(→4D) |
(→5A) |
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|startup=6 |active=3 |recovery=9 |frameAdv=0 | |startup=6 |active=3 |recovery=9 |frameAdv=0 | ||
|description= | |description= | ||
A quick slap with a decent hitbox that makes it good for Anti Airing in some cases. 5A can cancel into itself and whiffs on most crouching hitboxes which limits its use but it does not whiff on Relius, Hakumen & Tager when the are crouching which means you can somewhat bully them with the +3 on block advantage it possesses. | A quick slap with a decent hitbox that makes it good for Anti Airing in some cases. | ||
5A can cancel into itself and whiffs on most crouching hitboxes which limits its use but it does not whiff on Relius, Hakumen & Tager when the are crouching which means you can somewhat bully them with the +3 on block advantage it possesses. | |||
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|startup=11 |active=3 |recovery=22 |frameAdv=-6 | |startup=11 |active=3 |recovery=22 |frameAdv=-6 | ||
|description= | |description= | ||
One of Litchi's go-to ground pokes. It has good range and is safe to use from well positioned ranges. There's a lot you can do off this on block such as jump canceling in to Instant Air Dash Cross up J.2D or setting the staff in 2D/5D and follow it up with 6A[m] Or 2B[m]. In addition to this, it's one of her best combo starters and can confirm into 6C on Counter Hit. | One of Litchi's go-to ground pokes. It has good range and is safe to use from well positioned ranges. There's a lot you can do off this on block such as jump canceling in to Instant Air Dash Cross up J.2D or setting the staff in 2D/5D and follow it up with 6A[m] Or 2B[m]. | ||
In addition to this, it's one of her best combo starters and can confirm into 6C on Counter Hit. | |||
Furthermore, with the tip of 5B[m], you can also confirm in to OverDrive combos by doing 5B[m] > 6D > OD / 5B[m] > 5C[2] > 3C[m] > OD , Which lead to good dmg with or without Super enders. | Furthermore, with the tip of 5B[m], you can also confirm in to OverDrive combos by doing 5B[m] > 6D > OD / 5B[m] > 5C[2] > 3C[m] > OD , Which lead to good dmg with or without Super enders. | ||
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The staffless version of 5B where litchi strikes with herself rather than her staff. | The staffless version of 5B where litchi strikes with herself rather than her staff. | ||
Even though the staff is not with litchi, this move starts up noticably faster and still has a good amount of range to be used as a poke. | Even though the staff is not with litchi, this move starts up noticably faster and still has a good amount of range to be used as a poke. | ||
One of the good things about 5B is that it can be used as a reverse gatling because 5B > 2A can go in to each other for as long as you are hitting the opponent. | One of the good things about 5B is that it can be used as a reverse gatling because 5B > 2A can go in to each other for as long as you are hitting the opponent. | ||
This allows you to do things such as 5B > 5A > 5B > 5A to either stall for the staff to return to you or to use as mix up for the opponent to guess when the overhead or jump cancel is coming. | This allows you to do things such as 5B > 5A > 5B > 5A to either stall for the staff to return to you or to use as mix up for the opponent to guess when the overhead or jump cancel is coming. | ||
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|description= | |description= | ||
This move is primarily used for combos and can be used as a frame trap from 5B[m] at times. | This move is primarily used for combos and can be used as a frame trap from 5B[m] at times. | ||
Litchi's pressure and options from 5C[m] is limited so you have to mix up how you go about finishing the block string if you use 5C[m] | Litchi's pressure and options from 5C[m] is limited so you have to mix up how you go about finishing the block string if you use 5C[m] | ||
it can only go in to 3C / Itsuu cancel / 2D 5D / 214B/C which can all leave you at some what of a disadvantage in terms of frames. If the opponent reacts or Instant blocks or OD cancels mid way it can be bad but always keep them guessing. | it can only go in to 3C / Itsuu cancel / 2D 5D / 214B/C which can all leave you at some what of a disadvantage in terms of frames. | ||
If the opponent reacts or Instant blocks or OD cancels mid way it can be bad but always keep them guessing. | |||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
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|startup=7 |active=4 |recovery=9 | |startup=7 |active=4 |recovery=9 | ||
|description= | |description= | ||
Litchi reaches for the sky while airborne. A weird normal in a way that , it's an Anti Air for the Air to Air game. Litchi isn't the best Air to Air character but if someone jumps higher than litchi, j.a is the perfect tool to keep them in check until your both on the ground again. Great to use vs certain characters more than others because of the chances you get to use it, but other than that , it's used like all other standard j.A's. (I.e. to jump up , attack and confirm quick / short air combos for a knockdown.) | Litchi reaches for the sky while airborne. A weird normal in a way that , it's an Anti Air for the Air to Air game. Litchi isn't the best Air to Air character but if someone jumps higher than litchi, j.a is the perfect tool to keep them in check until your both on the ground again. | ||
Great to use vs certain characters more than others because of the chances you get to use it, but other than that , it's used like all other standard j.A's. (I.e. to jump up , attack and confirm quick / short air combos for a knockdown.) | |||
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|description= | |description= | ||
Litchi's +3 on block Barge. Has a decent hitbox and can be Special canceled in to Itsuu as a pressure/mix up tool. It also Fatals and leads to combos that take your opponent to the corner and do a good chunk of damage. | Litchi's +3 on block Barge. Has a decent hitbox and can be Special canceled in to Itsuu as a pressure/mix up tool. It also Fatals and leads to combos that take your opponent to the corner and do a good chunk of damage. | ||
Most important thing to know is that , when this move is Instant Blocked , it becomes 0 on block, which means who ever has the Fastest button will win in terms of mashing (or they might even DP you) So make sure you know when to mash 2a or when to block if you do 6D(2) vs certain characters. You might want to check other characters 2A/5A or any of their fastest startup normals. | Most important thing to know is that , when this move is Instant Blocked , it becomes 0 on block, which means who ever has the Fastest button will win in terms of mashing (or they might even DP you) So make sure you know when to mash 2a or when to block if you do 6D(2) vs certain characters. You might want to check other characters 2A/5A or any of their fastest startup normals. | ||
That being said, some character may do other things instead of mash , i.e. Bang may do a D move / Hakumen may Counter etc etc. Always be on your toes if you decide to use this as Pressure without special canceling it in to Itsuu. | That being said, some character may do other things instead of mash , i.e. Bang may do a D move / Hakumen may Counter etc etc. Always be on your toes if you decide to use this as Pressure without special canceling it in to Itsuu. | ||
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2D[m] / 6D[m] / J.D[m] all set the staff in 2D mode (Staff launches across the ground) | 2D[m] / 6D[m] / J.D[m] all set the staff in 2D mode (Staff launches across the ground) | ||
5D[m] / 4D[m] / J.2D[m] all set the staff in 5D mode (Staff launches up above covering the air | 5D[m] / 4D[m] / J.2D[m] / 214B/C all set the staff in 5D mode (Staff launches up above covering the air | ||
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|description= | |description= | ||
Standard throw where litchi grabs you by the neck and gives you one nice kick launching you upwards for you to do ItsuuA (in the corner) or dash 5B>RenChan for a decent combo with nice dmg/wall carry | Standard throw where litchi grabs you by the neck and gives you one nice kick launching you upwards for you to do ItsuuA (in the corner) or dash 5B>RenChan for a decent combo with nice dmg/wall carry | ||
Note: Because Litchi's 6B makes her move forward and can be feinted, if you press 6B+C (6B>C Plinked) , litchi's Forward throw will move forward , giving her access to a Kara-Throw. (Canceling a move in to a throw that makes the range longer or bigger) | |||
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====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Litchi_6B.png |caption= | |image=BBCS_Litchi_6B.png |caption= Dat Leg~ | ||
|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
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|startup=11 |active=3, 2, 24, Until L |recovery=58T |frameAdv=-21 | |startup=11 |active=3, 2, 24, Until L |recovery=58T |frameAdv=-21 | ||
|description= | |description= | ||
Litchi's Dragon Punch. She launches the staff in to the air and the 2nd hit knocks the opponent down after launching them. This | Litchi's Dragon Punch. She launches the staff in to the air and the 2nd hit knocks the opponent down after launching them. | ||
This DP's main disadvantage is that it can not be Rapid Canceled but other than that it possesses a huge hitbox which can hit opponents that even try to cross you up. | |||
If you look at the Image of the DP on this wiki, it can hit you from her back foot and from where her hair is. it's bigger than it looks. | |||
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|startup=11 |active=3 |recovery=30 |frameAdv=-6 | |startup=11 |active=3 |recovery=30 |frameAdv=-6 | ||
|description= | |description= | ||
The Low kick , A version of her 236 Rekkas | |||
can be used as mix up during 13orphans and can also be used as a way to check if your opponent is blocking their legs as you wait for the staff to come back around and make it safe. | |||
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|startup=5 |active=4 |recovery=Until L+14 |frameAdv= | |startup=5 |active=4 |recovery=Until L+14 |frameAdv= | ||
|description= | |description= | ||
Litchi's B Rekka. | |||
Mainly used as a Combo filler , as a way to combo in to 63214A[e] | |||
but it can occasionally be used as a surprise Anti-Air because we all know Litchi's 4B[e] lack horizontal range, so if an opponent has for example Counter Assaulted you away and is IAD'ing in , you could surprise them with a 236B to check them. | |||
Best used with Meter if done out side a combo but overall it's mainly for combos. (but when fighting....one must use all their tools so...y'know) | |||
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|startup=26 |active=3 |recovery=Till L+14 |frameAdv= | |startup=26 |active=3 |recovery=Till L+14 |frameAdv= | ||
|description= | |description= | ||
The Overhead kick and C version of Litchi's Rekka | |||
It's a combo filler but can also be used as a mix up tool to open opponents up even though it is rather slow. | |||
That being said, if the opponent does block it, you are minus but if you cover the recovery of it with a staff launch on its way back to you , you can make it safe and continue to pressure the opponent. | |||
So use this carefully along side the staff to make your pressure/mix up more threatening | |||
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|startup=11 |active=4 |recovery=9+11L |frameAdv=-7 | |startup=11 |active=4 |recovery=9+11L |frameAdv=-7 | ||
|description= | |description= | ||
Combo filler and the B variant of her rekkas | |||
It's mainly used for launching the opponent high enough in order to combo from 63214A. | |||
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|startup=17 |active=3 |recovery=5+11L |frameAdv=0 | |startup=17 |active=3 |recovery=5+11L |frameAdv=0 | ||
|description= | |description= | ||
Overhead Kick and the C variant of her rekkas | |||
It's rather slow but also very big. | |||
So it can sometimes cross up or hit people from odd angles. | |||
Mainly used as a surprise mix up tool and can be used in some of her combos for different routes. | |||
it very unsafe if blocked close up but from mix tip range, you Might be safe depending on the opponent but try not to be to wild with this, litchi has plenty of tools to form well structured pressure/mix up without using this. | |||
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|startup=8 |active=7(6)3 |recovery=9 |frameAdv=+5 |attribute=H, F |invul= |hitbox=litchi/63214A_D | |startup=8 |active=7(6)3 |recovery=9 |frameAdv=+5 |attribute=H, F |invul= |hitbox=litchi/63214A_D | ||
|description= | |description= | ||
Great combo filler that puts the opponent on the opposite side if it is hit correctly | |||
it's used in both mid and corner combos and is mainly used for combos. | |||
It can be used in a similar fashion to J.2D but it's not very safe because people can see you are sitting on the staff so you're a sitting duck. | |||
But that being said there are setups created by a small number of litchi's that allow this to be used as a Safe jump but it's rather tricky. | |||
Overall it's mainly a combo filler but feel free to explore and create some setups ! | |||
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|startup=7 |active=33 |recovery=47T |frameAdv=+8 | |startup=7 |active=33 |recovery=47T |frameAdv=+8 | ||
|description= | |description= | ||
Similar to Litchi's 214B/C[m] but instead. she jumps on the staff and throws it in the direction of the opponent. | |||
Same rules apply to it tho, if it is blocked up close, it is minus / if it is blocked from near the end of it's arc, it is Plus. or more so (you recover in time to block before they do a random long range super) | |||
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|startup=1+13 |active=6 |recovery=27 |frameAdv=-16 | |startup=1+13 |active=6 |recovery=27 |frameAdv=-16 | ||
|description= | |description= | ||
A decent super, rather slow since people can DP it on reaction if it is done in front of them but all in all , it does it's job. | |||
The Staffed version has the damage | |||
The staffless version has the Staff set in 2D so you can perform okizeme or pressure after. | |||
That being said, in the corner , if you do the Staffless 2D set version, it doesn't really give you many okizeme options because if you press D or jump or anything, you can get caught by wake up mash or Dragon punches, so you mainly want to use this Staffless version screen so that you can do the super > Press D (2D Launches) and run in with the ability to Dash Barrier just in case they try something against you or if they roll, you can combo off the 2D staff launch pick up. | |||
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{{MoveData | {{MoveData | ||
|image=BBCF_Litchi_Exceed Accel.png | |image=BBCF_Litchi_Exceed Accel.png | ||
|input=ABCD during Overdrive |caption= | |input=ABCD during Overdrive |caption= Crouching Tiger hidden Stick Man ! | ||
|name=Crimson Peacock | |name=Crimson Peacock | ||
|data= | |data= |
Revision as of 09:40, 9 October 2018
LItchi Faye Ling |
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Health: Combo Rate:
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Overview
Litchi Faye Ling is a renowned doctor and scientist living in Orient Town, located in the 13th Hierarchical City of Kagutsuchi. Litchi, at first glance, can be perceived as the perfect woman – courteous, sexy, and intelligent. Being a doctor and former scientist, she is a kind person who is willing to help those in need. She is good friends with the Kaka Clan, acting as their teacher both mentally and, in Taokaka's case, physically. She has a one-sided, rather awkward relationship with Bang: Litchi likes him as a friend, while Bang is infatuated with her, but does not know how to express his love.
Drive: Mantenbou
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, and 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 its 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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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4B
4B |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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4D
4D |
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j.D
j.D |
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j.2D
j.2D |
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Staff Launch
Staff Launch |
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Universal Mechanics
Forward Throw
Forward Throw |
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Backwards Throw
Backwards Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger A+B |
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Special Moves
Additional Back Step
Additional Back Step 447 |
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Straight Through
Straight Through 41236A/B/C[m] |
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Tsubame Gaeshi
Tsubame Gaeshi 623D[m] |
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Three Dragons: White
Three Dragons: White 236A[e] |
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Three Dragons: Green
Three Dragons: Green 236B[e], air OK |
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Three Dragons: Red
Three Dragons: Red 236C[e], air OK |
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Gut Shot
Gut Shot 421C |
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Reach: Last Chance
Reach: Last Chance 63214A[e] |
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One Shot
One Shot Reach: Last Chance~A |
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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] |
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Kote Gaeshi
Kote Gaeshi 623D[e] / 421D[e] |
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Kote Gaeshi
Ren Chan 214B/C |
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Distortion Drives
All Green
All Green 6428C |
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All Terminals
All Terminals 632146C |
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Thirteen Orphans
Thirteen Orphans 632146D[e] |
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Exceed Accel
Crimson Peacock ABCD during Overdrive |
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Overdrive
The Great Wheel A+B+C+D |
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Astral Heat
Nine Gates of Heaven Last Chance > 46D |
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External References
- Japanese Name: ライチ=フェイ=リン
- Japanese Wiki
- English Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •