Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
m (→3C: Description says its 5f, holdover from when the wiki didnt use true startup) |
|||
(51 intermediate revisions by 7 users not shown) | |||
Line 8: | Line 8: | ||
[http://mbaacc.melty.games/?p1moon=c&p1char=len C-Len Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=c&p1char=len C-Len Match Video Database]<br> | ||
== Players | == Notable Players == | ||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=len&p1name=Limescale Limescale<br>(Limescale#9166)] || style="text-align:center;"| | |||
[[File:Len Color20.png]] | |||
| North America || Netplay || Inactive || Solid NA player. Favors a defensive playstyle. | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=c&p1char=len&p1name=pouru%20(ポール) pouru<br>(ポール)] || style="text-align:center;"| | |||
[[File:Len Color26.png]] | |||
| Japan || A-cho, KorewaMelty || Inactive || | |||
|} | |||
== Overview == | == Overview == | ||
Line 20: | Line 28: | ||
|Strengths | |Strengths | ||
| | | | ||
* | *Amazing air normals and good air movement. | ||
* | *Black cats and neco rockets give her solid screen control. | ||
*Tricky neutral and okizeme with feints and teleports. | |||
*Good meter gain and no shortage of ways to utilize it. | |||
*Scary offense thanks to a comboable throw and versatile fuzzy overhead setups. | |||
*Catwalk will low profile projectiles, poorly-spaced jump ins and even some standing normals. | |||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
* | *Low health and mediocre damage. | ||
*Slow ground movement, ground normals are very punishable on whiff. | |||
*Lackluster pressure that tends to lose to EX guard and jump outs. | |||
*No invincible reversal if disregarding her awful 623C. | |||
*Has difficulty converting off of stray hits in neutral. | |||
|} | |} | ||
<br> | |||
== General Gameplan == | == General Gameplan == | ||
Line 35: | Line 53: | ||
=== Pressure === | === Pressure === | ||
5C (any number of hits) > 2A (hopefully whiffed) is her bread and butter. From here you can attempt to dash up and reset the sequence with a 5A, or try to catch the opponent mashing with 5B/5C/3C and confirm off of that. Instant airdash jB/jC can also reset while doubling as a fuzzy overhead setup, but both are easily stuffed by 5As. You can j7 > j9 > airdash instead to go over their mash, but expending all of your movement options makes you easily shielded or DP'd. You may want to simply j9 > jC (or j2C) and try to react to whatever the opponent does. | |||
5A is good for tick throwing, but it's somewhat difficult to stay in your opponent's face long enough to threaten with this often. More on throw setups in a future section. | |||
5C (first hit) done from close to max range > 2C can loop back into itself and will bully characters with slow As. Otherwise, 2C > 3C is usually still a potent frametrap. | |||
236A/B can also be used to safely end your pressure. 236A is massively plus when charged and hits low regardless, which catches a lot of players off guard, but a prepared opponent can easily jump before you get a chance to finish it. 236B is safer on block and charges faster, catching jumpers with its second upward-hitting icicle as a bonus, but it hits mid and can't be EX cancelled like the A version. | |||
623A will close the gap and leave you at -2 if you do no followups, which can be ok or bad depending on the matchup (aka bullying of slow A-havers). More details to come in a future section. | |||
== | === Okizeme === | ||
Place text here | |||
=== | === Defense === | ||
EX guard, 3C and Heat are your friends. | |||
<br><br> | |||
== Move Descriptions == | == Move Descriptions == | ||
Line 144: | Line 92: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=1 (2) 5 | |active=1 (2) 5 | ||
|recovery=5 | |recovery=5 | ||
Line 168: | Line 116: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active={{Tooltip | text=8| hovertext=2, 3, 3}} | |active={{Tooltip | text=8| hovertext=2, 3, 3}} | ||
|recovery=10 | |recovery=10 | ||
|frameAdv={{Tooltip | text= | |frameAdv={{Tooltip | text=-1| hovertext=-6, -4, -1}} | ||
|invuln= | |invuln= | ||
|description=Mid-range 3-hit swipe. Very active, your go-to move for covering | |description=Mid-range 3-hit swipe. Very active, this is your most reliable meaty and your go-to move for covering ground techs. Its quick startup and long range + disjoint also make it useful as a poke, though it tends not to lead directly into anything. Due to collision box shenanigans, she can push herself out of the way of an opponent's heat and make it whiff. | ||
}} | }} | ||
}} | }} | ||
Line 192: | Line 140: | ||
