BBCF/Litchi Faye Ling

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Overview
Overview

Litchi is a pseudo puppet character with strong neutral, mixup and okizeme.

With Staff, 5Bm and j.Bm are effective mid-range neutral tools, and j./5/2Dm > 5De is difficult for most characters to contest or punish. Placed Staff can then be used to frame trap the opponent or zone them further. While her Staffless normals have limited range, they're effective for initiating pressure on opponents caught blocking the Staff or trying to avoid it. This allows her to play an effective zoning game, and frustrate her opponent into getting hit by higher reward options.

When pressuring, Staffed Litchi mostly threatens the opponent with high reward frame traps and attempts to place her Staff, which her Staffless pressure and mixup is significantly better. However, 6Am and 4Dm are effective overheads, and she has enough lows (2Bm, 3Cm) to prevent the opponent from only blocking high. However, she needs to be careful of GCOD, as every Staffed normal she has except for 6Bm is punishable on immediate GCOD.

Staffless Litchi has extremely effective mixup, as Vertical Set ]D[ combined with 421[C] is a True 50/50 A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly., combined with faster overheads and lows. She can also extend her pressure with Staff release extremely effectively, as the same move can give you plus frames, frame traps or powerful mixup depending on when the Staff is released.

While her Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. midscreen is not very effective, Litchi has very strong corner vortex and high corner carry. Litchi can check rolls with normals, then start pressure with ]D[ or mix the opponent up with 421[C].

Despite this versatile toolkit, Litchi is not a character with poor defensive tools. With a meterless True Reversal A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more., frame 4 body invulnerable special, and a conditional plus on block reversal super, Litchi can be a difficult character to pin down.

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 increased, but her attacks are 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
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (6F whiffs crouchers)
2A (7F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623Dm (11F)
632146C (14F)
632146De (Vertical) (12F)
Fatal Starters:6Cm
6Dm
41236Cm
421[C]e

Normals and Specials

  • Staff equipped moves are indicated with "m" ([M]antenbou) and staff unequipped moves are indicated with "e" ([E]mpty-handed).


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 +9 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.

  • Chains into itself 3 times.
  • Whiffs on all crouching except for: Relius, Hakumen, Tager.
  • +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 this attack and ODR start on the same frame.

5B

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 650 Mid 11 3 22 -6 -9 B
5Be 500 Mid 8 3 14 0 +2 B

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 IAD j.2D, her grounded overheads and lows, or 6D.

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 > 6D > ODC or 5Bm > 5Cm > 3Cm > ODC, 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 this 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.

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 this attack and ODR start on the same frame.

  • Jump cancellable.
  • Will hit most downed opponents.
    • Does not hit Platinum, Izayoi, Amane, Naoto and Izanami.

5C

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 550×2 Mid 17 3(3)3 23 -7 -22 B
5Ce 700 Mid 15 3 30 -16 -20 BP

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 this 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.

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

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 +8 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.
  • +8 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

2B

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 600 Low 17 4 26 -13 -20 F
2Be 450 Low 12 2 22 -10 -9 F

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 this 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..

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 this attack and ODR start on the same frame.

2C

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
2Cm 800 Mid 14 3 28 -14 -18 B
2Ce 650 Mid 12 3 19 -5 -7 B

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 this 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.

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

6A

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
6Am 700 High 25 3 20 -2 -21 B
6Ae 550 High 22 3 18 -2 -16 B

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 this 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.

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 this attack and ODR start on the same frame.

6B

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
6Be 660 Mid 17 4 23 -10 -17 B
6[B]e 26 +0

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 this 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

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 this 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.

6C

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 350×4 Mid 23 3×4 27 -5 -35 B
6Ce 540×2 Mid, High/Air 11 2 (25) 3 7+6L +1 -27 B, H

6Cm is a frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into 5Dm or 2Dm on any of the four hits.

  • -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 this 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.

Amazing combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.

It's used to allow you to recall the staff via 6Ce1 5[D] in this routeAgainst airborne-> 6Ce1 5[D] 6Ce dl j.236Be dl j.236Ce 6Ce1/(4Be in the corner) 623Dm - The delays are somewhat arbitrary, the idea is to put them close enough to the ground so that the staff doesn't hit before j.236Ce and hits low enough to combo into 6Ce1, which is the primary route you will be using with Litchi.

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

4B

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
4Bm 750 Mid 16 3 29 -13 -21 B 8~18 H
4Be 600 Mid 14 3 21 -7 -11 B 7~16 H

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.

  • 4Be exclusive:
    • Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced 2B or 6A.
    • Launches on ground hit.

3C

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
3Cm 800 Low 20 12 15 -8 -20 F
3Ce 650 Low 15 3 21 -7 -12 F

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 this 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..

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

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.

j.B

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
j.Bm 650 High/Air 11 3 18 H
j.Be 650 High/Air 9 4 12 H

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.


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.C

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
j.Cm 850 High/Air 15 4 14+4L H
j.Ce 750 High/Air 12 3 22 H

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.

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

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

5/2Dm

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
5Dm 27 -1
2Dm 23 +3

6Dm

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 Mid 15 9(4)5 17 +3 -23 B

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 this 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

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
800 High/Air 22 9 8+8L -6 -20 H 16~30 F

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 this 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

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
800 14 Until Hit Total: 45+4L P1

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

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
600×2 All, Low 17 Until L(8)2 8 +7 H, F

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.

5/2/j.De

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
5De 20 +6
2De 20 +6
6[6]De
j.De 26+7L

Launches the staff; See Staff Launch for more info. 5De is usually the launch of choice after 6C(1) because it's an easier input. Holding D will delay the launch until D is released.


5D

  • If not held, Staff is active on frame 9.
  • +5/+1 for Vertical/Horizontal set if the staff hits first possible frame.

2D

  • If not held, Staff is active on frame 10.
  • +6/+2 for Vertical/Horizontal set if the staff hits first possible frame.

6[6]D

A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.

  • If D is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.
  • +16/+12 for Vertical/Horizontal set.

j.D

A somewhat safe anti anti-air with Horizontal set or frame trap if used after j.Dm. Has significant landing recovery, so be careful using this.

  • If not held, Staff is active on frame 12.
  • Cancels all air momentum.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5De
2De
6[6]De
j.De

5De:

  • If not held, staff is active on frame 9
  • Animation is 48F total, but cancellable into any action from frame 21


2De:

  • If not held, staff is active on frame 10
  • Animation is 30F total, but cancellable into any action from frame 21


6[6]De:

  • The earliest possible frame you can press drive is frame 13
  • The earliest possible active frame is frame 14


j.De:

  • Animation is 30F total, but cancellable into any action from frame 27

Staff Launch

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 400×2 All P1
Horizontal 500 All P1

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.



Universal Mechanics

Forward Throw

5B+C

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
0×2, 1500 Thow(70) 7 3 23 -6 T


Backwards Throw

4B+C

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
0, 1500 Throw(70) 7 3 23 -6 T

Air Throw

j.B+C

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
0, 1500 Throw(120) 7 3 23+3L T

Counter Assault

When blocking 6A+B

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
0 All 13 2 36 -19 -24 B 1~20 All

Crush Trigger

5A+B (Chargeable)

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
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B

A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.

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.


Special Moves

Straight Through (Itsuu)

41236A/B/Cm

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
41236Am 1000 Mid 19~54 8 40
(Total: 52~87 {54})
-2 -26~-61 BD 7~(12~47) {48} Guard HBP
41236Bm 1000 All 19~54 8 40
(Total: 52~87 {54})
-2 -26~-61 BD 7~(12~47) {48} Guard HBP
41236Cm 1000 Low/Air 21~56 8 40
(Total: 52~87 {54})
-2 -26~-61 FD 7~(12~47) {48} Guard HBP

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 this attack and ODR start on the same frame. However, you can hold the staff to try meaty them, or cancel with D to be +0 instead.
  • All versions extend the staff forwardMoves that use the staff's location (i.e 6Am and 4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves..
  • If fully held, has 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 ->
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
41236Am Long 80 94 5
41236Bm Long 80 94 5
41236Cm Long 80 94 5

41236Am:

  • Values in {} are for max hold
  • Move ends without attacking held for max duration (up to frame 48), total animation 54F
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
  • Enters 40F recovery immediately on hit/block
  • Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
  • Attack startup from button release 7F


41236Bm:

  • Values in {} are for max hold
  • Move ends without attacking held for max duration (up to frame 48), total animation 54F
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
  • Enters 40F recovery immediately on hit/block
  • Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
  • Attack startup from button release 7F


41236Cm:

  • Values in {} are for max hold
  • Fatal Counter
  • Move ends without attacking held for max duration (up to frame 48), total animation 54F
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
  • Enters 40F recovery immediately on hit/block
  • Can be cancelled into 41236X~D frame 13 to frame 48, or until button release
  • Attack startup from button release 9F

Ren Chan

214B/Cm

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
600 All 14 29 Total: 45 -15 -19 P1
600 All 24 48 Total: 49 -9 -23 P1

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Tsubame Gaeshi

623Dm

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
460×3, 1300 Mid×3, All 11 3,2,24, Until L Total: 58 -21 -32 P1 1~15 All

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.

Three Dragons: White (Haku)

236Ae

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
700 Low/Air 11 3 20 -6 -7 F

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 this 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)

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
800 All 10 4 23+15L -25 -25 B

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)

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
900 High/Air 26 3 8+14L -8 -24 H

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

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
421Ce 450×3
(450×2, 1200)
All 16~27
(37~48)
2×2,3 17 -3 (+1) -13~-24 B 4~15 B

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.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
421Ce Long 90 79 2×2,3

421Ce:

  • In-game command list says 623C, which does not work
  • Values in () are for crossup version (requires held button)
  • Hold button to extend dash up to 11 additional frames
  • If held, detects nearby opponents from frame 12
  • After detecting opponent, can pass through opponent and performs crossup version, startup after detection 25F
  • If not in range to perform crossup, startup from button release 4F

Reach: Last Chance (Riichi)

63214Ae (Air OK)

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
Total: 28~30 (42+15L)

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

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
700 All 10 2 17 -2 H

Last Chance > Three Dragons: Green (Ippatsu B)

Reach: Last Chance~B

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
800 All 11 4 9+11L -7 H

Last Chance > Three Dragons: Red (Ippatsu C)

Reach: Last Chance~C

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
900 High/Air 17 3 4+11L 0 H

Robbing a Quad (Ippatsu D)

Reach: Last Chance~D

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
600×2 High/Air, Low 8 7(8)3 9 +5 H, F

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)

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 All 45 33 Total: 64
(42+15L)
+4 P1

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)

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
59 (42+15L)

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

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 Four Winds (Vertical) 350×7 All 44 8×5, 6, 8 Total: 38 +14 -12 P1
The Four Winds (Horizontal) 350×4 All 41 8×4 Total: 44 +41 -18 P1

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)

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
Kote Gaeshi 16 +10
Air Kote Gaeshi 20

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.


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 -17 P2 1~7 All

Mostly a combo ender to kill after 623Dm. Can be used as a hard callout to neutral options or setplay, but has a deadzone. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: 5Bm 5Cm 3Cm ODC 6428C 421C+6D ->.

  • Minimum damage: 800 OD: 1002

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 -20 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

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
Thirteen Orphans (Vertical) 350×13 All 7+(30 Flash)+5 1,2×12 Total: 46 -20 P2 1~6 All
Thirteen Orphans (Horizontal) 300×13 All 26+(30 Flash)+11 See notes Total: 63 +138 -37 P2

Vertical Set

An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.

Also used in Litchi's double super setups 623Dm 6C1e 632146De IABD j.Cw OD 6428C dl EA for 2215 minimum damage in the corner.

  • Minimum damage: 910

Horizontal Set

A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.

  • Stays on hit.
  • Minimum damage: 780

  • Returns the staff to Litchi afterwards
  • Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.


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.


Exceed Accel

Crimson Peacock

A+B+C+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, 100×7, 1634
{600, 100×13, 3610}
All 20 [10] 3 34 -10 -20[-30] B 1~22 All
[1~12 All]

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.


Astral Heat

Nine Gates of Heaven

Last Chance > 46D or 34123646D in 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
0,1000,375×97,1600 All 25+(81 Flash)+1 Until L 75 H 1~Until L All, Burst

Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from 63214Ae~A followup.

  • Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off 63214Ae~A in the corner.
  • Hold D to delay the kick.

Example Combo

  • 5Bm 5Cm 3Cm 214Bm 236Ae 236Be 63214Ae~A 46D


In OD, this works much differently. The input changes to 34123646D, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. Amusingly enough, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. However, given the intense input and conditions it is extremely rare to hit this version.


Colors

BBCF Litchi color 1.png
BBCF Litchi color 2.png
BBCF Litchi color 3.png
BBCF Litchi color 4.png
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BBCF Litchi color 6.png
Color 1
Color 2
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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
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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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