Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
m (Added a JP player who actually mains the character.) |
(Expanded on some move descriptions, copied/pasted the 214X section from H-Len and made changes.) |
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|frameAdv=-17 ~ 18 | |frameAdv=-17 ~ 18 | ||
|invuln=Full 1-3 | |invuln=Full 1-3 | ||
|description=Spawns several icicles on top of Len. The icicle effects have random positions but the hitbox is consistent, and also separate from Len. This means that if enough hits connect, you can recover before active frames end and have | |description=Spawns several icicles on top of Len. The icicle effects have random positions but the hitbox is consistent, and also separate from Len. This means that if enough hits connect, you can recover before active frames end and have significant frame advantage. A grounded opponent not in hit or blockstun can usually dodge (2A+B) this on reaction to punish Len. | ||
}} | }} | ||
}} | }} | ||
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If the opponent EX Guards the last hit of the spin as soon as possible, they can act 1 frame before the kick is active. | If the opponent EX Guards the last hit of the spin as soon as possible, they can act 1 frame before the kick is active. | ||
On hit, you can either cancel the kick into 623C to deal extra damage and send the opponent far away, or freely mash 2/5A afterwards. Brave or unaware opponents may be caught trying to challenge or jump out here, but if not, you can also just continue your pressure.<br> | |||
On block, the situation is reversed, with the opponent being in a more favorable position to mash. Characters with slow As such as Warachia and Hime may have to respect this move regardless. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-14 | |frameAdv=-14 | ||
|invuln=Low 7-26 | |invuln=Low 7-26 | ||
|description=B version goes a bit farther | |description=B version goes a bit farther and the kick wallslams on hit, but it's very unsafe on block. If the last spin hit is EX Guarded, the opponent can act at most 5 frames before the kick is active. Used in optimal meterless corner combos versus characters who air throw loops don't work properly on. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|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. Last hit wallslams. | |description=EX version has full invulnerability on startup. Last hit wallslams. The opponent can act 1 frame before the kick is active on regular block. Useful as a confirm off of her 623A, but as a reversal it's abysmal. It will nearly always trade with an opponent's button, and unfavorably so to the point of being punishable. Can be followed up in the corner with 5A similarly to her 623B. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header | ===== <span class="invisible-header">214X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=HLen_214A.png | ||
|caption= | |image2=HLen_214B.png | ||
|name=Grass Grass Tea Time | |caption=A | ||
|linkname= | |caption2=B | ||
|input=214A/B | |name=Grass Grass Tea Time | ||
|linkname=214AB | |||
|input=214A/B | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage=- | ||
|reddamage= | |reddamage=- | ||
|proration= | |proration=- | ||
|circuit= | |circuit=- | ||
|cancel= | |cancel=- | ||
|guard= | |guard=- | ||
|startup= | |startup=27 | ||
|active= | |active=1 | ||
|recovery={{ | |recovery=11 | ||
|frameAdv=- | |||
|invuln=- | |||
}} | |||
{{AttackData-MB | |||
|version=(Brown) | |||
|damage=- | |||
|reddamage=- | |||
|proration=- | |||
|circuit=- | |||
|cancel=- | |||
|guard=- | |||
|startup=- | |||
|active=288 | |||
|recovery=- | |||
|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=( | |version=(Tiger) | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
|proration=100% | |proration=100% | ||
|circuit= | |circuit=- | ||
|cancel= | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=18 | ||
|active=144 | |active=144 | ||
|recovery= | |recovery=- | ||
|frameAdv= | |frameAdv=19 | ||
|invuln=- | |invuln=- | ||
|description= | |description=214A summons either a brown or tiger cat. Can have two 214A cats out at a time. The brown cat is the most useless summon for Len as it does nothing and takes the longest to disappear. Tiger cat moves the fastest out of all the cats and launches on hit which you can convert into a combo. This move generally isn't used often due to its inconsistency and the fact that her 214C (Neco) shares the same 'cap' of two at a time. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version= | |version=B | ||
|damage= | |damage=- | ||
|reddamage= | |reddamage=- | ||
|proration= | |proration=- | ||
|circuit= | |circuit=- | ||
|cancel= | |cancel=- | ||
|guard= | |guard=- | ||
|startup= | |startup=27 | ||
|active= | |active=1 | ||
|recovery= | |recovery=11(+16) | ||
|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=(Black | |version=(Black) | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
|proration=50% | |proration=50% | ||
|circuit= | |circuit=- | ||
|cancel= | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=18 | ||
|active=384 | |active=384 | ||
|recovery= | |recovery=- | ||
|frameAdv= | |frameAdv=19 | ||
|invuln=- | |invuln=- | ||
}}{{AttackData-MB | |||
}} | |version=(Silver) | ||
{{AttackData-MB | |damage=- | ||
|version=( | |reddamage=- | ||
|damage= | |proration=- | ||
|reddamage= | |circuit=- | ||
|proration= | |cancel=- | ||
|circuit= | |guard=- | ||
|cancel= | |startup=18 | ||
|guard= | |active=325 | ||
|startup= | |recovery=- | ||
|active | |||
|recovery= | |||
|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description= | |description=214B summons either a black or silver cat. Can only have one 214B cat out at a time. Black cat is the most useful cat out of the cat summons since it causes a hard knockdown on hit. It can also launch an opponent allowing for combos while having a lower proration than the tiger cat. You can guarantee a black cat summon by inputting '''214B~4/6''' but you'll recover slower with 27f recovery. Silver cat pushes the opponent towards its direction based on their collision box. Usage for silver cat is limited but it can cause the opponent to drop their combo and pressure while on the ground. C-Len has an easier time sandwiching the opponent between the silver cat and herself thanks to her 421A teleport. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|image=HLen_214C.png | |||
|caption=Nya nya nya... | |||
|name=Cat Rocket | |||
|linkname=214C | |||
|input=214C (No EX) | |||
|data= | |||
{{AttackData-MB | {{AttackData-MB | ||
|damage=222, 850 | |||
|damage=222, 850 | |reddamage=100, 250 | ||
|reddamage= | |proration=100%, 50% | ||
