Melty Blood/MBAACC/Len/Full Moon: Difference between revisions
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== Combos == | == Combos == | ||
{{ComboLegend-MB}} | {{ComboLegend-MB}} | ||
F-Len has some pretty straightforward combos that do good damage, with opportunities to get somewhat technical near the corner or when "doritos" are involved. [https://www.youtube.com/watch?v=BNIoRMzHuYo Arkhar's video] is a great visual reference for a lot of these combos or variations thereof. A few notes: | |||
* The opportunity to tech trap after AT ender is very strong, but many combos can be adapted to lead to an untechable 2B knockdown instead for stronger oki. | |||
* You can dump meter in most grounded confirms by skipping 3C and instead going directly to 623C > j.BC > dj.BC > AT. If you happen to be in blood heat you can confirm any hit into 3C > AAD. | |||
* Generally we list 2B > 3C as the aerial pickup as it is stable and universal. But to optimize slightly one can | |||
** Add (5A > 2B), as in (launcher) > 2B > 5A > 2B > 3C > 623A > etc. This requires that the opponent be sufficiently high after the first 2B that they don't hit the ground before Len is able to fully recover and press 5A. | |||
** Add 5C(2) before 3C, as in (launcher) > 2B > 5C(2) > 3C > 623A > etc. The opponent must be low enough after the 2B that they are still close to the ground after 5C, where 3C can hit them. Usually this means delaying the 5C after 2B. | |||
* 214X mirrors/doritos, especially j.214B, can crank F-Len's combo damage. [https://www.youtube.com/watch?v=_5GiNiwEM1I Taa's video] goes over most of it. All of the "special" j.214B confirms below assume j.214B has been placed at approximately single jump height. | |||
=== Normal Combos === | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4873 | ||
|metergen= | |metergen=82.3% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*5B > | |input=* (2A/5A) > 5B > 5C(4) > 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
The go-to confirm. Pretty flexible with the ground string in that you can skip 5B or 5C, or do 5C(2) if you're worried the later hits might whiff, etc. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Far 5B starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=4368 | ||
|metergen= | |metergen=72.4% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=* 5B > 2B > 3C > 623A > j.BC > j.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Including 2B in the ground string like this reduces the damage a lot, but is the only way to convert from far 5B (where neither 5C nor 3C combo after 5B). | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Counterhit starter, airborne opponent | ||
|character= | |character= | ||
|damage=~ | |damage=~3600 | ||
|metergen=~ | |metergen=~70.2% | ||
|metero= | |metero= | ||
|link=https://www.youtube.com/watch?v= | |link=https://www.youtube.com/watch?v=fL0GULqxczc | ||
|input=*(Air CH) > land 2B > | |input=*(Air CH) > land 2B > (5A > 2B) > 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Standard air-counterhit confirm. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Shield Counter starter | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=*236D > 2B > 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Simple combo after successful shield counter. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Raw airthrow starter | ||
|character= | |character= | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*(5A | |input=*Raw AT, whiff j.C, (land) 5A > 2B > 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note=Combo after a raw/gold airthrow. | ||
*The whiff j.C is totally optional, it keeps you from accidentally pressing your ground button while you're still airborne and ruining the combo. Plus it looks cool. | |||
* | *You have other options from raw airthrow if the 5A > 2B timing doesn't feel comfortable. (Land) 2B > 3C > 623A, 5C(2) > 623A, 5C(3) > air combo, and 5A > 5C(3) > air combo all work. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Airthrow onto j.214B extension | ||
|character= | |character= | ||
|damage= | |damage= | ||
Line 278: | Line 201: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*( | |input=* (any other combo) > AT onto j.214B, land (dash) j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
If you're doing an aircombo and have the opportunity to airthrow them onto a mirror, do it and collect an extra ~1k damage. Note that the j.214B uses a bounce. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Grounded opponent under j.214B | ||
| | |characters=All except Nero | ||
|damage= | |damage=6580 | ||
|metergen= | |metergen=143.5% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=* 5A > 5B > 2B > 4B > 214B (while j.214B hits), jump j.214B, land tk j.214B, 2B > 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
The first really scary dorito combo. | |||
* You get a little more damage by skipping 2B, but it won't work from quite as far and may be harder to confirm. | |||
