Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
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(Added info to the rest of her specials.) |
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|frameAdv=-1, 2 | |frameAdv=-1, 2 | ||
|invuln= | |invuln= | ||
|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 | |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, so if your meaty attempt doesn't work this might explain why. It unfortunately doesn't reach high enough to reliably antiair through multihits after an EX shield. | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|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 | |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 if you don't perform said airdash higher off the ground. | ||
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|frameAdv=-3 | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description= Charged version exclusive to Crescent. In addition to having better frame advantage, this will actually OTG | |description= Charged version exclusive to Crescent. In addition to having better frame advantage, this will actually OTG relaunch 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. Has a quick 5f startup, moves Len forward and even low profiles to some degree. Launches on hit which means trades almost always favor her, and being a command normal means you can buffer it for consistent reversal timing. Amazing button that should be used often both during and under pressure, but it's horribly unsafe to whiff so be careful. Most characters can readily punish it by backdashing if it's used to frametrap midscreen. The cancel window is fairly late which takes getting used to, and it makes 3C > 5C feel like a link. | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | |invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | ||
|description=Upward shield bunker. | |description=Upward shield bunker. If performed on a cornered opponent, you can tech trap with 236C. While this sounds like a weird time to bunker someone, it's a surprisingly okay option after a blocked 623A. | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1-21 | |invuln=Full 1-21 | ||
|description=Forward heat hitbox. | |description=Forward heat hitbox. Despite its small size, this will hit pretty often. | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Len can walk foward while crouching with her unique catwalk. Turns into a cat with an extremely small hitbox, allowing her to duck alot of moves. If 3 is released to go back to holding 2, there is a 5f animation before returning to regular crouch animation. This recovery is entirely cancellable. If 3 is released to 6, there is no recovery. | |description=Len can walk foward while crouching with her unique catwalk. Turns into a cat with an extremely small hitbox, allowing her to duck alot of moves. The lowered profile of her catwalk is not active until 4f after starting it. If 3 is released to go back to holding 2, there is a 5f animation before returning to her regular crouch animation. This recovery is entirely cancellable. If 3 is released to 6, there is no recovery. | ||
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|frameAdv=28 | |frameAdv=28 | ||
|invuln=- | |invuln=- | ||
|description=Summons a low-hitting icicle, which launches into an air tech state on hit. Can be charged for untechable knockdown, air unblockable and significant frame advantage. | |description=Summons a low-hitting icicle, which launches into an air tech state on hit. Can be charged for untechable knockdown, air unblockable and significant frame advantage. You have enough time to perform an instant airdash jB during the charged version's blockstun, which can set up a fuzzy overhead. Its counterhits are very rewarding regardless of charge, and if you're unsure how to end a blockstring after being pushed out too far you can try your luck playing chicken. Can be immediately cancelled into 236C on whiff which will catch people trying to jump over it and towards you, but the charged version has a slight delay before the window appears. | ||
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|frameAdv=11 ~ 13 | |frameAdv=11 ~ 13 | ||
|invuln=- | |invuln=- | ||
|description=B version hits mid. Charged version has an extra icicle that angled higher and is air unblockable. the top icicle comes out 2f earlier. | |description=B version hits mid. Charged version has an extra icicle that angled higher and is air unblockable. the top icicle comes out 2f earlier. Both charged and uncharged versions are faster than their A counterparts, with the uncharged one being a little bit safer on block. The charged version is better than 236[A] at catching jumpouts, but has much less frame advantage on block (though it's still significantly plus). Neither can be cancelled into 236C. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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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 significant frame advantage. A grounded opponent not in hit or blockstun can usually dodge (2A+B) this on reaction to punish Len. | |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, which goes for both hit and block. This is a staple of Len's metered combos and is commonly followed up with 236[A], which can transition into a max damage airthrow ender, hammer loops + hard knockdown, or another setup such as a teleport left/right. It's also very useful as an air tech trap and sometimes even as a pre-emptive antiair, though beware that it's easily stuffed after the super flash. You can heat immediately after landing this and still have time to finish the combo if you're fast.<br> | ||
A grounded C-moon opponent not in hit or blockstun can usually dodge (2A+B) this on reaction to punish Len, while the other moons can shield counter it. If Len uses this on you while you're in her airspace, jump away from the center where the hitbox reaches the highest, else you will need to time several shields manually to avoid getting hit. | |||
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|frameAdv=19 | |frameAdv=19 | ||
|invuln=- | |invuln=- | ||
|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) | |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 it counts towards the same limit as her 214C (Neco rocket). | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|image=HLen_214C.png | |image=HLen_214C.png | ||
|caption=Nya nya nya... | |caption=Nya nya nya... | ||
|name= | |name=Neco Rocket | ||
|linkname=214C | |linkname=214C | ||
|input=214C (No EX) | |input=214C (No EX) | ||
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|description=Len disappears and performs a teleport/fakeout-type move. | |description=Len disappears and performs a teleport/fakeout-type move. | ||
'''A''': | '''A''': Crouches and then teleports forward a little more than 1/3rd of the screen. Has a very low profile during its startup followed by full invulnerability after she disappears. She is vulnerable briefly upon arrival, but can act almost the instant she fully reappears. This move can be an invaluable escape option and allows her to navigate the ground more quickly and safely than her other moons. It's also the key ingredient of her left/right mixups, particularly off 236C > 236[A] midscreen. Len will avoid almost everything including last arcs while mid-teleport. If you're having trouble with a C-Len player abusing this, try to react to her crouching animation and mash 2A where she would reappear.<br> | ||
'''B''': Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox.<br> | |||
'''C:''' Produces an illusion of a dashing Len, while the real one walks forward in a catwalk-like state which can pass through the opponent. | '''B''': Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox. In neutral, this can be used to bait the opponent into expending air options or hitting a jump button early. Its most conventional use however is in high/low mixups, where Len either jumps at you with jC or fakes you out to go for 2B instead. The tell for this mixup is that the camera will shift slightly upward to accommodate her jump when it's real while remaining stationary for the fake one, however this is difficult (if not impossible) to react to. If the C-Len player hasn't tightened it up, you may be able to fuzzy block 4~1 because the low option tends to come later.<br> | ||
'''C:''' Produces an illusion of a dashing Len, while the real one walks forward in a catwalk-like state which can pass through the opponent. This is effectively a mini teleport and can be used for many of the same types of left/right mixups as the A version. It's a little more difficult to apply in neutral than her fake jump because the forward movement could get you hit by the options you were hoping to bait out (long range grounded normals usually). Furthermore, if you don't make use of her run all that much, the feint will be obvious. | |||
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|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=High 6-71 | |invuln=High 6-71 | ||
|description=Starts out like 421A, but summons a huge hammer for a slow overhead | |description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her crouching animation and 421A teleport, if they're conditioned to look for that they may be caught off guard despite its speed. Though it's -2 on block, the distance it creates means most opponents will still be frametrapped by 3C afterwards. Has some utility as a low profile versus certain reversal DPs. | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Spawns an orb that circles around Len, which detonates in contact with opponents in hitstun. Orbs last for approx 6.5 seconds, and up to 2 orbs can be active at a time. Disappears if Len gets hit. | |description=Spawns an orb that circles around Len, which detonates in contact with opponents in hitstun. Orbs last for approx 6.5 seconds, and up to 2 orbs can be active at a time. Disappears if Len gets hit. Powder snow's orbit is a constant, set based on the direction Len faced when summoning it. Hard to find times to summon them in neutral, and they don't really add as much damage as you'd like on top of randomly messing up your air counterhits. It has plenty of theoretical uses in setups such as midscreen throw combos, but they require more frames to summon than you typically have, and their reliance upon them being at specific points in their orbit is a crippling limitation. Their most practical use is in combos, softening transitions from 236[A] to 2B and enabling sideswitches. | ||
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|frameAdv=-9 (TK) | |frameAdv=-9 (TK) | ||
|invuln= | |invuln= | ||
|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. | |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 when it happens. | ||
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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. If you tiger knee it next to the opponent, it should always connect on them crouching | |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 (unless they're a Neco) which can be an unexpectedly good wakeup option with a ton 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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|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. 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, | |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, it can disrupt a lot of mid to long-range options such as projectiles and summons, and if you're quick enough it becomes a formidable abare tool as well. You can also use it to cover ground techs after air throwing the opponent towards the corner. Like the meterless versions, Len falls slowly for its duration and will cancel her recovery if she hits the ground, but beware as if you're too low you may see a super flash followed by nothing (you still spend the meter). | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1-X, High (on Landing) | |invuln=Full 1-X, High (on Landing) | ||
|description=Spawns a giant cake to fall on top of the opponnent. On hit, circuit breaks the opponnent and stabs them with various cutlery while they're trapped in the cake. | |description=Spawns a giant cake to fall on top of the opponnent. On hit, circuit breaks the opponnent and stabs them with various cutlery while they're trapped in the cake. Having to air EX shield kind of sucks. | ||
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Revision as of 13:07, 2 December 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
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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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Neco 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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