-badge">'''{{clr|A|63214A}}e (Air OK)'''</span>
<span class="input-badge">'''{{clr|B|236B}}[e], air OK'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Hatsu.png |"Prob left the oven on"
BBCS_Litchi_Reach.png| See hitboxes tab for usable distance.
</gallery>
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Riichi_Range.png| Maximum distance Riichi will land on the staff from.
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236B[e]" or input="j.236B[e]")
|where=chara="{{SUBPAGENAME}}" and input="63214A[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
'''Only when Staffless'''
Litchi jumps to the staff. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent.
*Usually shortened to '''"Hatsu"'''
*Launcher
*Cancels into {{clr|A|236A}} and {{clr|C|236C}} on hit and on block
*Cancels into all versions of [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]] on hit
*Gains increased hitstun if used as the last rekka


Launcher. B version of her 236X rekkas. Mainly used as a Combo filler to combo into {{clr|A|63214A}}[e]. It can occasionally be used as a surprise Anti-Air because {{clr|B|4B}}[e] lacks horizontal range, so you can {{clr|B|236B}} to check them in certain situations. 
'''Only when Staff is placed'''
 
*Can airdash off of the staff with 66/44.
Outside of combos, best used with meter.
*Can jump off of the staff.
*Drops from the staff with 2.
*Recovery in Square brackets is if Litchi misses the staff.
{{CloseCard}}
{{CloseCard}}


 
===<big>One Shot (Ippatsu A)</big>===
===<big>Three Dragons: Red (Chun)</big>===
<span class="input-badge">'''Reach: Last Chance~{{clr|A|A}}'''</span>
<span class="input-badge">'''{{clr|C|236C}}[e], air OK'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Chun.png |"Nah i didn't leave it on"
BBCS_Litchi_ReachA.png | Scoop!
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C[e]" or input="j.236C[e]")
|where=chara="{{SUBPAGENAME}}" and input="63214A A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
'''Only when Staffless'''
The only time you'll use this is to combo into astral.
*Usually shortened to '''"Chun"'''
*Cancels into {{clr|A|236A}} and {{clr|B|236B}} on hit and on block
*Cancels into all versions of [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]] on hit
*Gains increased hitstun if used as the last rekka
 
Overhead kick. C version of her 236X Rekkas. It's a combo filler but can also be used as a mix up tool to open opponents up even though it is rather slow.
That being said, if the opponent does block it, you are minus but if you cover the recovery of it with a staff launch on its way back to you, you can make it safe and continue to pressure the opponent. In the worst case, cancelling to{{clr|A|236A}} will keep you safe, but your turn is over.
 
Use this carefully along side the staff to make your pressure/mix up more threatening
{{CloseCard}}
{{CloseCard}}


 
===<big>Last Chance > Three Dragons: Green (Ippatsu B)</big>===
===<big>Unarmed Lunge (Kanchan)</big>===
<span class="input-badge">'''Reach: Last Chance~{{clr|B|B}}'''</span>
<span class="input-badge">'''{{clr|C|421C}}[e]'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Kanchan.png |Input for an attack.
BBCS_Litchi_ReachB.png|Jump off the staff and launch!
BBCP_Litchi_ChargedKanchan.png |Hold the Button for a cross up.
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="421C[e]"
|where=chara="{{SUBPAGENAME}}" and input="63214A B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
Great for combos. Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e.
*Recalculates launch direction
{{CloseCard}}
===<big>Last Chance > Three Dragons: Red (Ippatsu C)</big>===
<span class="input-badge">'''Reach: Last Chance~{{clr|C|C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_ReachC.png| Slam 'em down.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="421[C][e]"
|where=chara="{{SUBPAGENAME}}" and input="63214A C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
'''Only when Staffless'''
Not really seen in combos, 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.
*Better known as '''Kanchan''' or its old name, '''Gut Shot'''.
*Recalculates Staff launch direction
*Listed as {{clr|C|623C}} in the move list, but is actually a {{clr|C|421C}} input. Strangely displays the correct input in combo trials.
 
----
'''Uncharged Version'''
*Blows the opponent back
*Wall sticks in the corner
 
Litchi slides forward and slams her palm into her opponent. It can be used to catch the opponent off guard because it sends Litchi flying towards the opponent at a fast speed. It can be used with a staff launch to make it safer and/or to combo with if you launch them in to the staff that's returning to you. You can also abuse its Body invulnerability to catch people off guard, so it'll lose to most 2As and 2Bs. It can also be used for corner combos such as {{clr|C|3C}}[e] > Kan Chan xN.
----
'''Charged Version'''
*Fatal Counters
*Startup is 27 if it does not pass through the opponent.
*Wall bounces midscreen, but only if it passes through the opponent.
 
The Charged Version of this move makes Litchi cross the opponent up and hit them in the back. This move is best used with a staff launch because Litchi crossing the opponent up means the staff must be blocked crossup as well. It's rare for opponents to block this, making it a strong mix up but be warned: Even with the staff covering your body during this deadly, safe, and unreactable mix, it loses to OD > Exceed Accel because it ignores the staffs launch hit and allows the opponent to EA you without fail. So try to use it early or mid match and preferably when the opponent either doesn't have a Burst or maybe on opponents that don't punish you consistently with it.
{{CloseCard}}
{{CloseCard}}


 
===<big>Robbing a Quad (Ippatsu D)</big>===
===<big>Reach: Last Chance (Riichi)</big>===
<span class="input-badge">'''Reach: Last Chance~{{clr|D|D}}'''</span>
<span class="input-badge">'''{{clr|A|63214A}}e (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Reach.png| Combo and Mobility tool
BBCS_Litchi_j2Dm.png|Side switches with the right setup
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Riichi_Range.png| Maximum distance Riichi will land on the staff from.
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,705: Line 1,628:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214A[e]"
|where=chara="{{SUBPAGENAME}}" and input="63214A D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
'''Only when Staffless'''
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 {{clr|B|214B}}m 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.
*Also known as '''Riichi'''. The followups from this special are referred to as '''Ippatsu''''s followups.
*Can dash off of the staff by spending an air option with 66/44.
*Can jump off of the staff (counts as an air option).
**Jumping with 7/8/9 results in jumping in the given direction
*Drops from the staff by pressing 2
**You can also hold [2] during the jump to fall from the staff immediately
**Immediately actionable after dropping from the staff
*Recovery in Square brackets is if Litchi misses the staff.
 
Litchi jumps in the direction of where her staff has been placed.  If the staff can't be reached she simple jumps 1/3 of the screen and lands near her staff's location. Useful as movement or combo filler for her main BnBs by doing {{clr|A|63214A}}~{{clr|D|D}}/or/{{clr|B|B}}, or to combo into her astral by doing {{clr|A|63214A}}~{{clr|A|A}} > {{clr|D|46D}}.
 
You can also set up fast overheads by jumping to the staff and falling with an air button.
{{CloseCard}}
{{CloseCard}}


===<big>One Shot (Ippatsu A)</big>===
===<big>Reach: Robbing the Kong (Riichi B)</big>===
<span class="input-badge">'''Reach: Last Chance~{{clr|A|A}}'''</span>
<span class="input-badge">'''{{clr|B|63214B}}e (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_ReachA.png | Scoop!
BBCS_Litchi_ReachToss.png| See hitboxes tab for usable distance.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Riichi_B_C_Range.png| Maximum distance Riichi B will land on the staff from.
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,739: Line 1,658:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214A A"
|where=chara="{{SUBPAGENAME}}" and input="63214B[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Litchi Scoops the opponent up while balancing on the staff.
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.
Mainly used as combo filler. Also her main tool to set up Astral.
*'''Only when Staff is placed'''
*Maintains the staff's current set.
*Recovery in square brackets is if Litchi misses the staff.
{{CloseCard}}
{{CloseCard}}


 
===<big>Reach: Kong on Kong (Riichi C)</big>===
===<big>Last Chance > Three Dragons: Green (Ippatsu B)</big>===
<span class="input-badge">'''{{clr|C|63214C}}e (Air OK)'''</span>
<span class="input-badge">'''Reach: Last Chance~{{clr|B|B}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_ReachB.png|Jump off the staff and launch!
BBCS_Litchi_ReachHop.png | See hitboxes tab for usable distance.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Riichi_B_C_Range.png| Maximum distance Riichi C will land on the staff from.
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 1,763: Line 1,691:
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214A B"
|where=chara="{{SUBPAGENAME}}" and input="63214C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
*Relauncher
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 {{clr|A|63214A}} instead and just drop down or airdash off it.
*Great combo filler
*'''Only when Staff is placed.'''
*Recalculates launch direction
*Recovery in square brackets is if Litchi misses the staff.
 
Litchi falls at an angle and launches her opponent. Works like the [[#Three_Dragons:_Green_(Hatsu)|B version of Three Dragons]]. Similarly, it's also extremely common combo filler, and usually used to relaunch the opponent while recalculating staff direction after [[#Reach:_Last_Chance_(Riichi)|Reach: Last Chance]]. Howevever, Litchi falls at angle so this will whiff on certain grounded opponents. This is an important move and stabilizes many confirms for Litchi.
 
Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}[e] or {{clr|C|6C}}[e].
{{CloseCard}}
{{CloseCard}}


 
===<big>The Four Winds (Shinshin)</big>===
===<big>Last Chance > Three Dragons: Red (Ippatsu C)</big>===
<span class="input-badge">'''{{clr|D|41236D}}e'''</span>
<span class="input-badge">'''Reach: Last Chance~{{clr|C|C}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_ReachC.png| Slam 'em down.
BBCS_Litchi_FourWindsVert.png |Vertical<br><small>Extremely useful vs air-happy characters/players</small>
BBCS_Litchi_FourWindsHoriz.png |Horizontal<br><small>'''*Combo Video.mp4*'''</small>
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Vertical")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236D[e] Vertical"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=trim("Horizontal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214A C"
|where=chara="{{SUBPAGENAME}}" and input="41236D[e] Horizontal"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
'''Vertical Set'''
*Ground bounce acts similarly to the air Rekka version.
*Recalculates Staff launch direction


Litchi falls down at an angle and performs her Overhead kick. Works like the [[#Three_Dragons:_Red_(Chun)|C version of Three Dragons]]. Whiffs on opponents very close to the staff.
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.
 
----
Generally a combo ender when it's seen. At certain ranges, it can actually crossup.
'''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.
----
*'''Only when Staff is placed'''
*Does not go away on block or hit.
*Always launches towards the opponent's current position.
{{CloseCard}}
{{CloseCard}}


 
===<big>Kote Gaeshi</big>===
===<big>Robbing a Quad (Ippatsu D)</big>===
<span class="input-badge">'''{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)'''</span>
<span class="input-badge">'''Reach: Last Chance~{{clr|D|D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_j2Dm.png|Side switches with the right setup
BBCS_Litchi_Kote6.png |<nowiki>*Boing*</nowiki><br><small>Vertical/{{clr|D|5D}} Set</small>
BBCS_Litchi_Kote4.png |<nowiki>*Sproing*</nowiki><br><small>Horizontal/{{clr|D|2D}}Set</small>
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
{{FrameDataHeader-BBCF|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_BBCF
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214A D"
|where=chara="{{SUBPAGENAME}}" and (input="623D[e]" or input="j.623D[e]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
'''{{clr|D|623D}}'''
*Very similar to {{clr|D|j.2D}}
*'''DOES NOT recalculate launch direction'''


Great combo filler that puts the opponent on the opposite side if it is hit correctly
The staff hops forward.
Mainly used in corner combos and some midscreen confirms, such as counterhits.
*Sets the staff to Vertical Set.
----
'''{{clr|D|421D}}'''


It can be used in a similar fashion to {{clr|D|j.2D}}, and the second hit is +5. Very fast, and can be used almost immediately after Litchi lands on the staff from Reach:Last Chance. Unlike {{clr|D|j.2D}}, the second hit has a forward facing hitbox.
The staff hops backward.
 
*Sets the staff to Horizontal Set.
There are some setups that allow this to be used as a Safe jump but it's rather tricky. Generally combo filler, but leaves room for experimentation.
----
{{CloseCard}}
*'''Only when staff is placed.'''
 
*If done in the air, halts Litchi's air momentum.
 
*The staff hops in a given direction, changes its set/mode, then recalculates its direction.
===<big>Reach: Robbing the Kong (Riichi B)</big>===
<span class="input-badge">'''{{clr|B|63214B}}e (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_ReachToss.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Riichi_B_C_Range.png| Maximum distance Riichi B will land on the staff from.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214B[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
'''Only when Staffless'''
*Maintains the staff's current set/mode.
*Recovery in square brackets is if Litchi misses the staff.
 
Similar to Litchi's {{clr|B|214B}}/{{clr|C|C}}[m], she jumps to the staff and throws it in the direction of the opponent. Operates on a similar principle to [[#Ren_Chan|Ren Chan]]: the closer it's blocked, the more minus it is.
{{CloseCard}}
 
===<big>Reach: Kong on Kong (Riichi C)</big>===
<span class="input-badge">'''{{clr|C|63214C}}e (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_ReachHop.png |<nowiki>*Sonic_Spring.Mp3*</nowiki>
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Litchi_Riichi_B_C_Range.png| Maximum distance Riichi C will land on the staff from.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214C[e]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
'''Only when Staffless'''
 
Litchi jumps toward the rod and uses it to spring towards the opponent. It makes her travel around 1/3 of the screen.
 
Sadly, this move serves very little purpose. While a low airdash on-demand sounds great, it prevents her from using any air actions, including ''blocking,'' for a surprisingly long time. Anything this move can do can be done much the same and faster by using {{clr|A|63214A}}, dropping down with 2, and airdashing.
{{CloseCard}}
 
===<big>The Four Winds (Shinshin)</big>===
<span class="input-badge">'''{{clr|D|41236D}}[e]'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_FourWindsVert.png |Vertical<br><small>Extremely useful vs air-happy characters/players</small>
BBCS_Litchi_FourWindsHoriz.png |Horizontal<br><small>'''*Combo Video.mp4*'''</small>
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Vertical")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236D[e] Vertical"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Horizontal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236D[e] Horizontal"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
'''Only when Staffless'''
*Does not stop even if Litchi blocks or is hit.
*Always launches towards the opponent's current position
 
=====Vertical Version=====
*Good untech time
*Deals more damage (only prorates once).
*Frame advantage is if the opponent blocks a single hit on the ground on frame 44
 
the Vertical one is not really an AA but due to the trajectory, it can sometimes interrupt people, lockdown larger characters, or call out jump attempts.
You can get a full combo off of a Vertical Hit as well. For example, you can wait for them to drop down and combo into {{clr|B|5B}} > B Ren Chan.
 
=====Horizontal Version=====
*Excellent corner oki off of a {{clr|D|6D}} ender
 
The Horizontal version can be used to bait Counter assaults if it's blocked and is an excellent meterless oki option.
 
{{CloseCard}}
 
 
===<big>Kote Gaeshi</big>===
<span class="input-badge">'''{{clr|D|623D}}[e] / {{clr|D|421D}}[e]'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Litchi_Kote6.png |<nowiki>*Boing*</nowiki><br><small>Vertical/{{clr|D|5D}} Set</small>
BBCS_Litchi_Kote4.png |<nowiki>*Sproing*</nowiki><br><small>Horizontal/{{clr|D|2D}}Set</small>
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623D[e]" or input="j.623D[e]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
'''Only when Staffless'''
 
The staff hops in a given direction, changes its set/mode, then recalculates its direction. Usually shortened to '''Kote'''
====={{clr|D|623D}}=====
*Sets the staff to Vertical/{{clr|D|5D}} Mode
 
The staff hops forward.
 
====={{clr|D|421D}}=====
*Sets the staff to Horizontal/{{clr|D|2D}} Mode
 
The staff hops backward.
{{CloseCard}}
{{CloseCard}}
<br style="clear:both;"/>
<br style="clear:both;"/>
Line 2,227: Line 2,014:
|}
|}
==== ====
==== ====
One of your more damaging supers to end combos with, but is difficult to actually combo into compared to Vertical {{clr|D|632146De}} or {{clr|C|6428C}}. Also a somewhat meh reversal super with awful vertical range and average horizontal range. The fact it has 1f animation before superflash means there's a solid chance your opponent can react to the super flash by kara cancelling their normal into barrier to block this super. It's still decent during blockstrings, however.
One of your more damaging supers to end combos with, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a somewhat meh reversal super with awful vertical range and average horizontal range. The fact it has 1f animation before superflash means there's a solid chance your opponent can react to the super flash by kara cancelling their normal into barrier to block this super. It's still decent during blockstrings, however.


The Staffless version has two variants. The regular Staffed ender will let Litchi hold onto the staff. Holding D during the Staffed version causes Litchi to set the staff in Horizontal position mid-super and use the Staffless ender.   
The Staffless version has two variants. The regular Staffed ender will let Litchi hold onto the staff. Holding D during the Staffed version causes Litchi to set the staff in Horizontal position mid-super and use the Staffless ender.   
Line 2,265: Line 2,052:
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.
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: {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage in the corner.
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.
*Minimum damage: 910
*Minimum damage: 910


Line 2,376: Line 2,163:
==Colors==
==Colors==
{{BBCFColors|Size=120|Character=Litchi}}
{{BBCFColors|Size=120|Character=Litchi}}
<br style="clear:both;"/>
==External References==
*[https://twitter.com/i/events/816909429232766976 Litchi CF Tech Dump From Uri]
*[https://twitter.com/i/events/898057980322525184 More Litchi CF2 Tech From ZakOneStar]
*[https://www.twitch.tv/videos/329760370?filter=all&sort=time A VOD featuring an Introduction to Litchi] (About an hour and a half long)
*A series of VODs by ZakOneStar featuring Tips, Tricks, and Visual Examples for Litchi players of all skill levels
**[https://www.youtube.com/watch?v=dgDFSrwfcmM Part 1]
**[https://www.youtube.com/watch?v=yf83USrxx38 Part 2]
**[https://www.youtube.com/watch?v=Tuyvd1zEUro Part 3]
* Japanese Name: ライチ=フェイ=リン
* [http://www40.atwiki.jp/blazblue/pages/1898.html Japanese Wiki]
*[https://blazblue.wiki/wiki/Litchi_Faye-Ling English Wiki]
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1362406870/l50 Japanese BBS]
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=lc&pref=0 Arcade Profile Dan Rankings]
*[https://blazblue.wiki/wiki/Litchi_Faye-Ling/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
<br style="clear:both;"/>
<br style="clear:both;"/>



Revision as of 13:10, 26 June 2022


Overview
Overview

Litchi is a very strong character with a huge variety of options and tools for any situation. Litchi's trademark is her Drive, which gives her a mode change mechanic; Litchi can plant her staff on the ground in exchange for different normals and specials. When Litchi fights barehanded, she loses range in exchange for speed and mixup potential. She can also use her staff in unique ways. For example, she can jump to the staff for movement and combos, or launch it to cover a mixup. The staff can launch at two different angles. With good positioning, Litchi can establish an oppressive neutral backed by strong oki and pressure.

These strengths come at the cost of a high learning curve. On top of learning two different sets of normals and specials, Litchi must track the positioning of her staff at all times. Depending on its positioning, Litchi won't be able to make use of it for many situations. Most notably, Litchi must adjust her combos and pressure strings based on the staff's location. Additionally, Litchi loses her only meterless reversal when she fights barehanded. Thankfully, Litchi also carries a high skill ceiling. With enough time and dedication, Litchi rewards players with an amazing toolset to deal with any situation.

Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with her staff and placing it on the ground to fight barehanded. Litchi has access to different attacks when she is Staffed and Staffless. In general, when she has her staff (Normally written as [m] in combo notation), Litchi's range is doubled, but her attacks are far slower and she has less mixup/pressure options. The opposite is true when she's staffless (Normally written as [e] in combo notation). Litchi starts every match in Staffed Mode.

If the staff is not set, pressing the Drive button will set the staff onto the ground. Litchi has two staff sets/modes: Vertical (5D/j.2D Set) and Horizontal (2D/j.D Set). Depending on the set, the staff will fly at different angles. Certain attacks will automatically place them in a specific set. If Litchi is in Staffless mode, she can change her staff set at any time using Kote Gaeshi (623D/421D).

Once the staff is set, pressing the Drive button will launch it in the direction of Litchi's opponent relative to the staff when it was set. Litchi can recalculate the launch direction with the following specials:

  • 623D/421D (These also change staff set/mode)
  • 63214B/C
  • 63214A~B
  • 63214A~C
  • Getting hit while the staff is in motion (includes delaying a launch)

For a basic visual reference, every time the staff wiggles, it has readjusted its direction.


Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the staff. When Litchi is delaying the staff launch or the staff is in motion, several different things can happen to the staff:

  • If Litchi is hit, the staff will immediately stop its attack and plant itself in front of her. This will recalculate the staff's direction. If you recover in time, the staff can be relaunched forward as it falls.
  • If Litchi blocks, the staff will immediately stop its attack and return to her. This puts Litchi in Staffed Mode. As the staff travels back to her, the staff stays in a floating state which allows for it to be relaunched forward.
  • If the staff loses durability while it's in motion, it will lose its hitbox but travel the rest of its path as normal.


For a video explanation on Litchi's Drive, check the Strategy Section.

Litchi's staff returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, the staff acts independently from Litchi. (Except for when she's blocking, guard broken, being hit, or during ukemi/teching)

  • While Overdrive is active, Litchi is always in Staffless mode.
  • When Overdrive ends, Litchi automatically enters Staff Mode.
  • The staff is controlled by pressing any direction + Drive. The staff will briefly pause, grow in size and spin rapidly, then thrust in that direction.
  • Hold the Drive button to delay the staff thrust for a short period of time.
  • After a staff attack, it will briefly stay in place before returning to Litchi. Doing another staff attack before it returns will do it from its current position, allowing players to send the staff out far distances or sandwich the opponent between Litchi and the staff.
  • All normals gatling into all other normals (AKA reverse beats). Normals may be used up to two times per gatling sequence.
  • All normals (except for 6C) are jump cancellable.
BBCF Litchi Faye Ling Nameplate.png
BBCF Litchi Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 2~14 airborne)
Unique Movement Options
Additional Back Step
Fastest Attack
Reversals
Fatal Starters

Normals and Specials

  • Litchi always has access to her A normals, so they are listed first. 6A is the only one that changes depending on whether or not she has her staff.
  • Staff equipped moves are indicated with "m" ([M]antenbou) and staff unequipped moves are indicated with "e" ([E]mpty-handed).
  • Litchi's Overdrive, Exceed Accel, and Astral Heat do not change.


Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 0 B

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 further off this is j.A. If staffless, you can instead use 236Be 236Ce 236Ae.

  • Chains into itself 3 times.
  • Whiffs on all crouching except for: Relius, Hakumen, Tager.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 3 9 0 F

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.

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 4 9 H

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.

5Bm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

5Bm is Litchi's best ground poke. It has absurd range for how disjoint it is, and has strong cancel options on block or hit, such as jump cancel IAD j.2Dm, her grounded overheads and lows, or 6Dm.

It's also pretty good as a punish, as it can combo directly into 6Cm on counter hits.

You can also confirm in to Overdrive combos by doing 5Bm 6Dm OD or 5Bm 5Cm 3Cm OD, which lead to good damage with or without supers.

  • -9 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 the attack and ODR start on the same frame.
  • Extends the staff forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range.
  • Jump cancellable.
  • Will hit most downed opponents.
    • Does not hit Platinum, Izayoi, Amane, Naoto and Izanami.

5Cm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

5Cm is blockstring and grounded combo fodder. It has decent cancels in pressure, like 4D, 3C and 6D. You can also place staff instead of letting the second hit land as a way to throw off the opponent's rhythm.

Without counter hit, 5C1/2 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 the staff near the opponent.

  • -22 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 the attack and ODR start on the same frame. Be very careful using this if they have it.
  • Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum.

2Bm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

2Bm is an awful move. At 17f, it's extremely slow, not low profile very quickly and has poor cancel options that combo on standing, limited to 6Bm, 4Bm and 6Dm. It's also Litchi's fastest staffed low, but tends to leave mashable gaps if done early in blockstrings. Generally avoid this, but sometimes you need to use a low to prevent the opponent from just stand blocking.

  • -20 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 the attack and ODR start on the same frame.
  • Extends the staff forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. This means you can poke from half screen and still confirm! You can even do high/low mix by threatening 2Bm > 6Am and 2Bm > 3C, though both moves have very slow startup..

2Cm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

Usually used to combo into 6D1 dl 214B -> or just directly into 214B on standing opponents. Can also combo directly into 4D, which leads to decent damage in the corner.

