Litchi Faye Ling/Combo List

Mid-screen

 * NOTE: {D} denotes the act of holding and releasing D. You hold D until Litchi recovers, then let go.

5B 5C(2) 3C {D} iad JC white staff2 dash JBC land tsubame 6C~

This combo is pretty stable, works on pretty much everyone. Keep in mind that if your back is closer to the corner, after iad JC delay the white a bit, give the staff some time to come back to you.

5B 5C(2) 3C {D} iad JC white staff2 JBC land dash tsubame 6C~

Alternate version of the above. Use whatever you think is easier.

5B 5C(2) 3C tk{D} airdash JC white staff2 dash JBC tsubame 6C~

Yet another version of this combo. Probably the easiest.

5B 5C(2) 3C {D} iad JC white staff2 tsubame 6C~

Do this 1/4th screen away from the corner. You won't have time to do dash JBC so just do this. Spacing is kind of specific, but just be aware that this works.

5B 5C(2) 3C tk{D} airdash JC white staff2 tsubame 6C~

Alternate version of the above.

5B 5C(2) 3C {D} iad JC 2C 6C tsubame 6C~

Tager/Rachel combo. Works almost everywhere, usually doesn't work near the corner.

5B 5C(2) 3C tk{D} airdash JC 2C 6C tsubame 6C~

Alternate version of the above.

5B 5C(2) 3C tk red 2C 6C tsubame 6C~

Works everywhere except in the corner. Against Bang, omit the 2C (to make it easier, it still works with 2C, you just have to dash). Difficult vs Noel, Carl, Nu and Jin, easiest on Bang, Tager, Rachel and Tao.

Near corner
5B 5C(2) 3C {D} 6C staff2 6C tsubame 6C~

Easier than the next one, but there is still room for error. The toughest part of this combo is 6C spacing for sure, make sure you hit with Litchi's foot. If you hit with the thigh, DP will miss, if you hit with the toe, you got to dash extra for the next 6C, there is a possibility of the 2nd hit missing. This is impossible on Carl (probably) and really tough on Bang. Works midscreen on Arakune.

5B 5C(2) 3C {D} tk red staff2 tk red tsubame JC kote JC~

Use this one going into the corner. You can't be too far out or it'll go invalid on the 2nd rep. Make sure you started the first tk red before you let go of D.

Corner
5B 5C(2) 3C {D} dash 6C tsubame 6C~

EZ mode combo, does no damage, step it up.

5B 5C(2) 3C {D} iad JC 6C tsubame 6C~

Standard, works on pretty much everyone. Impossible on Carl, hard on Bang.

5B 5C(2) 3C tk {D} airdash JC 6C tsubame 6C~

Alternate version of the above.

5B 5C(2) 3C {D} iad JC land staff2 jump JBC land tsubame 6c~

Carl combo.

5B 5C(2) 3C tk {D} airdash JC land staff2 jump JBC land tsubame 6C~

Alternate Carl combo.

5B 5C(2) 3C [D] ]D[ IAD JC 2C tsubame JC kote JC~

Character specific. On some chars you can follow up with 5B 6C but I don't usually go for it. Works on Jin, Ragna, Taokaka, Hakumen, probably Rachel.

5B 5C(2) 3C [D] ]D[ IAD JC 5C tsubame JC kote JC land 5B 6C~

Tager version of the above. If you do 2C you cross up and it's weird.

6C Combos
6C Situations

A. DP punish

B. CH 5B start

C. Stagger strings

Mid-screen
6C red 5B tsubame dash 2C JBCD airdash JBC staff2 6C tsubame 6C~

Omit the 2nd JB depending on where you start the combo.

Corner
6C JC kote(421) falling JC white red (char specific corner combo) BIG. DAMAGE..

6C JC kote(421) falling JC 2C 6C 2B 2C sjBC [D] ]D[ (release when they are on the ground) falling JC 6C tsubame 6C~ BIG. DAMAGE. (The first combo is probably better but this is pretty generic.)

6C red 5B tsubame dash 2C JBC dj J{D} falling JC 6C tsubame 6C~

Mid-screen
6A white green red

Low damage, but easiest combo. Does not end in knockdown. Works everywhere.

6A white red green

Low damage, easy combo. With green ender they tech closer to ground, but it's still not a knockdown. Works everywhere.

6A 2D 5B JBC dash staff2 6C tsubame 6C~

Does not work near corner. Also, you must use 6A point blank.

6A 2D green red staff2 walk 6C tsubame 6C~

Doesn't work near the corner. Usually works if you do 5B point blank into 6A.

6A 2A 5B Straight ThroughA dash (2C 6C until 12 hits) 3C

Tager only, works anywhere.

6A 5B 2C Straight ThroughA dash (2C 6C 6C until above 12 hits) 3C

Rachel only.

Corner
6A 2D 5B JBC land [optional 5C(1)] tsubame 6C~

Works on everyone.

Counterhit wallbounce Combos
These are all possible off counterhit JC, 6B and All Green. Damage from combos starting with All Green is the highest, while damage starting from 6B is the lowest. Also, note that if you start with the tip of 6B, you have to dash 5B 2C to get the combo to work or else Tsubame will always miss/hit imporperly.

Mid-screen
Counterhit ➔ dash 5B Straight ThroughA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C

Works on Ragna, Jin, Tager, Rachel, Arakune, Bang, Tao and Hakumen.

Counterhit ➔ dash 5B Straight ThroughA 2A 5B JBCD airdash JC 6C Tsubame 6C 3C

Works on Noel, Nu, Litchi.

Counterhit ➔ dash 5B Tsubame dash 2C JBC{D} airdash JC land Tsubame 6C 3C

Carl.

Counterhit ➔ dash 5B Tsubame dash 2C JBC{D} airdash JBC land staff2 dash JBC land Tsubame 6C 3C

Counterhit ➔ dash 5B Tsubame dash JBC dash 5C JBCD airdash JC land 6C Tsubame 6C 3C

Works on Ragna, Tager, Rachel, Bang, Tao and Hakumen.

Corner
Counterhit ➔ dash 5B Straight ThroughA white red 5B JBC 4Kote falling JC 5D 6C Tsubame 6C 3C

Works on everyone but Noel, Carl and Nu.

Counterhit ➔ dash 5B Straight ThroughA white red 5B JBC dj J{D} falling JC 6C Tsubame 6C 3C

Works on everyone but Carl.

Counterhit ➔ dash 5B Straight ThroughA white red 5B JBC 4Kote falling JC 3C

Carl.

Counterhit ➔ dash 5B Straight ThroughA white red 5B 6C 5D 6C Tsubame 6C 3C

Works on Arakune, Bang, Tao, Tager, Rachel.

Straight Through Combos
5B 5C(2) Straight ThroughC jred 2C JBCD airdash JC staff2 6C tsubame 6C~

Midscreen fullscreen combo.

5B 5C(2) Straight ThroughC jred 2C JBCD airdash JBC land Tsubame 6C 3C

Must be going into the corner to get this to work. When done properly, staff2 will miss and they will be OTG when you do Tsubame.

Corner
Point Blank: 5B 5C(1) Straight ThroughC white red 5B~

Mid distance: 5B 5C(1) Straight ThroughC dash 6C 5C~ (doesn't work on Noel, v13, or Carl)

Far: 5B 5C(1) Straight ThroughC jred 5B~

5B 5C(2) Straight ThroughC jred 6C 5C~ (Tager, Arakune, Hakumen)

Enders
JBC dj J{D} falling JC 6C tsubame 6C~ (everyone except Carl)

JC D airdash JBC tsubame JC~ (Carl)

JBC kote falling JC 5D 6C tsubame~ (everyone except Carl, v13, Noel)

6C D 6C tsubame 6C~ (Arakune, Taokaka, Bang)

Examples:

5B 5C(1) Straight ThroughC white red 5B JBC kote falling JC 5D 6C tsubame~

5B 5C(2) Straight ThroughC jred 5B JB dj JCD falling JC 6C tsubame 6C~

Use this simple format to get your corner combos together!

Other
5B 2C Straight ThroughA white red 5B (ender)

This will always do more damage than using itsuuC, usually doing around 4K.

5B 2C Straight ThroughA tk red dash 2C 6C 6C 2C 6C 6C 3C Rachel only, sideswaps.

5B 5C white red 5B JBCD JB dj JBC land Tsubame 6C 3C Used when the staff is in 5D placement.

Throw Combos
The General rule is that if you want to cover a small distance, use the forward throw, and if you want to cover a big distance, use the back throw.

6Throw(1 hit) Straight ThroughA 6C 5C JBCD airdash JC 6C Tsubame 6C 3C

Ragna, Arakune*, Bang*, Hakumen* (* means you got to do 5C J8BCD airdash JC~)

6Throw(1 hit) Straight ThroughA 6B 5C JBCD airdash JC 6C Tsubame 6C 3C

Jin

6Throw(1 hit) Straight ThroughA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C

Noel, Litchi, Nu

6Throw(1 hit) Straight ThroughA 4Kote 2C JBCD airdash JC 6C Tsubame 6C 3C

Tager, Rachel (xx Tsubame 6C 6C 3C possible on Rachel)

6Throw(1 hit) Straight ThroughA 4Kote 5C JBCD airdash JC 6C Tsubame 6C 3C

Taokaka

6Throw Straight ThroughA 4Kote 2B 2C JCD airdash JC 6C Tsubame 6C 3C

Carl

4Throw Straight ThroughA dash 6C 5C JBCD airdash JC 6C Tsubame 6C 3C

Ragna, Arakune, Bang*, Hakumen

4Throw Straight ThroughA dash 6B 5C JBCD airdash JC 6C Tsbuabme 6C 3C

Jin

4Throw Straight ThroughA dash 2A 5B J8BCD airdash JC 6C Tsubame 6C 3C

Noel, Litchi, Nu

4Throw Straight ThroughA 4Kote 2C JBCD airdash JBC dash 6C Tsubame 6C 3C

Tager

4Throw Straight ThroughA 4Kote 2C JBCD airdash JC 6C Tsubame 6C (6C) 3C

Rachel

4Throw Straight ThroughA 4Kote 5C JBCD airdash JC dash 6C Tsubame 6C 3C

Taokaka

4Throw Straight ThroughA [D] ]D[ white red staff2 tk red Tsubame 6C 3C

Carl

Staffless Combos
5B 6B 5C 2C 6C 5C 2C j.5B j.5B j.5C 236B 236C Does not work on Noel, Carl and Nu, so use 2B 2C j.5B j.5B j.5C 235B 236C after 6C instead.

5C 2C 6C 236A 236B 236C RC j.5C 5C 2C j.5B j.5B j.5C 236B 236C Does not work on Carl.

Continuum Shift Extend

 * 5B ➔ 2C ➔ 6D
 * (without Mantenbō) 5B ➔ 5C ➔ 2C ➔ Three Dragons: White (236A) ➔ Three Dragons: Green (236B) ➔ Three Dragons: Red (236C)
 * 5B ➔ 5C ➔ 3C ➔ Tsubame Gaeshi (623D)
 * (without Mantenbō) Throw (B+C) ➔ Dash ➔ 5B ➔ 5C ➔ Jump Cancel ➔ j.5B ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Three Dragons: Green (j.236B) ➔ Three Dragons: Red (j.236C)
 * Aerial Throw (j.B+C) ➔ Straight Through (41236DC) ➔ Jump Cancel ➔ j.5C ➔ j.5B ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Three Dragons: Green (j.236B) ➔ Three Dragons: Red (j.236C)
 * 5B ➔ 2C ➔ 6D ➔ Three Dragons: Green (236B) ➔ Three Dragons: White (236A) ➔ Three Dragons: Red (236C) ➔ 5B ➔ Jump Cancel ➔ j.5B ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Three Dragons: Green (j.236B) ➔ Three Dragons: Red (j.236C)
 * (without Mantenbō) 2B ➔ 5B ➔ 6B ➔ 5C ➔ 2C ➔ 3C ➔ Three Dragons: White (236A) ➔ Three Dragons: Red (236C) ➔ 5B ➔ 6C ➔ Kote Gaeshi (421D) ➔ Jump Cancel ➔ j.5B ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Three Dragons: Green (j.236B) ➔ Three Dragons: Red (j.236C)
 * Straight Through (41236DB) ➔ Dash Cancel ➔ 5B ➔ 6B ➔ 5C ➔ 2C ➔ 3C> Three Dragons: White (236A) ➔ Three Dragons: Red (236C) ➔ 5B ➔ 6C ➔ Kote Gaeshi (421D) ➔ Jump Cancel ➔ j.5B ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Three Dragons: Green (j.236B) ➔ Three Dragons: Red (j.236C)
 * Straight Through (41236DA) ➔ Kote Gaeshi (623D) ➔ Three Dragons: White (236A) ➔ Three Dragons: Green (236B) ➔ Reach: Last Chance (63214A) ➔ One Shot (A) ➔ Three Dragons: Green (B) ➔ Three Dragons: Green (236B) ➔ Three Dragons: White (236A) ➔ Three Dragons: Red (236C) ➔ 5B ➔ 6C ➔ Kote Gaeshi (421D) ➔ Jump Cancel ➔ j.5B ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Three Dragons: Green (j.236B) ➔ Three Dragons: Red (j.236C)