Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
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|frameAdv=-1, 2 | |frameAdv=-1, 2 | ||
|invuln= | |invuln= | ||
|description=Fast 2-hit jab. The second hit is pretty active, so it's easy to use as a meaty if you hit the button early. The first hit is only active for a frame though and there's a gap between the two, so if your meaty attempt doesn't work this might explain why. It | |description=Fast 2-hit jab. The second hit is pretty active, so it's easy to use as a meaty if you hit the button early. The first hit is only active for a frame though and there's a gap between the two, so if your meaty attempt doesn't work this might explain why. It doesn't reach as high as you'd like it to. | ||
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|frameAdv=-4 ~ 2 | |frameAdv=-4 ~ 2 | ||
|invuln=- | |invuln=- | ||
|description=Spawns a Len afterimage that lunges forward with a massive disjoint, launching on hit. Can't be cancelled into anything, but with spacing it can be made slightly plus on block. Visually it's very similar to her 3C, so mixing the two together can confuse the opponent. Len won't move and suffers no pushback whatsoever on hit or block, so you could do this multiple times in a row if your opponent respects it too much. Nets you easy conversions on counterhit, but on a normal hit you can only attempt a tech trap. When whiffed beneath | |description=Spawns a Len afterimage that lunges forward with a massive disjoint, launching on hit. Can't be cancelled into anything, but with spacing it can be made slightly plus on block. Visually it's very similar to her 3C, so mixing the two together can confuse the opponent. Len won't move and suffers no pushback whatsoever on hit or block, so you could do this multiple times in a row if your opponent respects it too much. Nets you easy conversions on counterhit, but on a normal hit you can only attempt a tech trap. When whiffed beneath a cornered opponent from close range, this may force them out and create a small gap. | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description=An air button with a long horizontal disjoint and generous active frames. | |description=An air button with a long horizontal disjoint and generous active frames. Fantastic air to air when lined up properly that's also good for instant airdash pressure. Buffering an airdash will let you capitalize off counterhits more easily or even tick into a gold airthrow on block. It can also be used to set up her fuzzy overhead. | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description=Downward orb swipe. Len's best air to ground move, covering a nice angle in front of and below her with a fair amount of disjoint | |description=Downward orb swipe. Len's best air to ground move, covering a nice angle in front of and below her with a fair amount of disjoint and the rare ability to reliably crossup. This move is a key component of her fuzzy overhead mixup, and is also the preferred air normal to set it up with. Also a very good button for instant airdashes, though it's considerably more finicky than jB. | ||
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|invuln=- | |invuln=- | ||
|description=Len spins several orbs around her for up to 4 hits. This move is active until she reaches the ground, though it sort of 'flickers' on and off for its duration which can cause it to connect unpredictably. Though the hitboxes are pretty disjointed, this move tends to lose to active air-to-air and antiair buttons, so it relies on stuffing | |description=Len spins several orbs around her for up to 4 hits. This move is active until she reaches the ground, though it sort of 'flickers' on and off for its duration which can cause it to connect unpredictably. Though the hitboxes are pretty disjointed, this move tends to lose to active air-to-air and antiair buttons, so it relies on stuffing their startup instead. Can be hard to reliably link normals on the ground after landing so opponents who know this may try to mash or shield in between to catch you being slow. You can hold 8 during its startup to halt all momentum and cause Len to rise a bit, which can be situationally useful. If the opponent blocks this in the air close to the ground, you can usually guard break them with 5A/5C. | ||
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|frameAdv=19 | |frameAdv=19 | ||
|invuln=- | |invuln=- | ||
|description=214A summons either a brown or tiger cat. Can have two 214A cats out at a time. The brown cat is the most useless summon for Len as it does nothing and takes the longest to disappear. Tiger cat moves the fastest out of all the cats and launches on hit which you can convert into a combo. This move | |description=214A summons either a brown or tiger cat. Can have two 214A cats out at a time. The brown cat is the most useless summon for Len as it does nothing and takes the longest to disappear. Tiger cat moves the fastest out of all the cats and launches on hit which you can convert into a combo. This move isn't favored much due to its inconsistency and the fact that it counts towards the same limit as her 214C (Neco rocket), but tiger cats can be disruptive to characters with a fullscreen presence. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|invuln=- | |invuln=- | ||
|description=214B summons either a black or silver cat. Can only have one 214B cat out at a time. Black cat is the most useful cat out of the cat summons since it causes a hard knockdown on hit. It can also launch an opponent allowing for combos while having a lower proration than the tiger cat. You can guarantee a black cat summon by inputting '''214B~4/6''' but you'll recover slower with 27f recovery. Silver cat pushes the opponent towards its direction based on their collision box. Usage for silver cat is limited but it can cause the opponent to drop their combo and pressure while on the ground. C-Len has an easier time sandwiching the opponent between the silver cat and herself thanks to her 421A teleport. | |description=214B summons either a black or silver cat. Can only have one 214B cat out at a time. Black cat is the most useful cat out of the cat summons since it causes a hard knockdown on hit. It can also launch an opponent allowing for combos while having a lower proration than the tiger cat. You can guarantee a black cat summon by inputting '''214B~4/6''' but you'll recover slower with 27f recovery. Silver cat pushes the opponent towards its direction based on their collision box. Usage for silver cat is limited but it can cause the opponent to drop their combo and pressure while on the ground. C-Len has an easier time sandwiching the opponent between the silver cat and herself thanks to her 421A teleport, which can lead to some funny combos and setups. | ||
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'''A''': Crouches and then teleports forward a little more than 1/3rd of the screen. Has a very low profile during its startup followed by full invulnerability after she disappears. She is vulnerable briefly upon arrival, but can act almost the instant she fully reappears. This move can be an invaluable escape option and allows her to navigate the ground more quickly and safely than her other moons. It's also the key ingredient of her left/right mixups, particularly off 236C > 236[A] midscreen. Len will avoid almost everything including last arcs while mid-teleport. If you're having trouble with a C-Len player abusing this, try to react to her crouching animation and mash 2A where she would reappear.<br> | '''A''': Crouches and then teleports forward a little more than 1/3rd of the screen. Has a very low profile during its startup followed by full invulnerability after she disappears. She is vulnerable briefly upon arrival, but can act almost the instant she fully reappears. This move can be an invaluable escape option and allows her to navigate the ground more quickly and safely than her other moons. It's also the key ingredient of her left/right mixups, particularly off 236C > 236[A] midscreen. Len will avoid almost everything including last arcs while mid-teleport. If you're having trouble with a C-Len player abusing this, try to react to her crouching animation and mash 2A where she would reappear.<br> | ||
'''B''': Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox. In neutral, this can be used to bait the opponent into expending air options or hitting a jump button early. Its most conventional use however is in high/low mixups, where Len either jumps at you with | '''B''': Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox. In neutral, this can be used to bait the opponent into expending air options or hitting a jump button early. Its most conventional use however is in high/low mixups, where Len either jumps at you with jB/C or fakes you out with a 2B instead. The tell for this mixup is that the camera will shift slightly upward (begins shifting on frame 13 of her jump) when it's real while remaining stationary for the fake one, which while unintuitive is reactable. If the C-Len player hasn't tightened it up, you may be able to fuzzy block 4~1 because the low option tends to come later.<br> | ||
'''C:''' Produces an illusion of a dashing Len, while the real one walks forward in a catwalk-like state which can pass through the opponent. This is effectively a mini teleport and can be used for many of the same types of left/right mixups as the A version. It's a little more difficult to apply in neutral than her fake jump because the forward movement could get you hit by the options you were hoping to bait out (long range grounded normals usually). Furthermore, if you don't make use of her run all that much, the feint will be obvious. | '''C:''' Produces an illusion of a dashing Len, while the real one walks forward in a catwalk-like state which can pass through the opponent. This is effectively a mini teleport and can be used for many of the same types of left/right mixups as the A version. It's a little more difficult to apply in neutral than her fake jump because the forward movement could get you hit by the options you were hoping to bait out (long range grounded normals usually). Furthermore, if you don't make use of her run all that much, the feint will be obvious. | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=High 6-71 | |invuln=High 6-71 | ||
|description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her | |description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her 421A teleport, if they're conditioned to look for that they may be caught off guard despite its slow speed. Though it's -2 on block, most opponents can still be frametrapped by 3C afterwards when spaced. Surprisingly effective at low profiling DPs. | ||
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|invuln= | |invuln= | ||
|description=Spawns an orb that circles around Len, which detonates in contact with opponents in hitstun. Orbs last for approx 6.5 seconds, and up to 2 orbs can be active at a time. Disappears if Len gets hit. Powder snow's orbit is a constant, set based on the direction Len faced when summoning it. | |description=Spawns an orb that circles around Len, which detonates in contact with opponents in hitstun. Orbs last for approx 6.5 seconds, and up to 2 orbs can be active at a time. Disappears if Len gets hit. Powder snow's orbit is a constant, set based on the direction Len faced when summoning it. When making contact with an opponent not in hitstun, they will gradually deal red damage. Len's guard meter also regenerates quickly while it's active.<br> | ||
It's hard to find times to summon them in neutral, and they don't really add as much damage as you'd like on top of randomly messing up your air counterhits. They have plenty of theoretical uses in setups such as midscreen throw combos, but they require more frames to summon than you typically have, and their reliance upon being at specific points in their orbit is limiting. Their most practical use is in combos, softening transitions from 236[A] to 2B and enabling sideswitches. | |||
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|frameAdv=-35 (min) | |frameAdv=-35 (min) | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give maid and D will give kimono. Don't tell nobody else. | |description=Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. If performed on a cornered opponent, it will leave a small gap behind them. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give maid and D will give kimono. Don't tell nobody else. | ||
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|invuln=Full 1-X, High (on Landing) | |invuln=Full 1-X, High (on Landing) | ||
|description=Spawns a giant cake to fall on top of the | |description=Spawns a giant cake to fall on top of the opponent . On hit, circuit breaks the opponent and stabs them with various cutlery while they're trapped in the cake. Having to air EX shield kind of sucks. | ||
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Revision as of 10:57, 6 January 2022
Character Page Progress
This page is a translation from the French wiki BasGrosPoing.
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
Players to watch/ask
JP:
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths |
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Weaknesses |
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General Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Basic combos
Advanced combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B
5B |
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5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
4B
4[B] |
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3C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Catwalk
(Catwalk)
[3] |
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Grounded Specials
236X
Fleur Freeze 236A/[A]/B/[B]/C A A B B [B] [B] EX EX
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623X
A A B B EX EX
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214X
Grass Grass Tea Time 214A/B A A B B
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Neco Rocket 214C (No EX) Nya nya nya... Nya nya nya...
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421X
Pretty Walk
421A/B/C (No EX) |
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421D
63214C
Powder Snow
63214C |
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Aerial Specials
j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C |
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Arc Drive
Ephemeral Transience
41236C during MAX/Heat |
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Another Arc Drive
Ephemeral Dream
41236C during Blood heat |
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Last Arc
Cream Puff Dream REM
Aerial EX Shield during Blood Heat |
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