  • -18 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 the attack and ODR start on the same frame.
  • Extends the staff forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. Mostly a negative in this case, since it gives 5Cm extended range. Which doesn't matter since 2C moves you closer anyway, so you'll always be in range, and it can move 5Cm far enough foward to whiff behind them if you're too close..
  • Launches on hit.

6Am

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A slow, but strong overhead despite the below average speed. The fact it tracks staff position means you can do at distances or in situations the opponent doesn't expect, such as 41236C RC 6Am.

  • -21 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 the attack and ODR start on the same frame.
  • Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum.
  • Extends the staff forwardMoves that use the staff's location; i.e 6Am and 4Bm) have extended horizontal range. Mostly used to confirm after 6Am with 4Bm 6[B]m.

6Bm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A very long poke that's good in neutral vs some characters, mostly depending on if they can low profile it trivially - Es backdash recovery low profiles it, for example. Is relatively safe on block and has a high reward frame trap in 6Cm afterwards, so it's not awful on block as well.

The feint is useful for reducing the recovery time of big moves like 4Bm. You can also use it for pressure resets or throws.

  • -14 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 the attack and ODR start on the same frame. but Litchi can react to GCOD by doing 6[B], which is only -2 on GCOD.
  • Uses/extends staff position, but doesn't have any relevant cancel options afterwards. This does reduce the range the staff extends to if microdashed, however.
  • Only jump/special cancellable on hit
  • Wall bounces in the corner on air hit

6Cm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

6Cm is a frame trap and combo tool. It's Litchi's best starter, so if you get hit by this prepare for pain. It's also fine on block because you can cancel into 5D or 2D on any of the four hits.

  • -35 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 the attack and ODR start on the same frame. Active long enough that it will meaty the opponent once they recover, forcing a reversal.
  • Fatal Counter
  • Launches opponent away on air hit
  • Crumples on hit
    • Untech until they hit the ground on CH air hit.

4Bm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

4B is Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from extremely poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.

  • 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.

3Cm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Huge and extremely active, this move is mostly blockstring filler and one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing 3Cm 2Dm 2[D]e on hit. Can also cancel into 41236C for a double low that will lead to a full combo 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.BC dl j.Bm ->.
  • -20 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 the attack and ODR start on the same frame. Active long enough that it will meaty the opponent once they recover, forcing a reversal.
  • Extends 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..

j.Bm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • Jump cancellable.

j.Cm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Dedicated air to air with high reward on counter hit near the corner. Poor air to ground hitbox, slow speed and landing recovery mean this doesn't seem much use, despite the reward.

  • Jump cancellable
  • Blows back the opponent on CH
    • Wall bounces in the corner


Drive Moves

5Dm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Sets the staff in vertical mode. Useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.

2Dm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Sets the staff in horizontal mode.

6Dm

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

6Dm is a pressure and combo tool. It's a +3 on block advancing normal that places the staff in horizontal set after the second hit, which lets Litchi reset pressure twice - Once with the +3 frames, then again by doing partially charged 5De. It's used in combos as an advancing normal to put litchi into range for 214Bm or 623Dm midscreen that also is safe on block if you miss your hitconfirm, or as a way to place horizontal set in the corner.

Unfortunately, Litchi can't special cancel the second hit, so you don't have great methods to condition to the opponent not to disrespect if they instant block the second hit of 6Dm. You can special cancel the first hit with 41236Cm and either stance cancel it to take advantage of attempted instant blocks, hit them with an airtight low, or delay it to try frame trap.

  • -23 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 the attack and ODR start on the same frame. Active long enough that it will meaty the opponent once they recover, forcing a reversal.
  • Sets the staff in Horizontal set after the second hit.
  • Wall splats in the corner

4Dm

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

4Dm is a great overhead. It's fast, and if it's even slightly spaced it's difficult for the opponent to punish if they block it. It's airborne, which lets you RC to triple overhead the opponent with j.AA, while still allowing your regular confirm to occur if they get hit. It has absurd corner carry by itself, carrying the opponent around a quarter of the screen on a standing opponent, and lets Litchi convert into a corner combo from round start via 4Dm 6[6] 3Ce 421Ce wallsplat. It's also decent combo fodder if used after a counter hit or 2Cm in the corner.

  • -20 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 the attack and ODR start on the same frame. Active long enough that it will meaty the opponent once they recover, forcing a reversal.
  • Is airborne.
  • Sets staff in Vertical set.
  • Causes Groundslide.

j.Dm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

The infamous Litchi j.Dm. 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.

  • Sets the staff in Horizontal set.
  • Cancels all air momentum

j.2Dm

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A good crossup that leaves Litchi plus if blocked, with the staff 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.

  • Sets the staff in Vertical set.
  • Cancels air momentum once it becomes active.
  • Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.


Special Moves

Straight Through (Itsuu)

41236A/B/Cm

No resultsNo resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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 hold and then press D to replace the attack with 14f of 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 the 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 7f 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.

A version

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.

B Version

Slow, but long range way to control space on the ground. Doesn't have much reward on hit without rapid cancel, but is harder to avoid than 41236C.


C Version

Extremely long range, somewhat safe low. Strong frame trap with high reward. If spaced, it can quickly become plus or neutral, allowing Litchi to continue bullying the opponent with 5Bm. If close, it's -2 on block but can lead to full combos via linking 5A in the corner.

  • 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. ie: 2Bm 4Bm/6Bm ->

Tsubame Gaeshi

623Dm

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

623Dm is Litchi's only meterless reversal with an amazing hitbox all around her as well as vertically above her to the top of the screen. It suffers from only being useable with Mantenbou equipped, and not being able to be rapid cancelled. How significant of a downside this is cannot be understated.

Otherwise, this is Litchi's go-to combo ender anywhere. Midscreen Litchi 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. If the opponent neutral techs, you can release the staff to meaty them and establish pressure. If the opponent doesn't neutral tech, 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 combo after it in the corner also makes it a niche combo tool. Usually it's better to do it as an ender, however.

  • Sets the staff in Vertical set.
  • If jumped over, will left/right unblockable the opponent.

Ren Chan

214B/Cm

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
B version

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 the staff a little over 1/2 screen from Litchi.
C Version

Awful. Too slow, doesn't cover a useful area and has no combo utility.

  • Sets the staff at about a full screen distance away

  • Sets the staff in Vertical set.
  • Counter hit recovery


5Be

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

5Be is Staffless Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best available pokes due to the combination of speed, range and low recovery.

  • +2 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 the attack and ODR start on the same frame.
  • Jump cancellable
  • Can cancel into 2A
  • Will hit most downed opponents.
    • Does not hit Platinum, Izayoi, Amane, Naoto and Izanami.

5Ce

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • -20 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 the attack and ODR start on the same frame. Be very careful using this if they have it.
  • Jump cancellable.

2Be

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • -9 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 the attack and ODR start on the same frame.

2Ce

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

2Ce is 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.

  • -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 the attack and ODR start on the same frame.
  • Jump cancellable.

6Ae

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

An amazing overhead. It's fast and safe, can be special or drive cancelled for a full combo, or you can use it during setplay to let the returning staff make you plus.

  • -16 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 the attack and ODR start on the same frame.

6Be

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • -17 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 the attack and ODR start on the same frame. but Litchi can react to GCOD by doing 6[B], which is +0 on GCOD.
  • Jump cancellable.

6Ce

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Amazing combo filler. This is used in basically every combo at some point, since it has bonus 110% proration the first time it's used in a combo. 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.

  • -27 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 the attack and ODR start on the same frame.

4Be

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

4B is Litchi's dedicated head invulnerable anti air. Unfortunately, it suffers from extremely poor horizontal range, so you generally want to use other options. Sometimes you really need head invulnerability, however.

3Ce

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A low sweep that is mostly used as combo or blockstring fodder.

Also has niche use in okizeme as a way to soft call out to people who don't emergency tech after 623Dm. Midscreen, you can do 663Ce. This will blue beat opponents who don't emergency tech. If they do, you're neutral on whiff. You can do this on 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.

  • -12 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 the attack and ODR start on the same frame.
  • Shifts Litchi backwards during recovery.

j.Be

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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. Recovers quick enough that you can do it rising as another anti air.

  • Jump cancellable.

j.Ce

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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. 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 sjc9 j.BCe ]D[ j.236Ce 4Bm 214Bm ->, j.236B, or by cancelling into j.BHorizontal staff set: 5De 669 j.BCe dl j.Bm 214Bm -> if the opponent is high enough early in the combo.

  • Jump cancellable


Drive Moves

5De

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Launches the staff; See Staff Launch for more info. Usually the launch of choice after 6C(1) because it's an easier input.

  • If not held, staff is active on frame 9.
  • +5/+1 for Vertical/Horizontal set if the staff hits first possible frame.
  • Holding D will delay the launch after Litchi poses.

2De

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Launches the staff; See Staff Launch for more info.

  • If not held, staff is active on frame 10.
  • +6/+2 for Vertical/Horizontal set if the staff hits first possible frame.
  • Holding D will delay the launch after Litchi poses.

6[6]De

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, 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.
  • Holding D will delay the launch.

j.De

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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. See Staff Launch for more info on staff launches.

  • If not held, staff is active on frame 12.
  • Cancels all air momentum.
  • Holding D will delay the launch.

Staff Launch

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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

  • 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.


Special Moves

Three Dragons: White (Haku)

236Ae

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • -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 the attack and ODR start on the same frame.
  • Cancels into 236B and 236C on hit and on block
  • Cancels into all versions of Reach: Last Chance on hit
  • Gains increased hitstun if used as the last rekka

Three Dragons: Green (Hatsu)

236Be (air OK)

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • Cancels into 236A and 236C on hit and on block.
  • Cancels into all versions of Reach: Last Chance on hit
  • Gains increased hitstun if used as the last rekka

Three Dragons: Red (Chun)

236Ce (air OK)

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • Cancels into 236A and 236B on hit and on block
  • Cancels into all versions of Reach: Last Chance on hit
  • Gains increased hitstun if used as the last rekka

Unarmed Lunge (Kanchan)

421Ce

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Uncharged 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 no 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.