|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 217: | Line 165: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv=0 | |frameAdv=0 | ||
|invuln=- | |invuln=- | ||
|description= A crouching orb jab. As fast as a 2A can be, but hits mid. | |description= A crouching orb jab. As fast as a 2A can be, but hits mid. Has a bit more range than her 5A. | ||
}} | }} | ||
}} | }} | ||
Line 241: | Line 189: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
Line 265: | Line 213: | ||
|cancel=- | |cancel=- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=14 | ||
|active=7 | |active=7 | ||
|recovery=17 | |recovery=17 | ||
Line 290: | Line 238: | ||
|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 314: | Line 262: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=8 | |active=8 | ||
|recovery=- | |recovery=- | ||
Line 338: | Line 286: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=- | |recovery=- | ||
Line 365: | Line 313: | ||
|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 380: | Line 328: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=22 | ||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 404: | Line 352: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=6 | ||
|active=7 | |active=7 | ||
|recovery=24 | |recovery=24 | ||
|frameAdv=-13 | |frameAdv=-13 | ||
|invuln=- | |invuln=- | ||
|description=Non-fakeout version of 2C. Has a quick | |description=Non-fakeout version of 2C. Has a quick 6f startup, moves Len forward and even low profiles to some degree. Launches on hit which means trades almost always favor her, and being a command normal means you can buffer it for consistent reversal timing. Amazing button that should be used often both during and under pressure, but it's horribly unsafe to whiff so be careful. Most characters can readily punish it by backdashing if it's used to frametrap midscreen. The cancel window is fairly late which takes getting used to, and it makes 3C > 5C feel like a link. | ||
}} | }} | ||
}} | }} | ||
Line 428: | Line 376: | ||
|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 440: | Line 388: | ||
===== <span class="invisible-header">Ground Throw</span> ===== | ===== <span class="invisible-header">Ground Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenthrow.png | ||
|caption= | |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
Line 453: | Line 401: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 464: | Line 412: | ||
===== <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 477: | Line 425: | ||
|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 488: | Line 436: | ||
===== <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 502: | Line 450: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 517: | Line 465: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 528: | Line 476: | ||
===== <span class="invisible-header">Heat</span> ===== | ===== <span class="invisible-header">Heat</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_Heat.png | ||
|caption= | |caption= | ||
|name=Heat | |name=Heat | ||
Line 541: | Line 489: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-21 | |invuln=Full 1-21 | ||
|description= | |description=Len steps forward and pushes her otherwise average heat hitbox out pretty far. | ||
}} | }} | ||
}} | }} | ||
Line 552: | Line 500: | ||
===== <span class="invisible-header">Circuit Spark</span> ===== | ===== <span class="invisible-header">Circuit Spark</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenspark.png | ||
|image2=Lensparkair.png | |||
|name=Circuit Spark | |name=Circuit Spark | ||
|linkname=Circuit Spark | |linkname=Circuit Spark | ||
Line 566: | Line 515: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 581: | Line 530: | ||
|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 589: | Line 538: | ||
}} | }} | ||
}} | }} | ||
=== Special Moves === | === Special Moves === | ||
Line 639: | Line 587: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=19 | ||
|active=8 | |active=8 | ||
|recovery=26 | |recovery=26 | ||
Line 653: | Line 601: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=45 | ||
|active=8 | |active=8 | ||
|recovery=8 | |recovery=8 | ||
Line 668: | Line 616: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=17 | ||
|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
Line 682: | Line 630: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=33 | ||
|active={{Tooltip | text=10| hovertext=Two 8f icicles, the second first active on active frame 3.}} | |active={{Tooltip | text=10| hovertext=Two 8f icicles, the second first active on active frame 3.}} | ||
|recovery=23 | |recovery=23 | ||
Line 697: | Line 645: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=3+ | |startup=3+14 | ||
|active={{Tooltip | text=17| hovertext=2 x7, 3}} | |active={{Tooltip | text=17| hovertext=2 x7, 3}} | ||
|recovery=18 | |recovery=18 | ||
Line 710: | Line 658: | ||
===== <span class="invisible-header">623X</span> ===== | ===== <span class="invisible-header">623X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_623AB.png | ||
|caption=A | |image2=CLen_623AB~A.png | ||
|caption2= | |image3=CLen_623C.png | ||
|caption=A/B | |||
|caption2=~A | |||
|caption3=EX | |caption3=EX | ||
|name=London Rondo | |name=London Rondo | ||
Line 726: | Line 676: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=17 (7) 3| hovertext=6, 6, 5 (7) 3}} | |active={{Tooltip | text=17 (7) 3| hovertext=6, 6, 5 (7) 3}} | ||
|recovery=14 | |recovery=14 | ||
Line 741: | Line 691: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=17 (15) 17 (11) 2| hovertext=6, 6, 5 (15) 6, 6, 5 (11) 2}} | |active={{Tooltip | text=17 (15) 17 (11) 2| hovertext=6, 6, 5 (15) 6, 6, 5 (11) 2}} | ||
|recovery=9 | |recovery=9 | ||
Line 756: | Line 706: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=17| hovertext=6, 6, 5}} | |active={{Tooltip | text=17| hovertext=6, 6, 5}} | ||
|recovery=21 | |recovery=21 | ||
|frameAdv=-14 | |frameAdv=-14 | ||
|invuln=Low 4-23 | |invuln=Low 4-23 | ||
|description=Len does a | |description=Len does a spinning forward hop that low crushes, ending in a kick. A or B can be pressed just after landing from the hop (even if the move whiffed) to either perform a second spin into a kick or cancel before the last hit, respectively. | ||
If you do the second spin (~A) there's a gap between the last hit of the spin and the kick finisher on block, so it's vulnerable to reversals and shields but otherwise it's slightly plus. If you cancel the spin (~B), you're a little bit unsafe. Players anticipating the cancel can fuzzy mash when the kick would normally come out, but doing so will cause them to get hit by a second spin (~A). It's actually possible to squeeze in a reversal before the regular variant's kick if you EX guard the last spin hit, but the resulting window is only a frame. | |||
On hit, you can either cancel the kick into 623C to deal extra damage and send the opponent far away, or mash 2/5A afterwards. Since you're 0 on hit, your opponent could also mash and potentially win, but you're more likely to have the timing down than they are. On block however it's -2 and you're unfortunately right in your opponent's face, making your options after risky. The safest thing to do is backdash, but you could also push your luck and mash versus characters with slower buttons like Nero and Ryougi, or even try something like heat if the opponent is cornered. Your RPS options will vary a lot depending on who you're fighting, but generally they aren't worthwhile. | |||
This move is best used defensively, utilizing the low invuln from frame 4 onwards to blow through gaps in pressure and resets. It's pretty easy to confirm into 623C on hit, and on block you'll still have pushed yourself well out of the corner even if you let the opponent take their turn. You can also rondo at someone while a black cat is following behind you, forcing them to respect your mash afterwards. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 776: | Line 727: | ||
|cancel=-CH- | |cancel=-CH- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=17 (11) 3| hovertext=6, 6, 5 (11) 3}} | |active={{Tooltip | text=17 (11) 3| hovertext=6, 6, 5 (11) 3}} | ||
|recovery=24 | |recovery=24 | ||
Line 791: | Line 742: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=17 (16) 17 (11) 2| hovertext=6, 6, 5 (16) 6, 6, 5 (11) 2}} | |active={{Tooltip | text=17 (16) 17 (11) 2| hovertext=6, 6, 5 (16) 6, 6, 5 (11) 2}} | ||
|recovery=9 | |recovery=9 | ||
Line 806: | Line 757: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=17| hovertext=6, 6, 5}} | |active={{Tooltip | text=17| hovertext=6, 6, 5}} | ||
|recovery=21 | |recovery=21 | ||
|frameAdv=-14 | |frameAdv=-14 | ||
|invuln=Low 7-26 | |invuln=Low 7-26 | ||
|description=B version goes a bit farther and the kick wallslams on hit, but it's very unsafe on block. | |description=The B version goes a bit farther and the kick wallslams on hit, but it's very unsafe on block. Used sometimes in combos to carry the opponent to the corner, where it becomes possible to follow up with 5A afterwards. You can perform ~A and ~B followups to this version and their properties are similar to 623A's, but with more startup and recovery respectively. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 821: | Line 772: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+ | |startup=2+4 | ||
