Melty Blood/MBAACC/White Len/Half Moon: Difference between revisions
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| North America || Netplay || Active || Active in Melty Blood Community Server. Proficient with her secondary H-WLen. | | North America || Netplay || Active || Active in Melty Blood Community Server. Proficient with her secondary H-WLen. | ||
|} | |} | ||
Line 70: | Line 66: | ||
*Most midscreen pressure options can be backdashed | *Most midscreen pressure options can be backdashed | ||
*Grounded hit confirms outside 5C range are awkward and/or low damage | *Grounded hit confirms outside 5C range are awkward and/or low damage | ||
* | *'''NOT AN ANTI ZONER''' | ||
|} | |} | ||
== General Gameplan == | == General Gameplan == | ||
Line 106: | Line 100: | ||
* Airdash j.B/j.2C j.C. double overhead. (J.2C often whiffs on crouchers). The double overhead doesn't work well on smaller characters, but hitting the opponent with an air normal will allow you to start your pressure. | * Airdash j.B/j.2C j.C. double overhead. (J.2C often whiffs on crouchers). The double overhead doesn't work well on smaller characters, but hitting the opponent with an air normal will allow you to start your pressure. | ||
* Airdash j.A(w) grab | * Airdash j.A(w) grab | ||
She can also land and continue her oki that way | She can also land and continue her oki that way | ||
Line 172: | Line 166: | ||
|input=*2A > 5C > 5A6AA, (2A >) 2C > 5B/5C | |input=*2A > 5C > 5A6AA, (2A >) 2C > 5B/5C | ||
|simput= | |simput= | ||
|note= This is one of her favored starters you may see. Though there are some things to this such as, the 2A after 5A6AA MUST be omitted against Ryougi. | |note= This is one of her favored starters you may see. Though there are some things to this such as, the 2A after 5A6AA MUST be omitted against Ryougi. 2C needs to be heavily delayed against some characters to avoid a crossunder. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 218: | Line 212: | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | |||
|condition=Air Ender | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|input=*j.BC > dj.BC > AT/j.214B/C | |||
|simput= | |||
|note=The usual air string. No 236[A] oki in exchange for more consistency and damage. Not every route leads into her better ender, so this sees regular use. | |||
}} | |||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Air Ender | |condition=Air Ender | ||
Line 225: | Line 228: | ||
|input=*j.BC > dj.C > j.2C > (j.B >) AT/j.214B/C | |input=*j.BC > dj.C > j.2C > (j.B >) AT/j.214B/C | ||
|simput= | |simput= | ||
|note= | |note=A slightly more optimized version of the usual air string, but BC BC works as well. No 236[A] oki in exchange for more consistency and damage. Not every route leads into her better ender, so this sees regular use. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Midscreen | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*623A > 236[A] | |input=*j.B > (j.C) > dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= | |note=Midscreen version of her oki ender. Your most important ender. The j.C can make this surprisingly hard. | ||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Corner/Close to the corner | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|input=*j.B > (j.C) > (dj.2C >) dj.214A > 5A/5B > 2C > 623A > 236[A] | |||
|simput= | |||
|note=Her most important ender, leading into her oki. | |||
}} | }} | ||
}} | }} | ||
=== Normal Combos === | === Normal Combos === | ||
Note: All these enders can also be changed into her aerial enders. Doing j.C after j.B can make these combos much harder. | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2A > 2B > 2C > | |input=*2A > 2B > 2C > 5AA > j.B > (j.C >) dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= One of the basic combos to know. | |note= One of the basic combos to know. Only use 5C if you go for her air ender. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2A > 5C > 5B > 2B > 623A > 2C | |input=*2A > 5C > 5B > 2B > 623A > 2C > 4B > j.B > dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= This is a combo to use when you are unsure about the combo below connecting for some reason. | |note= This is a combo to use when you are unsure about the combo below connecting for some reason. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage=4002 | |damage=4002 | ||
|metergen= | |metergen=54.7% | ||
|metero= | |metero=23.4% | ||
|input=*2A > 5C > 5A6AA | |input=*2A > 5C > 5A6AA, (2A >) 2C > 5B/delay 5C > j.B > (j.C >) dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= | |note= Your most common starter. 2C needs to be heavily delayed against some characters to not crossunder. The 5C launcher makes the combo harder, if you decide to add the j.C, beware. Damage is assuming 5B and no j.C. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|characters=All but Ryougi | |characters=All but Ryougi | ||
|condition=j.214A starter, grounded opponent | |condition=j.214A starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*j.214A, 2A/5A > 2C > (623A >) 5B > ( | |input=*j.214A, 2A/5A > 2C > (623A >) 5B/delay 5C > j.B > (j.C >) dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= Overhead starter combo. While 623A adds more damage to the combo, midscreen it can become hard to impossible to add it, due to the risk of crossing under. This is very character dependant, and also depends at what position you hit j.214A at. If 2C crosses under, there is no way 623A is going to hit. In the corner there is no risk to adding it though. | |note= Overhead starter combo. While 623A adds more damage to the combo, midscreen it can become hard to impossible to add it, due to the risk of crossing under. This is very character dependant, and also depends at what position you hit j.214A at. If 2C crosses under, there is no way 623A is going to hit. In the corner there is no risk to adding it though. | ||
Line 290: | Line 294: | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Air counterhit | |condition=Air counterhit | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*CH 236B/5C/5D(Shield Counter), 2C > | |input=*CH 236B/5C/5D(Shield Counter), 2C > 5B/delay 5C > j.B > (j.C >) dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= Air counter hit combo. | |note= Air counter hit combo. | ||
Line 299: | Line 303: | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Low shield counter | |condition=Low shield counter | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2D > 623A > 5B > | |input=*2D > 623A > 2C > 5B > j.B > (j.C >) dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= Low shield counter combo that works without a counterhit | |note= Low shield counter combo that works without a counterhit | ||
Line 308: | Line 312: | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Raw airthrow starter | |condition=Raw airthrow starter | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*Raw AT, 2C > (623A >) | |input=*Raw AT, 2C > (623A >) 5B > j.B > (j.C >) dj.214A > dash 2A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= Airthrow combo. Diffrent then the j.214A starter, there is no risk to adding 623A in this combo. | |note= Airthrow combo. Diffrent then the j.214A starter, there is no risk to adding 623A in this combo. | ||
Line 320: | Line 324: | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
Line 344: | Line 338: | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2A > 5C > 5A6AA, 2C > 5B > j.B > dj.214A, 5B > 2C > 5A6AA > 2A(w), j.AB > | |input=*2A > 5C > 5A6AA, 2C > 5B > j.B > dj.214A, 5B > 2C > 5A6AA > 2A(w), j.AB > dj2C > j.214A, 5A/5B > 2C > 623A > 236[A] | ||
|simput | |simput | ||
|note= | |note=A 1 frame link but also gives oki with more damage tacked on. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |characters=All but Ryougi | ||
|damage= | |condition=j.214A/Ground throw starter | ||
|damage= | |||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*j.214A/Ground throw, 2A > 2C > 623A > 5B > j.B > (j.C >) (dj.2C >) dj.214A, 2A/5B > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= | |note=A grab and overhead combo that ends in icicle oki. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|characters=All but Ryougi | |characters=All but Ryougi | ||
|condition= | |condition= Ground throw starter | ||
|damage= | |damage= 3560 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*Ground throw, 2A > 2C > 623A > 5B/5C > j.B > (j.C >) dj.214A, 5B > 2C > 5A6AA > 2A(w), j.AB > dj.2C > j.214A, 5A > 2C > 623A > 236[A] | ||
|simput= | |simput= | ||
|note= | |note=Diffrent than the full 2A(w) combo, this is a 3 frame link, making it much easier | ||
}} | }} | ||
}} | }} | ||
Line 391: | Line 387: | ||
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=4 | |active=4 | ||
|recovery=9 | |recovery=9 | ||
Line 406: | Line 402: | ||
|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 421: | Line 417: | ||
|cancel=(N), SP, EX, (J) | |cancel=(N), SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 446: | Line 442: | ||
|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 461: | Line 457: | ||
|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 487: | Line 483: | ||
|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 502: | Line 498: | ||
|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 526: | Line 522: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=9 | |recovery=9 | ||
Line 549: | Line 545: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=14 | |recovery=14 | ||
Line 572: | Line 568: | ||
|cancel={{Tooltip |text=N, SP, EX, (J)|hovertext=Cannot input a cancel action during hitstop.}} | |cancel={{Tooltip |text=N, SP, EX, (J)|hovertext=Cannot input a cancel action during hitstop.}} | ||
|guard=L | |guard=L | ||
|startup= | |startup=12 | ||
|active=6 | |active=6 | ||
|recovery=17 | |recovery=17 | ||
Line 596: | Line 592: | ||
|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 622: | Line 618: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=7 | ||
|active=9 | |active=9 | ||
|recovery=- | |recovery=- | ||
Line 637: | Line 633: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=15 | ||
|active={{Tooltip | text=X| hovertext=Until landing.}} | |active={{Tooltip | text=X| hovertext=Until landing.}} | ||
|recovery=- | |recovery=- | ||
Line 660: | Line 656: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery=- | |recovery=- | ||
Line 687: | Line 683: | ||
|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 | ||
Line 702: | Line 698: | ||
|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 721: | Line 717: | ||
|damage=1050 | |damage=1050 | ||
|reddamage=624 | |reddamage=624 | ||
|proration=85% (M) | |proration=85% (M) / {{Tooltip | text=40% (O) | hovertext=If rising 2f before active and opponent is hit grounded}} | ||
|circuit=6.3% | |circuit=6.3% | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=3 | |active=3 | ||
|recovery=- | |recovery=- | ||
Line 750: | Line 746: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 756: | Line 752: | ||
|invuln= | |invuln= | ||
|description=WLen launches the opponent in the air. Comboable near the corner. | |description=WLen launches the opponent in the air. Comboable near the corner. | ||
Midscreen, throw combos into 623C on Hime and Ryougi only. | |||
}} | }} | ||
}} | }} | ||
Line 774: | Line 772: | ||
|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 801: | Line 799: | ||
|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 817: | Line 815: | ||
|cancel=(SP), (EX) | |cancel=(SP), (EX) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
Line 833: | Line 831: | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 859: | Line 857: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 875: | Line 873: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 891: | Line 889: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 917: | Line 915: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 933: | Line 931: | ||
|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 966: | Line 964: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=14 | |recovery=14 | ||
Line 980: | Line 978: | ||
|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 998: | Line 996: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=12 | |active=12 | ||
|recovery=13 | |recovery=13 | ||
Line 1,013: | Line 1,011: | ||
|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 1,040: | Line 1,038: | ||
|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 1,055: | Line 1,053: | ||
|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 1,073: | Line 1,071: | ||
|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 1,104: | Line 1,102: | ||
|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 1,131: | Line 1,129: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active={{Tooltip | text=6| hovertext=3, 3}} | |active={{Tooltip | text=6| hovertext=3, 3}} | ||
|recovery=27 | |recovery=27 | ||
Line 1,148: | Line 1,146: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active={{Tooltip | text=6| hovertext=3, 3}} | |active={{Tooltip | text=6| hovertext=3, 3}} | ||
|recovery=40 | |recovery=40 | ||
Line 1,163: | Line 1,161: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=2+ | |startup=2+5 | ||