Charged 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
  • Startup is 27 if it does not pass through the opponent.
  • Wall bounces midscreen, but only if it passes through the opponent.

Reach: Last Chance (Riichi)

63214Ae (Air OK)

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Litchi jumps to the staff. 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.

Only when Staff is placed

  • Can airdash off of the staff with 66/44.
  • Can jump off of the staff.
  • Drops from the staff with 2.
  • Recovery in Square brackets is if Litchi misses the staff.

One Shot (Ippatsu A)

Reach: Last Chance~A

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

The only time you'll use this is to combo into astral.

Last Chance > Three Dragons: Green (Ippatsu B)

Reach: Last Chance~B

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Great for combos. Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with 5Be or 6Ce.

  • Recalculates launch direction

Last Chance > Three Dragons: Red (Ippatsu C)

Reach: Last Chance~C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Not really seen in combos, 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)

Reach: Last Chance~D

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

Reach: Robbing the Kong (Riichi B)

63214Be (Air OK)

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • Only when Staff is placed
  • Maintains the staff's current set.
  • Recovery in square brackets is if Litchi misses the staff.

Reach: Kong on Kong (Riichi C)

63214Ce (Air OK)

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.

  • Only when Staff is placed.
  • Recovery in square brackets is if Litchi misses the staff.

The Four Winds (Shinshin)

41236De

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.


  • Only when Staff is placed
  • Does not go away on block or hit.
  • Always launches towards the opponent's current position.

Kote Gaeshi

623De / 421De (air OK)

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

623D

The staff hops forward.

  • Sets the staff to Vertical Set.

421D

The staff hops backward.

  • Sets the staff to Horizontal Set.

  • Only when staff is placed.
  • If done in the air, halts Litchi's air momentum.
  • The staff hops in a given direction, changes its set/mode, then recalculates its direction.


Universal Mechanics

Forward Throw

5B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Universal mixup tool that leads to average damage. Not really that important for Litchi as she has powerful mixup options with staff placed, but can be impactful in situations where you don't have the opportunity to set up staff.


Backwards Throw

4B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.

Air Throw

j.B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Airthrows are extremely powerful offensive anti airs. Use this.

Counter Assault

When blocking 6A+B

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A Counter Assault with solid range. Since you can't rapid cancel 623Dm, 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.

Crush Trigger

5A+B (Chargeable)

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this 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.

Backdash

44

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 1~5 All

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

Additional Back Step

447

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
43 1~9 All

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.


Distortion Drives

All Green (Ryuisou)

6428C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2000
[520×9, 2000]
All 6+(63 Flash)+2 12
[6,3×7,18,21]
Total 43 -13 P2 1~7 All

Mostly a combo ender to kill after 623D. 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

All Terminals (Chinroutou)

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500, 300×12, 2400
[500, 300×7, 100×8, 150×16, 300×2, 1800]
All 1+(55 Flash)+13 6 27 -16 B 1~19 All

One of your more damaging supers to end combos with, but is difficult to actually combo into compared to Vertical 632146De or 6428C. Also a somewhat meh reversal super with awful vertical range and average horizontal range. The fact it has 1f animation before superflash means there's a solid chance your opponent can react to the super flash by kara cancelling their normal into barrier to block this super. It's still decent during blockstrings, however.

The Staffless version has two variants. The regular Staffed ender will let Litchi hold onto the staff. Holding D during the Staffed version causes Litchi to set the staff in Horizontal position mid-super and use the Staffless ender.

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.

  • Minimum damage: 975 OD: 1222

Thirteen Orphans (Kokushi)

632146De

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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


Exceed Accel

Crimson Peacock

A+B+C+D during Overdrive

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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.


Overdrive

The Great Wheel

Direction + D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 13 8 23 +22 P1

Litchi overdrive turns Mantenbou into a doll, gives her reverse beat and the ability to use normals two times per string. 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.

Since Litchi is forced into staffless mode for the duration of overdrive, you have a poor selection of normals and can't effectively play neutral.

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.


Astral Heat

Nine Gates of Heaven

Last Chance > 46D or 34123646D in Overdrive

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. Generally speaking, you can combo into it from 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.


Colors

BBCF Litchi color 1.png
BBCF Litchi color 2.png
BBCF Litchi color 3.png
BBCF Litchi color 4.png
BBCF Litchi color 5.png
BBCF Litchi color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Litchi color 7.png
BBCF Litchi color 8.png
BBCF Litchi color 9.png
BBCF Litchi color 10.png
BBCF Litchi color 11.png
BBCF Litchi color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Litchi color 13.png
BBCF Litchi color 14.png
BBCF Litchi color 15.png
BBCF Litchi color 16.png
BBCF Litchi color 17.png
BBCF Litchi color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Litchi color 19.png
BBCF Litchi color 20.png
BBCF Litchi color 21.png
BBCF Litchi color 22.png
BBCF Litchi color 23.png
BBCF Litchi color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Navigation

 Litchi Faye Ling


To edit frame data, edit values in BBCF/Litchi Faye Ling/Data.

Click [★] for character's full frame data

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