Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
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|frameAdv=-1, 2 | |frameAdv=-1, 2 | ||
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|description=Fast 2-hit jab. The second hit is pretty active, so it's easy to use as a meaty if you hit the button early. The first hit is only active for a frame though, and there's a gap between the two. It unfortunately doesn't reach high enough to reliably | |description=Fast 2-hit jab. The second hit is pretty active, so it's easy to use as a meaty if you hit the button early. The first hit is only active for a frame though, and there's a gap between the two. It unfortunately doesn't reach high enough to reliably antiair multihits after an EX shield. | ||
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|frameAdv=0 | |frameAdv=0 | ||
|invuln=- | |invuln=- | ||
|description= A crouching orb jab. | |description= A crouching orb jab. As fast as a 2A can be, but hits mid. Use this for poking out of pressure and reverse beating your own. | ||
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|description=An air button with a long horizontal disjoint and generous active frames. Great for spacing in neutral as well as instant airdash pressure. Nearly always wins out over other air buttons when lined up properly, just remember to buffer an airdash. It can also be used to set up her fuzzy overhead. | |description=An air button with a long horizontal disjoint and generous active frames. Great for spacing in neutral as well as instant airdash pressure. Nearly always wins out over other air buttons when lined up properly, just remember to buffer an airdash when you go for it. It can also be used to set up her fuzzy overhead. | ||
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|invuln=- | |invuln=- | ||
|description=Downward orb swipe. | |description=Downward orb swipe. Len's best air to ground move, covering a nice angle in front of and below her with a fair amount of disjoint. Very good at hitting the opponent from behind as well. This move is a key component of her fuzzy overhead mixup, and is also the preferred air normal to set it up with. Also a very good button for instant airdashes, though it's much more difficult to do so without airdashing a bit higher than usual. | ||
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|frameAdv=-9 | |frameAdv=-9 | ||
|invuln=Clash 10-13 | |invuln=Clash 10-13 | ||
|description= Len's standard launcher for combos. | |description= Len's standard launcher for combos. Because it's partially chargeable, you can variably stagger this button in pressure. It can be used pre-emptively as an antiair sometimes, though it may clash. | ||
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|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description= Charged version exclusive to Crescent. | |description= Charged version exclusive to Crescent. In addition to having better frame advantage, this will actually OTG pick up the opponent and let you combo them again. You can opt to tack on extra damage or go into 236C for stronger oki, but both require you to scare the opponent out of teching first. | ||
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|frameAdv=-13 | |frameAdv=-13 | ||
|invuln=- | |invuln=- | ||
|description=Non-fakeout version of 2C. | |description=Non-fakeout version of 2C. Starts up quick, reaches far, moves Len forward, is really disjointed and even low profiles. Launches on hit which makes trades almost always massively favor her. Being a command normal means you can buffer it for consistent reversal timing, which lets you fully take advantage of its fast startup nearly all of the time. Amazing button so use it often both during and under pressure, but it's horribly unsafe to whiff so be careful. The cancel window is fairly late which takes getting used to, and it makes 3C > 5C feel almost like a link. | ||
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|description= | |description=Len spins several orbs around her for up to 4 hits. This move is active until she reaches the ground, though it sort of 'flickers' on and off for its duration which can cause it to connect unpredictably. Though the hitboxes are pretty disjointed, this move tends to lose to active air-to-air and antiair buttons, so it relies on stuffing them with its activeness instead. Can be hard to reliably link normals on the ground after landing so opponents who know this may try to mash or shield in between to catch you being slow. You can hold 8 during its startup to halt all momentum and cause Len to rise a bit, which can be situationally useful. If the opponent blocks this in the air close to the ground, you can usually guard break them with 5A/5C. | ||
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|frameAdv=24 (TK) | |frameAdv=24 (TK) | ||
|invuln= | |invuln= | ||
|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 | |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. If you tiger knee it next to the opponent, it should always connect on them crouching, which can be an unexpectedly good wakeup option with a lot of frame advantage. This will also cancel if she lands at the right time, but it's rare and not especially useful as no hitboxes actually come out. | ||
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{{AttackData-MB | {{AttackData-MB |
Revision as of 14:15, 30 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
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Neutral
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Pressure
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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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