Melty Blood/MBAACC/Len/Half Moon: Difference between revisions
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== General Gameplan == | == General Gameplan == | ||
=== Neutral === | === Neutral === | ||
H-Len is air-dominant in neutral with strong air buttons namely '''j.B, j.C''' and '''j.2C''' and a strong toolkit that compliments her. As such, it's important to be able to utilise her tools and air movement effectively to be able to get in. | H-Len is air-dominant in neutral with strong air buttons namely '''j.B, j.C''' and '''j.2C''' and a strong toolkit that compliments her. As such, it's important to be able to utilise her tools and air movement effectively to be able to get in and run your pressure. | ||
'''<u>j.B '''</u> | '''<u>j.B and Airdash buffer'''</u> | ||
j.B is a fantastic spacing air normal with a ridiculous disjointed hitbox with long active frames, meaning it can beat out other air normals that it looks like it shouldn’t with good spacing making it common to land this as a stray hit in an air-to-air situation. By buffering an airdash with j.B, if you get a non-CH you can convert with an air throw after the airdash, or if it counter hits, whiff a j.C to cancel airdash landing recovery to convert. If they block the j.B in the air, you are still at advantage after the airdash, letting you do various things like a tick throw with gold air throw, j.2C to potentially land first and set up a guard crush, etc. If the j.B | j.B is a fantastic spacing air normal with a ridiculous disjointed hitbox with long active frames, meaning it can beat out other air normals that it looks like it shouldn’t with good spacing making it common to land this as a stray hit in an air-to-air situation. By buffering an airdash with j.B, if you get a non-CH you can convert with an air throw after the airdash, or if it counter hits, whiff a j.C to cancel airdash landing recovery to convert. If they block the j.B in the air, you are still at advantage after the airdash, letting you do various things like a tick throw with gold air throw, j.2C to potentially land first and set up a guard crush, etc. If the j.B whiffs in the air, the airdash will not come out. | ||
'''<u>j.2C'''</u> | |||
While j.2C is not as powerful as the other air normals like j.B and j.C as there's no air conversion off the normal. It still has it's fair share of use in neutral with air scramble situations, chasing down landings and a well timed and spaced jump-in. Another thing that is note-worthy of j2c is how strong it is at catching mid-air blocking low to the ground in which you would do 5A/5C afterwards to catch them mid-air before they can land on the ground and j.A or AT to catch them double jumping out. Use this normal sparingly. | |||
=== Pressure === | === Pressure === | ||
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'''<u>Microdash 5B OTG'''</u> | '''<u>Microdash 5B OTG'''</u> | ||
Because Len's AT is not a hard knockdown, opponents can tech after they hit the ground. Fortunately, since H-Len will reach the ground before they can tech on ground. Len can do microdash 5B as OTG in the corner that can also act as tech-trap that can catch teching at all directions and lead into a combo. If it OTGs, you can cancel into 214C for okizeme or squeeze out more damage with some OTG string. | Because Len's AT is not a hard knockdown, opponents can tech after they hit the ground. Fortunately, since H-Len will reach the ground before they can tech on ground. Len can do microdash 5B as OTG in the corner that can also act as tech-trap that can catch teching at all directions and lead into a combo. If it OTGs, you can cancel into 214C for okizeme or squeeze out more damage with some OTG string. When the opponents techs after 5B OTG, you can respond to it with 5C which will catch them teching. | ||
'''<u>236C >236[A] ...'''</u> | '''<u>236C >236[A] ...'''</u> | ||
after doing the 236C > 236[A] ender in the corner , whiffing 3C or 2C will give you a left/right mixup. 3C will put you on the same side, and 2C will side switch. You can delay your landing further with air options to do a j.C overhead once the opponent starts respecting the 50/50. It won't be a true 4-way mixup since the opponent can act before j.C hits. | after doing the 236C > 236[A] ender in the corner , whiffing 3C or 2C will give you a left/right mixup. 3C will put you on the same side, and 2C will side switch. You can delay your landing further with air options to do a j.C overhead once the opponent starts respecting the 50/50. It won't be a true 4-way mixup since the opponent can act before j.C hits.</br> | ||
These are some of the options available to use as okizeme.</br> | |||
*... 2C/3C, empty 9j, 5B | *... 2C/3C, empty 9j, 5B | ||
*... 2C/3C, empty 8j (forward drift), 5B | *... 2C/3C, empty 8j (forward drift), 5B | ||
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*... 2C/3C, 9j > delay j.44> j.C | *... 2C/3C, 9j > delay j.44> j.C | ||
*... 2C, 9j > delay dj j.66> j.C | *... 2C, 9j > delay dj j.66> j.C | ||
Another thing you can do after 236C > 236[A] ender is ending it into 2B for a hard-knockdown. Which allows you to set up her 214C or go for 421C teleport setup. | Another thing you can do after 236C > 236[A] ender is ending it into 2B for a hard-knockdown. Which allows you to set up her 214C or go for 421C teleport setup. | ||
=== Defense === | === Defense === | ||
'''<u>Guard Bunker (214D)'''</u> | |||
HLen doesn't have access to a true reversal and since she is H-moon, she won't be able to EX guard. Luckily, with 100% circuit she can spend it for a strong guard bunker to cancel which when timed correctly, wil allow her to get away and avoid pressure safely. Do know that guard bunker can be baited with delayed buttons in pressure to catch her since guard bunker animation will be slow if it's not cancelled into with blockstun. | |||
== Combos == | == Combos == |
Revision as of 21:36, 18 March 2021
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
H-Len Match Video Database
H-Len Matchup Learn more about the tools that H-Len uses more and how to apply or play against.
H-Len Tech, Setups and Tools Learn some basic and essential H-Len tech.
Big One 2nd for tournament footage.
Players to watch/ask
Name | Color | Region | Common Venues | Status | Details |
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rakuchan (らくちゃん) |
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Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Has been top H-Len player and one of the best MB players for quite some time. No scenario is unfamiliar to him and he doesn't like to block. Fan of Pretty Cure and pink Len. |
akkii (あっきぃ) |
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Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Long-time H-Len player. Solid and does icicles alot. Plays a relatively safe style. |
satoshi (聡) |
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Japan | Play Spot BIG ONE 2nd | Active | Started playing later than the two JP players but arose to being one of the best. Still plays MB. |
Shao | ![]() |
South America | Netplay | Active | Top H-Len player from SA and of the oldies from the region. Super solid plays and can be asked in meltycord. |
AlmightyAssassin | North America | Netplay | On hiatus | Best H-Len in NA. Temporarily inactive but can be found in meltycord when he's around. |
Overview
Strengths |
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Weaknesses |
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General Gameplan
Neutral
H-Len is air-dominant in neutral with strong air buttons namely j.B, j.C and j.2C and a strong toolkit that compliments her. As such, it's important to be able to utilise her tools and air movement effectively to be able to get in and run your pressure.
j.B and Airdash buffer
j.B is a fantastic spacing air normal with a ridiculous disjointed hitbox with long active frames, meaning it can beat out other air normals that it looks like it shouldn’t with good spacing making it common to land this as a stray hit in an air-to-air situation. By buffering an airdash with j.B, if you get a non-CH you can convert with an air throw after the airdash, or if it counter hits, whiff a j.C to cancel airdash landing recovery to convert. If they block the j.B in the air, you are still at advantage after the airdash, letting you do various things like a tick throw with gold air throw, j.2C to potentially land first and set up a guard crush, etc. If the j.B whiffs in the air, the airdash will not come out.
j.2C
While j.2C is not as powerful as the other air normals like j.B and j.C as there's no air conversion off the normal. It still has it's fair share of use in neutral with air scramble situations, chasing down landings and a well timed and spaced jump-in. Another thing that is note-worthy of j2c is how strong it is at catching mid-air blocking low to the ground in which you would do 5A/5C afterwards to catch them mid-air before they can land on the ground and j.A or AT to catch them double jumping out. Use this normal sparingly.
Pressure
Place text here
Okizeme
214C Neco Rocket
214C is pretty versatile once you set it up as okizeme in the corner. As the first hit is an overhead, it can immediately catch opponents blocking low on wakeup. After throwing out the cat, you can go for 5B for low, do j.C fuzzy mixups and dash up throw. Be wary that the opponent could potentially shield the second hit of 214C to make it easier to counterplay.
Microdash 5B OTG
Because Len's AT is not a hard knockdown, opponents can tech after they hit the ground. Fortunately, since H-Len will reach the ground before they can tech on ground. Len can do microdash 5B as OTG in the corner that can also act as tech-trap that can catch teching at all directions and lead into a combo. If it OTGs, you can cancel into 214C for okizeme or squeeze out more damage with some OTG string. When the opponents techs after 5B OTG, you can respond to it with 5C which will catch them teching.
236C >236[A] ...
after doing the 236C > 236[A] ender in the corner , whiffing 3C or 2C will give you a left/right mixup. 3C will put you on the same side, and 2C will side switch. You can delay your landing further with air options to do a j.C overhead once the opponent starts respecting the 50/50. It won't be a true 4-way mixup since the opponent can act before j.C hits.
These are some of the options available to use as okizeme.
- ... 2C/3C, empty 9j, 5B
- ... 2C/3C, empty 8j (forward drift), 5B
- ... 2C/3C, 8 IAD > empty j.C > 5B
- ... 2C/3C, 9j > delay j.44> j.C
- ... 2C, 9j > delay dj j.66> j.C
Another thing you can do after 236C > 236[A] ender is ending it into 2B for a hard-knockdown. Which allows you to set up her 214C or go for 421C teleport setup.
Defense
Guard Bunker (214D)
HLen doesn't have access to a true reversal and since she is H-moon, she won't be able to EX guard. Luckily, with 100% circuit she can spend it for a strong guard bunker to cancel which when timed correctly, wil allow her to get away and avoid pressure safely. Do know that guard bunker can be baited with delayed buttons in pressure to catch her since guard bunker animation will be slow if it's not cancelled into with blockstun.
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. |
Normal Combos
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A 5A~6A~6A 1st hit 1st hit 2nd hit 2nd hit 6A 6A 6A~6A 6A~6A
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5B
5C
1st cycle 1st cycle 2nd cycle 2nd cycle
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Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
3C
j.2C
Special Moves
Ground Movement
2/3
(Catwalk) 1/3 Queen of hitboxes Queen of hitboxes
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Ground Specials
236X
Fleur Freeze 236A/[A]/B/[B]/C A A B B [B] [B] EX EX
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623X
London Rondo 623A/B/C A A B B EX EX
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214X
Grass Grass Tea Time
214A/B |
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Cat Rocket
214C (No EX) |
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421
Magic the Poe
421X (No EX) |
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Air Specials
j.236X
Fleur Freeze (Air) j.236A/B/[B]/C A A B B [B] [B] EX EX
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Arc Drive
Ephemeral Transience
41236C during Heat |
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