BBCF/Litchi Faye Ling/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:30F (1~5F Inv All)
Additional Backdash:43F (1~19F Inv All)
Unique Movements:Additional Backdash


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Litchi 5A.png 300 All 6 3 9 0 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Litchi 5B.png 500 Mid 8 3 14 0 B - SJR 100 89 Long 3 16 17 19 22 33 8 +0 +2 Click!
5B [m]BBCS Litchi 5Bm.png 650 Mid 11 3 22 -6 B - SJR 100 92 Long 4 18 19 19 24 34 12 +0 +5 Click!
5CBBCS Litchi 5C.png 700 Mid 14 3 30 -16 BP - SJR 100 89 Long 3 16 17 17 Crumple 54 31 10 +0 +2 Click!
5C [m]BBCS Litchi 5Cm.png 550*2 Mid 17 3(3)3 23 -7 B - S(J)R 100 92 (Once) Long 4 18 21 19 26 44 14 +0 +5 Click!
2ABBCS Litchi 2A.png 300 All 7 3 9 0 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Litchi 2B.png 450 Low 12 2 22 -10 F - SR 90 85 Long 2 13 14 14 18 26 8 +0 +1 Click!
2B [m]BBCS Litchi 2Bm.png 600 Low 17 2 28 -13 F - SR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCS Litchi 2C.png 650 Mid 12 3 19 -5 B - SJR 100 89 Long 3 16 17 17 22 31 10 +0 +2 Click!
2C [m]BBCS Litchi 2Cm.png 800 Mid 14 3 28 -14 B - SR 100 79 Long 3 16 Launch 30 Launch 62 13 +0 +2 Click!
6ABBCS Litchi 6A.png 550 High 22 3 18 -2 B - SR 90 92 Normal 4 18 19 26 + Down 23 24 41 + Down 23 10 +0 +5 Click!
6A [m]BBCS Litchi 6Am.png 700 High 25 3 20 -2 B - R 90 92 Normal 4 20 Launch 42 + GBounce Launch 57 + GBounce 14 +0 +5 Click!
6BBBCS Litchi 6B.png 660 Mid 17 4 22 -8 B - SJR 100 89 Long 3 16 17 17 22 31 8 +0 +2 Click!
6B Feint - - - - 24 - - - - - - - - - - - - - - - - Click!
6B [m]BBCS Litchi 6Bm.png 850 Mid 17 4 19 -2 B - (S)(J)R 100 84 Long 5 20 21 33 + WBounce 40 27 60 + WBounce 40 15 +0 +8 Click!
6B [m] FeintBBCS Litchi 6Bm.png - - - - 26 - - - - - - - - - - - - - - - - Click!
6CBBCS Litchi 6C.png 540*2 Mid, High/Air 11 2 (25) 3 7+6L +1 B, H - (S)R 90 89 Long 3 16 Crumple 29, Launch + Down 28 41 Crumple 58, Launch + Down 28 55, 55 10 +0 +2 Click!
  • Bonus Proration 110%
6C [m]BBCS Litchi 6Cm.png 350*4 Mid 23 3*4 27 -5 B - R 100 94 Long 5 20 Spin Fall 44 38 Spin Fall 53 57 0/+4 +4 +4 Click!

Fatal Counter

4BBBCP Litchi 4B.png 600 Mid 14 3 20 -6 B 7~16 H SR 80 89 Long 3 16 17 42 22 56 8 +0 +2 Click!
4B [m]BBCP Litchi 4Bm.png 750 Mid 16 3 28 -12 B 8~18 H SR 80 82 Long 4 18 Launch 40 Launch 55 14 +8 +8 Click!
3CBBCS Litchi 3C.png 650 Low 15 3 21 -7 F - SR 100 89 Long 3 16 Launch 40 Launch 54 + Down 16 10 +0 +2 Click!
3C [m]BBCS Litchi 3Cm.png 800 Low 20 12 15 -8 F - SR 90 92 Long 4 18 Launch 40 Launch 55 + Down 23 14 +0 +5 Click!
j.ABBCS Litchi jA.png 300 High/Air 7 4 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Litchi jB.png 650 High/Air 9 4 12 - H - SJR 80 89 Long 3 16 17 20 22 34 9 +0 +2 Click!
j.B [m]200x200px 650 High/Air 11 3 18 - H - SJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CBBCS Litchi jC.png 750 High/Air 12 3 22+4L - H - SJR 80 89 Long 3 16 17 56 22 70 9 +0 +2 Click!
j.C [m]200x200px 850 High/Air 15 4 14+4L - H - SJR 80 89 Long 3 16 17 17 Launch 80 + WBounce 13 +0 +2 Click!

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5D SetBBCS Litchi 5Dm.png - - - - 27 - - - - - - - - - - - - - - - - Click!

Staff is planted on 9

2D SetBBCS Litchi 2Dm.png - - - - 23 - - - - - - - - - - - - - - - - Click!

Staff is planted on 9

5D RecallBBCS Litchi 5D.png - - - - 46 - - - - - - - - - - - - - - - - Click!

Can cancel into blocking and other actions on 21

2D RecallBBCS Litchi 2D.png - - - - 30 - - - - - - - - - - - - - - - - Click!

Can cancel into blocking and other actions on 21

6DBBCS Litchi 6D.png 600 Mid 15 9(4)5 17 +3 B - SR 100 84 Long 5 20, 24 21, 25 31, 31 + WStick 20 30, 34 50, 50 + WBounce 50 + WStick 23 13 +0 +8 Click!

Fatal Counter

4DBBCS Litchi 4D.png 800 High/Air 22 9 8+8L -6 H 16~30 F R 80 92 Normal 4 18 Launch 40 + Slide 30 Launch 55 + Slide 30 12 +0 +5 Click!

Bonus Proration 110%

j.D SetBBCS Litchi jDm.png 800 - 15 Until Hit Total: 45 - P1 - - 80 89 Long 3 16 17 30 Crumple 25 44 0/+11 +11 +13 Click!
j.D RecallBBCS Litchi jD.png - - - - 30 - - - - - - - - - - - - - - - - Click!

Can cancel into blocking and other actions on 27

j.2DBBCS Litchi j2Dm.png 600 All, Low 17 Until L(8)2 8 +7 H, F - R 80 89 Long 3 16 17 17 22 31 11, 8 +0 +2 Click!
Staff LaunchBBCS Litchi Staff5D.png
Vertical
400*2 All - - - - P1 - - 80 89 Normal 3 16 17 30 22 44 0 +0 +2 Click!
Staff LaunchBBCS Litchi Staff2D.png
Horizontal
500 All - - - - P1 - - 80 89 Normal 3 12 Launch 32 Launch 46 0 +0 +2 Click!

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Litchi FThrow.png 0*2, 1500 Thow(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 3 - Crumple 35, Launch 40, 45 - - - 0, 8, 11 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Litchi BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 3 - Launch 62 Launch 76 - 0 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Litchi AThrow.png 0, 1500 Throe(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 3 - Launch 60 + GBounce + Down 23 - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Litchi 6B.png 0 All 13 2 36 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
subtitle=|rowspan=2}} - - - - 34+9L - - 1~9 All - - - - - - - - - - - - - Click!
  • Can cancel into air actions 20-until L
Crush TriggerBBCP Litchi CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Three Dragons: WhiteBBCS Litchi Haku.png
236A[e]
700 Low/Air 11 3 20 -4 F - R 90 89 Long 3 18 Launch 34 Launch 49 20 +0 +5 Click!
Three Dragons: GreenBBCS Litchi Hatsu.png
236B[e]
800 All 10 4 26+14L -25 B - R 100 89 Long 3 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5 Click!
Air Three Dragons: GreenBBCS Litchi Hatsu.png
j.236B[e]
800 All 5 4 Until L+15 - H - R 100 89 Long 3 18 Launch 47 Launch 62 20 +0 +5 Click!
Three Dragons: RedBBCS Litchi Chun.png
236C[e]
900 High/Air 26 3 8+14L -8 H - R 90 89 Normal 3 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5 Click!
Air Three Dragons: RedBBCS Litchi Chun.png
j.236C[e]
900 High/Air 26 3 Until L+14 - H - R 90 89 Normal 3 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5 Click!
Kote GaeshiBBCS Litchi Kote6.png
BBCS Litchi Kote4.png

623D[e]/421D[e]
- - - - 16 - - - - - - - - - - - - - - - - Click!
Air Kote GaeshiBBCS Litchi Kote6.png
BBCS Litchi Kote4.png

j.623D[e]/j.421D[e]
- - - - 20 - - - - - - - - - - - - - - - - Click!
Tsubame GaeshiBBCS Litchi TsubameGaeshi.png
623D[m]
460*3, 1300 Mid*3, All 11 3,2,24, Until L Total: 58 - P1 1~15 All - - - Very Short 4 18 Launch 56 Launch 71 0/+1 +1 +6 Click!
  • 3rd hit is a Mid for first 2F, then can be blocked All
Straight Through StanceBBCS Litchi StraightThrough.png
41236[A]/[B]/[C][m]
- - - - Total: 54 - - 7~48 Guard HBP - - - - - - - - - - - - - Click!
  • On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F
Straight Through Up AttackBBCF Litchi StraightThroughFollowups.png
41236A
1000 Mid 7 8 26 [40] -2 BD - R 80 94 Long 5 20 Launch 35 + WBounce 40 - 51 + WBounce 60 0/+18 +18 +18 Click!
Straight Through Forward AttackBBCF Litchi StraightThroughFollowups.png
41236B
1000 All 7 8 26 [40] -2 BD - R 80 94 Long 5 20 Launch 30 Launch 46 0/+18 +18 +18 Click!
Straight Through Down AttackBBCF Litchi StraightThroughFollowups.png
41236C
1000 Low/Air 7 8 26 [40] -2 FD - R 80 94 Long 5 20 Launch 40 Launch 56 + Down 23 0/+18 +18 +18 Click!
  • Fatal Counter
Straight Through Cancel
Straight Through > D
- - - - 14 - - - - - - - - - - - - - - - - Click!
Gut ShotBBCS Litchi Kanchan.png
421C [e]
450*3 All 16 2*2,3 17 -3 B 4~16 B R 90 79 Long 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 Click!
Gut Shot (crossup)200x200px
421[C] [e]
R 90 79 Long 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 Click!
  • Fatal Counter
  • Can pass through opponent 13-35
4 Winds HorizontalBBCS Litchi FourWindsHoriz.png
41236D[e] with 2D Set
350*7 All 27 8*5, 6, 8 38 - P1 - - 80 92 Long 4 12 Launch 28 Launch 43 0/+2 +2 +7 Click!
4 Winds VertBBCS Litchi FourWindsVert.png
41236D[e] with 5D Set
350*4 All 27 8*4 44 - P1 - - 80 92 Long 4 12 Launch 42 Launch 57 0/+2 +2 +7 Click!
B Ren ChanBBCF Litchi RenChan.png
214B[m]
600 All 14 Until Hit Total: 45 -15 P1 - - 80 89 Normal 3 12 17 40 22 54 0/+4 +4 +6 Click!
C Ren ChanBBCF Litchi RenChan.png
214C[m]
600 All 24 Until Hit Total: 49 -9 P1 - R 80 89 Normal 3 12 17 40 22 54 0/+4 +4 +6 Click!
Reach: Last ChanceBBCS Litchi Reach.png
63214A[e]
- - - - - - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent until reaching staff/ground
Reach: Robbing the KongBBCS Litchi ReachToss.png
63214B[e]
600 All Until Staff+8 ?? Until L - P1 - R 90 89 Long 3 12 17 28 - 42 0/+11 +11 +13 Click!
  • Can pass through opponent until reaching staff/ground
Reach: Kong on KongBBCS Litchi ReachHop.png
63214C[e]
- - - - - - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent until reaching staff/ground
One ShotBBCS Litchi ReachA.png
Last Chance > A
700 All 10 2 17 -2 H - R 90 92 Long 3 16 Launch 35 Launch 49 11 +0 +2 Click!
  • Can pass through opponent while on staff
Last Chance > Three Dragons: GreenBBCS Litchi ReachB.png
Last Chance > B
800 - 11 4 9+11L -7 H - R 100 89 Long 3 16 Launch 47 Launch 61 9 +0 +2 Click!
  • Can pass through opponent
Last Chance > Three Dragons: RedBBCS Litchi ReachC.png
Last Chance > C
900 - 17 3 5+11L 0 H - R 90 92 Normal 4 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 16 +0 +5 Click!
Robbing a Quad200x200px
Last Chance > D
600 High/Air 8 7(6)3 9 +5 H, F - R 90 89 Long 3 16 Launch 40 + Down 23, 40 Launch 54 + Down 23, 54 7 +0 +2 Click!
  • Can pass through opponent until L

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
All TerminalsBBCP Litchi AllTerminals.png
632146C
500, 300*12, 2400
[500, 300*7, 100*8, 150*16, 300*2, 1800]
All 1+(55 Flash)+13 6 27 -16 B 1~19 All R 80 96*14
[96*8, 99*24, 96*2]
Normal 4 16 Launch 80 + WBounce + Down 28 - - 20 20, 2*9, 6, 14, 16, 0
[20, 1*15, 2*19]
+5 Click!
  • With Staff equipped, hold D to plant staff
  • Minimum Damage 15%: 975 [1110]
All GreenBBCS Litchi Ryuisou.png
6428C
2000
[520*9, 2000]
All 6+(63 Flash)+2 12
[6,3*7,18,21]
Total 43 -13 P2 1~7 All R 80 92 Normal 4 18 Launch 40 Launch 55 0/+4 +4 +9 Click!
  • Minimum Damage 20% [15%]: 400 [1002]
Thirteen Orphans 5DBBCP Litchi VerticalKokushi.png
632146D[e]
350*13 All 7+(30 Flash)+5 1,2*12 Total: 46 - P2 1~7 All - 100 69 (Once) Normal 3 16 Launch 35 Launch 49 0/+3 +3 +5 Click!
  • Minimum Damage 20%: 910
Thirteen Orphans 2DBBCS Litchi Kokushi.png
632146D[e]
300*13 All 26+(30 Flash)+11 See notes Total: 63 +138 P2 1~7 All - 100 69 (Once) Normal 3 16 17 30 22 44 0/+3 +3 +5 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 StaffBBCP Litchi Overdrive.png 600 - 13 8 23 - P1 - - 80 89 Normal 3 16 17 36 + WBounce + GBounce 22 50 + WBounce + GBounce 0/+6 +6 +8 Click!
  • startup/active/recovery values are for the staff - Litchi is free to move
  • Minimum Damage 0%

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Crimson PeacockBBCF Litchi Exceed Accel.png
ABCD during OD
600, 100*7, 1634
{600, 100*13, 3610}
All 10 [20] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 - - 20 20, 0/+3*7 {*13}, 0/+30* - 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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Nine Gates of HeavenBBCS Litchi NineGates.png
BBCS Litchi NineGates2.png

Reach:Last Chance > 46D
0,1000,375*97,1600 All 25+(81 Flash)+1 Until L 75 - H - - - - Long 4 18 - - - - 20 - - Click!

Revolver Action Table

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

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