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Revision as of 10:26, 24 October 2013
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
Play-Style: Balanced - Zoning, rushdown, okizeme.
Movement Options: 1 Double Jump/Airdash, run-type ground dash, double back dash.
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 is able to gatling any normal into any other normal during Overdrive, with the exception of being able to gatling after 6C. (Unconfirmed)
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:
- Japanese Name: ライチ=フェイ=リン
- Japanese Wiki
- English Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Litchi Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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4B |
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3C |
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j.A |
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j.B |
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j.C |
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Additional Backstep |
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Counter Assault |
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Crush Trigger |
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Drive Moves
5D |
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2D |
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6D |
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4D |
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j.D |
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j.2D |
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Staff Launch |
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Throws
Forward Throw |
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Backwards Throw |
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Air Throw |
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Specials
Distortion Drives
All Green 6428C |
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All Terminals 632146C |
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Thirteen Orphans 632146D[e] |
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Overdrive
The Great Wheel A+B+C+D |
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Astral Heat
Nine Gates of Heaven Last Chance > [4]6D |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide: |
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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.