Melty Blood/MBAACC/White Len/Crescent Moon: Difference between revisions
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[http://mbaacc.melty.games/?p1moon=c&p1char=wlen C-WLen Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=c&p1char=wlen C-WLen Match Video Database]<br> | ||
== Players to | == Notable Players == | ||
{| class="wikitable" | |||
!width="95"|Name!! width="40"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [http://mbaacc.melty.games/?p1name=nic nic hole<br>(Discord:nicwhole)]|| style="text-align:center;"| | |||
[[File:Wlen Color35.png|35px]] | |||
| North America || Netplay || Active || Found in Meltycord and Melty Blood Community server. | |||
|- | |||
| [https://mbaacc.melty.games/?p1name=MarisaMage MarisaMage<br>(Discord:marisamage)]|| style="text-align:center;"| | |||
[[File:Wlen_Color08.png|35px]] | |||
| North America || Netplay || Active || Loves to zone and play keepaway.<br>Open to answering any questions about the character. | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=c&p1char=wlen&p1name=oufan oufan]|| style="text-align:center;"| | |||
[[File:Wlen Color06.png|35px]] | |||
| Europe || Netplay || Inactive || Found in Meltycord. | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=c&p1char=wlen&p1name=ru-sha+%28%E3%82%8B%E3%83%BC%E3%81%97%E3%82%83%29 ru-sha<br>(るーしゃ)]|| style="text-align:center;"| | |||
[[File:Wlen Color09.png|35px]] | |||
| Japan || Play Spot BIG ONE 2nd || Active || | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=c&p1char=wlen&p1name=yu-hi+%28%E3%82%86%E3%83%BC%E3%81%B2%29 yu-hi<br>(ゆーひ)]|| style="text-align:center;"| | |||
[[File:Wlen Color01.png|35px]] | |||
| Japan || Play Spot BIG ONE 2nd,<br>KorewaMelty || Active || | |||
|- | |||
|} | |||
== Overview == | == Overview == | ||
Line 33: | Line 53: | ||
=== Neutral === | === Neutral === | ||
White Len's tools in neutral are pretty lackluster, so using them to the best of your ability really requires you to outplay your opponent.<br> | White Len's tools in neutral are pretty lackluster, so using them to the best of your ability really requires you to outplay your opponent. Her main goal is to really condition her opponents into believing you are committed to a pattern, and then switching it up. While her ability to actively play neutral is underwhelming, her ability to passively zone in the case of something like a life lead or just an overzealous opponent can be some of the best in the game. Switching from passive play to active play on a dime is very important to getting your gameplan started.<br> | ||
'''Ground Neutral''' | '''Ground Neutral''' | ||
:White Len's neutral on the ground is reliant on spacing and patience. Poking with moves such as 2B and 5B can net you some stray hits, but at max range, they usually cant be converted into a full combo and instead will reset to neutral. However, at the range where you can convert, 5B and 2B | :White Len's neutral on the ground is reliant on spacing and patience, with her walk speed being pretty good. Poking with moves such as 2B and 5B can net you some stray hits, but at max range, they usually cant be converted into a full combo and instead will reset to neutral. However, at the range where you can convert, 5B (and sometimes 2B) has green, meaning trading with faster moves like most 5As is inevitable if you don't use it very carefully. However, 5B is quick enough that you can catch IADs and opponents moving backwards too slowly. The slight disjoint on 5B can be use to get air CHs which is the best way to use the normal. 236A can also be used as a massive disjoint, but it's super slow and can be beat out by moves such as C-Sion 214x. You can catch jump ins with 236B or 236C, with the latter allowing you to convert into your BnB through 2C. Though you need to input 236B pretty early due to its long startup, it is deceptively active for a long time. Additionally, 236B can be tk'd to reduce recovery frames significantly. As for approaching actively, throwing 421A/B and running into it is a good choice. Setting up stuff for insurance such as a basketball to cover your landing can cover for her lack of fast movement. IAD can be used as a risky "maybe they won't react to this" approach option combined with j.B or j.2C, especially if your opponent is trying to sweep you in order to beat or trade with 421A. However, none of her jump ins are meaningfully disjointed, so be careful. | ||
'''Air Neutral''' | '''Air Neutral''' | ||
