|
|
Line 77: |
Line 77: |
| *Needs to be near the staff to deal good damage and hit-confirm consistently | | *Needs to be near the staff to deal good damage and hit-confirm consistently |
| *High learning curve | | *High learning curve |
| <br/> | | <br clear=all /> |
| | {| class="wikitable" style="text-align: center;" |
| | |+Remaining Health vs. Overdrive Duration (in Frames) |
| | |- |
| | !Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0% |
| | |- |
| | !Overdrive |
| | || 180F || 210F || 240F || 270F || 300F || 390F || 420F || 450F || 600F || 600F |
| | |- |
| | |} |
| | {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}} |
|
| |
|
| {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
| |
| ==Normal Moves== | | ==Normal Moves== |
| ====== <font style="visibility:hidden" size="0">5A</font> ====== | | ====== <font style="visibility:hidden" size="0">5A</font> ====== |
LItchi Faye Ling
|
|
Health: 11,000
Combo Rate: 70% (Staff) / 60% (No Staff)
Jump Startup: 4
Backdash Time: 21 (Normal) / 43 (Additional)
Backdash Invincibility: 1-5 (Normal) / 1-19 (Additional)
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
- Play-style
- Balanced - Zoning, rushdown, okizeme
|
Overview
Litchi Faye Ling is a renowned doctor and scientist living in Orient Town, located in the 13th Hierarchical City of Kagutsuchi.
Drive: Matenbou
Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with her staff, and placing it on the ground to fight barehanded.
- Starts off every match in Staffed Mode.
- Has two staff sets: Vertical (5D Set) and Horizontal (2D Set). Certain attacks will automatically place them in a specific set. Can change her staff set at any time using Kote Gaeshi. (623D/421D)
- After setting the staff, hitting 5D/2D/j.D will send the staff flying towards the opponent, once going the length of the screen, the staff will then return to Litchi, dealing a second hit. If Litchi is hit, or blocks, while the staff is flying, it will immediately stop where it is and return to her, without attacking. Depending on whether the staff is in the vertical or horizontal set, it will fly at different angles (Vertically and horizontally, as suggested). Some special moves also return the staff to Litchi. Holding the Drive button during a regular launch will delay the launch for a small period of time.
- When carrying the staff (Normally written as [m] in combo notation), Litchi's range is doubled, but her attacks are far slower, and she has less mixup/pressure options.
- When staffless (Normally written as [e] in combo notation), Litchi's range is fairly short, though her attacks are noticeably faster, her mixup and pressure options are also far greater.
Overdrive: The Great Wheel
Litchi's staff grows greatly in size, constantly spins in circles, and begins to follow Litchi around the screen. During the course of Overdrive, the staff acts as a puppet. It can be controlled separately from Litchi at any point during Litchi's actions. (Other than when she's blocking, guard broken, or being hit)
- While Overdrive is active, Litchi is always in staffless mode.
- When Overdrive ends, Litchi automatically enters Staff Mode.
- The staff is controlled by hitting any of the 8 directional buttons+Drive. The direction the staff attacks in is dependent on the directional input you choose.
- Holding the Drive button will delay the staff launch for a short period of time.
- After attacking with the staff, it will stay in place for a small amount of time before returning to Litchi. If another staff attack is done before it fully returns to Litchi, it will do it from it's current position, rather than her own.
- Because the staff is considered to be in a constant launch state, Litchi is not able to use any of her staff related special moves, or Distortion Drives during the course of Overdrive.
- During Overdrive All Green (6428C) and All Terminals (632146C) deal additional hits and damage.
- Litchi can gatling into any normal up to two times per string, with exception of 6C ending all strings.
Changes in 1.1
- Backstep: duration 21F -> 22F. Airborne 1F-14F -> 1F-15F
- Staffless jB, jC: Added revolver action to staffed j2D.
- Staffless 4B: No longer moves forward.
- Staffed 4B: Recovery increased 21F -> 29F. Frame Adv decreased -5F->-13F. No longer moves forward.
- D moves during OD: Can no longer control staff during OD activation animation.
- C Straight Through (41236D~C): Startup 7F -> 10F. Full animation 48F -> 53F.
- Thirteen Orphans (vertical) (632146D): Damage 300*13 -> 400*13. Untechable time 60F -> 30F. Adjusted knockback on hit, making it easier to land all hits.
- Thirteen Orphans (horizontal) (632146D): Damage 250*13 -> 300*13. Untechable time 40F -> 30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents.
- All Terminals (632146C): Made combo-rush section animate faster. Move distance from that portion subsequently decreased.
- Nine Gates (Astral): Now usable with 34123646D during OD.
Pros/Strengths
- Overall well rounded toolset
- Good corner carry
- Strong pressure, mixup, and okizeme
- Good at controlling space
- Strong Crush Trigger
- One of the best Overdrives in the game
Cons/Weaknesses
- Poor mixup tools while in Staff Mode
- Very slow normals while in Staff Mode
- Weak meterless defensive options when staffless
- Needs to be near the staff to deal good damage and hit-confirm consistently
- High learning curve
Remaining Health vs. Overdrive Duration (in Frames)
Health |
100 - 90% |
89 - 80% |
79 - 70% |
69 - 60% |
59 - 50% |
49 - 40% |
39 - 30% |
29 - 20% |
19 - 10% |
9 - 0%
|
Overdrive
|
180F |
210F |
240F |
270F |
300F |
390F |
420F |
450F |
600F |
600F
|
|
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)
|
Normal Moves
5A
5B
5B
5B[m] 5B[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
5B[m]
|
650
|
SOJR
|
HL
|
11
|
3
|
22
|
-6
|
B
|
-
|
One of Litchi's go-to ground pokes. There's a lot you can do off this on block, and it's one of her best combo starters. On ground counter hit, confirm into 6C (if you don't have meter) or 5C > 6D > RC (if you have meter).
|
5B[e]
|
450
|
SOJR
|
HL
|
8
|
3
|
14
|
0
|
B
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
5C
5C
5C[m] 5C[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
5C[m]
|
430*2
|
SO(J)R
|
HL
|
17
|
3(3)3
|
23
|
-7
|
B
|
-
|
This move is a great frame trap tool and pressure tool. The excellent P1 guarantees that you can go into some great combos on hit or counter hit. Because of its slow recover, it does not function well as a poke.
|
5C[e]
|
450
|
SOJR
|
HL
|
15
|
3
|
30
|
-16
|
BP
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
2A
2B
2B
2B[m] 2B[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
2B[m]
|
630
|
SOR
|
L
|
17
|
4
|
26
|
-13
|
F
|
-
|
A decent poke against some characters, this move is very easy to combo off of on counter hit. The low profile frames are a little slow to start up, but it can generally be used to slip under some normals and projectiles.
|
2B[e]
|
450
|
SOR
|
L
|
12
|
2
|
22
|
-10
|
F
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
2C
2C
2C[m] 2C[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
2C[m]
|
700
|
SOR
|
HL
|
14
|
3
|
20
|
-14
|
B
|
-
|
This move is primarily used as a frame trap. Although you can't jump cancel it, you have a lot of freedom with this move when an opponent blocks it. 2C[m] also functions as an anti-jump in the corner.
|
2C[e]
|
450
|
SOJR
|
HL
|
12
|
3
|
19
|
-5
|
B
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
6A
6B
6B
6B[m] 6B[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
6B[m]
|
820
|
(S)O(J)R
|
HL
|
17
|
6
|
18
|
-3
|
B
|
-
|
A decent poke with some interesting properties. If you're using this move, you're throwing it out with the intent to hit someone airborne or counter hit them. On air counter hit, it wallbounces, making it very easy to convert the hit into a full combo.
|
6B[e]
|
660
|
SOJR
|
HL
|
17
|
4
|
23
|
-10
|
B
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
6C
6C
6C[m] 6C[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
6C[m]
|
250*4
|
R
|
HL
|
23
|
3*4
|
27
|
-5
|
B
|
-
|
A normal that's primarily used for counter hit conversions (off 2B and 5B) that doubles as a frame trap. You can control how many hits you want to come out by cancelling into 5D or 2D.
|
6C[e]
|
300, 750
|
(SO)R
|
HL, HA
|
11
|
2(25)3
|
7+6L
|
+1
|
B, H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
4B
4B
4B[m] 4B[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
4B[m]
|
740
|
R
|
HL
|
17
|
3
|
29
|
-13
|
B
|
-9-19H
|
Litchi's "anti-air", this normal is very good when used properly. It has a very high hitbox above her, so if people like jumping, and then double jumping above you, this will stop them in their tracks. Also, if someone is jumping at you in the corner (usually to bait your Tsubame Gaeshi), this move will automatically sideswap on hit - leading into a corner combo and a knockdown. It's main weakness is that it doesn't hit very far horizontally.
|
4B[e]
|
540
|
SOR
|
HL
|
14
|
3
|
21
|
-7
|
B
|
-7-16H
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
3C
3C
3C[m] 3C[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
3C[m]
|
720
|
SOR
|
L
|
20
|
12
|
15
|
-8
|
F
|
-
|
A long range sweep used to catch backdashes and fish for jump outs and counter hits. Usually, people use this move as a queue for the "end" of her staff pressure.
|
3C[e]
|
620
|
SOR
|
L
|
16
|
3
|
21
|
-7
|
F
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
j.A
j.B
j.B
j.B[m] j.B[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.B[m]
|
620
|
OJR
|
HA
|
11
|
3
|
18
|
-
|
H
|
-
|
A good all-around normal, this move shines as an air-to-air attack, when the opponent is level with you. If the opponent is grounded, you can use this as a jump-in as well, but if you use the move too early, you risk the opponent crouching under your normal. If you do it deep, they can mash 5A. Stay on your toes!
|
j.B[e]
|
500
|
SOJR
|
HA
|
9
|
4
|
12
|
-
|
H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
j.C
j.C
j.C[m] j.C[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.C[m]
|
780
|
OJR
|
HA
|
15
|
4
|
14
|
-
|
H
|
-
|
A very good air-to-air attack. Use this if you're anticipating a counter hit - if you're close enough to the corner, you can convert into a full combo.
|
j.C[e]
|
600
|
SOJR
|
HA
|
12
|
3
|
22
|
-
|
H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
Additional Backstep
Drive Moves
5D
2D
2D
This Chest Dem legs
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
2D[m]
|
-
|
-
|
-
|
-
|
-
|
23t
|
-
|
-
|
-
|
Sets the staff horizontally. The start up is similar to her 6A and 4D, making it a strong move to use as a feint. It sets up her much stronger staffless pressure.
|
2D[e]
|
-
|
-
|
-
|
10
|
-
|
30t
|
-
|
-
|
-
|
- List what the move is used for
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Follow the Help:Writing_Character_Pages guidelines
|
|
6D
6D
Sets up an easy Crush Trigger.
|
|
4D
4D
Frame adv. varies depending on distance.
|
|
j.D
j.D
j.D[m] j.D[e]
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.D[m]
|
540
|
-
|
All
|
14
|
-
|
45+4L
|
-
|
HBFP
|
-
|
Interesting as an air-to-air. You can combo off this (it's extremely situational). Knocks the opponent down, and places the staff in horizontal set.
|
j.D[e]
|
-
|
-
|
-
|
12
|
-
|
30+7L
|
-
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
j.2D
j.2D
Cross-up leads to a full combo.
|
|
Staff Launch
Staff Launch
Vertical Launch (5D Set) Horizontal (2D Set)
|
|
Universal Mechanics
Forward Throw
Backwards Throw
Air Throw
Counter Assault
Counter Assault
Placeholder
|
|
Crush Trigger
Crush Trigger
A+B
Enter The Dragon
|
|
Specials
Additional Back Step
Straight Through
Straight Through 41236D[m]
Always use protection
|
|
Straight Through Followups
Straight Through Followups
A B C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
A
|
780
|
-
|
HL
|
12
|
8
|
48T
|
-2
|
BP*
|
-
|
A~A
|
800
|
-
|
All
|
7
|
-
|
-
|
-
|
HBFP*
|
-
|
- Activates only if the first attack hits
|
B
|
750
|
-
|
All
|
12
|
8
|
57T
|
-11
|
BP*
|
-
|
B~B
|
800
|
-
|
All
|
7
|
-
|
-
|
-
|
HBFP*
|
-
|
- Activates only if the first attack hits
|
C
|
710
|
-
|
LA
|
10
|
8
|
53T
|
-2
|
FP*
|
-
|
|
C~C
|
800
|
-
|
-
|
7
|
-
|
-
|
-
|
HBFP*
|
-
|
- Activates only if the first attack hits
|
Stance Break D
|
-
|
-
|
-
|
-
|
-
|
17T
|
-
|
-
|
-
|
- List what the move is used for
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Follow the Help:Writing_Character_Pages guidelines
|
|
Tsubame Gaeshi
Three Dragons: White
Three Dragons: White 236A[e]
"i wonder if i left the oven on"
|
|
Three Dragons: Green
Three Dragons: Green 236B[e], air OK
"Prob left the oven on"
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
600
|
R
|
All
|
10
|
4
|
23+15L
|
-25
|
B
|
-
|
1st Followup
|
660
|
R
|
All
|
10
|
4
|
23+15L
|
-25
|
B
|
-
|
- Performed using Three Dragons: White/Red > Green
|
2nd Followup
|
900
|
R
|
All
|
10
|
4
|
23+15L
|
-23
|
B
|
-
|
- Performed using Three Dragons: White/Red > 1st Followup > Green
|
Air
|
600
|
R
|
All
|
5
|
4
|
Till L+15L
|
-
|
H
|
-
|
Air (1st Followup)
|
660
|
R
|
All
|
5
|
4
|
Till L+15L
|
-
|
H
|
-
|
- Performed using Three Dragons: Red > (Air) Green
|
Air (2nd Followup)
|
900
|
R
|
All
|
5
|
4
|
Till L+15L
|
-
|
H
|
-
|
- List what the move is used for
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Follow the Help:Writing_Character_Pages guidelines
|
|
Three Dragons: Red
Three Dragons: Red 236C[e], air OK
"Nah i didn't leave it on"
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ground
|
700
|
R
|
HA
|
26
|
3
|
20
|
-6
|
H
|
-
|
1st Followup
|
770
|
R
|
HA
|
26
|
3
|
20
|
-6
|
H
|
-
|
- Performed using Three Dragons: White/Green > Red
|
Air
|
1050
|
R
|
HA
|
26
|
3
|
20
|
-4
|
H
|
-
|
- Performed using Three Dragons: White/Green > 1st Followup > Red
|
Air
|
700
|
R
|
HA
|
26
|
3
|
Till L+11L
|
-
|
H
|
-
|
Air (1st Followup)
|
770
|
R
|
HA
|
26
|
3
|
Till L+11L
|
-
|
H
|
-
|
- Performed using Three Dragons: Green > (Air) Red
|
Air (2nd Followup)
|
1050
|
R
|
HA
|
26
|
3
|
Till L+11L
|
-
|
H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
Gut Shot
Gut Shot 421C
Regular Charged
|
|
|-
! Charged
| height="25px"| 400*2, 1200
| R
| All
| 45~
| 2, 2, 3
| 17
| +1
| B
| 9~ HB
|-
| colspan="12" style="text-align: left; vertical-align:top;" |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|-
}}
Reach: Last Chance
Reach: Last Chance 63214A[e]
|
|
One Shot
One Shot Reach: Last Chance~A
|
|
Last Chance > Three Dragons: Green
Last Chance > Three Dragons: Green Reach: Last Chance~B
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Last Chance > Three Dragons: Red
Last Chance > Three Dragons: Red Reach: Last Chance~C
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Robbing a Quad
Robbing a Quad Reach: Last Chance~D
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Reach: Robbing the Kong
Reach: Robbing the Kong 63214B[e]
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Reach: Kong on Kong
Reach: Kong on Kong 63214C[e]
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The Four Winds
The Four Winds 41236D[e]
Vertical Horizontal
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Kote Gaeshi
Kote Gaeshi 623D[e] / 421D[e]
623D 421D
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Distortion Drives
All Green
All Green 6428C
Normal Version Decent punish to mid-range pressure. Overdrive Version Extremely damaging combo filler.
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All Terminals
All Terminals 632146C
First Hit Strong reversal and good combo ender. Staff Ender More damage than the [e] version, but worse post-super options. Staffless Ender Less damage than the [m] version, but better post-super options.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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632146C[m] (Staff ender)
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500, 300*12, 2500
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R
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All
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1+13
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6
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27
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-14
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B
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1-19 All
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632146C~[D][m] (Staff > Staffless ender)
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500, 300*12, 1500
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R
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All
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1+13
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6
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27
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-14
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B
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1-19 All
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632146C[e] (Staffless ender)
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500, 300*12, 1500
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R
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All
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1+13
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6
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27
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-14
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B
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1-19 All
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632146C during Overdrive
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500, 300*7, 100*8, 150*16, 300*2, 1500
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R
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All
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1+13
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6
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27
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-14
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B
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1-19 All
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Thirteen Orphans
Thirteen Orphans 632146D[e]
Vertical (5D Set) Combo filler. Horizontal (2D Set) Decent pressure tool.
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Overdrive
The Great Wheel A+B+C+D
Overdrive Startup Use this time to buffer staff hits. Any Direction+D Multi-purpose tool, incredibly strong.
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Astral Heat
Nine Gates of Heaven Last Chance > 46D
Combos from Last Chance > A.
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External References