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]
Drive Moves[edit]
Universal Mechanics[edit]
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 |
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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! |
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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! |
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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! |
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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! |
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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! |
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Kote Gaeshi 623D[e]/421D[e] |
- | - | - | - | - | - | - | - | - | - | 16 | - | - | - | - | - | - | - | - | - | - | Click! |
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Air Kote Gaeshi j.623D[e]/j.421D[e] |
- | - | - | - | - | - | - | - | - | - | 20 | - | - | - | - | - | - | - | - | - | - | Click! |
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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! |
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Straight Through Stance 41236[A]/[B]/[C][m] |
- | - | - | - | - | - | - | - | - | - | Total: 54 | - | - | - | - | - | - | - | - | - | 7-48 Guard HBP | Click! |
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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! |
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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! |
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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! |
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Straight Through Cancel Straight Through > D |
- | - | - | - | - | - | - | - | - | - | 14 | - | - | - | - | - | - | - | - | - | - | Click! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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Reach: Last Chance 63214A[e] |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Click! |
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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! |
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Reach: Kong on Kong 63214C[e] |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Click! |
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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! |
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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! |
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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! |
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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! |
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Distortion Drives[edit]
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
Exceed Accel[edit]
Astral Heat[edit]
Revolver Action Table[edit]
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 |
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 |
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
[edit]
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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.
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System Explanations