BBCF/Litchi Faye Ling/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

30F (1-5F Inv)

Additional Backdash 43F (1-19 Inv)


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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
5B 500 SJR 100 89 Long Mid 3 B 8 3 14 0 16 17 19 22 33 8 +0 +2 - Click!
5B [m] 650 SJR 100 92 Long Mid 4 B 11 3 22 -6 18 19 19 24 34 12 +0 +5 - Click!
5C 700 SJR 100 89 Long Mid 3 BP 14 3 30 -16 16 17 17 Crumple 54 31 10 +0 +2 - Click!
5C [m] 550*2 S(J)R 100 92 (Once) Long Mid 4 B 17 3(3)3 23 -7 18 21 19 26 44 14 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 9 0 11 12 12 16 23 9 +0 +0 - Click!
2B 450 SR 90 85 Long Low 2 F 12 2 22 -10 13 14 14 18 26 8 +0 +1 - Click!
2B [m] 600 SR 90 89 Long Low 3 F 17 2 28 -13 16 17 17 22 31 11 +0 +2 - Click!
2C 650 SJR 100 89 Long Mid 3 B 12 3 19 -5 16 17 17 22 31 10 +0 +2 - Click!
2C [m] 800 SR 100 79 Long Mid 3 B 14 3 28 -14 16 Launch 30 Launch 62 13 +0 +2 - Click!
6A 550 SR 90 92 Normal High 4 B 22 3 18 -2 18 19 26 + Down 23 24 41 + Down 23 10 +0 +5 - Click!
6A [m] 700 R 90 92 Normal High 4 B 25 3 20 -2 20 Launch 42 + GBounce Launch 57 + GBounce 14 +0 +5 - Click!
6B 660 SJR 100 89 Long Mid 3 B 17 4 22 -8 16 17 17 22 31 8 +0 +2 - 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 27 60 + WBounce 40 15 +0 +8 - 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 Crumple 29, Launch 41, 41 + Down 28 Crumple 58, Launch 55, 55 + Down 28 10 +0 +2 - Click!
  • Bonus Proration 110%
6C [m] 350*4 R 100 94 Long Mid 5 B 23 3*4 27 -5 20 Spin Fall 44 38 Spin Fall 53 57 0/+4 +4 +4 - Click!

Fatal Counter

4B 600 SR 80 89 Long Mid 3 B 14 3 20 -6 16 17 42 22 56 8 +0 +2 7-16 H Click!
4B [m] 750 SR 80 82 Long Mid 4 B 16 3 28 -12 18 Launch 40 Launch 55 14 +8 +8 8-18 H Click!
3C 650 SR 100 89 Long Low 3 F 15 3 21 -7 16 Launch 40 Launch 54 + Down 16 10 +0 +2 - Click!
3C [m] 800 SR 90 92 Long Low 4 F 20 12 15 -8 18 Launch 40 Launch 55 + Down 23 14 +0 +5 - Click!
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 4 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 650 SJR 80 89 Long High/Air 3 H 9 4 12 - 16 17 20 22 34 9 +0 +2 - Click!
j.B [m] 650 SJR 80 89 Long High/Air 3 H 11 3 18 - 16 17 17 22 31 11 +0 +2 - Click!
j.C 750 SJR 80 89 Long High/Air 3 H 12 3 22+4L - 16 17 56 22 70 9 +0 +2 - Click!
j.C [m] 850 SJR 80 89 Long High/Air 3 H 15 4 14+4L - 16 17 17 Launch 80 + WBounce 13 +0 +2 - 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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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 30, 34 50, 50 + WBounce 50 + WStick 23 13 +0 +8 - Click!

