BBCPE/Litchi Faye Ling/Combos: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
<div class="toc" style="float:left;margin-right:25px">
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[[File:BBCP_Litchi_Icon.png|80px|center|link=BBCPE/Litchi_Faye_Ling]]
!LItchi Faye Ling
|-
||
[[File:BBCP_Litchi_Portrait.png|350px|center]]
|-
||{{CharData-BBCPE
|health=11,000
|comboRate=70% (Staff) / 60% (No Staff)
|jumpStartup=4
|backdashTime=21 (Normal) / 43 (Additional)
|backdashInv=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]]
|}
 
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<span style="font-weight:bold; margin-left:25px;">Navigation</span>
<span style="font-weight:bold; margin-left:25px;">Navigation</span>
# [[BBCPE/Litchi_Faye_Ling|Overview]]
# [[BBCPE/Litchi_Faye_Ling|Overview]]
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# [[BBCPE/Litchi_Faye_Ling/Frame_Data|Frame Data]]
# [[BBCPE/Litchi_Faye_Ling/Frame_Data|Frame Data]]
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__TOC__
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==Combos==
 
{| class="wikitable" style="border: 2px solid black; cellpadding:5px;"
 
 
{| class="wikitable"
|-
|-
! <ins>Combo Notation Guide</ins>:
! Combo Notation Guide
|-
|-
|
|
: > = cancel into the next attack
:{| class="wikitable" border="1"
: , = link the next attack after preceding move's recovery
|-
: jc = jump cancel
| 7 {{7}}
: hjc = high jump cancel
| 8 {{8}}
: dc = dash cancel
| 9 {{9}}
: (N) = only use the Nth attack of the move (for example, if [[#5D|5D]](1) is written, you only use the first hit of 5D)
|-
: (move) = whatever's listed in the parentheses is optional
| 4 {{4}}
| 5 {{5}}
| 6 {{6}}
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D
: '''>''' = cancel into the next attack
: ''',''' = link the next attack after preceding move's recovery
: '''jc''' = jump cancel
: '''hjc''' = high jump cancel
: '''RC''' = Rapid Cancel
: '''CH''' = Counter Hit
: '''IAD''' = Instant Air Dash
: '''OD''' = Overdrive
: '''(N)''' = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
|}
===Midscreen===
<br clear=all/>
==Midscreen==
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.


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Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
===Midscreen to Corner===
==Midscreen to Corner==




===Corner Only===
==Corner Only==


----
----

Revision as of 01:42, 31 August 2015




Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only






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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc