BBCF/Litchi Faye Ling/Frame Data

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System Data[edit]

Health: 11,000
Combo Rate: 60%
Prejump: 4
Backdash Time 30 / Invul: 1-5
Movement Options

Double Jump, Air Dash, Dash type: Run
Additional Backdash
Time 43 / Invul: 1-19


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 0 11 12 12 9 - Click!
5B 500 SJR 100 89 Long Mid 3 B 8 3 14 0 16 17 19 8 - Click!
5B [m] 650 SJR 100 92 Long Mid 4 B 11 3 22 -6 18 19 19 12 - Click!
5C 700 SJR 100 89 Long Mid 3 BP 14 3 30 -16 16 17 17 9 - Click!
5C [m] 550*2 S(J)R 100 92 Long Mid 4 B 17 3 (3) 3 23 -7 18 21 19 14 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 9 0 11 12 12 9 - Click!
2B 450 SR 90 85 Long Low 2 F 12 2 22 -10 13 14 14 8 - Click!
2B [m] 600 SR 90 89 Long Low 3 F 17 2 28 -13 16 17 17 11 - Click!
2C 650 SJR 100 89 Long Mid 3 B 12 3 19 -5 16 17 17 10 - Click!
2C [m] 800 SR 100 79 Long Mid 3 B 14 3 28 -14 16 Launch 30 13 - Click!
6A 550 SR 90 92 Normal High 4 B 22 3 18 -2 18 19 26 + Down 24 10 - Click!
6A [m] 700 R 90 92 Normal High 4 B 25 3 20 -2 20 Launch 42 + GBounce 14 - Click!
6B 660 SJR 100 89 Long Mid 3 B 17 4 22 -8 16 17 17 8 - Click!
6B Feint - - - - - - - - - - 24 - - - - - - Click!
6B [m] 850 (S)(J)R 100 84 Long Mid 5 B 17 4 19 -2 20 21 33 + WBounce 40 15 - Click!
6B [m] Feint - - - - - - - - - - 26 - - - - - - Click!
6C 540*2 (S)R 90 89 Long Mid, High/Air 3 B, H 11 2 (25) 3 7+6L +1 16 Launch 41 + Down 51, 41 + Down 29 10 - Click!
  • Bonus Proration 110%
6C [m] 350*4 R 100 94 Long Mid 5 B 23 3*4 27 -10 20 Spin Fall 43 38 0/+4 - Click!

Fatal Counter

4B 600 SR 80 89 Long Mid 3 B 14 3 20 -6 16 Launch 42 8 7-16 H Click!
4B [m] 750 SR 80 82 Long Mid 4 B 16 3 28 -12 18 Launch 40 14 8-18 H Click!
3C 650 SR 100 89 Long Low 3 F 15 3 21 -7 16 Launch 40 10 - Click!
3C [m] 800 SR 90 92 Long Low 4 F 20 12 15 -8 18 Launch 40 14 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 4 9 - 11 12 12 9 - Click!
j.B 650 SJR 80 89 Long High/Air 3 H 9 4 12 - 16 17 20 9 - Click!
j.B [m] 650 SJR 80 89 Long High/Air 3 H 11 3 18 - 16 17 17 11 - Click!
j.C 750 SJR 80 89 Long High/Air 3 H 12 3 22+4L - 16 17 56 9 - Click!
j.C [m] 850 SJR 80 89 Long High/Air 3 H 15 4 14+4L - 16 17 17 13 - Click!

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
5D Set - - - - - - - - - - 27 - - - - - - Click!

Staff is planted on 9

2D Set - - - - - - - - - - 23 - - - - - - Click!

Staff is planted on 9

5D Recall - - - - - - - - - - 46 - - - - - - Click!

Can cancel into blocking and other actions on 21

2D Recall - - - - - - - - - - 30 - - - - - - Click!

Can cancel into blocking and other actions on 21

6D 600 SR 100 84 Long Mid 5 B 15 9 (4) 5 17 +3 20, 24 21, 25 31, 31 + WStick 20 13 - Click!

Fatal Counter

4D 800 R 80 92 Normal High/Air 4 H 22 9 8+8L -6 18 Launch 40+ Slide 49 12 - Click!

Bonus Proration 110%

j.D Set 800 - 80 89 Long - 3 P* 15 Until Ground Total: 45 - 16 17 30 0/+11 - Click!
j.D Recall - - - - - - - - - - 30 - - - - - - Click!

Can cancel into blocking and other actions on 27

j.2D 600 R 80 89 Long All 3 H, F 17 Until L (8) 2 8 7 16 17 17 11,8 - Click!
Staff Launch
Vertical
400*2 - 80 89 Normal All 3 P1* - - - - 16 17 30 0 - Click!
Staff Launch
Horizontal
500 - 80 89 Normal All 3 P1* - - - - 16 Launch 32 0 - Click!

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Forward Throw 0*2, 1500 SR 100 50 (Once) Normal Thow(70) 0*2, 3 T 7 3 23 - - Launch 45 0, 8, 11 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 3 T 7 3 23 - - Launch 62 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throe(120) 0, 3 T 7 3 23+3L - - - 60 + GBounce 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 2 36 - 18 Launch 19 12 1-20 All Click!
Additional Backdash - - - - - - - - - - 34+9L - - - - - 1-9 All Click!
  • Can cancel into air actions 20-until L
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
Crush Trigge
Charged
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Three Dragons: White
236A[e]
700 R 90 89 Long Low/Air 3 F 11 3 20 -6 16 Launch 34 9 - Click!
Three Dragons: Green
236B[e]
800 R 100 89 Long All 3 B 10 4 24+14L -25 18 Launch 47 9 - Click!
Air Three Dragons: Green
j.236B[e]
800 R 100 89 Long All 3 H 5 4 8+15L - 18 Launch 47 9 - Click!
Three Dragons: Red
236C[e]
900 R 90 89 Normal High/Air 3 H 26 3 8+14L -8 16 Launch 41 9 - Click!
Air Three Dragons: Red
j.236C[e]
900 R 90 89 Normal High/Air 3 H 26 3 Until L+14 - 16 Launch 41 9 - Click!
Kote Gaeshi
623D[e]/421D[e]
- - - - - - - - - - 16 - - - - - - Click!
Air Kote Gaeshi
j.623D[e]/j.421D[e]
- - - - - - - - - - 20 - - - - - - Click!
Tsubame Gaeshi
623D[m]
460*3, 1300 - - - Very Short Mid, All 4 P1* 11 3,2,24, Until L Total 58 - 18 Launch 56 0/+1 1-15 All Click!
Straight Through Stance
41236[A]/[B]/[C][m]
- - - - - - - - - - Total 54 - - Launch - - 7-48 Guard HBP Click!
Straight Through Up Attack
41236A
1000 R 80 94 Long Mid 5 BD* 7 8 Total 40 -2 20 Launch 35 + WBounce 40 0/+9 - Click!
Straight Through Forward Attack
41236B
1000 R 80 94 Long All 5 BD* 7 8 Total 40 -2 20 Launch 30 0/+9 - Click!
Straight Through Down Attack
41236C
1000 R 80 94 Long Low/Air 5 FD* 7 8 Total 40 -2 20 Launch 40 0/+9 - Click!
  • Fatal Counter
Straight Through Cancel
Straight Through > D
- - - - - - - - - - 14 - - - - - - Click!
Gut Shot
421C [e]
450*3 R 90 79 Long All 2*2,3 B 16 2*2,3 17 -3 13*2,16 14*2, Launch 34*2, 45, Wall 34 2*2,13 4-16 B Click!
Gut Shot (crossup)
421[C] [e]
450*3 R 90 79 Long All 2*2,5 B 42 2*2,3 17 +1 13*2,20 - 34*2, 45 + WBounce 60 2*2,20 4-16 B Click!
  • Fatal Counter
  • Can pass through opponent 13-35
4 Winds Horizontal
41236D[e] with 2D Set
350*4 - 80 92 Long All 4 P1* 27 8*4 44 - 12 Launch 28 0/+2 - Click!
4 Winds Vert
41236D[e] with 5D Set
350*7 - 80 92 Long All 4 P1* 27 8*5, 6, 8 38 - 12 Launch 42 0/+2 - Click!
B Ren Chan
214B[m]
600 - 80 89 Normal All 3 P1* 14 Until Ground Total 45 -15 12 17 40 0/+4 - Click!
C Ren Chan
214C[m]
600 - 80 89 Normal All 3 P1* 24 Until Ground Total 49 -9 12 17 40 0/+4 - Click!
Reach: Last Chance
63214A[e]
- - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent until reaching staff/ground
Reach: Robbing the Kong
63214B[e]
600 R 90 89 Long All 3 P1* Until Staff+?? ?? - - 12 17 28 0/+11 - Click!
  • Can pass through opponent until reaching staff/ground
Reach: Kong on Kong
63214C[e]
- R - - - - - - - - - - - - - - - Click!
  • Can pass through opponent until reaching staff/ground
One Shot
Last Chance > A
700 R 90 92 Long All 3 H 10 2 17 -2 16 Launch 35 11 - Click!
  • Can pass through opponent while on staff
Last Chance > Three Dragons: Green
Last Chance > B
800 R 100 89 Long - 3 H 11 4 9+11L -7 16 Launch 47 9 - Click!
  • Can pass through opponent
Last Chance > Three Dragons: Red
Last Chance > C
900 R 90 92 Normal - 4 H 17 3 5+11L 0 18 Launch 41 + GBounce 16 - Click!
Robbing a Quad
Last Chance > D
600 R 90 89 Long High/Air 3 H, F 8 7 (6) 3 9 +5 16 17 40 7 - Click!
  • Can pass through opponent until L

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
All Terminals
632146C
500, 300*12, 2400
500, 300*7, 100*8, 150*16, 300*2, 1800]
R 80 96*14
[96*8, 99*24, 96*2]
Normal All 4 B 1+13 6 27 -16 16 Launch 80 + WBounce + Down 29 20 1-19 All Click!
  • With Staff equipped, hold D to plant staff
  • Minimum Damage 15%: 975 [1110]
All Green
6428C
2000 R 80 92 Normal All 4 P2* 6+2 12 Total 43 -13 18 Launch 40 0/+4 1-7 All Click!
  • Minimum Damage 20% [15%]: 400 [1002]
Thirteen Orphans 5D
632146D[e]
350*13 - 100 69*13 Normal All 3 P2* 7+5 1,2*12 Total 46 - 16 - 35 0/+3 1-7 All Click!
  • Minimum Damage 20%: 910
Thirteen Orphans 2D
632146D[e]
300*13 - 100 69*13 Normal All 3 P2* 26+11 see notes Total 63 - 16 17 30 0/+3 1-7 All Click!
  • Active Frames 2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2
  • Minimum Damage 20%: 780
OD Staff 600 - 80 89 Normal - 3 P1* 13 8 23 - 16 17 36 + WBounce + GBounce 0/+6 - Click!
  • startup/active/recovery values are for the staff - Litchi is free to move
  • Minimum Damage 0%

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Crimson Peacock
ABCD during OD
600, 100*7, 1634
{600, 100*13, 3610}
- 100 100 Long All - B 10 [20] 3 34 -10 26 Launch 100 20, 0/+30 1-22 All
[1-22 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 293 {551+55}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Nine Gates of Heaven
Reach:Last Chance > 46D
0,1000,375*97,1600 - - - Long All 4 H 25+1 Until L 75 - - - - 20 - Click!

Revolver Action Table[edit]

Ground Staff Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5B 6A 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
5C - - 3C 5D, 2D, 6D, 4D Jump[-], Special
2A[3] 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
2B 6A 6B, 4B 6C, 3C 5D, 2D, 6D, 4D Special
2C - - 5C, 6C, 3C 5D, 2D, 6D, 4D Special
6A - 4B - - -
6B - - 6C - Jump[-]
6C - - - 5D, 2D -
4B - 6B - - Special
3C - - - 5D, 2D Special
Ground Staffless Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B 2A, 6A 2B, 6B, 4B 5C, 2C, 6C, 3C Yes Jump, Special
5C[1] - - 2C, 3C Yes Jump, Special
2A[3] 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 3C Yes Jump, Special
2B[1] - 5B, 6B, 4B 2C, 3C Yes Special
2C[1] - - 5C, 6C Yes Jump, Special
6A - - - Yes Special
6B - 4B 5C, 2C Yes Jump, Special
6C - - - Yes Special
4B - - - - Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B [m], j.B [e] j.C [m], j.C [e] j.D, j.2D Throw, Jump, Special
j.B [e][1] j.A - j.C [m], j.C [e] j.D, j.2D Jump, Special
j.B [m] j.A - j.C [m] j.D, j.2D Jump, Special
j.C [e] - j.B [m], j.B [e] - j.D, j.2D Jump, Special
j.C [m] - - - 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
Special = Specials and Supers
Super = Supers only

Navigation[edit]


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BlazBlue: Central Fictione
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc