Melty Blood/MBAACC/Len/Full Moon: Difference between revisions
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== Overview == | == Overview == | ||
{| | {{StrengthsAndWeaknesses | ||
| | |intro= | ||
[[File:MBAACC_Len_OverviewIcon.png|link=]] '''F-Len''' is a neutral-oriented character with simple combos and access to flashy plays with her iconic "dorito" mirrors. | |||
|pros= | |||
*'''Space-controlling neutral:''' She has big ground and air normals for stifling opponents' movement, and her mirrors and fireballs can deny space and create a threat from further range. | |||
*'''High damage:''' Even basic BnBs do relatively high consistent damage, and with mirrors in play her damage ceiling is very high. | |||
*'''Meter-independent:''' Rarely has any concrete need for meter except to regain life, and can dump meter pretty easily in combos, pressure, and setups. | |||
*'''Good mixup potential:''' Len's fuzzy overhead and mirror setups leading to tick throws can open up blocking opponents. | |||
*'''Catwalk (3):''' Len's low profile crouch-walk can cleanly beat some air approaches and ground strings. | |||
|cons= | |||
*'''Low HP and poor defense:''' Len has one of the worst defense modifiers in the game, and F-Len has weak defensive options on wakeup and in pressure. | |||
*'''Linear pressure:''' Like many F moons she can push herself out or find herself deep in her normal chain and be forced to use a special that gives up the turn or allows an escape. | |||
*'''Slow:''' Her ground movement is relatively slow, though she does at least have the stepdash for access to a bit of "burst" movement. Her jump trajectories are good but can be played around, putting her in a tough spot if she has to chase an agile opponent. | |||
= | *'''Damage-okizeme tradeoff:''' In many cases she would have to sacrifice a lot of damage to get a strong knockdown enabling, e.g., mirror setplay. | ||
F-Len is a | |tablewidth=80 | ||
'' | |||
* | |||
* | |||
*''' | |||
* | |||
*''' | |||
}} | }} | ||
Line 405: | Line 38: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=5 | |recovery=5 | ||
Line 429: | Line 62: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active={{Tooltip | text=8| hovertext=2, 3, 3}} | |active={{Tooltip | text=8| hovertext=2, 3, 3}} | ||
|recovery=8 | |recovery=8 | ||
Line 454: | Line 87: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=5 (11) 3 (1) 4| hovertext=2, 3 (11) 2, 1 (1) 4}} | |active={{Tooltip | text=5 (11) 3 (1) 4| hovertext=2, 3 (11) 2, 1 (1) 4}} | ||
|recovery=16 | |recovery=16 | ||
Line 481: | Line 114: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH<br>(Whiffs vs Air.) | |guard=LH<br>(Whiffs vs Air.) | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery=6 | |recovery=6 | ||
Line 505: | Line 138: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery=14 | |recovery=14 | ||
Line 529: | Line 162: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=14 | ||
|active=7 | |active=7 | ||
|recovery=17 | |recovery=17 | ||
Line 554: | Line 187: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
Line 578: | Line 211: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=8 | |active=8 | ||
|recovery= | |recovery= | ||
Line 602: | Line 235: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
Line 628: | Line 261: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=20 | |recovery=20 | ||
Line 652: | Line 285: | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=6 | ||
|active=7 | |active=7 | ||
|recovery=24 | |recovery=24 | ||
Line 677: | Line 310: | ||
|cancel=- | |cancel=- | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=4 (6) 4| hovertext=2, 2 (6) 2, 2}} | |active={{Tooltip | text=4 (6) 4| hovertext=2, 2 (6) 2, 2}} | ||
|recovery=- | |recovery=- | ||
Line 689: | Line 322: | ||
===== <span class="invisible-header">Ground Throw</span> ===== | ===== <span class="invisible-header">Ground Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenthrow.png | ||
|name=Ground Throw | |name=Ground Throw | ||
|linkname=Ground Throw | |linkname=Ground Throw | ||
Line 701: | Line 334: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 712: | Line 345: | ||
===== <span class="invisible-header">Air Throw</span> ===== | ===== <span class="invisible-header">Air Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenairthrow.png | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
Line 725: | Line 358: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 736: | Line 369: | ||
===== <span class="invisible-header">Shield Counter</span> ===== | ===== <span class="invisible-header">Shield Counter</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lensc.png | ||
|image2= | |image2=Lenairsc.png | ||
|caption= | |caption= | ||
|name=Shield Counter | |name=Shield Counter | ||
Line 751: | Line 384: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 766: | Line 399: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 777: | Line 410: | ||
===== <span class="invisible-header">Shield Bunker</span> ===== | ===== <span class="invisible-header">Shield Bunker</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_Bunker.png | ||
|caption= | |caption= | ||
|name=Shield Bunker | |name=Shield Bunker | ||
Line 791: | Line 424: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 806: | Line 439: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 817: | Line 450: | ||
===== <span class="invisible-header">Blood Heat</span> ===== | ===== <span class="invisible-header">Blood Heat</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenheat.png | ||
|caption= | |caption= | ||
|name=Blood Heat | |name=Blood Heat | ||
Line 830: | Line 463: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
Line 841: | Line 474: | ||
===== <span class="invisible-header">Circuit Spark</span> ===== | ===== <span class="invisible-header">Circuit Spark</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenspark.png | ||
|image2= | |image2=Lensparkair.png | ||
|name=Circuit Spark | |name=Circuit Spark | ||
|linkname=Circuit Spark | |linkname=Circuit Spark | ||
Line 856: | Line 489: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 872: | Line 505: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 909: | Line 542: | ||
===== <span class="invisible-header"">236X</span> ===== | ===== <span class="invisible-header"">236X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Flen236A.png | ||
| | |image2=Flen236B.png | ||
|image3=Flen236C.png | |||
|caption3=Identical hitboxes but reflect boxes differ vertically. | |||
|name=Flame Snow | |name=Flame Snow | ||
|linkname=236X | |linkname=236X | ||
|input=236A/B/C | |input=236A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description= Len throws a fire(snow)ball that travels in a straight path close to and parallel to the ground. All versions are used for pressure of some form. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 923: | Line 561: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=X (60) | |active=X (60) | ||
|recovery=31 | |recovery=31 | ||
|frameAdv=-5 | |frameAdv=-5 ~ 24 | ||
|invuln=- | |invuln=- | ||
|description= | |description= | ||
Slow moving, and reaches only half the screen's distance. Best used in pressure/resetting pressure, as it becomes advantageous on block from outside point blank range. In certain scenarios, it can be used as an anti air that will usually trade. (e.g. Stopping instant airdash attempts) | |||
Slow moving, and reaches only half the screen's distance. Best used in pressure/resetting pressure. In certain scenarios, it can be used as an anti air that will usually trade. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 940: | Line 577: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=X (60) | |active=X (60) | ||
|recovery=36 | |recovery=36 | ||
|frameAdv=-10 | |frameAdv=-10 ~ 24 | ||
|invuln=- | |invuln=- | ||
|description=Fast moving, reaches almost the whole screen's distance. Used in mixing up with the A version, or if immediate distance pressure is required. | |description=Fast moving, reaches almost the whole screen's distance. Used in mixing up with the A version, or if immediate distance pressure is required. | ||
Line 955: | Line 592: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=3+ | |startup=3+7 | ||
|active=X | |active=X | ||
|recovery=30 | |recovery=30 | ||
|frameAdv=3 | |frameAdv=3 ~ 31 | ||
|invuln= | |invuln= | ||
|description=Travels until it hits or moves offscreen. Has 4 hits, 1298 damage total. Best used to keep pressure up or for safely placing a mirror in neutral. Also can be used in conjunction with a shield to escape pressure. | |description=Travels until it hits or moves offscreen. Has 4 hits, 1298 damage total. Best used to keep pressure up or for safely placing a mirror in neutral. Also can be used in conjunction with a shield to escape pressure. | ||
Line 964: | Line 601: | ||
}} | }} | ||
===== <span class="invisible-header""> | ===== <span class="invisible-header"">623X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=FLen623A.PNG | |image=FLen623A.PNG | ||
|image2=FLen623B.PNG | |image2=FLen623B.PNG | ||
|image3=FLen623C-1.PNG | |image3=FLen623C-1.PNG | ||
|caption=A | |caption=A | ||
|caption2=B | |caption2=B | ||
Line 977: | Line 613: | ||
|input=623A/B/C | |input=623A/B/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description= Len winds up and does a kick. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 985: | Line 624: | ||
|cancel=-EX-, (J) | |cancel=-EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=7 | |active=7 | ||
|recovery=18 | |recovery=18 | ||
|frameAdv=-7 | |frameAdv=-7 | ||
|invuln=Low 1 | |invuln=Low 1 | ||
|description= | |description= Launches the opponent upward. This move is a situational anti air due to the startup time. Mainly used in combos. | ||
Launches the opponent upward. This move is a situational anti air due to the startup time. Mainly used in combos. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,002: | Line 639: | ||
|cancel=-EX-, (J) | |cancel=-EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=5 | |active=5 | ||
|recovery=19 | |recovery=19 | ||
Line 1,017: | Line 654: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LHA (1-8), LH (9) | |guard=LHA (1-8), LH (9) | ||
|startup=2+ | |startup=2+3 | ||
|active={{Tooltip | text=24 (11) 9| hovertext=3 x8, (11) 9}} | |active={{Tooltip | text=24 (11) 9| hovertext=3 x8, (11) 9}} | ||
|recovery=22 | |recovery=22 | ||
|frameAdv=-13 | |frameAdv=-13 | ||
|invuln=Full 1-4, Low 5-28 | |invuln=Full 1-4, Low 5-28 | ||
|description=Len hops and spins, then does a high reaching kick. Has lower body invuln. Goes into the standard air combo ender if it connects. | |description=Len hops and spins, then does a high reaching kick. Has full invuln on startup which becomes lower body invuln for most of the spin. Goes into the standard air combo ender if it connects, so you can use this in combos to dump meter and avoid entering MAX. Weirdly for an EX move, the last hit can be canceled (on hit, not block or whiff) into Initiative Heat as well. Occasionally useful reversal, particularly to call out lows, as it leads to a lot of damage (for a reversal) but trades unfavorably with anything Len can't hop over. | ||
}} | }} | ||
}} | }} | ||
Line 1,028: | Line 665: | ||
===== <span class="invisible-header"">214X</span> ===== | ===== <span class="invisible-header"">214X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Flen214A.png | ||
|image2=Flen214B.png | |||
|image3=Flen214C.png | |||
|caption= | |caption= | ||
|name=St. Elmo<br>(EX: St. Elmo - Holy Bolt) | |name=St. Elmo<br>(EX: St. Elmo - Holy Bolt) | ||
Line 1,034: | Line 673: | ||
|input=214A/B/C<br>(214A/B~214X) | |input=214A/B/C<br>(214A/B~214X) | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description= Len deploys a mirror which is activated upon opponent contact in a combo'd state or activated manually. F-Len is allowed up to 1 grounded mirror, 1 air mirror and 1 EX mirror at a time. A and EX reflect most projectiles. Offers a unique style of pressure as they have a lot of blockstun and the A and B versions cannot be shielded. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,042: | Line 684: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=35 | ||
|active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | |active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | ||
|recovery=3 | |recovery=3 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Reflect dur. Active | |invuln=Reflect dur. Active | ||
|description= | |description= Len places a mirror horizontally, standing tall. Reflects most projectiles. Wallslams on hit. Can OTG an opponent if deployed fast enough. Best used for pressure as it only becomes a combo extender in certain placements. | ||
Unless activated, A mirror will always send the opponent to the direction Len was facing when placing the mirror. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,057: | Line 701: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=38 | ||
|active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | |active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | ||
|recovery=0 | |recovery=0 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description= Len places a mirror vertically, lying down. Does not reflect projectiles. Launches on hit. Grounded 214B is best used as a combo extender after an AT as it is hard to combo an opponent if the mirror is used for pressure. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,072: | Line 716: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=13 | ||
|active=X (80) | |active=X (80) | ||
|recovery=23 | |recovery=23 | ||
|frameAdv=5 | |frameAdv=5 | ||
|invuln= | |invuln= | ||
|description= | |description= Mirror activation. Activates both ground and air mirrors, moving them and making them active for that time. A version goes forward towards the opponent and wallslams on hit, while B version will go upwards and launches on hit. Doing this grounded when only an aerial mirror has been set will not activate and will instead place a grounded mirror, and vice versa when only a grounded mirror has been set. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,091: | Line 731: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+44 | ||
|active=X {{Tooltip | text=(160)| hovertext=6 hits maximum.}} | |active=X {{Tooltip | text=(160)| hovertext=6 hits maximum.}} | ||
|recovery=14 | |recovery=14 | ||
|frameAdv=4 ~ 44 | |frameAdv=4 ~ 44 | ||
|invuln=Reflect dur. Active | |invuln=Reflect dur. Active | ||
|description=Len places a | |description=Len places a bigger mirror that hits 6 times and moves very slowly towards the opponent. Reflects most projectiles. Wallslams on hit. Best used as a meaty or for pressure. | ||
}} | }} | ||
}} | }} | ||
Line 1,103: | Line 743: | ||
===== <span class="invisible-header"">j.214X</span> ===== | ===== <span class="invisible-header"">j.214X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Flenj214A.png | ||
|image2=Flenj214b.png | |||
|image3=Flenj214c.png | |||
|caption= | |caption= | ||
|name=St. Elmo (Air)<br>(EX: St. Elmo - Holy Bolt) | |name=St. Elmo (Air)<br>(EX: St. Elmo - Holy Bolt) | ||
Line 1,109: | Line 751: | ||
|input=j.214A/B/C<br>(j.214A/B~j.214X) | |input=j.214A/B/C<br>(j.214A/B~j.214X) | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description= Data on aerial mirror series, functions the same as the grounded versions but the B mirror will slam the opponent to the ground, bouncing them upwards. | |||
A/B versions recover midair right before mirrors become active. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,117: | Line 764: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=39 | ||
|active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | |active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | ||
|recovery={{Tooltip | text=35| hovertext=Full duration.}} | |recovery={{Tooltip | text=35| hovertext=Full duration.}} | ||
Line 1,132: | Line 779: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=42 | ||
|active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | |active=X {{Tooltip | text=(1600)| hovertext=Maximum projectile active time.
~26.66 seconds.}} | ||
|recovery={{Tooltip | text=35| hovertext=Full duration.}} | |recovery={{Tooltip | text=35| hovertext=Full duration.}} | ||
Line 1,147: | Line 794: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=7 | ||
|active=X (80) | |active=X (80) | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
|frameAdv=4 (TK) | |frameAdv=4 (TK) | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
A version functions the same as the grounded version. B version goes downward instead of upward when activated, bouncing the opponent off the ground into airtech state on hit. Best used in pressure as well as a combo extender. | |||
Will not recover midair unlike aerial mirror sets and just like the grounded version, it will only activate if an aerial mirror is set beforehand. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,166: | Line 812: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+41 | ||
|active=X {{Tooltip | text=(160)| hovertext=6 hits maximum.}} | |active=X {{Tooltip | text=(160)| hovertext=6 hits maximum.}} | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,174: | Line 820: | ||
}} | }} | ||
}} | }} | ||
=== Arc Drive === | === Arc Drive === | ||
Line 1,191: | Line 836: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+11 | ||
|active=X | |active=X | ||
|recovery=41 | |recovery=41 | ||
Line 1,203: | Line 848: | ||
=== Another Arc Drive === | === Another Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenaad.png | ||
|image2=Lenaad2.png | |||
|caption= | |caption= | ||
|name=Ephemeral Dream | |name=Ephemeral Dream | ||
Line 1,216: | Line 862: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=4+ | |startup=4+2 | ||
|active=X | |active=X | ||
|recovery=86 | |recovery=86 | ||
|frameAdv=-35 (min) | |frameAdv=-35 (min) | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Len casts forth a ball of | |description=Len casts forth a ball of energy, which travels relatively fast forwards and infinitely. Len is very vulnerable after casting this move. Mainly used as a reversal or combo ender.<br> | ||
Len can change the outfit she wears if either A, B, C or D is held when the move hits. This has no effect on the move. | Len can change the outfit she wears if either A, B, C or D is held when the move hits. This has no effect on the move. | ||
}} | }} | ||
Line 1,228: | Line 874: | ||
=== Last Arc === | === Last Arc === | ||
{{MoveData | {{MoveData | ||
|image= | |image=LenLA.png | ||
|caption= | |caption= | ||
|name=Cream Puff Dream REM | |name=Cream Puff Dream REM | ||
Line 1,250: | Line 896: | ||
}} | }} | ||
== General Gameplan == | |||
F-Len is a high damage character and the hardest-hitting of all the Lens. Many F-Len players go for her full-damage combos over her oki setups. | |||
She is however a character who struggles against rushdown and strong oki characters (like C-Seifuku) due to her lack of fast and strong reversal options. | |||
F-Lens should be sure of every commitment they make as committing to a move at the wrong time will end up with her taking a combo. F-Len is a lower health character, so it is essential that she avoids getting hit. | |||
As far as oki goes, F-Len can use her mirrors, meaty 236A/C (provided F-Len is at the correct distance), and a safe jump depending on the choice of knockdown. | |||
If the standard AT combo ender is used, go for a tech trap (5B during an opponent's ground tech, if done properly it will catch them during their tech, therefore leading into another combo).<br> | |||
'''Practice this tech trap. It is very essential to not just F-Len's, but all Len's gameplay.''' | |||
This tech trap covers the most tech options if F-Len can put her opponent into the corner. If her opponent does not tech the 5B tech trap, there is enough time for Len to set up a 214A/B mirror, giving her some more pressure options. | |||
Note that the opponent can tech after the 5B tech trap so be ready to catch them if they make such a choice. | |||
Many options for combos or oki are only available in corner, so try to force her opponents there. | |||
Fortunately, F-Len has no trouble getting her opponents in corner thanks to her 214A mirrors, not to mention her standard BnB also carries the opponent little over halfway of the stage. | |||
In neutral, F-Len can set up a mirror relatively safely if she cancels it into initiative heat or 236C. Mirrors CANNOT be shielded by an opponent (barring 214C), so take advantage of that property. Also note that mirrors cannot counter hit an opponent. | |||
Meter management is relatively easy with F-Len as she does not get any major combo extensions off of meter. | |||
The times that F-Len usually uses meter are for pressure (236C, meaty 214C) or for Initiative Heat (cancelling + healing) or Blood Heat (reversal + healing), or for burst. It's advisable to save meter for Initiative heat / Blood heat as healing is a solution to the problem of F-Len's low health. | |||
=== Full === | |||
Eating cake makes you full. | |||
=== Neutral === | |||
F-Len is a "control" character with many tools to space and control the neutral, however it is important to think before committing to a move as a lot of her useful moves leave her open to counterhit. | |||
As with all fighting games, it is important to know your opponent's and your own effective ranges.<br> | |||
F-Len is effective within several different ranges (i.e. at the edge of 5B, or within 5A). Take advantages of the several disjoints she has, as well as the special moves she can use. | |||
214A Mirrors can reflect many projectiles which can help when fighting against zoners. | |||
Keep in mind the frame data on F-Len's moves as well because using a move at the wrong timing and spacing can result in F-Len eating a combo. | |||
=== Pressure === | |||
F-Len's pressure is rather linear in that she has only one low and no standing overhead.<br> | |||
Keep varying the moves that are used in a blockstring to avoid becoming predicable. Please note that the lack of reverse beating from a blockstring means that F-Len is limited in how she can reclose the gap to her opponent. Stay creative and unpredictable when you do this. Tick throws, stagger pressure, and fuzzy guard mixups are strong options F-Len has for mixups. | |||
Midscreen, F-Len gets barely anything off of throws outside of character specific midscreen throw combos and poor tech trap situations since not all options are covered. | |||
However, in corner F-Len gets way better options as she choose between high damage throw combos (3k+ damage!) that work on almost every character, or mirror oki setup combos.<br> | |||
These mirror oki setup combos allow F-Len to set up mirrors of her choice with ease. Mirrors are a good pressure tool since they have good amounts of blockstun, they cannot be shielded (punish shield heavy opponents!) and if an opponent blocks a mirror during their jump it leaves them open to an anti-air 5C provided they're low enough. | |||
=== Defense === | |||
Being in disadvantage state is particularly bad for F-Len as she lacks any decent reversal option. | |||
Other escape options that F-Len players should master are "catwalk", and shield counters.<br> | |||
Catwalk is performed by holding 3, and allows F-Len to crawl in cat form with a hurtbox size that almost matches her cat sprite size. Some jumping normals will whiff over this, so use this property to your advantage. | |||
For reversal options, Len either has very weak options or very expensive options: | |||
Her 623C is lower body invuln and propels her into the air, meaning it will beat out some 2A's but if it trades, then Len is in a very bad position and may end up eating a full combo. | |||
Heats and Arc Drives can work as reversal options, but don't be too predicable. | |||
F-Len's AD is significantly better than her AAD as an escape option because it is multihit, has clash, and is generally safe.<br> | |||
In contrast, F-Len's AAD is punishable on block. | |||
Shield and shield followups are decent alternative to F-Len's stronger reversal options. | |||
F-Len's shield counter is a bit slow, so an alternative method of escaping a ready opponent is shield > 236X/623B (236C works pretty well due to multihit properties). | |||
In very specific cases (i.e. F-PCiel's high rock toss), 4B's clash hitbox can be used and will chain into 5C/3C. | |||
When in a situation where mashing is appropriate, 3C can be a good normal to mash out of pressure provided the gap in the opponent's pressure is large enough.<br> | |||
3C will most likely trade, but since it knocks the opponent off the ground, F-Len is in a more advantageous position and may even get a combo off of the trade. | |||
=== Okizeme (WIP) === | |||
Midscreen, you will mostly be ending combos with AT and resetting to neutral afterwards.<br> | |||
You can punish techs midscreen but you'll have to guess, and OTGs aren't as strong.<br> | |||
Another option is to use 214A to send opponents full screen. If you let them air tech it's probably not worth it since the loss of damage is pretty severe, but if you can turn it into a corner knockdown that might be good. | |||
In the corner you have access to a few kinds of knockdowns with more serious okizeme options afterward, though you will always be sacrificing some damage if you choose not to go for air combo into AT.<br> | |||
* '''Corner AT ender''' | |||
** Safest option, normal default is to '''tech trap/OTG with walk forward into 5B'''. | |||
*** 5B has enough active frames that a single timing can punish all three tech directions. If they tech forward you can usually continue with 5C but if they stay in the corner you might have to go to 2B (reducing damage). | |||
*** If they don't tech: 5B will hit OTG, and they will have a chance to ground tech again, but this is more of an RPS situation. You can punish that tech with another 5B. If they don't tech here, you have time to set up 214A and even 214A xx 236C to make them deal with EX fireball as they wake up. But if they expect you to set up 214A, they can tech forward and punish you. | |||
*** You can squeeze more damage out of the OTG (usually to close out the round) with 5B 5C (3C) 623C. | |||
*** Beware: 5B won't OTG if you've already used 2 bounces in your combo (e.g. (j.)214A, j.214B, 623B). | |||
** If you know they respect the tech trap, you can go for "proper" oki. | |||
*** '''Safe-jump''': corner AT > (delay, depends on opponent wakeup timing) > j.9 > fall with j.C. Go for anti-heat OS (buffer backdash behind j.C while airborne), fuzzy overhead from deep j.C, or chicken block a shield counter. | |||
*** Run-up and '''meaty with whatever ground normal''' you want. Len has an easy anti-heat OS with 5A > 5C~[D] -- 5C has so many hits you can take your time assessing what happened/confirming a followup. You can OS against shield counter similarly by quickly buffering up back. And meaty B normals are another way to dissuade opponents from wakeup shield. | |||
*** Maximum meter gain (if you're close to 300 and really want to hit MAX right now): run up and do a '''longer OTG string''' e.g. 2A 5AA 5B 2B or even 2A 5AA 5B 5C 3C 623B | |||
* Corner '''2B ender, no jump cancel available''' | |||
** Hard knockdown. Typically, you'll get this if you go for (etc.) > 623A > instant AT, land 5A > 2B, but you might also take it after some dorito combos. | |||
** If you use your bounces (so it won't OTG) you can set 214A on top of them and then go for a fuzzy overhead -- the 214A will basically autoconfirm it for you if they fail to block it. | |||
*** Typical setup: (etc.) > 5A > 2B > 214A (hits OTG, then wall-bounces), walk/dash forward (to get on top of them), 2B > 214A (won't hit OTG) | |||
*** Another option would be (...) > 5A > 2B > 623B (wall-bounce), 2B > 214B, 2A (OTG) > 2B > 214A (won't OTG) | |||
** Some setups lead to this ender '''with corner space''' e.g. after 623B or 214A wall bounces. You can go for a left/right mixup by doing sj9 into either airdash back j.c (same side high) or dj airdash back into the corner j.c (sandoori, cross-up high). | |||
* Corner '''2B ender with jump cancel''' | |||
** The jump cancel lets you '''safely set j.214B''', your most threatening dorito, and then get either a safejump (into a very damaging combo if they get hit or try to DP) or a pretty nasty tick throw. | |||
** Typical '''safejump''' setup: (etc.) > 2B > jc j.214B > j.66 after setting > j.B meaty for safejump | |||
*** Lot of variable timings for different wakeup speeds (delay on jump cancel, height you set j.214b, airdash timing) | |||
** '''Dorito tick throw''': (...) > j.66 after setting > close to ground j.214B activate > land and throw | |||
*** The j.214B should hit right after throwing them, boosting your damage (quite a bit) and shortening the throw tech window. | |||
*** Taller characters get hit too early by the dorito and won't get thrown, though you can compensate by setting the dorito far enough away from them that it won't hit until Len actually starts picking them up. | |||
*** If you do it right/low enough, Len will kind of "fast-fall" during the j.214B activation animation which can really mess with opponent's timings. | |||
*** Even if they mash on the throw attempt they will still have to deal with the dorito falling on them (unless they can get out of its way in time or go into some invuln/hitgrab animation). | |||
** You might find it easier, at least on some characters, to do j8 or even j7 j.214B to consistently land meaty j.B or the tick throw timing, but beware you might put them at a spot where the subsequent dorito combo doesn't work as well as from j9. | |||
** You can also go for a cheeky/kind of weird left/right from this ender with space in the corner: 2B (you have to be kind of close to them) > tk j.214B, land sj9 j.214B activate. The dorito has to be blocked crossup! You can pick up with 5C afterwards (even dash under turn around 5C to keep them in corner, but it's a little more tricky). | |||
*** Once they know this mixup exists you can treat it as a regular sandoori setup with crossup vs same-side j.C but now you have the dorito there to boost your damage if they get hit. And you can use it later in pressure/neutral too (just remember it's an air dorito so you'll have to either activate it airborne or also set a ground dorito). | |||
=== Summary === | |||
*Be aware of the trade-off that F-Len faces when going for oki or full damage combos. | |||
*Master the tech trap. | |||
*Mirrors create unique pressure and cannot be shielded. | |||
*Many options open up in corner for F-Len so try to force the opponent into corner. | |||
*Be aware before committing F-Len to a move, her low health makes mistakes extremely punishing. | |||
*Using meter to heal is a way to alleviate the severity of mistakes. | |||
*F-Len struggles to escape a disadvantaged state due to lack of strong options. | |||
*F-Len lacks strong mixups so master tick throws, staggers, and fuzzy guards. | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
F-Len has some pretty straightforward combos that do good damage, with opportunities to get somewhat technical near the corner or when "doritos" are involved. [https://www.youtube.com/watch?v=BNIoRMzHuYo Arkhar's video] is a great visual reference for a lot of these combos or variations thereof. A few notes: | |||
* The opportunity to tech trap after AT ender is very strong, but many combos can be adapted to lead to an untechable 2B knockdown instead for stronger oki. | |||
* You can dump meter in most grounded confirms by skipping 3C and instead going directly to 623C > j.BC > dj.BC > AT. If you happen to be in Blood Heat you can confirm any hit into 3C > AAD. | |||
* Generally we list 2B > 3C as the aerial pickup as it is stable and universal. But to optimize slightly one can | |||
** Add (5A > 2B), as in (launcher) > 2B > 5A > 2B > 3C > 623A > etc. This requires that the opponent be sufficiently high after the first 2B that they don't hit the ground before Len is able to fully recover and press 5A. | |||
** Add 5C(2) before 3C, as in (launcher) > 2B > 5C(2) > 3C > 623A > etc. The opponent must be low enough after the 2B that they are still close to the ground after 5C, where 3C can hit them. Usually this means delaying the 5C after 2B. | |||
* 214X mirrors/doritos, especially j.214B, can crank F-Len's combo damage. [https://www.youtube.com/watch?v=_5GiNiwEM1I Taa's video] goes over most of it. All of the "special" j.214B confirms below assume j.214B has been placed at approximately single jump height. | |||
=== Normal Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters= | |||
|damage=4873 | |||
|metergen=82.3% | |||
|metero= | |||
|link= | |||
|input=* (2A/5A) > 5B > 5C(4) > 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
The go-to confirm. Pretty flexible with the ground string in that you can skip 5B or 5C, or do 5C(2) if you're worried the later hits might whiff, etc. [https://streamable.com/snj9ff Video Example] | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Far 5B starter, grounded opponent | |||
|characters= | |||
|damage=4368 | |||
|metergen=72.4% | |||
|metero= | |||
|link= | |||
|input=* 5B > 2B > 3C > 623A > j.BC > j.BC > AT | |||
|simput= | |||
|note= | |||
Including 2B in the ground string like this reduces the damage a lot, but is the only way to convert from far 5B (where neither 5C nor 3C combo after 5B). [https://streamable.com/s7euqv Video Example] | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Counterhit starter, airborne opponent | |||
|characters= | |||
|damage=~3600 | |||
|metergen=~70.2% | |||
|metero= | |||
|link=https://www.youtube.com/watch?v=fL0GULqxczc | |||
|input=*(Air CH) > land 2B > (5A > 2B) > 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Standard air-counterhit confirm. Something like this works after CH launchers like 3C, 2C, 2B, and 4B. [https://streamable.com/ynxwi8 Video Example] | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Shield Counter starter | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*236D > 2B > 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Simple combo after successful shield counter. | |||
* You can cancel 236D directly to 214B at the beginning as well and add a good chunk of damage, with the downside of making the combo harder and risking destabilizing it. Specifically, if the opponent is airborne or gets counterhit by the shield counter, they can end up too high to continue the combo with 2B afterwards, though you can usually salvage with 5C(3) and jump cancel. | |||
* Other optimizations are pretty typical ones prior to 3C and also add good damage and meter gain: (5B) > 2B > (5A > 2B) > (5C(2)) > 3C > etc. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Shield Counter starter (counterhit) | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*236D > tk j.214B, land 214B, j.214B, land 214B, wait for hit j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
High damage CH shield counter combo if you have no mirrors set. Specifically, works pretty consistently from CH shield counter on grounded opponents, though perhaps the timing of the initial j.214B can be tweaked to stabilize it for airborne opponents. Hard to confirm but being able to is pretty threatening. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Raw airthrow starter | |||
|characters= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=*Raw AT, whiff j.C, (land) 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note=Combo after a raw/gold airthrow. | |||
*The whiff j.C is totally optional, it keeps you from accidentally pressing your ground button while you're still airborne and ruining the combo. Plus it looks cool. | |||
*You can squeeze more damage out by going for 2B > 5C > 3C, 5A > 2B loops, and so on. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Midscreen (close-ish to corner but not too close) | |||
|characters=All except Kouma, Miyako, Satsuki, Len, WLen, Necos(?) | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link=https://youtu.be/BNIoRMzHuYo?t=294 | |||
|input=* 5B > 2B > 214A (hits OTG), sj9 j.A > j.66 > AT, land 5A > 2B (> 214A or j.214B set) | |||
|simput= | |||
|note= | |||
Corner carry route sacrificing damage and using 214A wall slam to lead to a hard knockdown. Depending on exactly how far you are, the timing for j.A j.66 AT might change, or maybe you do j.B dl. AT, or you can bail on the hard knockdown and just go for an aircombo into corner AT ender (still pretty good outcome). | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Airthrow onto j.214B extension | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=* (any other combo) > AT onto j.214B, land (dash) j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
If you're doing an aircombo and have the opportunity to airthrow them onto a mirror, do it and collect an extra ~1k damage. Note that the j.214B uses a bounce. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent under j.214B, no ground mirror set | |||
|characters=All except Nero | |||
|damage=6580 | |||
|metergen=143.5% | |||
|metero= | |||
|link=https://youtu.be/QfOMHzXqJTc?t=55 | |||
|input=* 5A > 5B > 2B > 4B > 214B (while j.214B hits), jump j.214B, land tk j.214B, 2B > 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
The first really scary dorito combo. | |||
* You get a little more damage by skipping 2B, but it won't work from quite as far and may be harder to confirm. | |||
* The hardest part of this combo is probably the "jump j.214B". You want to do it right as you reach the peak of your jump: high enough that the opponent won't get to airtech above it but early enough that the mirror can activate when they fall through. | |||
* The first two j.214B hits use 2 bounces, so you need to juggle them immediately after the tk j.214B, not giving them time to hit the ground a third time. If that feels tricky you can omit it and just do land 5C(2) > 623A > etc. | |||
* The j.214B has to be placed lower against Necos, if you're brave enough to go for this combo on them. 4B won't send them high enough for "normal" height mirrors. | |||
* Beware that since this combo uses all your bounces, you won't get to OTG with the 5B tech-trap if they don't tech after air throw -- 5B will whiff instead and the situation is much less favorable for you. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent under j.214B, no ground mirror set | |||
|character= | |||
|damage=6051 | |||
|metergen=101.7% | |||
|metero= | |||
|link= | |||
|input=* (5A) > 5C(2) > 3C > 623A > (just after mirror hits) tk j.214B, land 214B, (wait for them to hit) j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Slightly less scary dorito combo if you happen to use 5C early on. | |||
*Uses your jump cancel early so you get much less damage compared to routing into 4B. | |||
* 5C(2) is listed but it really depends how far they are and if adding more hits would put them too far/no longer under the j.214B. Sometimes adding more hits can help push them ''into'' the sweetspot. | |||
}} | |||
}} | |||
=== Corner Combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=2682 | |||
|metergen=54.0% | |||
|metero= | |||
|link= | |||
|input=* Throw, 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Basic combo off throw. Universal in the corner but actually works midscreen on Hime, Roa, Sion, Ryougi, and PCiel. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|character= | |||
|damage=1925 | |||
|metergen=31.6% | |||
|metero=18.3% | |||
|link= | |||
|input=* Throw, 5A > 2B > 214B, 2A > 2B > 214B, 2A > 2B | |||
|simput= | |||
|note= | |||
Easy universal throw combo into jump cancel 2B oki. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters=All except Necos | |||
|damage=5452 | |||
|metergen=102.6% | |||
|metero= | |||
|link=https://www.youtube.com/watch?v=u8C4IM5GoM0 | |||
|input=*(5A/2A) > 5B > 5C(4) > 3C > 623A > instant AT, 3C > 623B > j.ABC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Corner combo derived from the BnB. | |||
* Delaying both the 623A and the 623B helps with stabilizing this combo. The video shows a quick cancel into 623B but delaying the cancel and going for neutral jump j.ABC can also work. | |||
* Instead of an "instant" AT, you can also do airdash airthrow. You might find this easier depending on spacing and how you tend to jump. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters=All except Kouma, Miyako, Satsuki, Len, WLen, Necos | |||
|damage=4693 | |||
|metergen=68.5% | |||
|metero= | |||
|link= | |||
|input=*(5A/2A) > 5B > 5C(4) > 3C > 623A > airdash AT, 5A > 2B > 214A, 5B > 2B (> set 214A) | |||
|simput= | |||
|note= | |||
Hard knockdown with decent damage and can put up a safe 214A for oki or to use later during pressure. | |||
* Harder on some characters than others. | |||
* The ender here, 2B > 214A, 5B > 2B > 214X is pretty useful to keep in mind for squeezing a little more damage out of 2B knockdowns near the corner. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters= | |||
|damage=3578 | |||
|metergen=54.8% | |||
|metero= | |||
|link= | |||
|input=*(5A/2A) > 5B > 5C(4) > 623B, 2B > 214B, 2A (OTG, dorito hits) > 2B (> jump set j.214B) | |||
|simput= | |||
|note= | |||
Universal hard knockdown with a jump cancel but the damage is really quite sad. This route is perhaps more useful from throw or other highly prorated starters. | |||
* That said, this is also F-Len's best way to get space in the corner (from the 623B wallslam) and go for sandoori or other mixups. | |||
* If you particularly don't want to make space in the corner you can do 623B, 2B, 5A > 2B to walk them back into the corner; another option is 623B, 2B > 214A, 2B ''but'' you have to make sure you hit them ASAP after the 214A hits, if they make it to the wall you're out of bounces. | |||
* For some reason the 214B hits Necos without the OTG 2A, so you can skip and just do 214B, 2B > jump j.214B. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter | |||
|characters=All except Necos | |||
|damage=3250 | |||
|metergen=94.0% | |||
|metero= | |||
|link=https://www.youtube.com/watch?v=Sfva_ovA-Lw | |||
|input=*Throw > (5A > 2B)x2 > 3C > 623A > instant AT, 3C > 623B > j.ABC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Advanced corner throw combo. 5A > 2B link after throw is character specific, especially if you try to judge it visually. | |||
* One rep of (5A > 2B) is fine. | |||
* Delay the 3C after 2B and the 623A after 3C. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent under j.214B | |||
|character= | |||
|damage=6614 | |||
|metergen=146.7% | |||
|metero= | |||
|link= | |||
|input=* (5A) > 5C(4) > 3C > 623A > (just after mirror hits) tk j.214B, land 214B, j.BC > dj.BC > AT (onto 214B), sj9 j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Corner version of the "slightly less scary" combo from before. Guaranteeing the extra air series makes it pretty scary. | |||
* In the corner we don't have to worry about pushing them too far! | |||
* sj9 j.C dj.BC might be easier depending on exactly how you timed your jump. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Grounded opponent under j.214B | |||
|characters=Most? Still not Nero, probably not Necos. | |||
|damage=7284 | |||
|metergen=151.6% | |||
|metero= | |||
|link= | |||
|input=* 5A > 5B > 4B > 214B (while j.214B hits), tk j.214B, land j.B > dj.B > AT (onto j.214B), land tk j.214B, 2B > 3C > 623A > j.BC > dj.BC > AT | |||
|simput= | |||
|note= | |||
Big money corner routing. | |||
* j.B > dj.B isn't quite universal, specifics will be documented later. | |||
* Not optimal routing but a fairly reasonable balance. | |||
}} | |||
}} | |||
=== Advanced corner combo theory === | |||
F-Len's most advanced corner combos revolve around 623B throw loops, which enable her to get her strongest oki (2B ender with jump cancel) while still getting a good chunk of damage. They're also used in her most damaging mirrorless non-oki routes. | |||
The general combos look like this: | |||
* Oki: ... 3C 623B, delay tk.AT, (5A 2B delay) 3C delay 623B delay tk.AT 5A 2B | |||
* Damage: ... 3C 623A, iad/instant tk.AT, (5A 2B delay) 3C delay 623B delay tk.AT (5A 2B delay) 3C delay 623B j.ABC dj.ABC AT | |||
(The 5A 2B delays before the 3C 623B are technically optimal but not recommended, since they make the combo much less stable, and possibly increase hitcount too much for 623B j.A) | |||
The tricky part of this route is making sure your air throws are low enough and close enough to the corner that you can get the links you want after. This means that you should not jump cancel your 623Bs, in fact, you should delay your jump even for a little bit AFTER the 623B recovers (4 or 5 frames, usually.) Additionally, there's a chance that if you do j.9 air throw, you'll go past them, so if you're too close to the corner you should do j.8 air throw instead. The reason you have to delay after the 3Cs is so you can remain close to the corner throughout the combo. | |||
Hitcount stuff: | |||
Internally, each air throw counts as 3 hits. Once you reach 23 internal hitcount, 623B will no longer link into j.A, so for high hitcount damage routes you have to save 623A jump cancel for the end of the route instead. It's often worth doing this anyway, because past 17 internal hitcount, 623B j.A is a 1f link. | |||
Character specifics: | |||
Air throw 5A 2B is unfortunately not universal, meaning you lack high damage oki routes on some characters. On other characters, it's possible, but you have to be very close to the corner and don't have much leeway. Here's the list: | |||
*Easy - Wara | |||
*Medium - everyone else | |||
*Hard - Kouma, Nero, Hisui, Aki/Vaki/Sei | |||
*Impossible - Len/WLen, Sats, Miyako, Neco/NAC | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters=All except Len, WLen, Sats, Miyako, and Neco/NAC | |||
|damage=4906 | |||
|metergen=69.7% | |||
|metero= | |||
|link= | |||
|input=* (2A/5A) > 5B > 5C(4) > 3C > delay 623B, delay tk.AT, 3C > delay 623B, delay tk.AT, 5A > 2B | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|characters= | |||
|damage=5973 | |||
|metergen=119.2% | |||
|metero=66.4% | |||
|link= | |||
|input=* (2A/5A) > 5B > 5C(4) > 3C > 623A > tk.AT/iad AT, 3C > delay 623B, delay tk.AT, 3C > delay 623B, j.ABC sdj.ABC AT | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter, grounded opponent | |||
|characters=All except Len, WLen, Sats, Miyako, and Neco/NAC | |||
|damage=2813 | |||
|metergen=64.8% | |||
|metero=23.8% | |||
|link= | |||
|input=* Throw > 5A > 2B, 5A > 2B > delay 3C > delay 623B, delay tk.AT, 3C > delay 623B, delay tk.AT > 5A > 2B | |||
|simput= | |||
|note= | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter, grounded opponent | |||
|characters= | |||
|damage=3401 | |||
|metergen=114.3% | |||
|metero=66.4% | |||
|link= | |||
|input=* Throw > 5A > 2B, 5A > 2B > delay 3C > 623A > tk.AT/iad AT, 3C > delay 623B, delay tk.AT > 3C > delay 623B, j.ABC sdj.ABC AT | |||
|simput= | |||
|note= | |||
}} | |||
}} | |||
== Additional Resources == | |||
[http://mbaacc.melty.games/?p1moon=f&p1char=len F-Len Match Video Database] <br> | |||
[https://drunkardshade.com/2015/08/11/melty-bits-f-len-2/ Melty Bits: F-Len] <br> | |||
[https://youtu.be/BNIoRMzHuYo Stickerbrush Dreams: F-Len Combo Movie by Arkhar] <br> | |||
[https://www.youtube.com/watch?v=_5GiNiwEM1I Taa's F-Len Mirror BnB Combo Compilation] | |||
== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name!! width="55"|Color | |||
!width="100"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=len&p1name=Arkhar Arkhar] || style="text-align:center;"| | |||
[[File:Len Color19.png]] | |||
| Brazil || Netplay || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=f&p1char=len&p1name=kitsune+%28きつね%29 kitsune<br>(きつね)] || style="text-align:center;"| | |||
[[File:Len Color14.png]] | |||
| Japan || A-cho || Inactive || | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=len&p1name=ssmoothie ssmoothie<br>(ssmoothie#7239)] || style="text-align:center;"| | |||
[[File:Len Color13.png]] | |||
| North America || Netplay || Active || | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=len&p1name=ta-%20(%E3%81%9F%E3%83%BC) ta-<br>(たー)] || style="text-align:center;"| | |||
[[File:Len Color28.png]] | |||
| Japan || A-cho, Athena Nipponbashi, Play Spot BIG ONE 2nd || Active || | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=len&p1name=xXSpeedydragon14Xx xXSpeedyDragon14Xx] || style="text-align:center;"| | |||
[[File:Len Color14.png]] | |||
| Europe || Netplay || Active || | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=f&p1char=len&p1name=YuZuRu YuZuRu] || style="text-align:center;"| | |||
[[File:Len Color9.png]] | |||
| South America || Netplay || Active || AKA Lks. Plays many characters at a high level. | |||
|} | |||
== Character Page Progress == | |||
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Len}} | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Latest revision as of 12:40, 5 April 2024
Overview
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Pros | Cons |
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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
5C
1st cycle 1st cycle 2nd cycle 2nd cycle
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Crouching Normals
2A
2B
2C
Aerials Normals
j.A
j.B
j.C
Command Normals
4B
3C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
4/6A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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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
Flame Snow 236A/B/C Identical hitboxes but reflect boxes differ vertically. Identical hitboxes but reflect boxes differ vertically.
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623X
London Rondo 623A/B/C A A B B EX EX
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214X
Aerial Specials
j.214X
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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General Gameplan
F-Len is a high damage character and the hardest-hitting of all the Lens. Many F-Len players go for her full-damage combos over her oki setups.
She is however a character who struggles against rushdown and strong oki characters (like C-Seifuku) due to her lack of fast and strong reversal options. F-Lens should be sure of every commitment they make as committing to a move at the wrong time will end up with her taking a combo. F-Len is a lower health character, so it is essential that she avoids getting hit.
As far as oki goes, F-Len can use her mirrors, meaty 236A/C (provided F-Len is at the correct distance), and a safe jump depending on the choice of knockdown.
If the standard AT combo ender is used, go for a tech trap (5B during an opponent's ground tech, if done properly it will catch them during their tech, therefore leading into another combo).
Practice this tech trap. It is very essential to not just F-Len's, but all Len's gameplay.
This tech trap covers the most tech options if F-Len can put her opponent into the corner. If her opponent does not tech the 5B tech trap, there is enough time for Len to set up a 214A/B mirror, giving her some more pressure options.
Note that the opponent can tech after the 5B tech trap so be ready to catch them if they make such a choice.
Many options for combos or oki are only available in corner, so try to force her opponents there.
Fortunately, F-Len has no trouble getting her opponents in corner thanks to her 214A mirrors, not to mention her standard BnB also carries the opponent little over halfway of the stage.
In neutral, F-Len can set up a mirror relatively safely if she cancels it into initiative heat or 236C. Mirrors CANNOT be shielded by an opponent (barring 214C), so take advantage of that property. Also note that mirrors cannot counter hit an opponent.
Meter management is relatively easy with F-Len as she does not get any major combo extensions off of meter.
The times that F-Len usually uses meter are for pressure (236C, meaty 214C) or for Initiative Heat (cancelling + healing) or Blood Heat (reversal + healing), or for burst. It's advisable to save meter for Initiative heat / Blood heat as healing is a solution to the problem of F-Len's low health.
Full
Eating cake makes you full.
Neutral
F-Len is a "control" character with many tools to space and control the neutral, however it is important to think before committing to a move as a lot of her useful moves leave her open to counterhit.
As with all fighting games, it is important to know your opponent's and your own effective ranges.
F-Len is effective within several different ranges (i.e. at the edge of 5B, or within 5A). Take advantages of the several disjoints she has, as well as the special moves she can use.
214A Mirrors can reflect many projectiles which can help when fighting against zoners.
Keep in mind the frame data on F-Len's moves as well because using a move at the wrong timing and spacing can result in F-Len eating a combo.
Pressure
F-Len's pressure is rather linear in that she has only one low and no standing overhead.
Keep varying the moves that are used in a blockstring to avoid becoming predicable. Please note that the lack of reverse beating from a blockstring means that F-Len is limited in how she can reclose the gap to her opponent. Stay creative and unpredictable when you do this. Tick throws, stagger pressure, and fuzzy guard mixups are strong options F-Len has for mixups.
Midscreen, F-Len gets barely anything off of throws outside of character specific midscreen throw combos and poor tech trap situations since not all options are covered.
However, in corner F-Len gets way better options as she choose between high damage throw combos (3k+ damage!) that work on almost every character, or mirror oki setup combos.
These mirror oki setup combos allow F-Len to set up mirrors of her choice with ease. Mirrors are a good pressure tool since they have good amounts of blockstun, they cannot be shielded (punish shield heavy opponents!) and if an opponent blocks a mirror during their jump it leaves them open to an anti-air 5C provided they're low enough.
Defense
Being in disadvantage state is particularly bad for F-Len as she lacks any decent reversal option.
Other escape options that F-Len players should master are "catwalk", and shield counters.
Catwalk is performed by holding 3, and allows F-Len to crawl in cat form with a hurtbox size that almost matches her cat sprite size. Some jumping normals will whiff over this, so use this property to your advantage.
For reversal options, Len either has very weak options or very expensive options:
Her 623C is lower body invuln and propels her into the air, meaning it will beat out some 2A's but if it trades, then Len is in a very bad position and may end up eating a full combo.
Heats and Arc Drives can work as reversal options, but don't be too predicable.
F-Len's AD is significantly better than her AAD as an escape option because it is multihit, has clash, and is generally safe.
In contrast, F-Len's AAD is punishable on block.
Shield and shield followups are decent alternative to F-Len's stronger reversal options.
F-Len's shield counter is a bit slow, so an alternative method of escaping a ready opponent is shield > 236X/623B (236C works pretty well due to multihit properties).
In very specific cases (i.e. F-PCiel's high rock toss), 4B's clash hitbox can be used and will chain into 5C/3C.
When in a situation where mashing is appropriate, 3C can be a good normal to mash out of pressure provided the gap in the opponent's pressure is large enough.
3C will most likely trade, but since it knocks the opponent off the ground, F-Len is in a more advantageous position and may even get a combo off of the trade.
Okizeme (WIP)
Midscreen, you will mostly be ending combos with AT and resetting to neutral afterwards.
You can punish techs midscreen but you'll have to guess, and OTGs aren't as strong.
Another option is to use 214A to send opponents full screen. If you let them air tech it's probably not worth it since the loss of damage is pretty severe, but if you can turn it into a corner knockdown that might be good.
In the corner you have access to a few kinds of knockdowns with more serious okizeme options afterward, though you will always be sacrificing some damage if you choose not to go for air combo into AT.
- Corner AT ender
- Safest option, normal default is to tech trap/OTG with walk forward into 5B.
- 5B has enough active frames that a single timing can punish all three tech directions. If they tech forward you can usually continue with 5C but if they stay in the corner you might have to go to 2B (reducing damage).
- If they don't tech: 5B will hit OTG, and they will have a chance to ground tech again, but this is more of an RPS situation. You can punish that tech with another 5B. If they don't tech here, you have time to set up 214A and even 214A xx 236C to make them deal with EX fireball as they wake up. But if they expect you to set up 214A, they can tech forward and punish you.
- You can squeeze more damage out of the OTG (usually to close out the round) with 5B 5C (3C) 623C.
- Beware: 5B won't OTG if you've already used 2 bounces in your combo (e.g. (j.)214A, j.214B, 623B).
- If you know they respect the tech trap, you can go for "proper" oki.
- Safe-jump: corner AT > (delay, depends on opponent wakeup timing) > j.9 > fall with j.C. Go for anti-heat OS (buffer backdash behind j.C while airborne), fuzzy overhead from deep j.C, or chicken block a shield counter.
- Run-up and meaty with whatever ground normal you want. Len has an easy anti-heat OS with 5A > 5C~[D] -- 5C has so many hits you can take your time assessing what happened/confirming a followup. You can OS against shield counter similarly by quickly buffering up back. And meaty B normals are another way to dissuade opponents from wakeup shield.
- Maximum meter gain (if you're close to 300 and really want to hit MAX right now): run up and do a longer OTG string e.g. 2A 5AA 5B 2B or even 2A 5AA 5B 5C 3C 623B
- Safest option, normal default is to tech trap/OTG with walk forward into 5B.
- Corner 2B ender, no jump cancel available
- Hard knockdown. Typically, you'll get this if you go for (etc.) > 623A > instant AT, land 5A > 2B, but you might also take it after some dorito combos.
- If you use your bounces (so it won't OTG) you can set 214A on top of them and then go for a fuzzy overhead -- the 214A will basically autoconfirm it for you if they fail to block it.
- Typical setup: (etc.) > 5A > 2B > 214A (hits OTG, then wall-bounces), walk/dash forward (to get on top of them), 2B > 214A (won't hit OTG)
- Another option would be (...) > 5A > 2B > 623B (wall-bounce), 2B > 214B, 2A (OTG) > 2B > 214A (won't OTG)
- Some setups lead to this ender with corner space e.g. after 623B or 214A wall bounces. You can go for a left/right mixup by doing sj9 into either airdash back j.c (same side high) or dj airdash back into the corner j.c (sandoori, cross-up high).
- Corner 2B ender with jump cancel
- The jump cancel lets you safely set j.214B, your most threatening dorito, and then get either a safejump (into a very damaging combo if they get hit or try to DP) or a pretty nasty tick throw.
- Typical safejump setup: (etc.) > 2B > jc j.214B > j.66 after setting > j.B meaty for safejump
- Lot of variable timings for different wakeup speeds (delay on jump cancel, height you set j.214b, airdash timing)
- Dorito tick throw: (...) > j.66 after setting > close to ground j.214B activate > land and throw
- The j.214B should hit right after throwing them, boosting your damage (quite a bit) and shortening the throw tech window.
- Taller characters get hit too early by the dorito and won't get thrown, though you can compensate by setting the dorito far enough away from them that it won't hit until Len actually starts picking them up.
- If you do it right/low enough, Len will kind of "fast-fall" during the j.214B activation animation which can really mess with opponent's timings.
- Even if they mash on the throw attempt they will still have to deal with the dorito falling on them (unless they can get out of its way in time or go into some invuln/hitgrab animation).
- You might find it easier, at least on some characters, to do j8 or even j7 j.214B to consistently land meaty j.B or the tick throw timing, but beware you might put them at a spot where the subsequent dorito combo doesn't work as well as from j9.
- You can also go for a cheeky/kind of weird left/right from this ender with space in the corner: 2B (you have to be kind of close to them) > tk j.214B, land sj9 j.214B activate. The dorito has to be blocked crossup! You can pick up with 5C afterwards (even dash under turn around 5C to keep them in corner, but it's a little more tricky).
- Once they know this mixup exists you can treat it as a regular sandoori setup with crossup vs same-side j.C but now you have the dorito there to boost your damage if they get hit. And you can use it later in pressure/neutral too (just remember it's an air dorito so you'll have to either activate it airborne or also set a ground dorito).
Summary
- Be aware of the trade-off that F-Len faces when going for oki or full damage combos.
- Master the tech trap.
- Mirrors create unique pressure and cannot be shielded.
- Many options open up in corner for F-Len so try to force the opponent into corner.
- Be aware before committing F-Len to a move, her low health makes mistakes extremely punishing.
- Using meter to heal is a way to alleviate the severity of mistakes.
- F-Len struggles to escape a disadvantaged state due to lack of strong options.
- F-Len lacks strong mixups so master tick throws, staggers, and fuzzy guards.
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.
|
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:
|
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. |
F-Len has some pretty straightforward combos that do good damage, with opportunities to get somewhat technical near the corner or when "doritos" are involved. Arkhar's video is a great visual reference for a lot of these combos or variations thereof. A few notes:
- The opportunity to tech trap after AT ender is very strong, but many combos can be adapted to lead to an untechable 2B knockdown instead for stronger oki.
- You can dump meter in most grounded confirms by skipping 3C and instead going directly to 623C > j.BC > dj.BC > AT. If you happen to be in Blood Heat you can confirm any hit into 3C > AAD.
- Generally we list 2B > 3C as the aerial pickup as it is stable and universal. But to optimize slightly one can
- Add (5A > 2B), as in (launcher) > 2B > 5A > 2B > 3C > 623A > etc. This requires that the opponent be sufficiently high after the first 2B that they don't hit the ground before Len is able to fully recover and press 5A.
- Add 5C(2) before 3C, as in (launcher) > 2B > 5C(2) > 3C > 623A > etc. The opponent must be low enough after the 2B that they are still close to the ground after 5C, where 3C can hit them. Usually this means delaying the 5C after 2B.
- 214X mirrors/doritos, especially j.214B, can crank F-Len's combo damage. Taa's video goes over most of it. All of the "special" j.214B confirms below assume j.214B has been placed at approximately single jump height.
Normal Combos
Corner Combos
Advanced corner combo theory
F-Len's most advanced corner combos revolve around 623B throw loops, which enable her to get her strongest oki (2B ender with jump cancel) while still getting a good chunk of damage. They're also used in her most damaging mirrorless non-oki routes.
The general combos look like this:
- Oki: ... 3C 623B, delay tk.AT, (5A 2B delay) 3C delay 623B delay tk.AT 5A 2B
- Damage: ... 3C 623A, iad/instant tk.AT, (5A 2B delay) 3C delay 623B delay tk.AT (5A 2B delay) 3C delay 623B j.ABC dj.ABC AT
(The 5A 2B delays before the 3C 623B are technically optimal but not recommended, since they make the combo much less stable, and possibly increase hitcount too much for 623B j.A)
The tricky part of this route is making sure your air throws are low enough and close enough to the corner that you can get the links you want after. This means that you should not jump cancel your 623Bs, in fact, you should delay your jump even for a little bit AFTER the 623B recovers (4 or 5 frames, usually.) Additionally, there's a chance that if you do j.9 air throw, you'll go past them, so if you're too close to the corner you should do j.8 air throw instead. The reason you have to delay after the 3Cs is so you can remain close to the corner throughout the combo.
Hitcount stuff:
Internally, each air throw counts as 3 hits. Once you reach 23 internal hitcount, 623B will no longer link into j.A, so for high hitcount damage routes you have to save 623A jump cancel for the end of the route instead. It's often worth doing this anyway, because past 17 internal hitcount, 623B j.A is a 1f link.
Character specifics:
Air throw 5A 2B is unfortunately not universal, meaning you lack high damage oki routes on some characters. On other characters, it's possible, but you have to be very close to the corner and don't have much leeway. Here's the list:
- Easy - Wara
- Medium - everyone else
- Hard - Kouma, Nero, Hisui, Aki/Vaki/Sei
- Impossible - Len/WLen, Sats, Miyako, Neco/NAC
Additional Resources
F-Len Match Video Database
Melty Bits: F-Len
Stickerbrush Dreams: F-Len Combo Movie by Arkhar
Taa's F-Len Mirror BnB Combo Compilation
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Arkhar | Brazil | Netplay | Active | ||
kitsune (きつね) |
Japan | A-cho | Inactive | ||
ssmoothie (ssmoothie#7239) |
North America | Netplay | Active | ||
ta- (たー) |
Japan | A-cho, Athena Nipponbashi, Play Spot BIG ONE 2nd | Active | ||
xXSpeedyDragon14Xx | Europe | Netplay | Active | ||
YuZuRu | South America | Netplay | Active | AKA Lks. Plays many characters at a high level. |
Character Page Progress
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In Progress | To-do |
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