BBCF/Litchi Faye Ling/Frame Data

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Litchi Faye Ling


Glossary

How do I read frame data?

System Data Glossary
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Litchi Faye Ling 11,000 4F 22F (1~5F Inv All) Additional Back Step

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 9 0 +9 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B[m] 650 Mid 11 3 22 -6 -9 B 100 92 Long SJR 4 18 19 19 24 34 12 +0 +5
5B[e] 500 Mid 8 3 14 0 +2 B 100 89 Long SJR 3 16 17 19 22 33 8 +0 +2
5C[m] 550×2 Mid 17 3(3)3 23 -7 -22 B 100 92 Long S(J)R 4 18 21 19 26 44 14 +0 +5
5C[e] 700 Mid 15 3 30 -16 -20 BP 100 89 Long SJR 3 16 17 17 Crumple 54 31 10 +0 +2
2A 300 All 7 3 9 0 +8 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B[m] 600 Low 17 2 28 -13 -20 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2B[e] 450 Low 12 2 22 -10 -9 F 90 85 Long SR 2 13 14 14 18 26 8 +0 +1
2C[m] 800 Mid 14 3 28 -14 -18 B 100 79 Long SR 3 16 Launch 30 Launch 62 13 +0 +2
2C[e] 650 Mid 12 3 19 -5 -7 B 100 89 Long SJR 3 16 17 17 22 31 10 +0 +2
6A[m] 700 High 25 3 20 -2 -21 B 90 92 Normal R 4 20 Launch 42 + GBounce Launch 57 + GBounce 14 +0 +5
6A[e] 550 High 22 3 18 -2 -16 B 90 92 Normal SR 4 18 19 26 + Down 23 24 41 + Down 23 10 +0 +5
6B[m] 850 Mid 17 4 20 -3 -14 B 100 84 Long (S)(J)R 5 20 21 33 + WBounce 40 27 60 + WBounce 40 15 +0 +8
6[B][m] 28 -2
6B[e] 660 Mid 17 4 23 -10 -17 B 100 89 Long SJR 3 16 17 17 22 31 8 +0 +2
6[B][e] 26 +0
6C[m] 350×4 Mid 23 3×4 27 -5 -35 B 100 94 Long R 5 20 Spin Fall 44 38 Spin Fall 53 57 0/+4 +4 +4
6C[e] 540×2 Mid, High/Air 11 2 (25) 3 7+6L +1 -27 B, H 90 89 Long (S)R 3 16 Crumple 29, Launch + Down 28 41 Crumple 58, Launch + Down 28 55, 55 10 +0 +2
4B[m] 750 Mid 16 3 29 -13 -21 B 8~18 H 80 82 Long SR 4 18 Launch 40 Launch 55 14 +8 +8
4B[e] 600 Mid 14 3 21 -7 -11 B 7~16 H 80 89 Long SR 3 16 17 42 22 56 8 +0 +2
3C[m] 800 Low 20 12 15 -8 -20 F 90 92 Long SR 4 18 Launch 40 Launch 55 + Down 23 14 +0 +5
3C[e] 650 Low 15 3 21 -7 -12 F 100 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 10 +0 +2
j.A 300 High/Air 7 4 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B[m] 650 High/Air 11 3 18 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.B[e] 650 High/Air 9 4 12 H 80 89 Long SJR 3 16 17 20 22 34 9 +0 +2
j.C[m] 850 High/Air 15 4 14+4L H 80 89 Long SJR 3 16 17 17 Launch 80 + WBounce 13 +0 +2
j.C[e] 750 High/Air 12 3 22 H 80 89 Long SJR 3 16 17 56 22 70 9 +0 +2
44 22f 1~5F All
447 43 1~9 All


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D[m] 5D Set 27 -1
2D[m] 2D Set 23 +3
5D[e] 20 +6
2D[e] 2D Recall 20 +6
6[6]D[e] Running recall
6D[m] 600 Mid 15 9(4)5 17 +3 -23 B 100 84 Long SR 5 20, 24 21, 25 31, 31 + WStick 20 30, 34 50, 50 + WBounce 50 + WStick 23 13 +0 +8
4D[m] 800 High/Air 22 9 8+8L -6 -20 H 16~30 F 80 92 Normal R 4 18 Launch 40 + Slide 30 Launch 55 + Slide 30 12 +0 +5
j.D[m] j.D Set 800 14 Until Hit Total: 45+4L P1 80 89 Long 3 16 17 30 Crumple 25 44 0/+11 +11 +13
j.D[e] j.D Recall 26+7L
j.2D[m] 600 All, Low 17 Until L(8)2 8 +7 H, F 80 89 Long R 3 16 17 17 22 31 11, 8 +0 +2
Staff Vertical 400×2 All P1 80 89×2 Normal 3 16 17 30 22 44 0 +0 +2
Staff Horizontal 500 All P1 80 89 Normal 3 12 Launch 32 Launch 46 0 +0 +2
OD Staff OD Staff 600 13 8 23 +22 P1 80 89 Normal 3 16 17 36 + WBounce + GBounce 22 50 + WBounce + GBounce 0/+6 +6 +8


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0×2, 1500 Thow(70) 7 3 23 -6 T 100 50 Normal SR 0×2, 3 Crumple 35, Launch 45 0, 8, 11 +0
4BC Back Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 3 Launch 62 Launch 76 0 +0
j.BC Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 3 60 + GBounce + Down 23 0 +0
6AB Counter Assault 0 All 13 2 36 -25 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2


Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A[e] Three Dragons: White 700 Low/Air 11 3 20 -4 -7 F 90 89 Long R 3 18 Launch 34 Launch 49 20 +0 +5
236B[e] Three Dragons: Green 800 All 10 4 24+14L -23 -25 B 100 89 Long R 3 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5
j.236B[e] Air Three Dragons: Green 800 All 5 4 Until L+15 H 100 89 Long R 3 18 Launch 47 Launch 62 20 +0 +5
236C[e] Three Dragons: Red 900 High/Air 26 3 8+14L -8 -24 H 90 89 Normal R 3 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5
j.236C[e] Air Three Dragons: Red 900 High/Air 26 3 Until L+14 H 90 89 Normal R 3 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5
623D[e] Kote Gaeshi 16 +10
j.623D[e] Air Kote Gaeshi 20
623D[m] Tsubame Gaeshi 460×3, 1300 Mid×3, All 11 3,2,24, Until L Total: 58 -21 -32 P1 1~15 All 100 82×4 Very Short 4 18 Launch 56 Launch 71 0/+1 +1 +6
41236A A Straight Through 1000 Mid 12~47+7 8 26 -2 -26~-61 BD 7~(12~47) Guard HBP 80 94 Long R 5 20 Launch 35 + WBounce 40 51 + WBounce 60 0/+18 +18 +18
41236B B Straight Through 1000 All 12~47+7 8 26 -2 --26~-61 BD 7~(12~47) Guard HBP 80 94 Long R 5 20 Launch 30 Launch 46 0/+18 +18 +18
41236C C Straight Through 1000 Low/Air 12~47+7 8 26 -2 -26~-61 FD 7~(12~47) Guard HBP 80 94 Long R 5 20 Launch 40 Launch 56 + Down 23 0/+18 +18 +18
421C[e] Gut Shot 450×3 All 16 2×2,3 17 -3 -13 B 4~16 B 90 79 Long R 2×2,3 13×2,16 14×2, Launch 34×2, 45 + WBounce 18×2, Launch 46×2, 59 + WBounce 2×2,13 +0 +1×2, +2
421[C][e] Gut Shot (crossup) 450×3 All 37[27] 2×2,3 17 +1 -39[-29] B 4~16 B 90 79 Long R 2×2,5 13×2,20 18×2, Launch 34×2, 45 + WBounce 60 18×2, Launch 46×2, 61 + WBounce 60 2×2,20 +0 +1×2, +8
41236D[e] Vertical The Four Winds (Vertical) 350×7 All 44 8×5, 6, 8 Total: 38 +14 -12 P1 80 92 Long 4 12 Launch 28 Launch 43 0/+2 +2 +7
41236D[e] Horizontal The Four Winds (Horizontal) 350×4 All 41 8×4 Total: 44 +41 -18 P1 80 92 Long 4 12 Launch 42 Launch 57 0/+2 +2 +7
214B[m] B Ren Chan 600 All 14 29 Total: 45 -15 -19 P1 80 89 Normal 3 12 17 40 22 54 0/+4 +4 +6
214C[m] C Ren Chan 600 All 24 48 Total: 49 -9 -23 P1 80 89 Normal R 3 12 17 40 22 54 0/+4 +4 +6
63214A[e] Reach: Last Chance Total: 28~30[42+15L]
63214B[e] Reach: Robbing the Kong 600 All 37+8 33 19[42+15L] +4 P1 90 89 Long R 3 12 17 28 22 42 0/+11 +11 +13
63214C[e] Reach: Kong on Kong Total: 37+22[42+15L]
63214A A One Shot 700 All 10 2 17 -2 H 90 92 Long R 3 16 Launch 35 Launch 49 11 +0 +2
63214A B Last Chance > Three Dragons: Green 800 11 4 9+11L -7 H 100 89 Long R 3 16 Launch 47 Launch 61 9 +0 +2
63214A C Last Chance > Three Dragons: Red 900 17 3 4+11L 0 H 90 92 Normal R 4 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 16 +0 +5
63214A D Robbing a Quad 600 High/Air 8 7(7)3 9 +5 H, F 90 89 Long R 3 16 Launch 40 + Down 23, 40 Launch 54 + Down 23, 54 7 +0 +2


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C All Terminals 500, 300×12, 2400
[500, 300×7, 100×8, 150×16, 300×2, 1800]
All 1+(55 Flash)+13 6 27 -16 -20 B 1~19 All 80 96×14
[96×8, 99×24, 96×2]
Normal R 4 16 Launch 80 + WBounce + Down 28 20 20, 2×9, 6, 14, 16, 0
[20, 1×15, 2×19]
+5
6428C All Green 2000
[520×9, 2000]
All 6+(63 Flash)+2 12
[6,3×7,18,21]
Total 43 -13 -17 P2 1~7 All 80 92 [92×10] Normal R 4 18 Launch 40 Launch 55 0/+4 +4 +9
632146D[e] Vertical Thirteen Orphans (Vertical) 350×13 All 7+(30 Flash)+5 1,2×12 Total: 46 -20 P2 1~7 All 100 69 Normal 3 16 Launch 35 Launch 49 0/+3 +3 +5
632146D[e] Horizontal Thirteen Orphans (Horizontal) 300×13 All 26+(30 Flash)+11 See notes Total: 63 +138 -37 P2 1~7 All 100 69 Normal 3 16 17 30 22 44 0/+3 +3 +5


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Crimson Peacock 600, 100×7, 1634
{600, 100×13, 3610}
All 10 [20] 3 34 -10 -20[-30] B 1~22 All
[1~12 All]
100 100 Long 26 Launch 100 20 20, 0/+3×7 {×13}, 0/+30


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
Last Chance > 46D Nine Gates of Heaven 0,1000,375×97,1600 All 25+(81 Flash)+1 Until L 75 H Long 4 18 20


Revolver Action Table

Ground Staff Revolver Action Table
A B C D Cancels
5ABBCS Litchi 5A.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
0
[3]
5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special, Super
5BBBCS Litchi 5Bm.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-6
6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special, Super
5C - - 3C 5D, 2D, 6D, 4D Jump[-], Special, Super
2ABBCS Litchi 2A.pngGuard:
All
Startup:
7
Recovery:
9
Advantage:
0
[3]
2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special, Super
2BBBCS Litchi 2Bm.pngGuard:
Low
Startup:
17
Recovery:
28
Advantage:
-13
6A 6B, 4B 6C, 3C 5D, 2D, 6D, 4D Special, Super
2CBBCS Litchi 2Cm.pngGuard:
Mid
Startup:
14
Recovery:
28
Advantage:
-14
- - 5C, 6C, 3C 5D, 2D, 6D, 4D Special, Super
6ABBCS Litchi 6Am.pngGuard:
High
Startup:
25
Recovery:
20
Advantage:
-2
- 4B - - -
6BBBCS Litchi 6Bm.pngGuard:
Mid
Startup:
17
Recovery:
20
Advantage:
-3
- - 6C - Jump[-]
6CBBCS Litchi 6Cm.pngGuard:
Mid
Startup:
23
Recovery:
27
Advantage:
-5
- - - 5D, 2D -
4BBBCP Litchi 4Bm.pngGuard:
Mid
Startup:
16
Recovery:
29
Advantage:
-13
- 6B - - Special, Super
3CBBCS Litchi 3Cm.pngGuard:
Low
Startup:
20
Recovery:
15
Advantage:
-8
- - - 5D, 2D Special, Super
Ground Staffless Revolver Action Table
A B C D Cancels
5ABBCS Litchi 5A.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
0
[3]
5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Yes Throw, Jump, Special, Super
5BBBCS Litchi 5B.pngGuard:
Mid
Startup:
8
Recovery:
14
Advantage:
0
2A, 6A 2B, 6B, 4B 5C, 2C, 6C, 3C Yes Jump, Special, Super
5CBBCS Litchi 5C.pngGuard:
Mid
Startup:
15
Recovery:
30
Advantage:
-16
[1]
- - 2C, 3C Yes Jump, Special, Super
2ABBCS Litchi 2A.pngGuard:
All
Startup:
7
Recovery:
9
Advantage:
0
[3]
2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 3C Yes Jump, Special, Super
2BBBCS Litchi 2B.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-10
[1]
- 5B, 6B, 4B 2C, 3C Yes Special, Super
2CBBCS Litchi 2C.pngGuard:
Mid
Startup:
12
Recovery:
19
Advantage:
-5
[1]
- - 5C, 6C Yes Jump, Special, Super
6ABBCS Litchi 6A.pngGuard:
High
Startup:
22
Recovery:
18
Advantage:
-2
- - - Yes Special, Super
6BBBCS Litchi 6B.pngGuard:
Mid
Startup:
17
Recovery:
23
Advantage:
-10
- 4B 5C, 2C Yes Jump, Special, Super
6CBBCS Litchi 6C.pngGuard:
Mid, High/Air
Startup:
11
Recovery:
7+6L
Advantage:
+1
- - - Yes Special, Super
4BBBCP Litchi 4B.pngGuard:
Mid
Startup:
14
Recovery:
21
Advantage:
-7
- - - - Special, Super
3CBBCS Litchi 3C.pngGuard:
Low
Startup:
15
Recovery:
21
Advantage:
-7
- - - Yes Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Litchi jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B [m], j.B [e] j.C [m], j.C [e] j.D, j.2D Throw, Jump, Special
j.B[e]BBCS Litchi jB.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
[1]
j.A - j.C [m], j.C [e] j.D, j.2D Jump, Special
j.B[m]BBCS Litchi jBm.pngGuard:
High/Air
Startup:
11
Recovery:
18
Advantage:
-
j.A - j.C [m] j.D, j.2D Jump, Special
j.C[e]BBCS Litchi jC.pngGuard:
High/Air
Startup:
12
Recovery:
22
Advantage:
-
- j.B [m], j.B [e] - j.D, j.2D Jump, Special
j.C[m]BBCS Litchi jCm.pngGuard:
High/Air
Startup:
15
Recovery:
14+4L
Advantage:
-
- - - j.D, j.2D Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

External References

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Litchi Faye Ling
Ambox notice.png To edit frame data, edit values in BBCF/Litchi Faye Ling/Data.