|active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} | |active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} | ||
|recovery=41 | |recovery=41 | ||
Line 1,189: | Line 1,187: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=37 | ||
|active={{Tooltip | text=5 ~ 365| hovertext=Invisible period which can be extended by holding [A].}} | |active={{Tooltip | text=5 ~ 365| hovertext=Invisible period which can be extended by holding [A].}} | ||
|recovery= | |recovery= | ||
Line 1,204: | Line 1,202: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=37 | ||
|active={{Tooltip | text=1 ~ 359| hovertext=Invisible period which can be extended by holding [B].}} / 360 | |active={{Tooltip | text=1 ~ 359| hovertext=Invisible period which can be extended by holding [B].}} / 360 | ||
|recovery=16 / 17 | |recovery=16 / 17 | ||
Line 1,219: | Line 1,217: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=37 | ||
|active={{Tooltip | text=1 ~ 360| hovertext=Invisible period which can be extended by holding [C].}} | |active={{Tooltip | text=1 ~ 360| hovertext=Invisible period which can be extended by holding [C].}} | ||
|recovery=13 | |recovery=13 | ||
Line 1,296: | Line 1,294: | ||
|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 1,328: | Line 1,326: | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Air.) | |guard=U<br>(Whiffs vs Air.) | ||
|startup= | |startup=5 | ||
|active=1 | |active=1 | ||
|recovery=24 | |recovery=24 | ||
Line 1,335: | Line 1,333: | ||
|description=* Command grab series. Improved from her C-Moon counterpart: A has added range, and B makes her run much faster. | |description=* Command grab series. Improved from her C-Moon counterpart: A has added range, and B makes her run much faster. | ||
WLen grabs the opponent and tosses them forward. No action can be taken until the opponent hits the ground. | WLen grabs the opponent and tosses them forward. No action can be taken until the opponent hits the ground. This is the biggest command grab in the game, and your main threat in pressure. Almost every blocked normal leads into this move. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 1,392: | Line 1,390: | ||
|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 1,409: | Line 1,407: | ||
|cancel=-J- | |cancel=-J- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=59 | ||
|active={{Tooltip | text=14| hovertext=2 x7}} | |active={{Tooltip | text=14| hovertext=2 x7}} | ||
|recovery={{Tooltip | text=46| hovertext=Total animation until jump cancel.}} {{Tooltip | text=(11)| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=46| hovertext=Total animation until jump cancel.}} {{Tooltip | text=(11)| hovertext=Landing recovery.}} | ||
Line 1,424: | Line 1,422: | ||
|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.}} | ||
Line 1,439: | Line 1,437: | ||
|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.}} | ||
Line 1,465: | Line 1,463: | ||
|circuit=3.5%*2 (7.0%) | |circuit=3.5%*2 (7.0%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA, {{Tooltip | text=(HA)| hovertext=Icicle projectile.}} | ||
|startup=4 {{Tooltip | text=( | |startup=4 {{Tooltip | text=(5)| hovertext=Icicle projectile.}} | ||
|active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | ||
Line 1,482: | Line 1,480: | ||
|circuit=6.3%*2 (12.6%) | |circuit=6.3%*2 (12.6%) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA, {{Tooltip | text=(HA)| hovertext=Icicle projectile.}} | ||
|startup=4 {{Tooltip | text=( | |startup=4 {{Tooltip | text=(5)| hovertext=Icicle projectile.}} | ||
|active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active={{Tooltip | text=6| hovertext=3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=4| hovertext=Landing recovery.}} | ||
Line 1,498: | Line 1,496: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+3 {{Tooltip | text=(1+ | |startup=1+3 {{Tooltip | text=(1+4)| hovertext=Icicle projectile.}} | ||
|active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | |active={{Tooltip | text=6 (7) 6 (7) 6| hovertext=3, 3 (7) 3, 3 (7) 3, 3}} {{Tooltip | text=(4)| hovertext=Icicle projectile.}} | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
Line 1,522: | Line 1,520: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+9 | ||
|active=X | |active=X | ||
|recovery=38 | |recovery=38 |
Latest revision as of 00:01, 3 April 2024
Character Page Progress
This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.