:Her neutral in the air is | :Her neutral in the air is more stinted, with all of her air normals being pretty stubby. However, compared to on the ground, her movement in the air is much better. When it comes to normals, her biggest horizontal air normal is j.A, but it extends her hurtbox very far, so it should be used to preemptively catch bigger, slower buttons. Her j.[B], which is her most reliably disjointed air normal, is smaller than her j.A, and is usually done after an airdash. j.[B], along with its uncharged version, are both very active and can annoy characters that poke massive green such as Nero and Wara. Her next air normal, j.C, is used for catching people above White Len, and is disjointed enough to net air CH sometimes. Finally, j.2C is pretty green but only has 6f of startup, so it can be used to whiff punish or counterpoke when considering the size of the hitbox. For extra range, j.236x can be used closer to the ground, as you can't act after you use the move until you hit the ground again. Her j.214A and j.214[A] can be used to escape at a slightly different angle, but should not be relied on due to their slow speed. As for jump ins, her j.2C is your best bet, but it has very few active frames and barely any disjoint, so it's easy to get antiaired if you're not careful. j.[B] can be used for more disjoint but is obviously much slower. Lastly. this character can SCHMOOVE and NO ONE is allowed to tell me otherwise. Her basketballs, which I explain more about below, allow her to drift in different ways depending on which one you use. | ||
'''Basketballs''' | '''Basketballs''' | ||
:White Len's j.[C] and j.2[C] are projectiles used to control space. While handy in full screen or even half screen situations, you can be counterhit very easily due to their slow charge time and massive recovery frames. You can launch 3 basketballs before having to fall back to the ground | :White Len's j.[C] and j.2[C] are projectiles used to control space. While handy in full screen or even half screen situations, you can be counterhit very easily due to their slow charge time and massive recovery frames, so making sure you don't fall into a predictable rhythm is important. You can launch 3 basketballs before having to fall back to the ground. Before hitting the ground, you can j.236A/B or j.214B if your opponent is trying to catch your landing. Both j.236A and B launch, so a hit nets an air CH into a free combo. Her j.[C] also allows you to drift across the screen with a lot of horizontal momentum, while j.2[C] will stop your forward horizontal momentum. A very safe way to retreat is jumping back into j.2[C], as it stops your opponents forward ground movement. Combined with airdodge, both of these tools can be used to fly across the screen. This is especially important because without basketball drift, it can be pretty easy to predict where she is moving. | ||
'''Playing Lame''' | '''Playing Lame (Passive Zoning)''' | ||
:This is getting its own section because it's important. FIRSTLY. if you're committed to this character for certain MUs, you have to accept that you have to play lame for some matchups. 421A is your best friend because it doesn't go away on hit, | :This is getting its own section because it's important. FIRSTLY. if you're committed to this character for certain MUs, you have to accept that you have to play lame for some matchups. 421A is your best friend because it doesn't go away on hit, has a pretty solid vertical and horizontal hitbox, and is AUB. Most trades with this move are favorable, especially on jump ins—even super disjointed moves like C-Sats j.C (though it's a losing trade with j.[C]!). It also comes out pretty early, leaving only a small window where it can be interrupted. Your second tool is icicle, charged and uncharged, which is pretty self explanatory. Since 236B is air unblockable, carefully using it with 214A and 421A can protect you against almost any jump in. | ||
=== Pressure === | === Pressure === | ||
Line 108: | Line 128: | ||
== Combos == | == Combos == | ||
{{ComboLegend-MB}} | {{ComboLegend-MB}} | ||
'''Note:''' Delays/links are variable depending on combo and opponent. | '''Note:''' Delays/links are variable depending on combo and opponent. (I'll rework this section because I don't like the starters and enders format. For now just do 2A/5A 5C 2C 623A 2B 623A 5B 4B 236C [4] 2[C] 623A 2B 623A into any setup (421X, 236[A], etc) if you want to learn a BNB.) | ||
=== Enders === | === Enders === | ||
Line 179: | Line 199: | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Corner Throw starter | ||
|character= | |character= | ||
|damage=1768 | |damage=1768 | ||
Line 362: | Line 382: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery=8 | |recovery=8 | ||
|frameAdv=1 | |frameAdv=1 | ||
|invuln= | |invuln= | ||
|description=Fastest mid normal WLen has. Can hit crouchers. Not effective at being an anti-air. | |description=Fastest mid normal WLen has. Can hit crouchers. Not effective at being an anti-air. Pretty good for stagger pressure due to being +1. | ||
}} | }} | ||
}} | }} | ||
Line 387: | Line 407: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active={{Tooltip | text=8| hovertext=2, 6}} | |active={{Tooltip | text=8| hovertext=2, 6}} | ||
|recovery=9 | |recovery=9 | ||
Line 402: | Line 422: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=26 | ||
|active={{Tooltip | text=8| hovertext=2, 6}} | |active={{Tooltip | text=8| hovertext=2, 6}} | ||
|recovery=8 | |recovery=8 | ||
Line 428: | Line 448: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=9| hovertext=3, 6}} | |active={{Tooltip | text=9| hovertext=3, 6}} | ||
|recovery=8 | |recovery=8 | ||
Line 443: | Line 463: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=22 | ||
|active=6 | |active=6 | ||
|recovery=11 | |recovery=11 | ||
Line 467: | Line 487: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=5 | ||
|active=3 | |active=3 | ||
|recovery=9 | |recovery=9 | ||
Line 479: | Line 499: | ||
{{MoveData | {{MoveData | ||
|image=WLen_2b_04.png | |image=WLen_2b_04.png | ||
|caption= | |caption=PLEASE use with caution | ||
|name=2B | |name=2B | ||
|linkname=2B | |linkname=2B | ||
Line 490: | Line 510: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=3 (8) 5 | |active=3 (8) 5 | ||
|recovery=13 | |recovery=13 | ||
|frameAdv=-14, -6 | |frameAdv=-14, -6 | ||
|invuln= | |invuln= | ||
|description=WLen attacks twice in a yo-yo fashion. | |description=WLen attacks twice in a yo-yo fashion. Only the second hit sweeps as the first one only pushes opponents out. This move is punishing if whiffed, due to the long duration (not necessarily just the recovery). Has a niche use as an antiair. Would be cool if Kamone decided to make THE LONG RANGE MOVE GOOD AT LONG RANGE, but it only hits once at its longest range and can't confirm into much else if it does, so don't space it too well. | ||
}} | }} | ||
}} | }} | ||
Line 521: | Line 541: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=10 | ||
|active=8 | |active=8 | ||
|recovery=16 | |recovery=16 | ||
Line 536: | Line 556: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=24 | ||
|active=8 | |active=8 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|invuln= | |invuln= | ||
|description=Like 2C, except she is displaced slightly forward after. The vertical hitbox is also extended. | |description=Like 2C, except she is displaced slightly forward after. The vertical hitbox is also extended. VERY nice in pressure. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 551: | Line 571: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=29 | ||
|active=5 | |active=5 | ||
|recovery=13 | |recovery=13 | ||
Line 566: | Line 586: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=13 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 590: | Line 610: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=10 | |recovery=10 | ||
Line 616: | Line 636: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=9 | |active=9 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Attacks slightly in front of her. | |description=Attacks slightly in front of her. j.B and its charged version are both amazing in counterpoke air to air situations due to how active they are. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 631: | Line 651: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=15 | ||
|active=15 | |active=15 | ||
|recovery= | |recovery= | ||
Line 644: | Line 664: | ||
|image=MBFWhiteLenjC.png | |image=MBFWhiteLenjC.png | ||
|image2=MBFWhiteLenjXC.png | |image2=MBFWhiteLenjXC.png | ||
| | |caption2=Layup | ||
|name=j.C | |name=j.C | ||
|linkname=j.C | |linkname=j.C | ||
Line 657: | Line 677: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
Line 672: | Line 692: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=X | |active=X | ||
|recovery=14 | |recovery=14 | ||
Line 699: | Line 719: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|invuln= | |invuln= | ||
|description=Launcher. Chainable into other normals. | |description=Launcher. Chainable into other normals. Difficult to use as an antiair due to the forward movement, but very good when used correctly. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 714: | Line 734: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=22 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 737: | Line 757: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=32 | ||
|active=3 | |active=3 | ||
|recovery=12 | |recovery=12 | ||
|frameAdv=0 | |frameAdv=0 | ||
|invuln= | |invuln= | ||
|description=Initially looks like 2[C], but she'll do a fast flip overhead that she does during the latter part of 2CC. Leads to a weak knockdown. | |description=Initially looks like 2[C], but she'll do a fast flip overhead that she does during the latter part of 2CC. Leads to a weak knockdown. Can be OTG'd in the corner into a full combo. It being 0 on block combined with her 4f 5A and 4f dp means that most opponents will respect it if blocked. | ||
}} | }} | ||
}} | }} | ||
Line 750: | Line 770: | ||
|image=MBFWhiteLenj2C.png | |image=MBFWhiteLenj2C.png | ||
|image2=MB_C-WLen_j.2C_BE.png | |image2=MB_C-WLen_j.2C_BE.png | ||
|caption= | |caption=SLAM DUNK | ||
|name=j.2C | |name=j.2C | ||
|linkname=j.2C | |linkname=j.2C | ||
Line 763: | Line 783: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Attacks with a lower angled attack. | |description=Attacks with a lower angled attack. Mostly used as her main jump in, though the back foot extending green lower than the red can lead to situations like C-Nero 2A antiairing the attack without any issues. Has heavier proration than her other air normals. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 778: | Line 798: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=21 | ||
|active=X (28) | |active=X (28) | ||
|recovery=23 | |recovery=23 | ||
Line 803: | Line 823: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 827: | Line 847: | ||
|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 852: | Line 872: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 868: | Line 888: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 892: | Line 912: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
Line 918: | Line 938: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 934: | Line 954: | ||
|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 967: | Line 987: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 6-26 /<br>Full 6-15, High 16-X | |invuln=Full 6-26 /<br>Full 6-15, High 16-X | ||
|description=Spawns an illusion of several WLens walking forward while the real one goes through an invulnerable teleport. Holding forward makes WLen appear earlier, in which she runs indefinitely in an upper body invulnerable state. | |description=Spawns an illusion of several WLens walking forward while the real one goes through an invulnerable teleport. Holding forward makes WLen appear earlier, in which she runs indefinitely in an upper body invulnerable state. Tap dash's collision removal is longer than hold dash. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,011: | Line 1,031: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=14 | |recovery=14 | ||
Line 1,025: | Line 1,045: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=68 | ||
|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.}} | ||
Line 1,032: | Line 1,052: | ||
|description=* Mid-range ice pokes | |description=* Mid-range ice pokes | ||
WLen sends an ice spike forward aiming low, but hits mid. Can be used as a blockstring ender. When held, it does not damage when | WLen sends an ice spike forward aiming low, but hits mid. Can be used as a blockstring ender especially when half charged. When held, it does not damage when summoned at first, but shatters into 9 hits afterwards. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,042: | Line 1,062: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=12 | |active=12 | ||
|recovery=13 | |recovery=13 | ||
Line 1,057: | Line 1,077: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=67 | ||
|active=X {{Tooltip | text=(18)| hovertext=2 x9}} | |active=X {{Tooltip | text=(18)| hovertext=2 x9}} | ||
|recovery=0 | |recovery=0 | ||
|frameAdv=55 | |frameAdv=55 | ||
|invuln=- | |invuln=- | ||
|description=WLen sends an ice spike forward aiming high, but hits mid. Air unblockable if uncharged. Can be used as an anti-air and leads into combos on counterhit. Can be held like A version. | |description=WLen sends an ice spike forward aiming high, but hits mid. One of her most powerful neutral tools, as her hurtbox shrinks down significantly. Air unblockable if uncharged. Can be used as an anti-air and leads into combos on counterhit. Can be held like A version. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,072: | Line 1,092: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=3+ | |startup=3+7 | ||
|active={{Tooltip | text=17| hovertext=2 x7, 3}} | |active={{Tooltip | text=17| hovertext=2 x7, 3}} | ||
|recovery=18 | |recovery=18 | ||
Line 1,103: | Line 1,123: | ||
|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=18 | |recovery=18 | ||
Line 1,118: | Line 1,138: | ||
|cancel=(N), SP, EX, (J) | |cancel=(N), SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=21 | ||
|active=8 | |active=8 | ||
|recovery=18 | |recovery=18 | ||
Line 1,125: | Line 1,145: | ||
|description=* Ballet high/low mix-up | |description=* Ballet high/low mix-up | ||
WLen spins forward and hits low with a kick. Can be | WLen spins forward and hits low with a kick. Can be cancelled into anything except itself on hit. Can be held to delay the attack slightly and to allow her to special cancel it on block. Minus uncharged but safe if held and special cancelled. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,135: | Line 1,155: | ||
|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=H | |guard=H | ||
|startup= | |startup=37 | ||
|active=6 | |active=6 | ||
|recovery=5 | |recovery=5 | ||
Line 1,155: | Line 1,175: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Low 5-21 | |invuln=Low 5-21 | ||
|description=WLen spins forward and hits high with her cat's bell. | |description=WLen spins forward and hits high with her cat's bell. Very nice for low crush, though a good amount of 2As still hit high enough to win anyway. Opponents should be looking to mash 5A if possible. Can be held to cancel the attack as a feint so you can perform 2A or throw afterwards. Fairly plus, 2B frame traps afterwards. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,165: | Line 1,185: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+5 | ||
|active={{Tooltip | text=38 (10) 6| hovertext=3 x12, 2 (10) 6}} | |active={{Tooltip | text=38 (10) 6| hovertext=3 x12, 2 (10) 6}} | ||
|recovery=23 | |recovery=23 | ||
Line 1,192: | Line 1,212: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active={{Tooltip | text=10| hovertext=2, 2, 6 (Single Hit)}} | |active={{Tooltip | text=10| hovertext=2, 2, 6 (Single Hit)}} | ||
|recovery=34 | |recovery=34 | ||
Line 1,199: | Line 1,219: | ||
|description=* Anti Air leaps. | |description=* Anti Air leaps. | ||
WLen leaps into the air. Can do any air EX moves as a follow up. Her main reversal. Can be | WLen leaps into the air. Can do any air EX moves as a follow up. Her main reversal. Can be cancelled into j.236C to potentially make it safe on block but leaves a gap between the two moves that can lead to it still getting punished by fast or invul attacks as well as some shield follow ups. Can combo on both air and ground CH for some of her highest damage routes, but ground CH conversions are 1f links. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,209: | Line 1,229: | ||
|cancel=-SP-, -CH-, -EX- | |cancel=-SP-, -CH-, -EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=30 | |recovery=30 | ||
Line 1,239: | Line 1,259: | ||
|cancel=EX | |cancel=EX | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active={{Tooltip | text=9| hovertext=Icicle projectile active on frames 4-7 of this section.}} | |active={{Tooltip | text=9| hovertext=Icicle projectile active on frames 4-7 of this section.}} | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=WLen leaps into the air but lands further forward than 214A. Can be cancelled into either any j.236X or j.214A/B. | |description=WLen leaps into the air but lands further forward than 214A. Can be cancelled into either any j.236X or j.214A/B, even on whiff. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,254: | Line 1,274: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+ | |startup=2+4 | ||
|active=9 | |active=9 | ||
|recovery=31 | |recovery=31 | ||
|frameAdv=-22 | |frameAdv=-22 | ||
|invuln=Full 1-5 | |invuln=Full 1-5 | ||
|description=A multi-hit combo that hits mid and ends with a wallslam. Hits OTG. Invulnerable startup. | |description=A multi-hit combo that hits mid and ends with a wallslam. Hits OTG. Invulnerable startup. Useful for escaping insurance like Nero summons if you hit confirm into it with something like 2B. | ||
}} | }} | ||
}} | }} | ||
Line 1,284: | Line 1,304: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=55 | ||
|active=72 | |active=72 | ||
|recovery={{Tooltip | text=43| hovertext=Full animation.}} | |recovery={{Tooltip | text=43| hovertext=Full animation.}} | ||
Line 1,301: | Line 1,321: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=68<br> | |startup=68<br>69 | ||
|active=68<br>72 | |active=68<br>72 | ||
|recovery={{Tooltip | text=49| hovertext=Full animation.}} | |recovery={{Tooltip | text=49| hovertext=Full animation.}} | ||
Line 1,316: | Line 1,336: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=4+ | |startup=4+9 | ||
|active={{Tooltip | text=28 (3) 3| hovertext=4, 4, 3, 1, 4 x4 (3) 3}} | |active={{Tooltip | text=28 (3) 3| hovertext=4, 4, 3, 1, 4 x4 (3) 3}} | ||
|recovery=16 | |recovery=16 | ||
|frameAdv=14 | |frameAdv=14 | ||
|invuln=Full 4-53 | |invuln=Full 4-53 | ||
|description=WLen tosses multiple ice spears 1-3 character spaces in front of her. | |description=WLen tosses multiple ice spears 1-3 character spaces in front of her. It doesn't hit right in front of her and can be jumped on a reaction if the opponent hasn't committed to anything. Not great as a reversal due to it not being invuln until frame 4, but very good as a gap callout in pressure even against stuff like C-Nero 5[C]. Be careful about using this move too much, as the slow startup can sometimes fail to catch opponents in some situations. Plus on block, the "my turn now" move. Cannot be shielded. | ||
}} | }} | ||
}} | }} | ||
Line 1,391: | Line 1,411: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=23 | ||
|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 | ||
Line 1,418: | Line 1,438: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup= | |startup=5 | ||
|active=1 | |active=1 | ||
|recovery=29 | |recovery=29 | ||
Line 1,478: | Line 1,498: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=12 | |active=12 | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
Line 1,495: | Line 1,515: | ||
|cancel= | |cancel= | ||
|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.}} | ||
|frameAdv=-13 (TK) | |frameAdv=-13 (TK) | ||
|invuln=- | |invuln=- | ||
|description=WLen sends an ice spike forward aiming high. | |description=WLen sends an ice spike forward aiming high. Very important neutral tool if tk'd, reducing its recovery. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,510: | Line 1,530: | ||
|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.}} | ||
|frameAdv=19 (TK) | |frameAdv=19 (TK) | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=WLen sends eight ice spikes at random positions diagonally downwards from her | |description=WLen sends eight ice spikes at random positions diagonally downwards from her. | ||
}} | }} | ||
}} | }} | ||
Line 1,554: | Line 1,574: | ||
|cancel=EX | |cancel=EX | ||
|guard=LHA | |guard=LHA | ||
|startup=5 {{Tooltip | text=( | |startup=5 {{Tooltip | text=(6)| hovertext=Icicle projectile.}} | ||
|active=9 {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active=9 {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
|frameAdv=-19 (TK) | |frameAdv=-19 (TK) | ||
|invuln=- | |invuln=- | ||
|description=WLen leaps forward. If she makes contact with the opponent, she'll perform a flip kick. | |description=WLen leaps forward. If she makes contact with the opponent, she'll perform a flip kick. Ends combos unless proceeded by an EX move, usually j.214C. The backwards hitbox HKDs, which stops people on the ground chasing you while you're in the air. Also can combo into basketball, leading to a full air conversion. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,569: | Line 1,589: | ||
|cancel=(N), (SP), (EX), (J) | |cancel=(N), (SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+5 | ||
|active=6 | |active=6 | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
Line 1,593: | Line 1,613: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+9 | ||
|active=X | |active=X | ||
|recovery=38 | |recovery=38 | ||
Line 1,647: | Line 1,667: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-4 | |invuln=Full 1-4 | ||
|description=A full screen Last Arc. Like other "catch" Last Arcs, it will miss characters that have been downed for whatever reason or characters with temporarily missing hitboxes such as C-Nero's forward dash. | |description=A full screen Last Arc. Like other "catch" Last Arcs, it will miss characters that have been downed for whatever reason or characters with temporarily missing hitboxes such as C/F-Nero's forward dash. | ||
}} | }} | ||
}} | }} |
Latest revision as of 21:40, 24 April 2024
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
nic hole (Discord:nicwhole) |
North America | Netplay | Active | Found in Meltycord and Melty Blood Community server. | |
MarisaMage (Discord:marisamage) |
North America | Netplay | Active | Loves to zone and play keepaway. Open to answering any questions about the character. | |
oufan | Europe | Netplay | Inactive | Found in Meltycord. | |
ru-sha (るーしゃ) |
Japan | Play Spot BIG ONE 2nd | Active | ||
yu-hi (ゆーひ) |
Japan | Play Spot BIG ONE 2nd, KorewaMelty |
Active |
Overview
Strengths |
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Weaknesses |
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General Gameplan
White Len generally suffers in neutral compared to other characters, so your goal is to get your opponent in the corner and mix them until you win. Luckily, her combos corner carry very well, so the majority of your effort should be focused towards pressure and mixups.
Neutral
White Len's tools in neutral are pretty lackluster, so using them to the best of your ability really requires you to outplay your opponent. Her main goal is to really condition her opponents into believing you are committed to a pattern, and then switching it up. While her ability to actively play neutral is underwhelming, her ability to passively zone in the case of something like a life lead or just an overzealous opponent can be some of the best in the game. Switching from passive play to active play on a dime is very important to getting your gameplan started.
Ground Neutral
- White Len's neutral on the ground is reliant on spacing and patience, with her walk speed being pretty good. Poking with moves such as 2B and 5B can net you some stray hits, but at max range, they usually cant be converted into a full combo and instead will reset to neutral. However, at the range where you can convert, 5B (and sometimes 2B) has green, meaning trading with faster moves like most 5As is inevitable if you don't use it very carefully. However, 5B is quick enough that you can catch IADs and opponents moving backwards too slowly. The slight disjoint on 5B can be use to get air CHs which is the best way to use the normal. 236A can also be used as a massive disjoint, but it's super slow and can be beat out by moves such as C-Sion 214x. You can catch jump ins with 236B or 236C, with the latter allowing you to convert into your BnB through 2C. Though you need to input 236B pretty early due to its long startup, it is deceptively active for a long time. Additionally, 236B can be tk'd to reduce recovery frames significantly. As for approaching actively, throwing 421A/B and running into it is a good choice. Setting up stuff for insurance such as a basketball to cover your landing can cover for her lack of fast movement. IAD can be used as a risky "maybe they won't react to this" approach option combined with j.B or j.2C, especially if your opponent is trying to sweep you in order to beat or trade with 421A. However, none of her jump ins are meaningfully disjointed, so be careful.
Air Neutral
- Her neutral in the air is more stinted, with all of her air normals being pretty stubby. However, compared to on the ground, her movement in the air is much better. When it comes to normals, her biggest horizontal air normal is j.A, but it extends her hurtbox very far, so it should be used to preemptively catch bigger, slower buttons. Her j.[B], which is her most reliably disjointed air normal, is smaller than her j.A, and is usually done after an airdash. j.[B], along with its uncharged version, are both very active and can annoy characters that poke massive green such as Nero and Wara. Her next air normal, j.C, is used for catching people above White Len, and is disjointed enough to net air CH sometimes. Finally, j.2C is pretty green but only has 6f of startup, so it can be used to whiff punish or counterpoke when considering the size of the hitbox. For extra range, j.236x can be used closer to the ground, as you can't act after you use the move until you hit the ground again. Her j.214A and j.214[A] can be used to escape at a slightly different angle, but should not be relied on due to their slow speed. As for jump ins, her j.2C is your best bet, but it has very few active frames and barely any disjoint, so it's easy to get antiaired if you're not careful. j.[B] can be used for more disjoint but is obviously much slower. Lastly. this character can SCHMOOVE and NO ONE is allowed to tell me otherwise. Her basketballs, which I explain more about below, allow her to drift in different ways depending on which one you use.
Basketballs
- White Len's j.[C] and j.2[C] are projectiles used to control space. While handy in full screen or even half screen situations, you can be counterhit very easily due to their slow charge time and massive recovery frames, so making sure you don't fall into a predictable rhythm is important. You can launch 3 basketballs before having to fall back to the ground. Before hitting the ground, you can j.236A/B or j.214B if your opponent is trying to catch your landing. Both j.236A and B launch, so a hit nets an air CH into a free combo. Her j.[C] also allows you to drift across the screen with a lot of horizontal momentum, while j.2[C] will stop your forward horizontal momentum. A very safe way to retreat is jumping back into j.2[C], as it stops your opponents forward ground movement. Combined with airdodge, both of these tools can be used to fly across the screen. This is especially important because without basketball drift, it can be pretty easy to predict where she is moving.
Playing Lame (Passive Zoning)
- This is getting its own section because it's important. FIRSTLY. if you're committed to this character for certain MUs, you have to accept that you have to play lame for some matchups. 421A is your best friend because it doesn't go away on hit, has a pretty solid vertical and horizontal hitbox, and is AUB. Most trades with this move are favorable, especially on jump ins—even super disjointed moves like C-Sats j.C (though it's a losing trade with j.[C]!). It also comes out pretty early, leaving only a small window where it can be interrupted. Your second tool is icicle, charged and uncharged, which is pretty self explanatory. Since 236B is air unblockable, carefully using it with 214A and 421A can protect you against almost any jump in.
Pressure
White Len's pressure is mainly reliant on staggers and charges due to her inability to redash for her pressure safely. Generally, charging her attacks will allow you to continue her pressure, while the staggered normals keep the charged attacks as ambiguous as possible. In addition, she has other mix built into her character in the form of her 623x.
Charged Moves
4[B], 5[B], 2[C], 5[C]
- These moves will make White Len step forward, allowing her to continue her pressure. Using these will allow you to push yourself back in without your opponent realizing, but overuse of them can lead your opponent to mash as you charge, so don't let your opponent catch on. You can also catch your opponents mashing by using frametraps, especially ones that use charged normals as well.
236[A]
- 236[A] should be used as a last ditch pressure reset, as it is extremely slow and can be noticed very easily. However, due to its massive range, it can be used from a distance, allowing you to use it after you have exhausted the rest of your resources. If hit, White Len can dash back in and continue her pressure.
236A
- You won't be using this as much; 236A is mainly used to call out opponents rather than to continue pressure. Due to how disjointed the move is, it can be used to catch stray DPs or mashing, but its slow startup can be beaten out by long range attacks your opponent has. Your opponent can air tech after getting hit though, so you have to be ready with more pressure or they can simply get hit by this to get out.
236B
- This move functions similarly to 236A, but is used to catch jumpouts instead due to it being air unblockable.
Redash
White Len's redash is really bad because it takes at least 25 frames for a dash 5A or dash throw, but she can cancel all normals into dash. This is easily mashed out on though, so you might wanna use IAD reset instead. Because of how ambiguous backdash is from forward dash, backdash into a long normal like 2B might also be a good tool to reset your rebeats or strings.
Fuzzy
White Len has a fuzzy on a jump in or an IAD after something like a charged icicle. Below is a general example.
IAD j.2C > j.A > dj.2C > j.236A
There are a variety of followups you can do instead of j.236A, like j.[C] or side switch j.214[A], so get creative!
2B > 623x
While you can cancel into 623x no matter where you are in your blockstring, cancelling it out of 2B is notable due to it allowing you to squeeze in at least one more attack from a long range without having to use 236x. Don't force this, as it's really unsafe.
2B > 623A
- This is a low frametrap, which is used to catch jumpouts or mashing if you have conditioned your opponent to do either. If you hit 2B too far away, it can be jumped out of. Unsafe on block.
2B > 623[A]
- This is a delayed low, which can be used to mix up the timing of your opponent's block and punish. However, 623[A] can be mashed or jumped out of, so use it sparingly. Unlike the other variants, 623[A] is special cancellable on block, which allows you to 214B j.214A to continue your pressure. You are minus if you decide to go for j.214A, but you can mix it up with j.236A to throw out a hitbox instead. Unsafe on block.
2B > 623B
- This is your overhead mix, which can be cancelled into 623A for your BnB. It can be jumped and mashed out of, but it has low invulnerability so that might trick your opponent the first time they fall for it. 623B is actually plus on block, allowing you to 2C after for a frametrap.
2B > 623[B]
- 623[B] should be used if your opponent is blocking 623B's overhead, and instead allows you to 2A for a low. If your opponent is backdashing out of your 623x mix, you can use 623[B] to feint your spin and follow up with 2B or something similar to catch your opponent. This variant can be beat by jumping or mashing.
2B > 22C
- 22C is White Len's most noncommittal mix, but it's still pretty committal. While it beats out normal mashing, a delayed mash will still hit you during the recovery frames. While it does not carry you the full distance of the spin, it does teleport you forward a slight amount, meaning you can hit the opponent with another 2B or a move with a similar range.
Command Throws
White Len's command throws are pretty good, as they give oki and have a pretty big range.
63214A
- While having a relatively big range, White Len's pressure keeps her at a range where this throw isn't super accessible. Recommended places to use this are after 623[B], on a redash/airdash, or on a feint.
63214B
- White Len running forward before grabbing definitely lets the player close the distance, but her dash not having the mirage effect gives this away. Additionally, there's some weird throw protection on this move, so be careful about using this too often.
63214C
- Her EX command throw can combo into a BnB, but you will need another 100 meter if you want to combo into oki with any meaningful amount of damage.
Defense
Place text here*
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:
|
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: Delays/links are variable depending on combo and opponent. (I'll rework this section because I don't like the starters and enders format. For now just do 2A/5A 5C 2C 623A 2B 623A 5B 4B 236C [4] 2[C] 623A 2B 623A into any setup (421X, 236[A], etc) if you want to learn a BNB.)
Enders
BnB combos
Throw Combos
Advanced Combos
Double 2B Routes
On certain characters, White Len can do either 623A > 2B > 5A(w), 2B or 623A > 2B, 2B to extend her midscreen BNB and reset the current reverse beat chain, giving her a bit more damage. Doing 2B loops also allows for combos where 236C hits only once, reducing proration. These combos are gravity-specific, so depending on how many hits you do into 623A, you can do these routes on different sets of characters. A chart specifying hit counts is shown below.
Below is a general double 2B route.
Move Descriptions
Frame Data Help | |
---|---|
Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B
5[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2B
PLEASE use with caution PLEASE use with caution
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2C
2C 2C 2[C] 2[C] 2CC (2C/[C] Whiff/Block) 2CC (2C/[C] Whiff/Block) 2CC (2C/[C] Hit) 2CC (2C/[C] Hit)
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Aerial Normals
j.A
j.B
j.B
j.[B] |
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j.C
j.C j.[C] Layup Layup
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Command Normals
4B
4B
4[B] |
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3C
j.2C
j.2C j.2[C] SLAM DUNK SLAM DUNK
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Ground Dash
Grounded Specials
236X
Fleur Freeze Couleur (EX: Etoile Sirius) 236A/[A]/B/[B]/C A A [A] [A] B B [B] [B] EX EX
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623X
Swan Lake (EX: Swan Snow Slow) 623A/[A]/B/[B]/C A A B B [B] [B] EX EX
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214X
421X
A A B (+ ~4/6 First Hits) B (+ ~4/6 First Hits) EX EX
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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/B/C |
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j.214X
Snow Ballet (Air)
j.214A/[A]/B/C |
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Arc Drive
Ephemeral Transience
41236C during MAX/Heat |
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Another Arc Drive
Butterfly Dream
41236C during Blood heat |
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Last Arc
Endless Expanses
Grounded EX Shield during Blood Heat |
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