BBCS/Litchi Faye Ling/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A cSJR 170 80 84 All 1 HB 6 3 6 +3 8 12 -
5B[m] SJR 720 90 85 All 3 HB 11 3 22 -6 23 17 -
  • 18F blockstun on grounded opponent
5C[m] SJhR 400x2 100 85 All 3 HB 17 3(3)3 23 -9 30 17 -
  • 20F hitstun on standing opponent
  • CH carry
  • applies proration once
5B[e] SJR 450 80 89 All 3 HB 9 3 14 0 15 17 -
5C[e] SJR 620 100 89 All 3 HBP 15 3 30 -16 29 17 -
  • staggers on grounded CH (58F)
  • fatal counter properties
2A SJR 150 80 84 All 1 F 7 3 8 +1 9 12 -
2B[m] SR 680 80 89 L 3 F 17 4 26 -13 39 17 -
  • 17-30 low profile
  • extends range of staff normals for 2F after contact
2C[m] SR 700 100 89 HL 3 HBF 14 9 22 -14 37 30 -
  • launches on hit
  • extends range of staff normals for 6F after contact
2B[e] SR 390 70 86 L 2 F 12 2 22 -10 29 14 -
  • 12-23 low profile
2C[e] SJR 600 100 89 HL 3 HBF 12 3 19 -5 27 17 -
6A[m] R 620 80 89 H 3 HBF 22 3 20 -2 34 42 -
  • groundbounces on hit
  • 20F blockstun on grounded opponent
  • fatal counter properties
6B[m] JhR 820 80 85 All 3 HB 17 6 18 -7 33 17 -
  • wallbounce on CH
  • feint possible (28F duration, 24f CH state)
6C[m] JhR 410x4 70 90 All 3 HB 22 3x4 27 -13 50 28 -
  • causes float on hit
  • CH carry
  • removes 1 guard primer
  • applies proration once
3C[m] SJhR 720 100 84 L 4 F 20 12 15 -8 39 40 -
  • knockdown on hit
  • cannot emergency tech on ground hit
  • 39F untechable
6A[e] SR 440 80 89 H 3 HBF 22 3 27 -13 36 26 -
  • ground hit forces crouch
  • causes plummet on air hit
6B[e] SJR 740 100 89 All 3 HB 17 4 23 -10 33 17 -
  • feint possible (26F duration, all CH state)
6C[e] ShR 300, 900 100 89 All, H 3 HB 11 2(15)3 7+6landing +1 All 39 -
  • airborne from 23F
  • 1st hit causes float
  • 2nd hit knocks down, cannot emergency tech, 29F untechable
  • CH carry
  • 1st hit repeat prorates 70%
3C[e] SR 670 100 84 L 3 F 16 3 21 -7 27 40 -
  • knockdown on hit, vacuum effect
  • cannot emergency tech on ground hit
  • 39F untechable
j.A SJR 180 100 84 H 1 H 7 4 8 - 14 12 -
j.B[m] SJR 720 85 89 H 3 H 11 3 18 - 19 17 -
j.C[m] SJR 860 85 92 H 4 H 15 4 14 - 22 19 -
  • wallbounces on CH
j.B[e] SJR 500 90 89 H 3 H 9 4 12 - 16 20 -
j.C[e] SJR 600 90 89 H 3 H 12 3 22 - 20 19 -
  • causes plummet on air hit
  • cannot emergency tech on air hit
Forward throw -, SRx2 0, 1250 100 100, 70, 60 80000 0, 0, 3 Throw 7 3 22 - All -, 40, 45 -
  • 2nd, and 3rd hits cause float
  • guaranteed 100% damage
  • 3rd hit hitstop 16F
Back throw -, SR 0, 600 100 100, 55 80000 0, 3 Throw 8 3 22 - All -, 52 -
  • 2nd hit causes float
  • hitstop 0F"
Air throw -, SR 0, 800 100 100, 60 90000 0, 3 Throw 7 3 15 - All -, 60 -
  • second hit groundbounces, cannot emergency tech
  • guaranteed 100% damage
  • hitstop 0F
  • vertical range 60000-280000
447 - - - - - - - - - Total 43F - - - -
  • 1-19F invulnerable
  • 5-34F airborne
  • 20-34F can cancel into any normal or special except for rekkas
  • forward airdash possible from 17F and on
Counter Assault R 0 50 84 All 0 HB 13 2 28 -20 30 10 -
  • 1-16F invulnerable
  • blowback on hit

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D[m] - - - - - - - - - Total 23F - All - -
  • sets staff in 5D launch orientation on 9F
2D[m] - - - - - - - - - Total 27F - All - -
  • sets staff in 2D launch orientation on 9F
6D[m] SR, R 600x2 100 80 All 4 HB 15 12(9)3 19 +2 49 31 -
  • 31F hitstun on standing opponent
  • cannot emergency tech on air hit
  • CH carry
  • 23F blockstun on standing opponent
  • removes 1 guard primer
  • applies proration once
  • sets staff in 5D orientation on 42F
4D[m] SR 600 80 89 H 3 HB 22 9 12+8landing -12 39 36 -
  • 1-30 lower body invulnerable
  • airborne from 22F
  • staggers on ground hit (24F)
  • sets staff in 2D orientation on 22F
j.D[m] - 540 100 89 All 3 HBFP 14 - Total 53 - 23 30 -
  • causes plummet on air hit
  • staggers on grounded CH (24F)
  • guaranteed hitbox after execution
  • landing recovery 9F
  • sets staff in 2D orientation on 14F
j.2D[m] R 740, 480 100 89 H, L 3 H, F 17 Until landing, (8)3 9 +5 11F after landing 17 -
  • 1st hit hitstun 24F, 2nd hit hitstun 15F
  • CH carry
  • 1st hit 21F blockstun on standing opponent
  • 1st hit removes 1 guard primer
  • 2nd hit executes in 8F, sets staff in 5D orientation 3F after landing
5D see notes - - - - - - 9 - Total 48F +10 20 - -
  • action possible from 12F
2D see notes - - - - - - 10 - Total 30F +9 19 - -
  • action possible from 13F
j.D - - - - - - - 12 - Total 30F - 20 - -
  • landing recovery 7F
Staff return - - - - - - - 40+3 - Total 16F -1 - - -
  • staff returns on 41F
Launch (5D) - 200x2 80 90 All 3 HBP - - - - - 30 -
  • CH carry
  • applies proration once
  • guaranteed hitbox after execution
  • staff deactivates when Litchi is hit or blocks
  • hitstop 0F
  • flying staff can be active for up to 97F
  • staff becomes active 2F after button release
Launch (2D) - 200x2 80 90 All 3 HBP - - - - - 30 -
  • CH carry
  • applies proration once
  • guaranteed hitbox after execution
  • staff deactivates when Litchi is hit or blocks
  • hitstop 0F
  • flying staff can be active for up to 97F
  • staff becomes active 2F after button release

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Straight Through
41236D[m]
- - - - - - - - - Total 54F - All - -
  • 10-48F high-mid autoguard
  • 8-48F Ittsu followup possible
A Followup
A after Straight Through
- 600, 730 75, 100 90, 100 HL, All 2 HBP 7+9 8 32 -14 All 28, 40 -
  • 1st hit launches
  • 2nd hit causes plummet and cannot be emergency teched
  • 1st hit removes 1 guard primer
  • guaranteed hitbox after execution
  • 2nd hit does not execute if 1st hit is whiffed or blocked
  • 2nd hit executes 35F after 1st hit
  • 2nd hit sets staff in 5D orientation
B Followup
B after Straight Through
- 550, 520 90, 100 80, 100 All 2, 3 HBP 7+7 8 40 -26 All 28, 17 -
  • 1st hit 28F blockstun on standing opponent
  • 1st hit knocks away on air hit and cannot be emergency teched
  • 2nd hit has vacuum effect
  • guaranteed hitbox after startup
  • 2nd hit does not execute if 1st hit is whiffed or blocked
  • 8F hitstop
  • 2nd hit executes 36F after 1st hit
  • 2nd hit sets staff in 5D orientation
C Followup
C after Straight Through
- 620, 710 80, 100 80, 100 L, All 2 FP, HBP 7+9 8 39 -24 All 40, 32 -
  • 1st hit knocks down and cannot be emergency teched
  • 2nd hit has vacuum effect
  • guaranteed hitbox after startup, 2nd hit does not execute if 1st hit is whiffed or blocked
  • 9F hitstop
  • 2nd hit executes 39F after 1st hit
  • 2nd hit sets staff in 2D orientation
D Followup
D after Straight Through
- - - - - - - - - Total 7+17F - All - -
Tsubame Gaeshi
623D[m]
- 480, 500, 440, 1400 80 86x3, 40 HLx3, All 4 HBPx3, HBFP 11 3, 3, 23, 24 Total 58F -23 All 50 -
  • 1-15F invulnerable
  • 3rd hit launches on hit
  • 4th hit causes plummet
  • CH carry
  • 1st-3rd hits guaranteed hitbox after startup
  • 4th hit will not hit during hitstop
  • hitstop is 0, 0, 1, 8
  • sets staff in 5D orientation on 65F
Three Dragons: White
236A[e]
R 710 90 90 L 4 F 11 3 30 -14 28 34 -
  • causes float on hit
  • repeat prorates 85%
  • Three Dragons followups possible 28F after hit or block
  • Straight Through followups possible 28F after hit
Three Dragons: White (followup)
236A[e]
R 710 90 90 L 4 HB 11 3 30 -14 28 34 -
  • causes float on hit
  • Three Dragons followups possible 28F after hit or block
  • Straight Through followups possible 28F after hit
Three Dragons: Green
236B[e]
R 740 100 90 All 4 HB 10 4 23+15landing -23 4F after landing 44 -
  • airborne from 6F
  • floats on hit
  • Three Dragons followups possible on hit or block 4F after landing
  • Straight Through followups possible on hit 4F after landing
Three Dragons: Green (air)
j.236B[e]
R 760 100 90 All 4 H 5 4 15landing - 4F after landing 44 -
  • floats on hit
  • Three Dragons followups possible on hit or block 4F after landing
  • Straight Through followups possible on hit 4F after landing
Three Dragons: Red
236C[e]
R 700 80 80 H 4 H 26 3 11+12landing -7 5F after landing 38 -
  • airborne from 11F
  • groundbounces on standing opponent
  • cannot be emergency teched on CH
  • Three Dragons followups possible on hit or block 5F after landing
  • Straight Through followups possible on hit 5F after landing
Three Dragons: Red (followup)
236C[e]
R 800 90 90 H 4 HB 23 2 15+12landing -10 5F after landing 38 -
  • airborne from 11F
  • groundbounces on standing opponent
  • cannot be emergency teched on CH
  • repeat prorates 85%
  • Three Dragons followups possible on hit or block 5F after landing
  • Straight Through followups possible on hit 5F after landing
Three Dragons: Red (air)
j.236C[e]
R 690 80 80 H 4 H 26 3 11landing +3 4F after landing 34 -
  • groundbounces on standing opponent
  • cannot be emergency teched on CH
  • Three Dragons followups possible on hit or block 4F after landing
  • Straight Through followups possible on hit 4F after landing
  • SD calculated based on lowest possible TK (30F startup)"
Three Dragons: Red (air, followup)
j.236C[e]
R 790 90 90 H 4 H 21 3 10landing - 4F after landing 34 -
  • groundbounces on standing opponent
  • cannot be emergency teched on CH
  • Three Dragons followups possible on hit or block 4F after landing
  • Straight Through followups possible on hit 4F after landing"
Reach: Last Chance
63214A[e]
- - - - - - - - - Total ~30F - see notes - -
  • grounded version airborne from 3-44F
  • failure to land on staff causes 15F landing recovery
  • CH state before landing on staff
  • can only be executed once in the air
  • cannot be executed while standing on staff
  • Litchi will automatically drop from staff after standing on it for 181F of inactivity
One Shot
A while standing on staff
R 720 100 90 All 2 H 11 2 17 - All 48 -
  • causes float on hit, vacuum effect
  • removes 1 guard primer
  • repeat prorates 80%
  • reverse prorates 110%
Three Dragons: Green
B while standing on staff
R 760 100 100 All 4 H 17 4 5+11landing -1 before landing 40 -
  • causes float on hit
  • removes 1 guard primer
  • j.236C followup possible on hit or block before landing
Three Dragons: Red
C while standing on staff
R 690 80 80 H 4 H 21 3 5+11landing 0 4F after landing 34 -
  • groundbounces on standing opponents
  • cannot emergency tech on CH
  • removes 1 guard primer
  • special cancels and movement possible 4F after landing on hit or block
Reach: Robbing the Kong
63214B[e]
- 690 90 92 All 4 HBP see notes 33 Total 32 +12 All 19 -
  • move executes 11F after Litchi reaches staff
  • guaranteed hitbox after startup
  • goes through other projectiles
  • can only be executed once in the air
  • cannot be executed while standing on staff
  • failure to land on staff causes 16F landing recovery
Reach: Kong on Kong
63214C[e]
- - - - - - - - - see notes - All - -
  • recovers 20F after staff vault, can only be executed once in the air
  • cannot be executed while standing on staff
  • failure to land on staff causes 16F landing recovery
The Four Winds (5D placement)
41236D[e]
- 520x7 80 80 All 4 HBP 44 54 Total 38 - All 32 -
  • causes float on hit
  • CH carry
  • guaranteed hitbox after startup
  • guaranteed startup 18F after execution
  • hitstop 2F
The Four Winds (2D placement)
41236D[e]
- 480x4 80 80 All 4 HBP 45 34 Total 44 - All 28 -
  • CH carry
  • guaranteed hitbox after startup
  • guaranteed startup 19F after execution
  • hitstop 2F
Kote Gaeshi (forwards)
623D[e]
see notes - - - - - - - - Total 22 - All - -
  • action possible from 17F
  • sets staff in 5D orientation
Kote Gaeshi (backwards)
421D[e]
see notes - - - - - - - - Total 21 - All - -
  • action possible from 18F
  • sets staff in 2D orientation
Kote Gaeshi (air, forwards)
j.623D[e]
see notes - - - - - - - - Total 20 - All - -
  • action possible from 17F
  • sets staff in 5D orientation
Kote Gaeshi (air, backwards)
j.421D[e]
see notes - - - - - - - - Total 19 - All - -
  • action possible from 16F
  • sets staff in 2D orientation

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Thirteen Orphans
632146D[e]
- 250x16 85 85 All 3 HBP 26+4 see notes Total 61 +202 All 40 -
  • invulnerable from 19F to 4F after superflash
  • causes float on hit
  • CH carry
  • removes 1 guard primer
  • applies proration once
  • guaranteed minimum damage of 20% (50x16)
  • guaranteed hitbox after startup
  • guaranteed startup 19F after execution
  • hitstop 8F
  • active frames: 4(6)4(8)4(6)4(8)4(6)4(8)4(3)3x9
All Green
6428C
R 2000 75 85 All 4 HBFP 6+0 2 Total 37 -9 All 70 -
  • invulnerable from 1F to end superflash
  • wallbounces on hit
  • removes 1 guard primer
  • guaranteed minimum damage 20% (400)
  • guaranteed hitbox after startup
  • cancels out other projectiles
  • hitstop 4F
  • opponent can input block or barrier during superflash
The Great Wheel
632146D[m]
- 360xn, 1020 85, 100 90, 92 All 4 HBP, HBFP 13+14 see notes Total 66 - All 60, 120 -
  • invulnerable from beginning of superflash until 8F after superflash
  • grounded version is airborne from 1F
  • causes float on hit
  • falling staff hit removes 1 guard primer
  • guaranteed minimum damage 20% (72xn, 204)
  • guaranteed hitbox after startup
  • guaranteed startup after superflash
  • falling staff hit sets staff in 2D orientation
  • aerial version lasts has 57F recovery
  • active frames: [8(17)]xn, 8(43)28

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Nine Gates of Heaven
while standing on staff [4]6D
- Death - - All 4 HB 25+1 before landing 75F after landing - 24F after landing - -
  • invulnerable until landing
  • can delay for up to 99F after startup
  • executes 2F after button release if held
  • can control which side litchi appears from by holding either left or right after execution

Revolver Action

Ground (staff) Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
2A 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Special
6A - - - - -
5B 6A 6B 5C, 2C, 3C, 6C 5D, 2D, 6D, 4D Jump, Special
2B - - 2C, 6C, 3C 5D, 2D, 6D, 4D Special
6B - - - - -
5C - - 3C 5D, 2D, 6D, 4D Jump, Special
2C - - 6C, 3C 5D, 2D, 6D, 4D Special
6C - - - - Jump
3C - - - - Jump


Ground (staffless) Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Jump, Throw, Special
2A 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Jump, Throw, Special
6A - - - - Special
5B 6A 2B, 6B 5C, 2C, 3C, 6C 5D, 2D Jump, Special
2B - - 2C, 3C 2D Special
6B - - 5C, 2C 5D, 2D Jump, Special
5C - - 2C, 3C 5D, 2D Jump, Special
2C - - 6C, 3C 2D Jump, Special
6C - - - 5D, 2D -
3C - - - 2D Special


Air (staff) Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Jump
j.B j.A - j.C j.D, j.2D Jump
j.C - - - j.D, j.2D Jump
Air (staffless) Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Jump, Throw, Special
j.B j.A - j.C j.D, j.2D Jump, Special
j.C - j.B - j.D, j.2D Jump, Special
Red = On Hit only
Special = Specials and Supers
Super = Supers only


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