In Progress | To-do |
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Additional Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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art | North America | Netplay | Active | AKA hwlen. Goes by art#7081 on Discord. Player who has used in time a variety of names, hence his footage may be hard to find and sort. Likely to be the most experienced H-WLen outside of Japan, while also playing a multitude of characters well. | |
haku (ハク) | Japan | Play Spot BIG ONE 2nd | Active | Plays every White Len moon. | |
mikan (魅柑) | Japan | A-Cho | Active | Mostly plays H-WLen and makes the most out of her mixups. | |
nic | North America | Netplay | Active | Active in Melty Blood Community Server and Meltycord. Mains C-WLen, but is proficient with H and has good knowledge of the character. | |
Oufan | Europe | Netplay | Active | Strong French White Len player. Active in Meltycord. Proficient at all moons and plays this one for some matchups. | |
ViviMayoi | North America | Netplay | Active | Active in Melty Blood Community Server. Proficient with her secondary H-WLen.
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Overview
Strengths |
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Weaknesses |
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General Gameplan
The goal of H-WLen depends on the particular matchup. In general, she is most effective when she is able to get a hit in neutral which leads to a hard knockdown in the corner. From there, she can use her normals and command grab to repeat pressure and okizeme.
Neutral
H-WLen is quite comfortable on the ground in most matchups. The goal of her grounded neutral is to get into a range where dash instant 2A will connect with the opponent. She can use her fast walk to advance and retreat on the ground with 5B or 236A to control the space in front of her. Both 5B and 236A have periods of extended hurtbox on startup so they can get counterhit sometimes. 236A additionally loses against IAD for a full combo so it is best to use it more sparingly. Against air approaches, she can walk back out of range or dash under the opponent. Unlike the vast majority of the cast, her forward dash does not lower her hurtbox so a quick reaction or guess is needed for this option. She also has the options of directly challenging air approaches with 236B and 214A/B. The former is used preemptively as it has longer startup but is very active while the latter can be used as more traditional anti-air specials. 214B has completely invcincible startup but is more unsafe on whiff than 214A. All three moves are air unblockable.
Aerial neutral is where H-WLen suffers greatly compared to the standard character. The vertical velocity of her jump is about 20% slower than most of the cast which means it is very difficult to reach an advantageous spacing while in the air. However, when she is able to get a good spacing her j.A has good horizontal reach, her j.C covers above her quite well, and her j.2C covers below her decently well. To discourage opponents from simply outranging her she has j.[B] which, once active, remains active until she lands. This is a double-edged sword however as it gives the opponent time to move into position to hit her landing recovery or simply shield the move. For stalling in the air she has the standard air dodge and she also keeps her air movement options after j.236[A]. Both of these can be good in moderation. Finally, her slow air movement means that she is very prone to being dashed under. She can use j.214A to hit an opponent behind her when this happens. From a risk/reward standpoint this is a gimmick as j.214A is punishable on block when used at this height. However, it can be useful as a deterrent to an opponent who tries to gain momentum off every dash under.
Pressure
Most of the threat in H-WLen's pressure comes from her command grab which gives her a hard knockdown. Because of this, her pressure is poor midscreen as backdash escapes command grab as well as many of her staggers. The lack of forward movement on 2B combined with the awkwardness of combo'ing into and out of 2C means that her pressure tends to have many reverse beats. The notable normal for pressure is 5C which moves her forward a good amount and is plus on block (but minus when ex-guarded). This combined with the range on her command grab means that she is able to throw/strike at points deep in her pressure strings.
Some sample strings:
- 66 2A > 5{B} > 5{C} > 5A6A > 4{B} (command grab is in range after any normal)
- 66 2A > 5{C}, 2A > 5{C}, 2A > 5[C] (command grab is in range after any 5C)
If the opponent guesses correctly on longer pressure strings without resets, she will run out of usable normals. In this case, she can either frametrap directly into 236a to catch jumps and mash or into 623[A] from 4B. Her 623[A] is punishable on block (just like 623A) but it is special cancellable on block so it must be cancelled into 236A to make it safer. Her 236A is very minus and will give the opponent to start their own pressure or escape so it should be used as a last ditch effort to catch a jump or mash. Specifically in the Satsuki matchup, it can be directly punished by 2C so it is not advisable to use it at all in her 2C range.
As a final note, she can use 236C to secure a redash or if she needs to meter dump.
Okizeme
After airthrow (midscreen):
- Nothing
After airthrow (corner)
While her airthrow oki is much weaker than her 623a ender, she stays actionable after the throw. She also has enough time to land and oki from there.
- j.236[A]. This DOES NOT HIT MEATY!! but can be used as a knowledgecheck as it also catches DPs. Use this with care.
- Airdash j.B/j.2C j.C. double overhead. (J.2C often whiffs on crouchers). The double overhead doesn't work well on smaller characters, but hitting the opponent with an air normal will allow you to start your pressure.
- Airdash j.A(w) grab
She can also land and continue her oki that way
- microwalk 2A vs microwalk command grab (strike/throw mixup)
- microdash 2A vs microdash j.214A (low/high mixup)
After hard knockdown with 236[a] (midscreen)
- 623[B], 2A vs 623B (low/high mixup)
After hard knockdown with 236[A] (corner)
- microdash 2A vs microdash j.214A (low/high mixup)
- 623[B], 2A vs 623B (low/high mixup)
- forward jump double overhead, single overhead, delayed airdash overhead, empty jump mixup (double overhead does not work on shorter characters)
- forward jump overhead -> rising j.2C > j.236A (fuzzy overhead mixup)
Defense
H-WLen has some unconventional defensive tools in addition to the standard mechanic ones so she can be hard to pin down on defense if someone is not used to her options.
Standard defensive options:
- Jump
- Unmetered bunker 214D, creates a tech punish situation on hit
- Metered bunker 214D, consumes 100% and causes hard knockdown (using this in the mid-game while below 180% means she will likely not be able to hit heat that round)
- Dodge
H-WLen defensive options:
- 2A (she has a slow 2A but the range is about average)
- 214A (has invincibility until airborne, can be confusing to confirm)
- 214B (true reversal)
- Both can be low profiled
- Both can be buffered fairly safely while blocking (leave some time between attempts to avoid getting 421)
- 22B (true reversal, has no hitbox, much more punishable than dodge but can be confusing to punish)
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Note in her corner combos involving j.214A
j.214A creates a ground bounce icicle below and behind her. This is what needs to hit for the combo to work due to the location of the icicle, this is either hard or impossible from low hit count or 4B starters.
Depending on the spacing, j.214A either gets a "clean" hit which is just the icicle hitting, or a "dirty" hit where one hit of the j.214A also hits them. Sometimes dirty hits do not cause a ground bounce which ends the combo.
- Clean hit continuation: 5B > 2C
- Dirty hit continuation: 5A > 2C
- Can't do the 5A6AA extensions if you already used a bounce from starters like j.214A
Launchers leading into j.214A
Most of the combos only mention one of the launchers, but hwlen has several launchers that lead into icicle oki, ensuring better reward even off awkward confirms.
(All of these launchers can be followed up by j.b > dj.214a)
- 2C > 5AA/5C
- 2C > 5A > 5B
- 4B/4[B]
- 5[B]
- 623A > (2C >) 5B/5C/4B
If a confirm has no chance of leading into her icicle oki normally, you can use 236C to extend your combo and get the 623A knockdown.
Starters
Enders
Normal Combos
Note: All these enders can also be changed into her aerial enders. Doing j.C after j.B can make these combos much harder.
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5B
5[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.B
j.[B] |
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j.C
Command Normals
4B
4B
4[B] |
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j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
Fleur Freeze Couleur
(EX: Etoile Sirius) 236A/[A]/B/C |
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623X
Swan Lake
(EX: Swan Snow Slow) 623A/[A]/B/[B]/C |
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214X
Diamond Renversee
214A/B/C |
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421X
22X
Nutcracker
22A/B/C/D (No EX) |
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63214X
Nursery Rhyme
(EX: Snow Reine) 63214A/B/C |
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Aerial Specials
j.236X
Fleur Freeze Couleur (Air)
j.236A/[A]/B/C |
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j.214X
Diamond Renversee (Air)
j.214A/B/C |
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Arc Drive
Ephemeral Transience
41236C during Heat |
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