BBCF/Litchi Faye Ling/Frame Data

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< BBCF‎ | Litchi Faye Ling
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System Data

Additional Backdash
Time 43 / Invul: 1-19


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 - - B -
500 Mid 8 3 14 - - B -
650 Mid 11 3 22 - - B -
700 Mid 14 3 30 - - BP -
550*2 Mid 17 3 (3) 3 23 - - B -
300 All 7 3 9 - - F -
450 Low 12 2 22 - - F -
600 Low 17 2 28 - - F -
650 Mid 12 3 19 - - B -
800 Mid 14 3 28 - - B -
550 High 22 3 18 - - B -
700 High 25 3 20 - - B -
660 Mid 17 4 22 - - B -
24 - - -
850 Mid 17 4 19 - - B -
26 - - -
540*2 Mid, High/Air 11 2 (25) 3 7+6L - - B, H -
350*4 Mid 23 3*4 27 - - B -
600 Mid 14 3 20 - - B -
750 Mid 16 3 28 - - B -
650 Low 15 3 21 - - F -
800 Low 20 12 15 - - F -
300 High/Air 7 4 9 - - H -
650 High/Air 9 4 12 - - H -
650 High/Air 11 3 18 - - H -
750 High/Air 12 3 22 - - H -
850 High/Air 15 4 14+4L - - H -

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
27 - - -
23 - - -
46 - - -
30 - - -
600 Mid 15 9 (4) 5 17 - - B -
800 High/Air 22 9 8+8L - - H -
800 Until Ground - - -
30 - - -
600 All 17 Until L (8) 2 8 - - H, F -
400*2 All - - P1* -
500 All - - P1* -

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Thow(70) 7 3 23 - - T -
1500 Throw(70) 7 3 23 - - T -
1500 Throe(120) 7 3 23+3L - - T -
0 All 13 2 36 - - B -
1000 Barrier 20 1 25 - - B -
1000 Barrier 30~61 1 25 - - B -

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Low/Air 11 3 20 - - F -
800 All 10 4 24+14L - - B -
800 All 5 4 8+15L - - H -
900 High/Air 26 3 8+14L - - H -
900 High/Air 26 3 Until L+14 - - H -
16 - - -
20 - - -
460*3, 1300 Mid, All 3,2,24, Until L Total 58 - - P1* -
Total 54 - - -
1000 Mid 7 8 Total 40 - - BD* -
1000 All 7 8 Total 40 - - BD* -
1000 Low/Air 7 8 Total 40 - - FD* -
14 - - -
450*3 All 16 2,2,3 17 - - B -
450*3 All 42 2,2,3 17 - - B -
350*4 All 27 8*4 44 - - P1* -
350*7 All 27 8*5, 6, 8 38 - - P1* -
600 All 14 Until Ground Total 45 - - P1* -
600 All 24 Until Ground Total 49 - - P1* -
- - -
600 All Until Staff+??  ?? - - P1* -
High/Air - - -
700 All 10 2 17 - - H -
800 11 4 9+11L - - H -
900 17 3 5+11L - - H -
600 High/Air 8 7 (6) 3 9 - - H, F -
34+9L - - -

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500, 300*12, 2400 All 1+13 6 27 - - B -
500, 300*7, 100*8, 150*16, 300*2, 1800 All 1+13 6 27 - - B -
2000 All 6+2 12 Total 43 - - P2* -
520*9, 2000 All 6+2 6, 3*7, 18, 21 Total 43 - - P2* -
350*13 All 7+5 1,2*12 Total 46 - - P2* -
300*13 All 26+11 see notes Total 63 - - P2* -
600 13 8 23 - - P1* -

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 100*7, 1634 All 10 [20] 3 34 - - B -
600, 100*13, 3610 All 10 [20] 3 34 - - B -

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0,1000,375*97,1600 All 25+1 Until L 75 - - H -

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 - - Special
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 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 - 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


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.