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.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Litchi Faye Ling 11,000 4F 22F (1~5F Inv All, 2~14 airborne) 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
5Bm 650 Mid 11 3 22 -6 -9 B 100 92 Long SJR 4 18 19 19 24 34 12 +0 +5
5Be 500 Mid 8 3 14 0 +2 B 100 89 Long SJR 3 16 17 19 22 33 8 +0 +2
5Cm 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
5Ce 700 Mid 15 3 30 -16 -20 BP 100 89 Long SJR 3 16 17 17 Crumple 31 10 +0 +2
2A 300 All 7 3 9 0 +8 F 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2Bm 600 Low 17 4 26 -13 -20 F 90 89 Long SR 3 16 17 17 22 31 11 +0 +2
2Be 450 Low 12 2 22 -10 -9 F 90 85 Long SR 2 13 14 14 18 26 8 +0 +1
2Cm 800 Mid 14 3 28 -14 -18 B 100 79 Long SR 3 16 Launch 30 Launch 62 13 +0 +2
2Ce 650 Mid 12 3 19 -5 -7 B 100 89 Long SJR 3 16 17 17 22 31 10 +0 +2
6Am 700 High 25 3 20 -2 -21 B 90 92 Normal R 4 20 Launch 42 + GBounce Launch 57 + GBounce 14 +0 +5
6Ae 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
6Bm 850 Mid 17 6 18 -3 -14 B 100 84 Long (S)(O)(J)R 5 20 21 33 + WBounce 40 27 60 + WBounce 40 15 +0 +8
6[B]m 28 -2
6Be 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
6Cm 350×4 Mid 23 3×4 27 -5 -35 B 100 94 Long R 5 20 Spin Fall 44 38 Spin Fall 52 57 0/+4 +4 +4
6Ce 540×2 Mid, High/Air 11 2 (25) 3 7+6L +1 -27 B, H 90 89 Long (S)R 3 16 Crumple, Launch + Down 28 41 Crumple, Launch + Down 28 55, 55 10 +0 +2
4Bm 750 Mid 16 3 29 -13 -21 B 8~18 H 80 82 Long SR 4 18 Launch 40 Launch 55 14 +8 +8
4Be 600 Mid 14 3 21 -7 -11 B 7~16 H 80 89 Long SR 3 16 17 42 22 56 8 +0 +2
3Cm 800 Low 20 12 15 -8 -20 F 90 92 Long SR 4 18 Launch 40 Launch 55 + Down 23 14 +0 +5
3Ce 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.Bm 650 High/Air 11 3 18 H 80 89 Long SJR 3 16 17 17 22 31 11 +0 +2
j.Be 650 High/Air 9 4 12 H 80 89 Long SJR 3 16 17 20 22 34 9 +0 +2
j.Cm 850 High/Air 15 4 14+4L H 80 89 Long SJR 3 16 17 17 Launch 80 + WBounce 13 +0 +2
j.Ce 750 High/Air 12 3 22 H 80 89 Long SJR 3 16 17 56 22 70 9 +0 +2
44 22 1~5 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
5Dm 5D Set 27 -1
2Dm 2D Set 23 +3
6Dm 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
4Dm 800 High/Air 22 9 8+8L -6 -20 H 16~30 F 80 92 Normal R 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +5
j.Dm j.D Set 800 14 Until Hit Total: 45+4L P1 80 89 Long 3 16 17 30 Crumple 44 0/+11 +11 +13
j.2Dm 600×2 All, Low 17 Until L(8)2 8 +7 H, F 80 89×2 Long R 3 16 17 17 22 31 11, 8 +0 +2
5De 20 +6
2De 2D Recall 20 +6
6[6]De Running recall
j.De j.D Recall 26+7L
Staff Launch Vertical Vertical 400×2 All P1 80 89×2 Normal 3 12 17 30 22 44 0 +0 +2
Staff Launch Horizontal 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
B+C Forward Throw 0×2, 1500 Thow(70) 7 3 23 -6 T 100 50 Normal SR 0×2, 3 Crumple, Launch 45 0, 8, 11 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 3 Launch 62 Launch 76 0 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 3 60 + GBounce + Down 23 0 +0
6A+B Counter Assault 0 All 13 2 36 -19 -24 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B 80 100 Long R 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 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
41236Am A Straight Through 1000 Mid 19~54 8 40
(Total: 52~87 {54})
-2 -26~-61 BD 7~(12~47) {48} Guard HBP 80 94 Long R 5 20 Launch 35 + WBounce 40 51 + WBounce 60 0/+18 +18 +18
41236Bm B Straight Through 1000 All 19~54 8 40
(Total: 52~87 {54})
-2 -26~-61 BD 7~(12~47) {48} Guard HBP 80 94 Long R 5 20 Launch 30 Launch 46 0/+18 +18 +18
41236Cm C Straight Through 1000 Low/Air 21~56 8 40
(Total: 52~87 {54})
-2 -26~-61 FD 7~(12~47) {48} Guard HBP 80 94 Long R 5 20 Launch 40 Launch 56 + Down 23 0/+18 +18 +18
41236Xm~D Straight Through Cancel 14
214Bm 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
214Cm 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
623Dm 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
236Ae Three Dragons: White 700 Low/Air 11 3 20 -6 -7 F 90 89 (92) Long R 3 (4) 16 Launch 34 Launch 48 (49) 9 (20) +0 +2 (+5)
236Be Three Dragons: Green 800 All 10 4 23+15L -25 -25 B 100 89 (92) Long R 3 (4) 16 Launch 47 Launch 61 (62) 9 (20) +0 +2 (+5)
j.236Be Air Three Dragons: Green 800 All 5 4 Until L+15 H 100 89 Long R 3 (4) 16 Launch 47 Launch 61 (62) 9 (20) +0 +2 (+5)
236Ce Three Dragons: Red 900 High/Air 26 3 8+14L -8 -24 H 90 89 (92) Normal R 3 (4) 16 Launch 41 + GBounce Launch 55 (56) + GBounce + Down 23 9 (20) +0 +2 (+5)
j.236Ce Air Three Dragons: Red 900 High/Air 26 3 Until L+14 H 90 89 (92) Normal R 3 16 Launch 41 + GBounce Launch 55 (56) + GBounce + Down 23 9 (20) +0 +2 (+5)
421Ce Gut Shot 450×3
(450×2, 1200)
All 16~27
(37~48)
2×2,3 17 -3 (+1) -13~-24 B 4~15 B 90 79 Long R 2×2,3 13×2, 16 (20) 14×2, Launch 34×2, 45 + WBounce 34 (60) 18×2, Launch 46×2, 59 (61) + WBounce 34 (60) 2×2, 13 (20) +0 +1×2, +2 (+8)
63214Ae Reach: Last Chance Total: 28~30 (42+15L)
63214Ae~A One Shot 700 All 10 2 17 -2 H 90 92 Long JR 3 16 Launch 35 Launch 49 11 +0 +2
63214Ae~B Last Chance > Three Dragons: Green 800 All 11 4 9+11L -7 H 100 89 Long R 3 16 Launch 47 Launch 61 9 +0 +2
63214Ae~C Last Chance > Three Dragons: Red 900 High/Air 17 3 4+11L 0 H 90 92 Normal R 4 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 16 +0 +5
63214Ae~D Robbing a Quad 600×2 High/Air, Low 8 7(8)3 9 +5 H, F 90 89 Long R 3 16 Launch 40 + Down 23, 40 Launch 54 + Down 23, 54 7 +0 +2
63214Be Reach: Robbing the Kong 600 All 45 33 Total: 64
(42+15L)
+4 P1 90 89 Long R 3 12 17 28 22 42 0/+11 +11 +13
63214Ce Reach: Kong on Kong 59 (42+15L)
41236De 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
41236De 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
623De Kote Gaeshi 16 +10
j.623De Air Kote Gaeshi 20
421De Kote Gaeshi Backwards 16 +10
j.421De Air Kote Gaeshi Backwards 20

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
632146De Vertical Thirteen Orphans (Vertical) 350×13 All 7+(30 Flash)+5 1,2×12 Total: 46 -20 P2 1~6 All 100 69 Normal 3 16 Launch 35 Launch 49 0/+3 +3 +5
632146De Horizontal Thirteen Orphans (Horizontal) 300×13 All 26+(30 Flash)+11 See notes Total: 63 +138 -37 P2 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
A+B+C+D Crimson Peacock 600, 100×7, 1634
{600, 100×13, 3610}
All 20 [10] 3 34 -10 -20[-30] B 1~22 All
[1~12 All]
125 80 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
63214Ae~46D Nine Gates of Heaven 0,1000,375×97,1600 All 25+(81 Flash)+1 Until L 75 H 1~Until L All, Burst Long 4 18 20

Revolver Action Table

Ground Staff Revolver Action Table
A B C D Cancels
5ABBCS Litchi 5A.pngGuardAllStartup6Recovery9Advantage0[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special/Super
5BBBCS Litchi 5Bm.pngGuardMidStartup11Recovery22Advantage-6 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special/Super
5CBBCS Litchi 5Cm.pngGuardMidStartup17Recovery23Advantage-7 - - 3C 5D, 2D, 6D, 4D Jump[-], Special/Super
2ABBCS Litchi 2A.pngGuardAllStartup7Recovery9Advantage0[3] 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special/Super
2BBBCS Litchi 2Bm.pngGuardLowStartup17Recovery26Advantage-13 6A 6B, 4B 6C, 3C 5D, 2D, 6D, 4D Special/Super
2CBBCS Litchi 2Cm.pngGuardMidStartup14Recovery28Advantage-14 - - 5C, 6C, 3C 5D, 2D, 6D, 4D Special/Super
6ABBCS Litchi 6Am.pngGuardHighStartup25Recovery20Advantage-2 - 4B - - -
6BBBCS Litchi 6Bm.pngGuardMidStartup17Recovery18Advantage-3 - - 6C - Jump[-], Special/Super[-]
6CBBCS Litchi 6Cm.pngGuardMidStartup23Recovery27Advantage-5 - - - 5D, 2D -
6DBBCF Litchi 6D 2.pngGuardMidStartup15Recovery17Advantage+3 - - - - Special/Super (1st hit)
4BBBCP Litchi 4Bm.pngGuardMidStartup16Recovery29Advantage-13 - 6B - - Special/Super
4DBBCS Litchi 4D.pngGuardHigh/AirStartup22Recovery8+8LAdvantage-6 - - - - -
3CBBCS Litchi 3Cm.pngGuardLowStartup20Recovery15Advantage-8 - - - 5D, 2D Special/Super
Ground Staffless Revolver Action Table
A B C D Cancels
5ABBCS Litchi 5A.pngGuardAllStartup6Recovery9Advantage0[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Launch, 5Dm, 2Dm, 6Dm, 4Dm Throw, Jump, Special/Super
5BBBCS Litchi 5B.pngGuardMidStartup8Recovery14Advantage0[2*] 2A, 6A 2B, 6B, 4B 5C, 2C, 6C, 3C Launch, 5Dm, 2Dm Jump, Special/Super
5CBBCS Litchi 5C.pngGuardMidStartup15Recovery30Advantage-16[1] - - 2C, 3C Launch, 5Dm, 2Dm Jump, Special/Super
2ABBCS Litchi 2A.pngGuardAllStartup7Recovery9Advantage0[3] 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 3C Launch, 5Dm, 2Dm, 6Dm, 4Dm Jump, Special/Super
2BBBCS Litchi 2B.pngGuardLowStartup12Recovery22Advantage-10[2*] - 5B, 6B, 4B 2C, 3C Launch, 5Dm, 2Dm Special/Super
2CBBCS Litchi 2C.pngGuardMidStartup12Recovery19Advantage-5[1] - - 5C, 6C, 3C Launch, 5Dm, 2Dm Jump, Special/Super
6ABBCS Litchi 6A.pngGuardHighStartup22Recovery18Advantage-2 - - - Launch Special/Super
6BBBCS Litchi 6B.pngGuardMidStartup17Recovery23Advantage-10 - 4B 5C, 2C Launch, 5Dm, 2Dm Jump, Special/Super
6CBBCS Litchi 6C.pngGuardMid, High/AirStartup11Recovery7+6LAdvantage+1 - - - Launch -
4BBBCP Litchi 4B.pngGuardMidStartup14Recovery21Advantage-7 - - - - Special/Super
3CBBCS Litchi 3C.pngGuardLowStartup15Recovery21Advantage-7 - - - Launch, 5Dm, 2Dm Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Litchi jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C Launch, j.Dm, j.2Dm Throw, Jump, Special
j.BmBBCS Litchi jBm.pngGuardHigh/AirStartup11Recovery18Advantage- j.A - j.C j.D, j.2D Jump, Special
j.BeBBCS Litchi jB.pngGuardHigh/AirStartup9Recovery12Advantage-[2**] j.A - j.C Launch, j.Dm, j.2Dm Jump, Special
j.CmBBCS Litchi jCm.pngGuardHigh/AirStartup15Recovery14+4LAdvantage- - - - j.D, j.2D Special
j.CeBBCS Litchi jC.pngGuardHigh/AirStartup12Recovery22Advantage-[2**] - j.B - Launch, j.Dm, j.2Dm Jump, Special
j.2DmBBCF Litchi j2D 2.pngGuardAll, LowStartup17Recovery8Advantage+7 - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
  • 5Be and 2Be are tied together - they can be used a combined total of 2 times per string
  • j.Be and j.Ce are tied together - they can be used a combined total of 2 times per string
  • If the staff returns to Litchi during the startup of a staffless normal, she retains the cancel options of the staffless normal and will cancel into staff normals

External References

Navigation

 Litchi Faye Ling


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