BBCPE/Litchi Faye Ling

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< BBCPE
Revision as of 00:41, 5 September 2015 by Shtkn (talk | contribs)
LItchi Faye Ling
BBCP Litchi Portrait.png

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
Full Frame Data
BBCPE/Litchi Faye Ling/Frame Data
  

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


External References




BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc