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- 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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