Overview
Litchi Faye Ling is a renowned doctor and scientist living in Orient Town, located in the 13th Hierarchical City of Kagutsuchi.
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
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.
- 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.
Pros | Cons |
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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 |
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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
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
5B[m] | 650 | SOJR | HL | 11 | 3 | 22 | -6 | B | - |
5B[e] | 450 | SOJR | HL | 8 | 3 | 14 | 0 | 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).
5C
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 | - |
5C[e] | 450 | SOJR | HL | 15 | 3 | 30 | -16 | BP | - |
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.
2A
2B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
2B[m] | 630 | SOR | L | 17 | 4 | 26 | -13 | F | - |
2B[e] | 450 | SOR | L | 12 | 2 | 22 | -10 | 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.
2C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
2C[m] | 700 | SOR | HL | 14 | 3 | 20 | -14 | B | - |
2C[e] | 450 | SOJR | HL | 12 | 3 | 19 | -5 | 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.
6A
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul | |
---|---|---|---|---|---|---|---|---|---|
6A[m] | 620 | R | H | 22 | 3 | 20 | -2 | B | - |
6A[e] | 600 | SOR | H | 22 | 3 | 27 | -13 | B | - |
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6B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
6B[m] | 820 | (S)O(J)R | HL | 17 | 6 | 18 | -3 | B | - |
6B[e] | 660 | SOJR | HL | 17 | 4 | 23 | -10 | 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.
6C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
6C[m] | 250×4 | R | HL | 23 | 3×4 | 27 | -5 | B | - |
6C[e] | 300, 750 | (SO)R | HL, HA | 11 | 2(25)3 | 7+6L | +1 | B, H | - |
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.
4B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
4B[m] | 740 | R | HL | 17 | 3 | 29 | -13 | B | -9-19H |
4B[e] | 540 | SOR | HL | 14 | 3 | 21 | -7 | B | -7-16H |
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.
3C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
3C[m] | 720 | SOR | L | 20 | 12 | 15 | -8 | F | - |
3C[e] | 620 | SOR | L | 16 | 3 | 21 | -7 | 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.
j.A
j.B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
j.B[m] | 620 | OJR | HA | 11 | 3 | 18 | - | H | - |
j.B[e] | 500 | SOJR | HA | 9 | 4 | 12 | - | 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.C
Additional Backstep
Drive Moves
5D
2D
6D
4D
j.D
j.2D
Staff Launch
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Vertical (5D Set) | 200×2 | - | All | - | - | - | - | HBFP | - |
Horizontal (2D Set) | 200×2 | - | All | - | - | - | - | HBFP | - |
While Dashing | - | - | - | 3 | - | 12t | - | - | - |
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Universal Mechanics
Forward Throw
Backwards Throw
Air Throw
Counter Assault
Crush Trigger
A+B
Specials
Additional Back Step
447
Straight Through
41236D[m]
Straight Through Followups
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* | - |
B | 750 | - | All | 12 | 8 | 57T | -11 | BP* | - |
B~B | 800 | - | All | 7 | - | - | - | HBFP* | - |
C | 710 | - | LA | 10 | 8 | 53T | -2 | FP* | - |
C~C | 800 | - | - | 7 | - | - | - | HBFP* | - |
Stance Break D | - | - | - | - | - | 17T | - | - | - |
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Tsubame Gaeshi
623D[m]
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
600×3, 1200 | - | HL*3, All | 11 | 3, 2, 12, 24 | 58T | -21 | HBFP* | 1-15 All |
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Three Dragons: White
236A[e]