|proration=100%, 50% | |circuit=0.70%, 2.10% | ||
|circuit= | |cancel=- | ||
|cancel= | |guard=LHA | ||
|guard= | |||
|startup=27 | |startup=27 | ||
|active=22 (30) 6, | |active=22, (30), 6, [(3), 3]xN | ||
|recovery= | |recovery=11 | ||
|frameAdv=-10 | |frameAdv=-10, {{Tooltip | text=18+26| hovertext=Len can act 18f before 2nd hit. Opponent goes into a total of 26f of inactionable frames.}} | ||
|invuln=- | |invuln=- | ||
|description= | |description= Important tool with many uses. Len throws out a rocket Neco that launches itself into the air after landing. Can have two Necos out at a time, though her 214A cats also count towards this limit. Len recovers and can act once the Neco touches the ground. The hitbox of the Neco while Len is throwing it hits high while it's hitbox when flying hits mid. It can be used for space control in neutral, catch people blocking low and bad jump-outs in corner pressure and as an oki tool. The hitbox for the second hit stays active until Neco goes offscreen or it hits the opponent. Opponents need to be cautious when pressuring or comboing Len while a Neco is in play, as they have a tendency to counterhit extended hurtboxes. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-9 (TK) | |frameAdv=-9 (TK) | ||
|invuln= | |invuln= | ||
|description=Stops Len's momentum and summons a downward-angle icicle. | |description=Stops Len's momentum and summons a downward-angle 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. She falls very slowly during this move, and if she touches the ground at any point it will fully cancel the recovery, which is difficult to consistently set up but always welcome. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-4 (TK) | |frameAdv=-4 (TK) | ||
|invuln= | |invuln= | ||
|description=Summons an horizontal icicle. | |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 at any point during it. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=24 (TK) | |frameAdv=24 (TK) | ||
|invuln= | |invuln= | ||
|description=Charged version summons diagonally upward icicles on both sides. | |description=Charged version summons diagonally upward icicles on both sides. Difficult to convert off this if used too high in the air unless it counterhits. If it counterhits just above Len's head, both icicles will apply their heavily modified hitstun at once and leave the opponent floating helplessly in the air for several seconds. If they're low enough to the ground, you can then run into them and push them towards the corner before your pickup. This will also cancel if she lands at the right time, but it's rare and not especially useful as no hitboxes will actually come out. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-2 (TK) | |frameAdv=-2 (TK) | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Summons 7 j.236A-type icicles at random times and positions. | |description=Summons 7 j.236A-type icicles at random times and positions. The damage varies with how many icicles connect, but a clean hit should net you at least 2k. This move has pretty generous invulnerability and will win out against most attacks, in addition to being relatively safe on block. If done with a tiger knee motion, this can disrupt a lot of mid-long range options such as projectiles and summons, and if you're quick enough it becomes a formidable abare tool as well. Like the others, Len falls slowly for its duration and will cancel her recovery if she hits the ground, but beware as you may see a super flash followed by nothing (you still spend the meter). | ||
}} | }} | ||
}} | }} | ||
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=== Arc Drive === | === Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image= | |image=HLen_AD.png | ||
|caption= | |caption= | ||
|name=Ephemeral Transience | |name=Ephemeral Transience | ||
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|frameAdv=-10 (min) | |frameAdv=-10 (min) | ||
|invuln=Full 1-16, Clash 19-X | |invuln=Full 1-16, Clash 19-X | ||
|description=Shoots an orb projectile which multi-hits indefinitely, having the potential to push the opponent to the other side of the screen. The projectile also clashes with enemy hitboxes. | |description=Shoots an orb projectile which multi-hits indefinitely, having the potential to push the opponent to the other side of the screen. The projectile also clashes with enemy hitboxes, shielding Len from most attacks as it travels along. Placing a Neco (214C) prior to activating will momentarily create a wall, and wary opponents who retreat into the air may find themselves boxed into their upper quadrant of the screen.<br> | ||
As the opponent, if you're forced to block this, it should be safe to shield bunker when the orb is at least halfway through you. Also, watch your head. | |||
}} | }} | ||
}} | }} |
Revision as of 13:50, 29 November 2021
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 |
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Additional Resources
Players to watch/ask
JP:
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths |
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Weaknesses |
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General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
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Defense
place text here*
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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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. |
Basic combos
Advanced 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
5B
5B
5B |
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5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
4B
4[B] |
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3C
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 Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Catwalk
(Catwalk)
[3] |
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Grounded Specials
236X
Fleur Freeze 236A/[A]/B/[B]/C A A B B [B] [B] EX EX
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623X
A A B B EX EX
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214X
Grass Grass Tea Time 214A/B A A B B
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Cat Rocket 214C (No EX) Nya nya nya... Nya nya nya...
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421X
Pretty Walk
421A/B/C (No EX) |
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421D
63214C
Powder Snow
63214C |
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Aerial Specials
j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C |
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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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