Melty Blood/MBAACC/White Len/Half Moon: Difference between revisions
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|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=4 | |active=4 | ||
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|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
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|cancel=(N), SP, EX, (J) | |cancel=(N), SP, EX, (J) | ||
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|active={{Tooltip | text=9| hovertext=3, 6}} | |active={{Tooltip | text=9| hovertext=3, 6}} | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
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|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
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|active=4 | |active=4 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
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|cancel={{Tooltip |text=N, SP, EX, (J)|hovertext=Cannot input a cancel action during hitstop.}} | |cancel={{Tooltip |text=N, SP, EX, (J)|hovertext=Cannot input a cancel action during hitstop.}} | ||
|guard=L | |guard=L | ||
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|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
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|active={{Tooltip | text=X| hovertext=Until landing.}} | |active={{Tooltip | text=X| hovertext=Until landing.}} | ||
|recovery=- | |recovery=- | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
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|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
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|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
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|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
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|cancel=(SP), (EX) | |cancel=(SP), (EX) | ||
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|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
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|active={{Tooltip | text=18| hovertext=2 x9}} | |active={{Tooltip | text=18| hovertext=2 x9}} | ||
|recovery={{Tooltip | text=66| hovertext=Full Animation.}} | |recovery={{Tooltip | text=66| hovertext=Full Animation.}} | ||
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|startup=3+ | |startup=3+7 | ||
|active={{Tooltip | text=17| hovertext=2 x7, 3}} | |active={{Tooltip | text=17| hovertext=2 x7, 3}} | ||
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|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=L | |guard=L | ||
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|cancel=(N), SP, EX, (J) | |cancel=(N), SP, EX, (J) | ||
|guard=L | |guard=L | ||
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|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=H | |guard=H | ||
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|active=6 | |active=6 | ||
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|active={{Tooltip | text=38 (10) 6| hovertext=3 x12, 2 (10) 6}} | |active={{Tooltip | text=38 (10) 6| hovertext=3 x12, 2 (10) 6}} | ||
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|active={{Tooltip | text=6| hovertext=3, 3}} | |active={{Tooltip | text=6| hovertext=3, 3}} | ||
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|active={{Tooltip | text=6| hovertext=3, 3}} | |active={{Tooltip | text=6| hovertext=3, 3}} | ||
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|active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} | |active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} | ||
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|active={{Tooltip | text=5 ~ 365| hovertext=Invisible period which can be extended by holding [A].}} | |active={{Tooltip | text=5 ~ 365| hovertext=Invisible period which can be extended by holding [A].}} | ||
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|active={{Tooltip | text=1 ~ 359| hovertext=Invisible period which can be extended by holding [B].}} / 360 | |active={{Tooltip | text=1 ~ 359| hovertext=Invisible period which can be extended by holding [B].}} / 360 | ||
|recovery=16 / 17 | |recovery=16 / 17 | ||
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|active={{Tooltip | text=1 ~ 360| hovertext=Invisible period which can be extended by holding [C].}} | |active={{Tooltip | text=1 ~ 360| hovertext=Invisible period which can be extended by holding [C].}} | ||
|recovery=13 | |recovery=13 | ||
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|active={{Tooltip | text=X| hovertext=Remains a cat until a button is pressed.}} | |active={{Tooltip | text=X| hovertext=Remains a cat until a button is pressed.}} | ||
|recovery=5 | |recovery=5 | ||
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|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
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|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
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|cancel=-J- | |cancel=-J- | ||
|guard=LHA | |guard=LHA | ||
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|active={{Tooltip | text=14| hovertext=2 x7}} | |active={{Tooltip | text=14| hovertext=2 x7}} | ||
|recovery={{Tooltip | text=46| hovertext=Total animation until jump cancel.}} {{Tooltip | text=(11)| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=46| hovertext=Total animation until jump cancel.}} {{Tooltip | text=(11)| hovertext=Landing recovery.}} | ||
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|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=12 | |active=12 | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+19 | ||
|active={{Tooltip | text=29| hovertext=Summons 8 icicles every 3 frames, each active for 8 frames.}} | |active={{Tooltip | text=29| hovertext=Summons 8 icicles every 3 frames, each active for 8 frames.}} | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
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|guard=LHA | |guard=LHA | ||
|startup=4 {{Tooltip | text=( | |startup=4 {{Tooltip | text=(5)| hovertext=Icicle projectile.}} | ||
|active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | ||
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|guard=LHA | |guard=LHA | ||
|startup=4 {{Tooltip | text=( | |startup=4 {{Tooltip | text=(5)| hovertext=Icicle projectile.}} | ||
|active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | ||
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|guard=LHA | |guard=LHA | ||
|startup=1+3 {{Tooltip | text=(1+ | |startup=1+3 {{Tooltip | text=(1+4)| hovertext=Icicle projectile.}} | ||
|active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+9 | ||
|active=X | |active=X | ||
|recovery=38 | |recovery=38 |
Revision as of 01:52, 25 July 2022
Character Page Progress
This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.
In Progress | To-do |
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Additional Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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art | North America | Netplay | Active | AKA hwlen. Goes by art#7081 on Discord. Player who has used in time a variety of names, hence his footage may be hard to find and sort. Likely to be the most experienced H-WLen outside of Japan, while also playing a multitude of characters well. | |
haku (ハク) | Japan | Play Spot BIG ONE 2nd | Active | Plays every White Len moon. | |
mikan (魅柑) | Japan | A-Cho | Active | Mostly plays H-WLen and makes the most out of her mixups. | |
nic | North America | Netplay | Active | Active in Melty Blood Community Server and Meltycord. Mains C-WLen, but is proficient with H and has good knowledge of the character. | |
Oufan | Europe | Netplay | Active | Strong French White Len player. Active in Meltycord. Proficient at all moons and plays this one for some matchups. | |
ViviMayoi | North America | Netplay | Active | Active in Melty Blood Community Server. Proficient with her secondary H-WLen. | |
Yun/Steve | Europe | Netplay | Active | Goes by Your friend Steve#7545 on Discord. Knowledgeable H-WLen player that is currently quite active. Is very nice and will answer any H-WLen related questions you may have. |
Overview
Strengths |
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Weaknesses |
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H-WLen is a character with very strong ground movement. On the other hand, she also has very poor air movement. These mean that her gameplay is different from most of the cast. To cover for her poor air-to-air capability her 236B offers good anti-air space control and her 214 series is one of the best anti-air specials in the game. She has decent pressure and okizeme options when in or near the corner but her standard combo routes are not always able to create the amount of corner carry required. Finally, her good defensive modifiers and unmetered reversal on a 214 input means that she gets more opportunities to challenge her opponent's pressure at unexpected places.
General Gameplan
The goal of H-WLen depends on the particular matchup. In general, she is most effective when she is able to get a hit in neutral which leads to a hard knockdown in the corner. From there, she can use her normals and command grab to repeat pressure and okizeme.
Neutral
H-WLen is quite comfortable on the ground in most matchups. The goal of her grounded neutral is to get into a range where dash instant 2A will connect with the opponent. She can use her fast walk to advance and retreat on the ground with 5B or 236A to control the space in front of her. Both 5B and 236A have periods of extended hurtbox on startup so they can get counterhit sometimes. 236A additionally loses against IAD for a full combo so it is best to use it more sparingly. Against air approaches, she can walk back out of range or dash under the opponent. Unlike the vast majority of the cast, her forward dash does not lower her hurtbox so a quick reaction or guess is needed for this option. She also has the options of directly challenging air approaches with 236B and 214A/B. The former is used preemptively as it has longer startup but is very active while the latter can be used as more traditional anti-air specials. 214B has completely invcincible startup but is more unsafe on whiff than 214A. All three moves are air unblockable.
Aerial neutral is where H-WLen suffers greatly compared to the standard character. The vertical velocity of her jump is about 20% slower than most of the cast which means it is very difficult to reach an advantageous spacing while in the air. However, when she is able to get a good spacing her j.A has good horizontal reach, her j.C covers above her quite well, and her j.2C covers below her decently well. To discourage opponents from simply outranging her she has j.[B] which, once active, remains active until she lands. This is a double-edged sword however as it gives the opponent time to move into position to hit her landing recovery or simply shield the move. For stalling in the air she has the standard air dodge and she also keeps her air movement options after j.236[A]. Both of these can be good in moderation. Finally, her slow air movement means that she is very prone to being dashed under. She can use j.214A to hit an opponent behind her when this happens. From a risk/reward standpoint this is a gimmick as j.214A is punishable on block when used at this height. However, it can be useful as a deterrent to an opponent who tries to gain momentum off every dash under.
Pressure
Most of the threat in H-WLen's pressure comes from her command grab which gives her a hard knockdown. Because of this, her pressure is poor midscreen as backdash escapes command grab as well as many of her staggers. The lack of forward movement on 2B combined with the awkwardness of combo'ing into and out of 2C means that her pressure tends to have many reverse beats. The notable normal for pressure is 5C which moves her forward a good amount and is plus on block (but minus when ex-guarded). This combined with the range on her command grab means that she is able to throw/strike at points deep in her pressure strings.
Some sample strings:
- 66 2A > 5{B} > 5{C} > 5A6A > 4{B} (command grab is in range after any normal)
- 66 2A > 5{C}, 2A > 5{C}, 2A > 5[C] (command grab is in range after any 5C)
If the opponent guesses correctly on longer pressure strings without resets, she will run out of usable normals. In this case, she can either frametrap directly into 236a to catch jumps and mash or into 623[A] from 4B. Her 623[A] is punishable on block (just like 623A) but it is special cancellable on block so it must be cancelled into 236A to make it safer. Her 236A is very minus and will give the opponent to start their own pressure or escape so it should be used as a last ditch effort to catch a jump or mash. Specifically in the Satsuki matchup, it can be directly punished by 2C so it is not advisable to use it at all in her 2C range.
As a final note, she can use 236C to secure a redash or if she needs to meter dump.
Okizeme
After airthrow (midscreen):
- Nothing
After airthrow (corner)
While her airthrow oki is much weaker than her 623a ender, she stays actionable after the throw. She also has enough time to land and oki from there.
- j.236[A]. This DOES NOT HIT MEATY!! but can be used as a knowledgecheck as it also catches DPs. Use this with care.
- Airdash j.B/j.2C j.C. double overhead. (J.2C often whiffs on crouchers). The double overhead doesn't work well on smaller characters, but hitting the opponent with an air normal will allow you to start your pressure.
- Airdash j.A(w) grab
- Metered: Airdash j.B ( j.C ) j.236C vs j.236C(w) grab. Very gimmicky, but can catch people off guard. If j.236c is done too close to the ground, the hitboxes do not come out, however if it's done slightly higher so they do come out, j.236C is plus.
She can also land and continue her oki that way
- microwalk 2A vs microwalk command grab (strike/throw mixup)
- microdash 2A vs microdash j.214A (low/high mixup)
After hard knockdown with 236[a] (midscreen)
- 623[B], 2A vs 623B (low/high mixup)
After hard knockdown with 236[A] (corner)
- microdash 2A vs microdash j.214A (low/high mixup)
- 623[B], 2A vs 623B (low/high mixup)
- forward jump double overhead, single overhead, delayed airdash overhead, empty jump mixup (double overhead does not work on shorter characters)
- forward jump overhead -> rising j.2C > j.236A (fuzzy overhead mixup)
Defense
H-WLen has some unconventional defensive tools in addition to the standard mechanic ones so she can be hard to pin down on defense if someone is not used to her options.
Standard defensive options:
- Jump
- Unmetered bunker 214D, creates a tech punish situation on hit
- Metered bunker 214D, consumes 100% and causes hard knockdown (using this in the mid-game while below 180% means she will likely not be able to hit heat that round)
- Dodge
H-WLen defensive options:
- 2A (she has a slow 2A but the range is about average)
- 214A (has invincibility until airborne, can be confusing to confirm)
- 214B (true reversal)
- Both can be low profiled
- Both can be buffered fairly safely while blocking (leave some time between attempts to avoid getting 421)
- 22B (true reversal, has no hitbox, much more punishable than dodge but can be confusing to punish)
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. |
Note in her corner combos involving j.214A
j.214A creates a ground bounce icicle below and behind her. This is what needs to hit for the combo to work due to the location of the icicle, this is either hard or impossible from low hit count or 4B starters.
Depending on the spacing, j.214A either gets a "clean" hit which is just the icicle hitting, or a "dirty" hit where one hit of the j.214A also hits them. Sometimes dirty hits do not cause a ground bounce which ends the combo.
- Clean hit continuation: 5B > 2C
- Dirty hit continuation: 5A > 2C
- Can't do the 5A6AA extensions if you already used a bounce from starters like j.214A
Launchers leading into j.214A
Most of the combos only mention one of the launchers, but hwlen has several launchers that lead into icicle oki, ensuring better reward even off awkward confirms.
(All of these launchers can be followed up by j.b > dj.214a)
- 2C > 5AA/5C
- 2C > 5A > 5B
- 4B/4[B]
- 5[B]
- 623A > (2C >) 5B/5C/4B
If a confirm has no chance of leading into her icicle oki normally, you can use 236C to extend your combo and get the 623A knockdown.
Starters
Enders
Normal Combos
Corner 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
5A
5A~6A~6A |
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5B
5B
5[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.B
j.[B] |
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j.C
Command Normals
4B
4B
4[B] |
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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 Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
Fleur Freeze Couleur
(EX: Etoile Sirius) 236A/[A]/B/C |
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623X
Swan Lake
(EX: Swan Snow Slow) 623A/[A]/B/[B]/C |
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214X
Diamond Renversee
214A/B/C |
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421X
22X
Nutcracker
22A/B/C/D (No EX) |
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63214X
Nursery Rhyme
(EX: Snow Reine) 63214A/B/C |
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Aerial Specials
j.236X
Fleur Freeze Couleur (Air)
j.236A/[A]/B/C |
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j.214X
Diamond Renversee (Air)
j.214A/B/C |
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Arc Drive
Ephemeral Transience
41236C during Heat |
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