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 800 | R | LA | 11 | 3 | 30 | -16 | F | - |
1st Followup | 880 | R | LA | 11 | 3 | 30 | -16 | F | - |
2nd Followup | 1200 | R | LA | 11 | 3 | 30 | -14 | F | - |
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Three Dragons: Green
236B[e], air OK
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 | - |
2nd Followup | 900 | R | All | 10 | 4 | 23+15L | -23 | B | - |
Air | 600 | R | All | 5 | 4 | Till L+15L | - | H | - |
Air (1st Followup) | 660 | R | All | 5 | 4 | Till L+15L | - | H | - |
Air (2nd Followup) | 900 | R | All | 5 | 4 | Till L+15L | - | H | - |
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Three Dragons: Red
236C[e], air OK
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 | - |
Air | 1050 | R | HA | 26 | 3 | 20 | -4 | H | - |
Air | 700 | R | HA | 26 | 3 | Till L+11L | - | H | - |
Air (1st Followup) | 770 | R | HA | 26 | 3 | Till L+11L | - | H | - |
Air (2nd Followup) | 1050 | R | HA | 26 | 3 | Till L+11L | - | H | - |
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Gut Shot
421C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 400×3 | R | All | 19~ | 2, 2, 3 | 17 | -3 | B | 9~ HB |
Charged | 400×2, 1200 | R | All | 45~ | 2, 2, 3 | 17 | +1 | B | 9~ HB |
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Reach: Last Chance
63214A[e]
One Shot
Reach: Last Chance~A
Last Chance > Three Dragons: Green
Reach: Last Chance~B
Last Chance > Three Dragons: Red
Reach: Last Chance~C
Robbing a Quad
Reach: Last Chance~D
Reach: Robbing the Kong
63214B[e]
Reach: Kong on Kong
63214C[e]
The Four Winds
41236D[e]
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Vertical Launch | 520×7 | - | All | 44 | 8×5, 6, 8 | 38T | - | HBFP* | - |
Horizontal Launch | 480×4 | - | All | 41 | 8×3, 10 | 44T | +47 | HBFP* | - |
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Kote Gaeshi
623D[e] / 421D[e]
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Forward | - | - | - | - | - | 16T | - | - | - |
Backward | - | - | - | - | - | 16T | - | - | - |
(Air) Forward | - | - | - | - | - | 20+6LT | - | - | - |
(Air) Backward | - | - | - | - | - | 20+6LT | - | - | - |
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Distortion Drives
All Green
6428C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 2000 | R | All | 6+2 | 6 | 43T | -13 | HBFP*(2) | 1-7 All |
Overdrive | 470×9, 2000 | R | All | 6+5 | 6, 3×7, 18, 21 | 43T | +7 | HBFP*(2) | 1-7 All |
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All Terminals
632146C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
632146C[m] (Staff ender) | 500, 300×12, 2500 | R | All | 1+13 | 6 | 27 | -14 | B | 1-19 All |
632146C~[D][m] (Staff > Staffless ender) | 500, 300×12, 1500 | R | All | 1+13 | 6 | 27 | -14 | B | 1-19 All |
632146C[e] (Staffless ender) | 500, 300×12, 1500 | R | All | 1+13 | 6 | 27 | -14 | B | 1-19 All |
632146C during Overdrive | 500, 300×7, 100×8, 150×16, 300×2, 1500 | R | All | 1+13 | 6 | 27 | -14 | B | 1-19 All |
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Thirteen Orphans
632146D[e]
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Vertical (5D Set) | 400×13 | R | All | 7+12 | 1, 2×12 | 46T | - | HBFP*(2) | 1-7 All |
Horizontal (2D Set) | 300×13 | R | All | 26+7 | [2(6)2(8)2(8)2(8)]*3, 4(3)3 | 63T | - | HBFP*(2) | - |
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Overdrive
The Great Wheel
A+B+C+D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul | |
---|---|---|---|---|---|---|---|---|---|
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
Overdrive Staff Hit | 400 or 600 | - | All | 25 | 8 | - | - | HBFP* | - |
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Astral Heat
Nine Gates of Heaven
Last Chance > 46D
External References
- Japanese Name: ライチ=フェイ=リン
- Japanese Wiki
- English Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread