About: Litchi Faye Ling/Move List   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

In Continuum Shift: Extend, Litchi's air combo potential decreases quite a bit due to the nerfing of her j.B. |-| CT= Litchi is a mad queen of cross-ups, with many moves that focus on hitting from left and right in a flanking fashion with herself attacking as well as her staff flying all around the place. With this, she sports many powerful combos to brutally whittle her foes' HP to nothing. But she is rather hard to pick up and is not meant for beginners. And she is rather execution heavy, often sporting strict timings on her combos. She is a little easier to use while staffless, but may have some trouble approaching the opponent.

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  • Litchi Faye Ling/Move List
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  • In Continuum Shift: Extend, Litchi's air combo potential decreases quite a bit due to the nerfing of her j.B. |-| CT= Litchi is a mad queen of cross-ups, with many moves that focus on hitting from left and right in a flanking fashion with herself attacking as well as her staff flying all around the place. With this, she sports many powerful combos to brutally whittle her foes' HP to nothing. But she is rather hard to pick up and is not meant for beginners. And she is rather execution heavy, often sporting strict timings on her combos. She is a little easier to use while staffless, but may have some trouble approaching the opponent.
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Literal Translation
  • One Shot
  • Myriad Heavens Staff
  • Swallow Reversal
  • Additional Attack
  • Big/Great Wheel Ring
  • East-South-West-North
  • Green Single Color
  • Nine Lotus Treasured Lamps
  • One Spirit Passes Through
  • Patriot Unmatched
  • Plunging Length
  • Pure Elder Head
  • Reach/Stand Straight: Chasing Suspension
  • Reach/Stand Straight: Pulling Suspension
  • Reach/Stand Straight: Simple Riding Hold
  • Small Hand Reversal
  • Spear Lever
  • Three Origin Legs: Emit
  • Three Origin Legs: Middle/Center
  • Three Origin Legs: White
dbkwik:blazblue/pr...iPageUsesTemplate
English Name
  • One Shot
  • The Four Winds
  • Tsubame Gaeshi
  • CT-CS: Additional Attack
  • All Green
  • All Terminals
  • CP: Follow-up
  • Chan-Kan
  • Kote Gaeshi
  • Nine Gates of Heaven
  • Reach: Kong on Kong
  • Reach: Last Chance
  • Reach: Robbing the Kong
  • Straight Through
  • The Great Wheel
  • Thirteen Orphans
  • Three Dragons: Green
  • Three Dragons: Red
  • Three Dragons: White
  • Unarmed Lunge
Description
  • 2(xsd:integer)
  • New move in BlazBlue: Chronophantasma.
  • If you are going to do a Straight Through C combo, just do one hit and go right into it.
  • Stabs upward with Mantenbō via an upward punch attack from a backward leaning crouch.
  • If you space well this has limited use as an anti-air.
  • Litchi releases a big burst of ki with the same animation as her 5C.
  • Attacks the opponent by throwing the rod. It is trajectory can be altered by pressing a direction and D. Excellent move in that you have more chances to use it than Thirteen Orphans, and that you can control where it goes.
  • Thanks to her 2A, you have to learn to hit confirm out of this move pretty well if you want to do well with her.
  • Pretty much combo fodder outside of backstep reads, but it has other situational uses, like beating moves that are weak vs lows/foot attribute.
  • There is 2 hitboxes on this move; one is her actually chopping down, and one is the Mantenbō coming down.
  • Horizontal extension of the Mantenbō via a forward turning-and-stepping twin-palm strike with a wide gap in between said palms.
  • This move is one of 4 moves that have a Mantenbō return state.
  • Its other use is to deal with moves with invulnerability.
  • However it does not hit below her at all, so be careful.
  • Overhead Mantenbō smash via a turning downward chop attack in a stance.
  • It is nowhere near as abusable as Ragna's 6A or Noel's 6A as far as anti-airs go.
  • Flame pillar, but it leans, so you cannot abuse it out of a blockstring.
  • If you hit with it in the corner it leads to huge damage combos, but it is really hard to hit with.
  • 'Door knock'.
  • The best way to space this move is around her thighs/knees, that's where it looks like the Mantenbō is spinning. Great for crossups.
  • You can combo into Straight Through C raw but its pretty tough.
  • Launches the rod above Litchi for an anti-air attack. Solid DP.
  • This move goes under plenty of moves, like Jin's TK ice swords and Noel's 6A.
  • Good, fast anti-air aerial normal. Use when they are above you.
  • Off a point blank 5B, if you are going into a 3C combo or Straight Through C combo, you can let both hits hit.
  • Transforms the rod and sends it after the opponent to pummel them. Once you get a successful mixup, it will be unburstable.
  • If you are spaced, let both hits hit if you think its right and are going into a 3C combo.
  • Evasion move, inflicts no damage, can be done without staff or with staff.
  • Outward back-turning swat-swing with the Mantenbō.
  • Full-split that covers the ground, and extends the Mantenbō across the ground.
  • A is an anti-air, slams them down into the ground.
  • Also this is jump cancelable on block.
  • Average Counter Assault, it can be low profiled.
  • Average size airthrow, leads to corner combo.
  • B goes horizontal.
  • Best when the opponent is below you.
  • C is a low, your prime combo tool.
  • Can cancel into any action after 27F.
  • Can cancel into any action after the 14th frame.
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