* The hardest part of this combo is easily the "jump j.214B". It has to be timed so that the first j.214B is fully disappeared, so you don't get mid-air activate, but needs to be early enough and at the right height that it will be active by the time the opponent passes through after the first bounce. | |||
* The first two j.214B hits use 2 bounces, so you need to juggle them immediately after the tk j.214B, not giving them time to hit the ground a third time. If that feels tricky you can omit it and just do land 5C(2) > 623A > etc. | |||
* The j.214B has to be placed lower against Necos, if you're brave enough to go for this combo on them. 4B won't send them high enough for "normal" height mirrors. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Grounded opponent | ||
|character= | |character= | ||
|damage= | |damage=6051 | ||
|metergen= | |metergen=101.7% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=* (5A) > 5C(2) > 3C > 623A > (just after mirror hits) tk j.214B, land 214B, (wait for them to hit) j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Slightly less scary dorito combo if you happen to use 5C early on. | |||
*Uses your jump cancel early so you get much less damage compared to routing into 4B. | |||
* 5C(2) is listed but it really depends how far they are and if adding more hits would put them too far/no longer under the j.214B. Sometimes adding more hits can help push them ''into'' the sweetspot. | |||
}} | }} | ||
}} | }} | ||
=== | === Corner Combos === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Throw starter | ||
|character= | |character= | ||
|damage= | |damage=2682 | ||
|metergen= | |metergen=54.0% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=* Throw, 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Basic combo off throw. Universal in the corner but actually works midscreen on Hime, Roa, Sion, Ryougi, and PCiel. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
| | |characters=All except Necos | ||
|damage= | |damage=5452 | ||
|metergen= | |metergen=102.6% | ||
|metero= | |metero= | ||
|link= | |link=https://www.youtube.com/watch?v=u8C4IM5GoM0 | ||
|input=*(5A) > 5B | |input=*(5A/2A) > 5B > 5C(4) > 3C > 623A > instant AT, 3C > 623B > j.ABC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Corner combo derived from the BnB. | |||
* Delaying both the 623A and the 623B helps with stabilizing this combo. The video shows a quick cancel into 623B but delaying the cancel and going for neutral jump j.ABC can also work. | |||
* Instead of an "instant" AT, you can also do airdash airthrow. You might find this easier depending on spacing and how you tend to jump. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
| | |characters=All except Kouma, Miyako, Satsuki, Len, WLen, Necos | ||
|damage= | |damage=4693 | ||
|metergen= | |metergen=68.5% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*(5A) > 5B > 5C(4) > 3C > 623A > | |input=*(5A/2A) > 5B > 5C(4) > 3C > 623A > airdash AT, 5A > 2B > 214A, 5B > 2B (> set 214A) | ||
|simput= | |simput= | ||
|note= | |note= | ||
Hard knockdown with decent damage and can put up a safe 214A for oki or to use later during pressure. | |||
* Harder on some characters than others. | |||
* The ender here, 2B > 214A, 5B > 2B > 214X is pretty useful to keep in mind for squeezing a little more damage out of 2B knockdowns near the corner. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
| | |characters= | ||
|damage= | |damage=3578 | ||
|metergen= | |metergen=54.8% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*(5A) > 5B( | |input=*(5A/2A) > 5B > 5C(4) > 623B, 2B > 214B, 2A (OTG, dorito hits) > 2B (> jump set j.214B) | ||
|simput= | |simput= | ||
|note= j.214B | |note= | ||
Universal hard knockdown with a jump cancel but the damage is really quite sad. This route is perhaps more useful from throw or other highly prorated starters. | |||
* That said, this is also F-Len's best way to get space in the corner (from the 623B wallslam) and go for sandoori or other mixups. | |||
* For some reason the 214B hits Necos without the OTG 2A, so you can skip and just do 214B, 2B > jump j.214B. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Throw starter | ||
| | |characters=All except Necos | ||
|damage= | |damage=3250 | ||
|metergen= | |metergen=94.0% | ||
|metero= | |metero= | ||
|link= | |link=https://www.youtube.com/watch?v=Sfva_ovA-Lw | ||
|input=* | |input=*Throw > (5A > 2B)x2 > 3C > 623A > instant AT, 3C > 623B > j.ABC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Advanced corner throw combo. 5A > 2B link after throw is character specific, especially if you try to judge it visually. | |||
* One rep of (5A > 2B) is fine. | |||
* Delay the 3C after 2B and the 623A after 3C. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Grounded opponent under j.214B | ||
|character= | |character= | ||
|damage= | |damage=6614 | ||
|metergen= | |metergen=146.7% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*(5A) | |input=* (5A) > 5C(4) > 3C > 623A > (just after mirror hits) tk j.214B, land 214B, j.BC > dj.BC > AT (onto 214B), sj9 j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= Corner combo. | |note= | ||
Corner version of the "slightly less scary" combo from before. Guaranteeing the extra air series makes it pretty scary. | |||
* In the corner we don't have to worry about pushing them too far! | |||
* sj9 j.C dj.BC might be easier depending on exactly how you timed your jump. | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Grounded opponent under j.214B | ||
| | |characters=Most? Still not Nero, probably not Necos. | ||
|damage= | |damage=7284 | ||
|metergen= | |metergen=151.6% | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* | |input=* 5A > 5B > 4B > 214B (while j.214B hits), tk j.214B, land j.B > dj.B > AT (onto j.214B), land tk j.214B, 2B > 3C > 623A > j.BC > dj.BC > AT | ||
|simput= | |simput= | ||
|note= | |note= | ||
Big money corner routing. | |||
* j.B > dj.B isn't quite universal, specifics will be documented later. | |||
* Not optimal routing but a fairly reasonable balance. | |||
}} | }} | ||
}} | }} |
Revision as of 03:07, 17 September 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
F-Len Match Video Database
Melty Bits: F-Len
Stickerbrush Dreams: F-Len Combo Movie by Arkhar
Taa's F-Len Mirror BnB Combo Compilation
Players to watch/ask
JP:
NA:
SA:
EU:
Overview
Strengths |
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Weaknesses |
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General Gameplan
F-Len is a high damage character and the hardest-hitting of all the Lens. Many F-Len players go for her full-damage combos over her oki setups.
She is however a character who struggles against rushdown and strong oki characters (like C-Seifuku) due to her lack of fast and strong reversal options. F-Lens should be sure of every commitment they make as committing to a move at the wrong time will end up with her taking a combo. F-Len is a lower health character, so it is essential that she avoids getting hit.
As far as oki goes, F-Len can use her mirrors, meaty 236A/C (provided F-Len is at the correct distance), and a safe jump (provided the safe jump oki setup was used - check the combo section for more information on that).
If the standard AT combo ender is used, go for a tech trap (5B during an opponent's ground tech, if done properly it will catch them during their tech, therefore leading into another combo).
Practice this tech trap. It is very essential to not just F-Len's, but all Len's gameplay.
This tech trap covers the most tech options if F-Len can put her opponent into the corner. If her opponent does not tech the 5B tech trap, there is enough time for Len to set up a 214A/B mirror, giving her some more pressure options.
Note that the opponent can tech after the 5B tech trap so be ready to catch them if they make such a choice.
Many options for combos or oki are only available in corner, so try to force her opponents there.
Fortunately, F-Len has no trouble getting her opponents in corner thanks to her 214A mirrors, not to mention her standard BnB also carries the opponent little over halfway of the stage.
In neutral, F-Len can set up a mirror relatively safely if she cancels it into initiative heat or 236C. Mirrors CANNOT be shielded by an opponent (barring 214C), so take advantage of that property. Also note that mirrors cannot counter hit an opponent.
Meter management is relatively easy with F-Len as she does not get any major combo extensions off of meter.
The times that F-Len usually uses meter are for pressure (236C, meaty 214C) or for Initiative Heat (cancelling + healing) or Blood Heat (reversal + healing), or for burst. It's advisable to save meter for Initiative heat / Blood heat as healing is a solution to the problem of F-Len's low health.
Full
Eating cake makes you full.
Neutral
F-Len is a "control" character with many tools to space and control the neutral, however it is important to think before committing to a move as a lot of her useful moves leave her open to counterhit.
As with all fighting games, it is important to know your opponent's and your own effective ranges.
F-Len is effective within several different ranges (i.e. at the edge of 5B, or within 5A). Take advantages of the several disjoints she has, as well as the special moves she can use.
214A Mirrors can reflect many projectiles which can help when fighting against zoners.
Keep in mind the frame data on F-Len's moves as well because using a move at the wrong timing and spacing can result in F-Len eating a combo.
Pressure
F-Len's pressure is rather linear in that she has only one low and no standing overhead.
Keep varying the moves that are used in a blockstring to avoid becoming predicable. Please note that the lack of reverse beating from a blockstring means that F-Len is limited in how she can reclose the gap to her opponent. Stay creative and unpredictable when you do this. Tick throws, stagger pressure, and fuzzy guard mixups are strong options F-Len has for mixups.
Midscreen, F-Len gets barely anything off of throws outside of character specific midscreen throw combos and poor tech trap situations since not all options are covered.
However, in corner F-Len gets way better options as she choose between high damage throw combos (3k+ damage!) that work on almost every character, or mirror oki setup combos.
These mirror oki setup combos allow F-Len to set up mirrors of her choice with ease. Mirrors are a good pressure tool since they have good amounts of blockstun, they cannot be shielded (punish shield heavy opponents!) and if an opponent blocks a mirror during their jump it leaves them open to an anti-air 5C provided they're low enough.
Defense
Being in disadvantage state is particularly bad for F-Len as she lacks any decent reversal option.
Other escape options that F-Len players should master are "catwalk", and shield counters.
Catwalk is performed by holding 3, and allows F-Len to crawl in cat form with a hurtbox size that almost matches her cat sprite size. Some jumping normals will whiff over this, so use this property to your advantage.
For reversal options, Len either has very weak options or very expensive options:
Her 623C is lower body invuln and propels her into the air, meaning it will beat out some 2A's but if it trades, then Len is in a very bad position and may end up eating a full combo.
Heats and Arc Drives can work as reversal options, but don't be too predicable.
F-Len's AD is significantly better than her AAD as an escape option because it is multihit, has clash, and is generally safe.
In contrast, F-Len's AAD is punishable on block.
Shield and shield followups are decent alternative to F-Len's stronger reversal options.
F-Len's shield counter is a bit slow, so an alternative method of escaping a ready opponent is shield > 236X/623B (236C works pretty well due to multihit properties).
In very specific cases (i.e. F-PCiel's high rock toss), 4B's clash hitbox can be used and will chain into 5C/3C.
When in a situation where mashing is appropriate, 3C can be a good normal to mash out of pressure provided the gap in the opponent's pressure is large enough.
3C will most likely trade, but since it knocks the opponent off the ground, F-Len is in a more advantageous position and may even get a combo off of the trade.
Summary
- Be aware of the trade-off that F-Len faces when going for oki or full damage combos.
- Master the tech trap.
- Mirrors create unique pressure and cannot be shielded.
- Many options open up in corner for F-Len so try to force the opponent into corner.
- Be aware before committing F-Len to a move, her low health makes mistakes extremely punishing.
- Using meter to heal is a way to alleviate the severity of mistakes.
- F-Len struggles to escape a disadvantaged state due to lack of strong options.
- F-Len lacks strong mixups so master tick throws, staggers, and fuzzy guards.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
F-Len has some pretty straightforward combos that do good damage, with opportunities to get somewhat technical near the corner or when "doritos" are involved. Arkhar's video is a great visual reference for a lot of these combos or variations thereof. A few notes:
- The opportunity to tech trap after AT ender is very strong, but many combos can be adapted to lead to an untechable 2B knockdown instead for stronger oki.
- You can dump meter in most grounded confirms by skipping 3C and instead going directly to 623C > j.BC > dj.BC > AT. If you happen to be in blood heat you can confirm any hit into 3C > AAD.
- Generally we list 2B > 3C as the aerial pickup as it is stable and universal. But to optimize slightly one can
- Add (5A > 2B), as in (launcher) > 2B > 5A > 2B > 3C > 623A > etc. This requires that the opponent be sufficiently high after the first 2B that they don't hit the ground before Len is able to fully recover and press 5A.
- Add 5C(2) before 3C, as in (launcher) > 2B > 5C(2) > 3C > 623A > etc. The opponent must be low enough after the 2B that they are still close to the ground after 5C, where 3C can hit them. Usually this means delaying the 5C after 2B.
- 214X mirrors/doritos, especially j.214B, can crank F-Len's combo damage. Taa's video goes over most of it. All of the "special" j.214B confirms below assume j.214B has been placed at approximately single jump height.
Normal Combos
Corner Combos
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
|
Normal Moves
Standing Normals
5A
5B
5C
1st cycle 1st cycle 2nd cycle 2nd cycle
|
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Crouching Normals
2A
2B
2C
Aerials Normals
j.A
j.B
j.C
Command Normals
4B
3C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
4/6A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Catwalk
(Catwalk)
[3] |
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Grounded Specials
236X
Flame Snow
236A/B/C |
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236X
London Rondo 623A/B/C A A B B EX EX
|
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214X
Aerial Specials
j.214X
Arc Drive
Ephemeral Transience
41236C during MAX/Heat |
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Another Arc Drive
Ephemeral Dream
41236C during Blood heat |
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Last Arc
Cream Puff Dream REM
Aerial EX Shield during Blood Heat |
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