|active={{Tooltip | text=24 (11) 9| hovertext=3 x8, (11) 9}} | |active={{Tooltip | text=24 (11) 9| hovertext=3 x8, (11) 9}} | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-16 | |frameAdv=-16 | ||
|invuln=Full 1-5, Low 6-29 | |invuln=Full 1-5, Low 6-29 | ||
|description=EX version has full invulnerability on startup | |description=The EX version has full invulnerability on startup and the last hit wallslams. It's horribly unsafe on block, and when used as a reversal it tends to trade very unfavorably (versus anything it can't low crush) since she's considered airborne after the invuln ends. Mainly useful as a confirm off of her 623A, and it can be followed up in the corner with 5A similarly to her 623B. | ||
}} | }} | ||
}} | }} | ||
Line 833: | Line 784: | ||
{{MoveData | {{MoveData | ||
|image=HLen_214A.png | |image=HLen_214A.png | ||
|caption=A | |caption=A | ||
|name=Grass Grass Tea Time | |name=Grass Grass Tea Time | ||
|linkname= | |linkname=214A/B | ||
|input=214A/B | |input=214A/B | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description=Len summons one of four cats with different properties. Alternatively, a very strange rocket. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 848: | Line 800: | ||
|cancel=- | |cancel=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=28 | ||
|active=1 | |active=1 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description=Summons either a Brown cat or a Tiger cat, weighted evenly. Len can have up to two 214A cats in play at a time. Not used as often as her other summons due to its inconsistency, and perhaps more importantly because they count towards the same limit as her 214C (Neco rocket). | |||
* Brown cat is useless and takes awhile to go away, but the opponent might still flinch if they're preoccupied. | |||
* Tiger cat moves very quickly and launches on hit with 100% proration, which you can convert into a combo if you're quick. Can be very disruptive against characters with a strong fullscreen presence, and it might be worth gambling on if you want to put out a hitbox quickly and don't think you'll need a Neco rocket in the immediate future. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version= | |version=Brown | ||
|damage=- | |damage=- | ||
|reddamage=- | |reddamage=- | ||
Line 869: | Line 828: | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version= | |version=Tiger | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
Line 876: | Line 835: | ||
|cancel=- | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=144 | |active=144 | ||
|recovery=- | |recovery=- | ||
|frameAdv=19 | |frameAdv=19 | ||
|invuln=- | |invuln=- | ||
|description= | |description= | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=HLen_214B.png | |||
|caption=B | |||
|data= | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=B | |version=B | ||
Line 891: | Line 855: | ||
|cancel=- | |cancel=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=28 | ||
|active=1 | |active=1 | ||
|recovery=11(+16) | |recovery=11(+16) | ||
|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description=Summons either a Black or Silver cat. Len can only have one 214B cat out at a time. You can force a Black cat to come out by inputting '''214B~6''' (aka, hold forward after executing), but you'll recover 16f slower. | |||
* Black cat is the most useful of her four cats. It walks slowly across the screen and, on hit, causes a tiny launch followed by a hard knockdown. This gives Len more or less total control of the ground when in play, as she can follow it and commit to risky actions in the air with its protection. The launch is quite prorated, making combos from it kind of wimpy, but it's still something. | |||
* Silver cat has a collision box with which it pushes the opponent, rather than hitting them. Usage for it is limited, but it can cause the opponent to drop their combos and pressure while on the ground. C-Len has an easier time sandwiching her opponent between the cat and herself thanks to her 421A teleport, which can lead to some funny combos and setups. You will probably only see it after a misinput though. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version= | |version=Black | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
Line 905: | Line 874: | ||
|cancel=- | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=384 | |active=384 | ||
|recovery=- | |recovery=- | ||
Line 911: | Line 880: | ||
|invuln=- | |invuln=- | ||
}}{{AttackData-MB | }}{{AttackData-MB | ||
|version= | |version=Silver | ||
|damage=- | |damage=- | ||
|reddamage=- | |reddamage=- | ||
Line 918: | Line 887: | ||
|cancel=- | |cancel=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=19 | ||
|active=325 | |active=325 | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
}} | }} | ||
}} | }} | ||
Line 940: | Line 908: | ||
|cancel=- | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=28 | ||
|active=22, (30), 6, [(3), 3]xN | |active=22, (30), 6, [(3), 3]xN | ||
|recovery=11 | |recovery=11 | ||
Line 951: | Line 919: | ||
===== <span class="invisible-header"">421X</span> ===== | ===== <span class="invisible-header"">421X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Clen421a.png | ||
|caption= | |image2=Clen421b.png | ||
|image3=Clen421c.png | |||
|caption=A | |||
|caption2=B | |||
|caption3=C | |||
|name=Pretty Walk | |name=Pretty Walk | ||
|linkname=421X | |linkname=421X | ||
Line 1,012: | Line 984: | ||
===== <span class="invisible-header"">421D</span> ===== | ===== <span class="invisible-header"">421D</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_421D.png | ||
|caption= | |caption= | ||
|name=Divine Punishment | |name=Divine Punishment | ||
Line 1,025: | Line 997: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=42 | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=High 6-71 | |invuln=High 6-71 | ||
|description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her 421A teleport, if | |description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her 421A teleport, if your opponent is conditioned to look for that they may be caught off guard despite its slow speed. Though it's -2 on block, you can frametrap fairly reliably with 3C if spaced properly. Surprisingly effective at low profiling DPs. | ||
}} | }} | ||
}} | }} | ||
Line 1,036: | Line 1,008: | ||
===== <span class="invisible-header"">63214C</span> ===== | ===== <span class="invisible-header"">63214C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Clen624c.png | ||
|caption= | |caption= | ||
|name=Powder Snow | |name=Powder Snow | ||
Line 1,049: | Line 1,021: | ||
|cancel= | |cancel= | ||
|guard={{Tooltip | text=N/A*| hovertext=Only connects on opponents in hitstun.}} | |guard={{Tooltip | text=N/A*| hovertext=Only connects on opponents in hitstun.}} | ||
|startup= | |startup=32 | ||
|active=X {{Tooltip | text=398| hovertext=Orb duration.}} | |active=X {{Tooltip | text=398| hovertext=Orb duration.}} | ||
|recovery=11 | |recovery=11 | ||
Line 1,063: | Line 1,035: | ||
===== <span class="invisible-header"">j.236X</span> ===== | ===== <span class="invisible-header"">j.236X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Clenj236A.png | ||
|caption= | |image2=Clenj236b.png | ||
|image3=ClenBEj236b.png | |||
|image4=Clenj236c.png | |||
|caption=A | |||
|caption2=B | |||
|caption3=[B] | |||
|caption4=C<br>7 EX icicles spawn on random times at random locations. | |||
|name=Fleur Freeze (Air) | |name=Fleur Freeze (Air) | ||
|linkname=j.236X | |linkname=j.236X | ||
|input=j.236A/B/[B]/C | |input=j.236A/B/[B]/C | ||
|data= | |data= | ||
{{AttackData-MB-Simple | |||
|description=Len summons an icicle in the air, halting her momentum. | |||
}} | |||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 1,077: | Line 1,058: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=11 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
|frameAdv=-9 (TK) | |frameAdv=-9 (TK) | ||
|invuln= | |invuln= | ||
|description= | |description=Summons a downward-angled icicle. Fairly minus on block, but has a lot of reach and can be used to snipe opponents, especially if performed with a tiger knee motion on the ground. Despite the long counterhit stun, converting off of this from longer ranges is difficult. She also falls very slowly for its duration and if she touches the ground at any point, it will fully cancel the recovery, which is hard to consistently set up but always welcome when it happens. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,092: | Line 1,073: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
|frameAdv=-4 (TK) | |frameAdv=-4 (TK) | ||
|invuln= | |invuln= | ||
|description=Summons an horizontal icicle. Does not reach as far as the A version. Can be partially charged to stall in the air, in which case she will fall further downward, enabling the tiger knee'd version to hit a short/crouching opponent more easily. Like the A version, her recovery will be cancelled if she touches the ground | |description=Summons an horizontal icicle. Does not reach as far as the A version. Can be partially charged to stall in the air, in which case she will fall further downward, enabling the tiger knee'd version to hit a short/crouching opponent more easily. Like the A version, her recovery will be cancelled if she touches the ground. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,107: | Line 1,088: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=28 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,122: | Line 1,103: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+9 ~ | |startup=1+9 ~ 10 | ||
|active={{Tooltip | text=~18| hovertext=Variable total active frames. Randomly spawns 7 icicles active for 8 frames each.}} | |active={{Tooltip | text=~18| hovertext=Variable total active frames. Randomly spawns 7 icicles active for 8 frames each.}} | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,146: | Line 1,127: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+11 | ||
|active=X | |active=X | ||
|recovery=41 | |recovery=41 | ||
Line 1,159: | Line 1,140: | ||
=== Another Arc Drive === | === Another Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenaad.png | ||
|image2=Lenaad2.png | |||
|caption= | |caption= | ||
|name=Ephemeral Dream | |name=Ephemeral Dream | ||
Line 1,172: | Line 1,154: | ||
|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=Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. If performed on a cornered opponent, it | |description=Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. If performed on a cornered opponent, it may leave a small gap behind them. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give waitress and D will give yukata. Don't tell nobody else. | ||
}} | }} | ||
}} | }} | ||
Line 1,183: | Line 1,165: | ||
=== Last Arc === | === Last Arc === | ||
{{MoveData | {{MoveData | ||
|image= | |image=LenLA.png | ||
|caption= | |caption= | ||
|name=Cream Puff Dream REM | |name=Cream Puff Dream REM | ||
Line 1,205: | Line 1,187: | ||
}} | }} | ||
<br> | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
All 'normal starter' combos can begin with As unless stated otherwise. | |||
<br>They're ordered based on approximate damage dealt, which (when applicable) assumes that you take the max damage route. | |||
=== Basic combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter, corner | |||
|character= | |||
|damage= 2550 | |||
|metergen= 58.0 | |||
|metero= 18.5 | |||
|link= | |||
|input=* '''Throw''' > 5A(1) > 5C(4) > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=The most basic throw combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter, corner, '''Metered''' (100%) | |||
|character= | |||
|damage= 3341 | |||
|metergen= -36.9 | |||
|metero= 35.7 | |||
|link= | |||
|input=* '''Throw''' > 5A(1) > 5C(4) > '''236C Ender''' (Damage route) | |||
|simput= | |||
|note=Simple metered throw combo. You can go into 236C off an earlier hit of 5C if you're concerned about height, but if you cancel into 236C between hits rather than with one, the opponent may be able to tech out. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= 3924 | |||
|metergen= 69.0 | |||
|metero= 21.8 | |||
|link= | |||
|input=* '''5C'''(4) > 2B > 4B > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=Simple version of the meterless ground BnB. If you managed to confirm it early enough so that you're really close, you could let 5C go to the 5th hit and skip 2B. Skipping 2B otherwise will tend to make the combo way more strict than it needs to be. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= 4221 | |||
|metergen= 80.5 | |||
|metero= 25.2 | |||
|link= | |||
|input=* '''5C'''(4) > 2B > (delay) 5B > 4B > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=Similar to the above, but a slightly delayed 5B is sandwiched between the 2B and 4B to add extra damage. Very easy to accidentally drop and OTG with 5B instead. If you think you may not have delayed enough and the opponent is too high after the 4B, then you can try to compensate by double jumping earlier in your air combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= 4508 | |||
|metergen= 75.5 | |||
|metero= 23.7 | |||
|link= | |||
|input=* '''5B'''(3) > 3C > 5C(4) > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=3C into 5C has weird timing that takes getting used to. If you've hitconfirmed off of 2/5A and not used your 5C yet, this is the route to favor. Damage suffers more at lower correction values, such as after a j2C, and it's much more sensitive to distance. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, '''Metered''' (100%) | |||
|character= | |||
|damage= 4777 | |||
|metergen= 25.9 | |||
|metero= 39.0 | |||
|link= | |||
|input=* '''5C'''(4) > 2B > 4B > '''236C Ender''' (Damage route) | |||
|simput= | |||
|note=The most simple BnB with a 236C added to the end instead of an air combo. Doing the same for the optimized route will cause the opponent to be launched too high for 236C to connect properly. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, '''Metered''' (100%) | |||
|character= | |||
|damage= 5041 | |||
|metergen= -28.4 | |||
|metero= 38.3 | |||
|link= | |||
|input=* '''5B'''(3) > 3C > 5C(1) > '''236C Ender''' (Damage route) | |||
|simput= | |||
|note=Metered variant of the above. 236C is best done after a single hit of 5C as the untech time is more generous and the damage added by 5C(2) is negligible. 5C(3-4) will cause 236C to hit only once, which can still be salvaged with an emergency 5C pickup for a small loss of damage. | |||
}} | |||
}} | |||
=== 236C Enders === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Damage route | |||
|character= | |||
|damage=N/A | |||
|metergen=N/A | |||
|metero=N/A | |||
|link= | |||
|input=* '''236C''' > 236[A] > 236[B] > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=If you replace 236[B] with tk j.236[B], it does slightly less damage but looks cooler. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Hammer Loop oki route | |||
|character= | |||
|damage=N/A | |||
|metergen=N/A | |||
|metero=N/A | |||
|link= | |||
|input=* '''236C''' > 236[A] > 63214C > 2B > 421D > 2B > 421D > '''2B'' | |||
|simput= | |||
|note==Oki goes here. Hammers don't actually add much damage, they just look neat and give you time to think. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Teleport Left/Right route | |||
|character= | |||
|damage=N/A | |||
|metergen=N/A | |||
|metero=N/A | |||
|link= | |||
|input=* '''236C''' > 236[A] > 66 (variable) > 44 > 421A | |||
|simput= | |||
|note=The run (66) is meant to position you about half a character length from the opponent before backdashing (44) to set up the teleport, which can appear on other side of the opponent. More on this and other setups in a future section. | |||
}} | |||
}} | |||
=== Advanced combos === | |||
The brackets 「」 are used to break up repetitions. You can omit their contents from the combo and it will still work. | |||
<br>[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos. | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=[1] Normal starter, grounded opponent, corner | |||
|character= | |||
|damage=~4900 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=* '''5C(4) > 4B >''' '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=Single rep of Len's air throw loop. This tacks on a respectable amount of damage without taxing your execution too much. Can be started from 5B > 3C > 5C(1) as well. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=[1] Normal starter, grounded opponent, corner | |||
|character= | |||
|damage=~5200 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=* '''5C(4) > 4B >''' '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > j.A > j.66 > (delay) AT > 5A > '''2B'' | |||
|simput= | |||
|note=Full airthrow loop ending on a hard knockdown from 2B. Each post-AT 5A pickup is a 2f link on everyone except Aoko, in which case it is 3f. Very difficult, but still practical off a good starter. A large chunk of the damage from these loops is lost by omitting the airthrow ender. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=[1] Normal starter, grounded opponent, corner | |||
|character= | |||
|damage=~6000 | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input=* '''5C(4) > 4B >''' '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''「'''j.A > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''Air Ender''' (j.ABC > j.BC > AT) | |||
|simput= | |||
|note=Full airthrow loop with an airthrow ender instead for more damage. You can cut out any of the bracketed reps and still have a functioning combo, so execute according to taste. As hitstun decays over the course of the loop, 2A(w) > j.A will become noticeably easier to land compared to j.B for a trivial loss of damage. | |||
}} | |||
}} | |||
=== Fun combos === | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent, '''Metered''' (100%) | |||
|character= | |||
|damage=4515 | |||
|metergen=-42 | |||
|metero=31.9 | |||
|link= | |||
|input=* '''5C(4)''' > 2B > 4B > (delay) 236C > 236[A] > 421D > 2B > 421D > 2B > 421D > '''2B'' | |||
|simput= | |||
|note=Triple hammer loop. The first hammer actually connects mid-air, so it doesn't add to the bounce limit. Bonk. | |||
}} | |||
}} | |||
<br> | |||
{{Navbox-MBAACC}} | {{Navbox-MBAACC}} | ||
[[Category:Melty Blood Actress Again Current Code]] | [[Category:Melty Blood Actress Again Current Code]] | ||
[[Category:Len]] | [[Category:Len]] |
Latest revision as of 03:29, 12 August 2023
Character Page Progress
This page is a translation from the French wiki BasGrosPoing.
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
---|---|
|
|
Additional Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Limescale (Limescale#9166) |
North America | Netplay | Inactive | Solid NA player. Favors a defensive playstyle. | |
pouru (ポール) |
Japan | A-cho, KorewaMelty | Inactive |
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
5C (any number of hits) > 2A (hopefully whiffed) is her bread and butter. From here you can attempt to dash up and reset the sequence with a 5A, or try to catch the opponent mashing with 5B/5C/3C and confirm off of that. Instant airdash jB/jC can also reset while doubling as a fuzzy overhead setup, but both are easily stuffed by 5As. You can j7 > j9 > airdash instead to go over their mash, but expending all of your movement options makes you easily shielded or DP'd. You may want to simply j9 > jC (or j2C) and try to react to whatever the opponent does.
5A is good for tick throwing, but it's somewhat difficult to stay in your opponent's face long enough to threaten with this often. More on throw setups in a future section.
5C (first hit) done from close to max range > 2C can loop back into itself and will bully characters with slow As. Otherwise, 2C > 3C is usually still a potent frametrap.
236A/B can also be used to safely end your pressure. 236A is massively plus when charged and hits low regardless, which catches a lot of players off guard, but a prepared opponent can easily jump before you get a chance to finish it. 236B is safer on block and charges faster, catching jumpers with its second upward-hitting icicle as a bonus, but it hits mid and can't be EX cancelled like the A version.
623A will close the gap and leave you at -2 if you do no followups, which can be ok or bad depending on the matchup (aka bullying of slow A-havers). More details to come in a future section.
Okizeme
Place text here
Defense
EX guard, 3C and Heat are your friends.
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
|
Normal Moves
Standing Normals
5A
5B
5B
5B |
---|
5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
4B
4[B] |
---|
3C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Heat
Heat
A+B+C |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Special Movement
Catwalk
(Catwalk)
[3] |
---|
Grounded Specials
236X
Fleur Freeze
236A/[A]/B/[B]/C |
---|
623X
214X
Grass Grass Tea Time
214A/B |
---|
Neco Rocket
214C (No EX) |
---|
421X
Pretty Walk
421A/B/C (No EX) |
---|
421D
63214C
Powder Snow
63214C |
---|
Aerial Specials
j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C |
---|
Arc Drive
Ephemeral Transience
41236C during MAX/Heat |
---|
Another Arc Drive
Ephemeral Dream
41236C during Blood heat |
---|
Last Arc
Cream Puff Dream REM
Aerial EX Shield during Blood Heat |
---|
Combos
Combo Notation Help | |
---|---|
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. |
All 'normal starter' combos can begin with As unless stated otherwise.
They're ordered based on approximate damage dealt, which (when applicable) assumes that you take the max damage route.
Basic combos
236C Enders
Advanced combos
The brackets 「」 are used to break up repetitions. You can omit their contents from the combo and it will still work.
[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos.
Fun combos