StrategyNOTE: Things bolded have been deemed very important by me or someone else!
With staffLitchi is a very confident zoner with the staff. Waiting out for your enemy CAN work, BUT, you're even more scary when you're constantly switching back and forth, but I'll get to that later.
If you're practicing the staff'd playstyle, make sure to utilize your zoning tools and pokes.
6B, 2B, 2C, 5C, 5B and the A and B version of 41236D will help nicely. Since most of these moves are practically 75% safe, you are free to harass at will. Though don't get careless, if you miss a 2C or release an Itsuu too late, you can easily get punished. Be frugal, but don't be afraid!
Though while Litchi is primarily a zoner in Staff'd mode, she can do a bit of rush-down, too! A nice 6D or an air dash can get her places. But you might want to not rely on her staff'd rush-down, it won't work as often as you might hope it would. Throwing out a 632146D can be a very good way to make your opponent scared, and if you input it correctly, it's a very nice zoning tool. You have your DP in this mode as well,
so if you notice your enemy trying to take the initiative, recall the staff. Immediately. If you're caught defenseless in staffless mode you're pretty much screwed. Litchi's staff'd mode doesn't have much mix-up to it. But using 4D or even just a D move to switch will make you very scary, but again, I'll get to that later.
tl;dr
Ground to ground zoning tools: 6B. 2B. 41236D~B
Anti-air tools: 2C. 41236D~A
Good pokes: 5C. 5B.
Defense? Yes, you have your DP and zoning.
Mix-up? Not really.
Without staffLitchi, without the staff, is a pretty confident rush-down. Speeding in on your enemy CAN work, but you're more scary when you're switching back and forth, but I'll get to that later.
If you're practicing the staffless playstyle, make sure you're utilizing your stronger rush-down tools and mix-up sillyness.
An air dash can get you surprisingly far places, but don't be a one trick pony. L
itchi's 6B comes out to be a surprisingly good rush-down tool, and a very good poke.
Her j.B AND j.C hit on both sides, so you can cross up very well. Not to mention that they both have enough hit-stun to follow through. And, of course,
your grab glide is incredibly good.
The kote's will be incredibly vital to your mix-up, and you have a HUGE amount of gattlings, not to mention all your mix-up is pretty much able to be followed up off of. You can bounce off the staff with (63)214C and throw the staff with (63)214B for some really good approaches.
Getting on the staff with (63)214A is also a good thing to do, as you can break primers very easily and your C when coming off of it can cover a lot of distance and cross-up very well. A Chun to cover distance is a risk, as it isn't safe, but trying it out once or twice won't hurt too much. Most characters can't punish it for too much mid-screen. But sadly, while your mix-up is more scary and you have better rush-down tools in this mode, you have literally no defensive options. A well placed Hatsu (236B) might work on occasion, but don't rely on it. I
f you see your enemy beginning to take the initiative, recall the staff. Even if you get hit/guard, your staff will still instantly come to you, so you're better off either way.
Litchi's staffless mode doesn't have much zoning to her. But throwing out the D if placed correctly can make you very scary, but again, I'll get to that later.
tl;dr
Rush-down tools: Air dash + j.B/j.C. Chun. 6B. On staff - C. Grab glide. (63)214B/C.
Defense? No.
Mix-up? Yes. Kote cancel, a lot.
Switchy SwitchyThis is when you're at your most dangerous. Since your opponent has to get used to your changing as much as you do,
changing a lot can make you an incredibly threatening character, especially with the mix-ups and such that can stem from it. Since most of her useful pressure moves staff'd leave you staffless, it's nice to know what to do to follow up. 5B is a very good poke, as is 6B, and 2A even if you have no other option. Do not 5A as it will likely whiff (miss). You can use your recall to do some quick auto-zoning and then switch to your main zoning persona. When switching back to your Staff'd playstyle, a quick 6B > 6C to knock them away so you can regain your bearings definitely wouldn't hurt. Go with the flow, mainly. Almost everything you can do will work to some extent.
There honestly isn't much you can do wrong, per say, when you're going all switchy switchy. Just know these few things:
Chun is not safe.
If they're not in the air Hatsuu is useless and will leave you at an awkward spot.