Fatal Counter

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

Bonus Proration 110%

j.D Set 800 - 80 89 Long - 3 P1 15 Until Hit Total: 45 - 16 17 30 Crumple 25 44 0/+11 +11 +13 - 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 22 31 11, 8 +0 +2 - Click!
Staff Launch
Vertical
400*2 - 80 89 Normal All 3 P1 - - - - 16 17 30 22 44 0 +0 +2 - Click!
Staff Launch
Horizontal
500 - 80 89 Normal All 3 P1 - - - - 12 Launch 32 Launch 46 0 +0 +2 - 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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0*2, 1500 SR 100 50 (Once) Normal Thow(70) 0*2, 3 T 7 3 23 - - Crumple 35, Launch 40, 45 - - - 0, 8, 11 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 3 T 7 3 23 - - Launch 62 Launch 76 - 0 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throe(120) 0, 3 T 7 3 23+3L - - Launch 60 + GBounce + Down 23 - - - 0 +0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 2 36 - 18 Launch 19 Launch 34 12 +0 +5 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 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
Crush Trigge
Charged
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - 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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Three Dragons: White
236A[e]
700 R 90 89 Long Low/Air 3 F 11 3 20 -4 18 Launch 34 Launch 49 20 +0 +5 - Click!
Three Dragons: Green
236B[e]
800 R 100 89 Long All 3 B 10 4 26+14L -25 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5 - Click!
Air Three Dragons: Green
j.236B[e]
800 R 100 89 Long All 3 H 5 4 Until L+15 - 18 Launch 47 Launch 62 20 +0 +5 - Click!
Three Dragons: Red
236C[e]
900 R 90 89 Normal High/Air 3 H 26 3 8+14L -8 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5 - Click!
Air Three Dragons: Red
j.236C[e]
900 R 90 89 Normal High/Air 3 H 26 3 Until L+14 - 18 Launch 41 + GBounce Launch 56 + GBounce + Down 23 20 +0 +5 - 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*3, All 4 P1 11 3,2,24, Until L Total 58 - 18 Launch 56 Launch 71 0/+1 +1 +6 1-15 All Click!
  • 3rd hit is a Mid for first 2F, then can be blocked All
Straight Through Stance
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 Attack
41236A
1000 R 80 94 Long Mid 5 BD 7 8 26 [40] -2 20 Launch 35 + WBounce 40 - 51 + WBounce 60 0/+18 +18 +18 - Click!
Straight Through Forward Attack
41236B
1000 R 80 94 Long All 5 BD 7 8 26 [40] -2 20 Launch 30 Launch 46 0/+18 +18 +18 - Click!
Straight Through Down Attack
41236C
1000 R 80 94 Long Low/Air 5 FD 7 8 26 [40] -2 20 Launch 40 Launch 56 + Down 23 0/+18 +18 +18 - 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 + WBounce 18*2, Launch 46*2, 59 + WBounce 2*2,13 +0 +1*2, +2 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 18*2, Launch 34*2, 45 + WBounce 60 18*2, Launch 46*2, 61 + WBounce 60 2*2,20 +0 +1*2, +8 4-16 B Click!
  • Fatal Counter
  • Can pass through opponent 13-35
4 Winds Horizontal
41236D[e] with 2D Set
350*7 - 80 92 Long All 4 P1 27 8*5, 6, 8 38 - 12 Launch 28 Launch 43 0/+2 +2 +7 - Click!
4 Winds Vert
41236D[e] with 5D Set
350*4 - 80 92 Long All 4 P1 27 8*4 44 - 12 Launch 42 Launch 57 0/+2 +2 +7 - Click!
B Ren Chan
214B[m]
600 - 80 89 Normal All 3 P1 14 Until Hit Total: 45 -15 12 17 40 22 54 0/+4 +4 +6 - Click!
C Ren Chan
214C[m]
600 R 80 89 Normal All 3 P1 24 Until Hit Total: 49 -9 12 17 40 22 54 0/+4 +4 +6 - 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+8 ?? Until L - 12 17 28 - 42 0/+11 +11 +13 - Click!
  • Can pass through opponent until reaching staff/ground
Reach: Kong on Kong
63214C[e]
- - - - - - - - - - - - - - - - - - - - - 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 Launch 49 11 +0 +2 - 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 Launch 61 9 +0 +2 - 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 Launch 56 + GBounce + Down 23 16 +0 +5 - Click!
Robbing a Quad
Last Chance > D
600 R 90 89 Long High/Air 3 H, F 8 7(6)3 9 +5 16 Launch 40 + Down 23, 40 Launch 54 + Down 23, 54 7 +0 +2 - 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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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+(55 Flash)+13 6 27 -16 16 Launch 80 + WBounce + Down 28 - - 20 20, 2*9, 6, 14, 16, 0
[20, 1*15, 2*19]
+5 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+(63 Flash)+2 12 Total 43 -13 18 Launch 40 Launch 55 0/+4 +4 +9 1-7 All Click!
  • Minimum Damage 20% [15%]: 400 [1002]
Thirteen Orphans 5D
632146D[e]
350*13 - 100 69 (Once) Normal All 3 P2 7+(30 Flash)+5 1,2*12 Total: 46 - 16 Launch 35 Launch 49 0/+3 +3 +5 1-7 All Click!
  • Minimum Damage 20%: 910
Thirteen Orphans 2D
632146D[e]
300*13 - 100 69 (Once) Normal All 3 P2 26+(30 Flash)+11 See notes Total: 63 +138 16 17 30 22 44 0/+3 +3 +5 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 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[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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
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 20, 0/+3*7 {*13}, 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. Independant Projectiles will have their Durability level listed. 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 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Nine Gates of Heaven
Reach:Last Chance > 46D
0,1000,375*97,1600 - - - Long All 4 H 25+(81 Flash)+1 Until L 75 - 18 - - - - 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]


Ambox notice.png To edit frame data, edit values in BBCF/Litchi Faye Ling/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc