Stream Status

FULL FGC STREAM LIST

RECENT VIDEOS
MEMBER ACCESS
[ BLAZBLUE: CONTINUUM SHIFT STRATEGY GUIDE ]
Friday
May222009

LITCHI FAYE LING - INTRO

CHARACTER STATS & INFO
TYPE RUSHDOWN, MIX-UP, CLOSE/MID RANGE
STRENGTHS Above average in every category.
WEAKNESSES Hard to get out of pressure.
STAMINA 11,000 - AVERAGE
COMBO RATING 80% - BELOW AVERAGE
GUARD PRIMER 5 - AVERAGE
GOOD MATCH UP VS. TAGER, RACHEL
BAD MATCH UP -

Friday
May222009

LITCHI FAYE LING - SUMMARY

Drive attack: Matenbo

Litchi has the ability to control her staff at free will without being near it. This gives her the option to place the staff at strategic points on the stage during zoning, after combos, and more to keep the opponent pressured. Having the staff on her back and on the stage gives her different movesets. Doing combos in conjunction with her staff leads to long and extremely damaging combos. In Continuum Shift, she has been buffed and is placed at S-tier.

Friday
May222009

LITCHI FAYE LING - SPECIAL MOVES

STRAIGHT THROUGH (41236D, while holding rod, D to interrupt)

Litchi wraps her staff around her, going into a defensive state. This is Litchi’s guard point stance. Her staff will spin around her for a short period of time, during which high and mid attacks will be automatically blocked, but but she will be vulnerable to low attacks. While in this stance, Litchi cannot lose any guard primers. Also known as Itsuu in her combo notation.

 

 

Additional Attack (A,B,C during Straight Through)

Litchi’s staff will shoot off in one of three directions depending on what button is pressed. If the attack successfully lands, the staff will fly off and become placed. The A version has Litchi shooting her staff upwards at an angle into the air. It’s air unblockable and will set the staff in a 5D orientation. The B version fires the staff straight forward. It can sometimes be used as a poke, as it extends farther than half screen, but is very unsafe up close. It also puts the staff in a 5D orientation on a successful hit. The C version has Litchi shooting the staff downward. It’s a low attack and puts the staff in a 2D orientation on hit.

 

 

TSUBAME GAESHI (623D, while holding the rod)

Litchi rockets her staff into the air, and the staff comes slamming back down in front of her. This is Litchi’s dragon punch. It’s Litchi main tool for escaping pressure as it has complete invincibility on startup, although it’s very unsafe on block so your opponent will often try to bait it out. Litchi will throw her staff upward, and it will then come back down, placing itself in a 5D position. Tsubame Gaeshi has much less comboability in Continuum Shift.

 

 

THREE DRAGONS: WHITE (236A, w/rod placed)

Litchi does a wide leg sweep along the ground. The attack hits low, and can be canceled into the other two dragons. It is often referred to as Haku in combo notation for Litchi, and all three of her Three Dragon moves are sometimes referred to as her Rekkas.

 

 

THREE DRAGONS: GREEN (236B, w/rod placed, mid-air also, after Reach:L B)

Litchi kicks upwards into the air. It has a rather large attacking hitbox, but has no special properties, so it’s mostly just used in combos. When it is used after Reach: Last Chance, it will remove a guard primer on block. Often referred to as Hatsu in Litchi’s combo notation normally, and as Ippatsu B after Reach: Last Chance.

 

 

THREE DRAGONS: RED (236C, w/rod placed, mid-air also, after Reach:L C)

Litchi flips in the air and comes down with an overhead kick. After Reach: Last Chance, it will remove a guard primer on block. Referred to as Chun in Litchi’s combo notation normally, and as Ippatsu C after Reach: Last Chance.

 

 

Reach: Last Chance (63214A, w/rod placed, mid-air also)

Litchi will leap onto her staff. You cannot guard at all while on top of her staff, so it’s generally not a good idea to hop onto it unless it’s in a combo. If you are not close enough to the staff, Litchi will simply leap towards it and land on the ground. Often referred to as RiichiA in Litchi’s combo notation.

 

 

One Shot (A, after Reach:L A)

Litchi does a kick while standing on her staff that will launch the opponent in the air. Removes a guard primer on block, and has repeated move proration. Also referred to as IppatsuA

 

 

Reach: Robbing The Kong (63214B, w/rod placed, mid-air also)

Litchi retreats to the top of her staff, and tosses the staff at the opponent. This can be used to keep the opponent in the corner if your staff isn’t in a favorable position for any of her other wakeup options.

 

 

Reach: Kong on Kong (63214C, w/rod placed, mid-air also)

Litchi jumps towards her staff like with Reach: Robbing the Kong, only instead of flinging her staff, she launches herself towards the opponent. You can then perform attacks in the air normally. 

 

 

The Four Winds (41236D, w/rod placed)

Litchi’s staff will spin for a short time following a path depending on how it was placed, and then return to Litchi. If it was placed in a 5D position, it will fly upwards and then forward slightly at its peak. If it was placed in a 2D position, it will travel along the ground. It’s a great tool to keep your opponent locked down after you score a knockdown when you don’t have meter for Distortions.

 

 

 

DISTORTION DRIVES

Thirteen Orphans (632146D, w/rod placed)

Litchi’s staff will sprout arms and legs and move forward while unleashing a flurry of punches. This is Litchi’s best tool after scoring a knockdown against her opponent when her staff is placed, as she is free to perform mixups while the opponent is guarding against the staff’s assault. Removes a guard primer on block. Sometimes referred to as Kokushi Musou.

 

 

All Green (6428C)

Litchi freezes the screen, and blasts a pillar of fire in front of her. All Green comes out almost instantly, but your opponent will be able to input a guard or barrier if they did not input anything as you activate it. Litchi is also invincible for the duration of the superflash. Causes a wallbounce on hit, removes 1 Guard Primer on block.

 

 

The Great Wheel (632146D, while holding the rod, mid-air also, may change directions with direction+D)

Litchi poses momentarily, and her staff enlarges and erratically moves around the screen. During the super flash, you can hold different directions and hit D up to 6 times. The staff then travels in whatever directions you input. After it is done moving, it will fly up off screen, and then come back down on the opponent. This is Litchi’s best tool after a knockdown while she is holding her staff, as it can be used to force the opponent into guarding while you are free to mix up, much like with Thirteen Orphans. Removes one Guard Primer when it comes down and is oriented in a 2D position. Also referred to as Daisharin.

 

 

 

Astral Heat

Nine Gates of Heaven (D after Reach: Last Chance)

Litchi will jump offscreen from her staff and then come full swing back into the arena with a flaming kick. If the initial kick lands, Litchi will unleash 99 more, ending with her kicking the opponent off screen. If can be delayed by holding D, and holding either left or right will control which side of the screen you will fly back onscreen from, giving it a little bit of potential as a mixup.

Friday
May222009

LITCHI FAYE LING - COMBOS