Remember to Kote (421/623D) cancel. A lot.
You cannot cancel into Itsuu. Unless you really have that much block stun you're going to want to avoid it. Though remember, while it's awkward to fit in, it really does help.
5B in both stances is incredibly good.
Don't be afraid to take some silly risks ONCE OR TWICE EACH, they pay off really well for Litchi.
GeneralYour goal in life is to get your enemy in the corner, by any means necessary. That is when you are your most dangerous. I know I said you are at your most dangerous when switching between staff'd and staffless constantly, but forget about that for a moment. In the corner, your 632146D's become practically unescapeable, your pressure strings are pretty much doubled in length and aggressiveness, and you have the element of control. You are 100% in control in the corner. Now imagine you are constantly switching back and forth AND in the corner. Litchi is quite possibly one of the best characters at controlling the corner. There is very little you can do wrong there, aside from some of the no-no's I stated in the Switchy Switchy section. Just remember, go with the flow, and you can almost not fail.
CombosStaff startersMidscreen combos- 5B > 5C > 3C > 623D
- 5B > 2C > 6D/623D
- 2C (CH) > 41236D~A > 623D > 236A > 236B > 214A > A > B > 6B > j.BCB > 6C (1 hit) > 623/421D > j.B > dj.BC > j.236B > j.236C
- 41236D~B > 3C > 236A > 236C (short dash) 5B > j.BCB (land) j.BCB (land) 6C (both hits) > 3C
- 41236D~A (anti-air) > 3C > 236A > 236C > 66 > 5B > 6C (1 hit) > 623/421D > j.BCB > 6C (1 hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
Corner combos- 5B > 2C > 6D > 236A > 236B > 214A > A > B > 6B > (incredibly close to ground) > j.BCB > dj.BCB > 6C (1 hit) > 421D > j.B > dj.BCDC > 6C > 632146D (roughly 4.4 iirc + tech. You can take out the dj.BCB if you find it too hard to time. It'll do about 400 damage less, though.)
Staffless startersMidscreen combos- 6A > 6B > 5C > 2C > 3C > 236A > 236B > 236C (2444)
- 6B > 5C > 2C > 3C > 236A > 236B > 236C (2969)
- j.C > j.B > 5B > 5C > 2C > 3C > 236A > 236B > 236C (2762)
- 6C > 5C > 2C > j.BCB > dj.BCB > 236B > 236C (1977)
- 5B > 5C > 2C > 3C > 236A > 236C > 66 > 5B > j.BCB > 6C > j.B > dj.BC > dj.236B > dj.236C
Mix and matchNOTE: if a combo ends with 421/623D > j.B > dj.BC > dj.236B > dj.236C, you can usually remove the last two inputs and replace them with recalling the staff and a falling C for Oki if your combo brings them to the corner (which is not that unlikely), and, remember, you'll have to do 421D if you want to do the dj.BCDC > 6C > 632146D oki.
Extra NOTE: If a combo has an upcoming 236A and the staff appears to be in a nice range, do a 236B and jump on it! Don't squander your damage output, this can get you some big damage!
Double extra NOTE: You can instead of doing 6C for your oki, do dj.BCDB > dj.236B > dj.236C for extra damage, and then jumping to do 632146D for your oki.
Each ender will be given a number, the numbers will then be matched with the starters.
