BBCPE/Litchi Faye Ling

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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
Offensive - Footsies, 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
Ambox warning.png 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 6 +3 B -

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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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 7 3 8 +1 F -

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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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR HA 7 4 8 - H -

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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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.C[m] 780 OJR HA 15 4 14 - H -
j.C[e] 600 SOJR HA 12 3 22 - 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.

Additional Backstep

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 43T - - 1-19 All

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Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D[m] - - - - - 27t - - -
5D[e] - - - 9 - 48t - - -

Sets the staff vertically. Useful in pressure to help stop jump outs, but the move itself is a little slower.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D[m] - - - - - 23t - - -
2D[e] - - - 10 - 30t - - -

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.

6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600*2 SOR, - HL 15 9(8)5 17 +3 B -

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4D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
960 R HA 22 9 12+8L -10 HA -

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j.D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D[m] 540 - All 14 - 45+4L - HBFP -
j.D[e] - - - 12 - 30+7L - - -

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.2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500*2 R*2 All, HA 17 Till L(8)2 8 +7 H, F -

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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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0*2, 1400 -, R, SOR T (70) 7 3 22 -2 (See notes) T -

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Backwards Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 8 3 22 - T -

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Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (90) 7 3 15+3L - T -

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Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 4 36 -19 B 1-20 All

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Crush Trigger

A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 28 0 BP* -

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Specials

Additional Back Step

447

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 43T - - 1-19 All

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Straight Through

41236D[m]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 54T - - 7-48GP

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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]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

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One Shot

Reach: Last Chance~A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
470 R All 10 2 17 - H -

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Last Chance > Three Dragons: Green

Reach: Last Chance~B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 R All 11 4 9+11L -7 H -

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Last Chance > Three Dragons: Red

Reach: Last Chance~C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
820 R HA 21 3 5+11L 0 H -

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Robbing a Quad

Reach: Last Chance~D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500*2 R All, LA 8 7, (8), 3 9 +5 H, F -

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Reach: Robbing the Kong

63214B[e]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
690 R All 7 33 47T +8 HBFP* -

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Reach: Kong on Kong

63214C[e]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 29T - - -

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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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - All 25+1 Till L 75L -43 (See notes) H 1-Landing All

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External References



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