not Hakumen? I swear, his combos make me feel like he's the hardest character in the game execution wise.
Hakumen's execution is about par for the course in BB, maybe above average if you discount extreme outliers like Noel and Ragna. His combos contain a lot of inputs and dashing, but they don't contain a lot of empty inputs that are hard to time nor are they particularly difficult to hit confirm due to his slow normals.
Having said that, since Hakumen has a tendency to be played defensively, I would consider his learning curve to be above average simply due to the fact that he requires matchup knowledge to win across the cast. For example, a player who does not know that koukushi can merely be countered repeatedly would probably think that Hakumen-Litchi is pretty unbalanced in his favor when, in fact, Hakumen actually has a minor edge over her.
No problem, I figured something happened. Don't feel bad you saved me from some losses.
Also Litchi in my opinion is more of a Medium/Advanced character, where the only advanced characters are Arakune and Carl.
Arakune isn't that hard to play. I think there are plenty of characters more difficult to play than him. Arakune wins a lot of rounds by Tager logic: A half-decent player, much like a half-decent Tager player, will be able to get tremendous damage from a curse, so we can ignore the fact that, like Tager, Arakune has a difficult to master style of play because he is rewarded immensely when he does it correctly. Many Arakune players in the mid skill range, as a result, will tend to either win quickly or lose horribly.
Just got this game today, and it's actually my first time playing BlazBlue even though I've been meaning to give the series a try since Calamity Trigger's release. Really enjoying it so far, even though I'm pretty bad at fighting games and even worse at this one. I don't know how she is as a beginning character, but I've mostly been using Litchi so far.
Let me first congratulate you on picking the right character. Litchi is the best. I've found that her unique penchant for irritating people makes the journey of learning hear very rewarding.
While Litchi's execution barrier has gone down a fair bit since CT/CS1 (where it was rather high), Litchi remains one of the more difficult characters to learn how to play, and the reason is simple: Litchi simply does not get rewarded for landing hits. To win as Litchi, you must land a relatively large amount of hits. This means that until you get all of your planning down solidly, you're going to be doing a lot of losing because Litchi's main midscreen bnb does a maximum of 2.5k damage and provides very little carry. Litchi also lacks some tools, such as an anti-air, that players of other characters may be expecting to have. She also has a very, very long list of normals that produce a truly staggering gatling table and staffles to staff combos that depend heavily on improvisation to not drop.
Having said that, landing hits as Litchi really isn't all that hard. Her neutral game is amazing and, once you get comfortable, you will find that there aren't really any characters that you can't go toe-to-toe with at midscreen. She also has absolutely insane oki if set up properly (here comes the learning curve again) and a truly frightening corner game. Her execution barrier is still pretty high due partially to the remnants of the itsuu loop that are still visible in her combos (You will see 66/44kote haku hatsu Ippatsu A Riichi A a lot, and you will also probably drop this a lot) and the necessity of negative edging in pressure and combos. However, her main corner BnB is now not too difficult to land and her staff midscreen hit BnB could not be easier.
Tl;dr: I started on Litchi and you can too. You're just not going to win any easy ones for awhile.
As an aside, if you are playing on pad, you may consider assigning D to a trigger. There will be many situations where you need to hold D down while pressing face buttons.
Litchi’s easiest and most frequently used combos are these two. You can start them on almost any hit. [m] means with the staff; 6C(1) and 5C[m](1) indicate that these moves hit twice and that you should perform whatever action after the first hit, not the second; j. means you should jump; CH means counter hit; IAD means instant air dash, which is an input of 96, or up-forward plus forward.
Staff: 5B[m] 5C[m] 3C[m] 623D
Get this solid. You're going to be doing it a lot. Works on any starter; you can go j.A 5AAA and it'll still work. If your opponent is very far away, the Tsubame Gaeshi (623D) will whiff, so don't do it. If they are somewhat less far away, only the first hit of Tsubame Gaeshi will hit, so don't do it. If you are very very close to them (meaning you started the combo on 3C[m]) and you do the DP rather fast, you can do some fancy shit (6C(1) 6kote hatsu Riichi A Ippatsu A etc. works) for big damage, carry and meter. If you want to ensure that the tsubame gaeshi will hit, you can do 5B[m] 5C[m](1) 3C[m] and your opponent will be pushed back less; however, you need to plan this ahead as if you delay the 3C[m] even a little bit, this will drop.
There are variations of this that people will do for certain kinds of oki or to hitconfirm. All of them are pretty easy, so experiment with them.
5B[m] 2C[m] 5C[m] 623D does less damage but the tsubame gaeshi will pretty much always hit. You should do this against opponents that you hit that are very high up in the air or opponents that you want to land right in front of you. You will see some players do this EVERY time because it allows them more time to hitconfirm into a proper corner combo than the regular version does.
5B[m] 2C[m] 4D does even less damage but sends the opponent flying towards the corner. This is pretty much only used when Litchi is at risk of being cornered herself and wants to bring the game back to the middle.
5B[m] 2C[m] 6D does more damage than the above and is used for a couple of reasons. For starters, you should ALWAYS do this near the corner, as it is necessary to start a proper corner combo. The other reason to use it is that, with a rapid cancel, you can use this starter to get much more carry and much more damage. The oki you get from this is kind of bad, however, so I would avoid it unless you are near the corner or plan to RC.
5B[m] CH 6C[m] IAD wait j.B[m] stuff
This is done on CH. It is basically free damage and it allows you to then do a corner combo or another midscreen combo on top of it. This will drop if you don't CH though, so make sure you are 100% sure that that's going to happen. This is a rather daunting combo for beginners and I wouldn't worry too much about learning it at first; 6C[m] is rather difficult to use so you won't be using it much at first anyway.
Staffless: (5B) 6B 5C 2C 6C(1) short delay Chuun 2C 5C j.B dj.BC Hatsu Chuun
This is... quite a bit more difficult than the previous combo but it is still relatively easy. You can do this after almost any staffless hit. Note that this assumes that the staff is not currently in the air, because if it is, all of your normals will change and your combo will drop when you get the staff back. The 5B is necessary to land this if you are starting with j.B or j.C. You have to input most of this pretty quickly, so don't worry about slowing things down to time it except where noted. This actually won't work against some characters who are crouching when you hit them; do 6B 5C 2C 3C Haku Chuun Hatsu on them instead.
If you can't get the full combo that I posed above, do the crouching variant as it is much easier and still works on standing opponents. You will just, of course, get less meter, carry and damage.
This constitutes a significant percentage of the midscreen hits that you will get. The other kinds of midscreen hits you will get fall into one of three categories: 6B[m] hits, Itsuu hits, and Staffless-into-staff hits. All three of these demand a lot more attention and execution than Litchi's basics.