Staff'dMidscreenStarters- 5B > 5C > 3C (1)
- 5B > 2C (1), (2)
- 4D (3), (4)
- (4BC/CH 2C) 41236D~A (5), (6), (7), (11), (12)
- (6BC) 41236D~B (5), (6)
- 41236D~C (8), (9), (10)
- 6C (13) (14)
- j.2D (2hits) (15), (16), (17)
Enders(1) 623D
(2) 6D
(3) D (forward staff recall) 66 > 6C > 236A > 236B > 236C
(4) D (forward staff recall) 66 > 236A > 236B (should land on staff) 6D
(5) (5B) > 3C > 236A > 236B > 236C
(6) (5B) > 3C > 236A > 236C (short dash cancel) 5B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(7) (5B) > 3C > 236A > 236C (short dash cancel) 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(8) j.B > dj.BC > dj.236B > dj.236C
(9) 236C > 5B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(10) 236C > 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(11) 623D > 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(12) 623D > 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > j.B > dj.BC > dj.236B > dj.236C
(13) IAD > j.BC > 5B > 2C > 6D
(14) IAD > j.BC > 5B > 5C > 3C > 623D
(15) 5B > 5C > 2C > 3C > 236A > 236B > 236C
(16) 5B > 5C > 2C > 3C > 236A > 236C > 66 > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(17) 5B > 5C > 2C > 3C > 236A > 236C > 66 > 5B > 6C (1hit) > 421/623D > j.BCB > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
CornerStarters- 5B > 2C > 6D > (236A) > 236B > 214A (all of them)
- 4D > 236A > 236B > 214A (all)
Enders(1) A > B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(2) A > B > 6C (1hit) > 623/421D > j.BCB > dj.BCB > 6C > 421D > j.BCB > dj.BCDC > 6C > 632146D
(3) A > B > 236B (slight delay) > 236A > 236C > 5B > 6C (1hit) > j.BCB > 6C (1hit) > 421D > j.BCB > dj.BCDC > 6C > 632146D
(4) A (off) j.B > 236B > 236A > 236C > 5B > 236B > 214A > A > B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(5) A > B > 236B > 214A (immediately get off) > j.B > 236B > 236A > 236C > 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(6) A > B > 236B > 214A > A > 7D > falling.C > 6C > 632146D
StafflessMidscreenStarters- (5/2A) 5B > 5C > 2C > 3C (5 and lower), (9), (10), (17)
- 6B > 5C > 2C > 3C (5 and lower), (9), (10), (17)
- 6A > 6B > 5C > 2C > 3C (5 and lower), (9), (10), (17)
- Anything > 2C > 6C (1), (6), (7), (8)
- (on staff) C (1)-(5), (11), (12)
- (on staff) B (1)-(5), (11), (12)
- 4BC (13), (14)
- 6BC (15), (16)
Enders(1) 236A > 236B > 236C
(2) 236A > 236C (short dash) > 5B > 6C (1hit) > 236B
(3) 236A > 236C (short dash) > 5B > 6C > 421/623D > j.B > dj.BC > dj.236B > dj. 236C
(4) 236A > 236C (short dash) > 5B > 6C > 421/623D > j.BCB > 6C > j.B > dj.BC > dj.236B > dj.236C
(5) 236A > 236C (short dash) > 5B > 6C > 421/623D > j.BCB (land) > j.BCB > 6C > 3C
(6) (1hit) 236B
(7) (1hit) 623/421D > j.B > dj.BC > dj.236B > dj.236C
(8) (1hit) 623/421D > (6B/2C) > j.BCB > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(9) (if staff is in right place) 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(10) (if staff is in right place) 236A > 236B > 214A > A > B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(11) 5B > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(12) 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(13) sj.B > dj.BC > dj.236B > dj.236C
(14) 236C > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(15) 66 > 5B > 3C > 236A > 236B > 236C
(16) 66 > 5B > 3C > 236A > 236C > 66 > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(17) 236A > 236C > 66 > 5B > j.BCB > j.BCB > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
CornerStarters- (5/2A) 5B > 5C > 2C > 3C (all)
- 6B > 5C > 2C > 3C (all)
- 6A > 6B > 5C > 2C > 3C (all)
Enders(1) (if staff is close to corner) 236B > 236A > 236C > 5B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(2) (if staff is close to corner) 236B > 236A > 236C > 5B > 6C (1hit) > 623/421D > j.BCB > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D
(3) 236B > 236A > 236C > 5B > 6C (1hit) > 421/623D > j.B > dj.BC > dj.236B > dj.236C
(4) 236B > 236A > 236C > 5B > 6C (1hit) > 421/623D > j.BCB > dj.BCB) > 6C (1hit) > 623/421D > j.B > dj.BC > dj.236B > dj.236C
(5) (if staff is IN the corner) 236A > 236C > 236A/5B > 236B > 214A > A > B > 6C (1hit) > 421D > j.B > dj.BCDC > 6C > 632146D