Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
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This page is a translation from the French wiki [http://wiki.basgrospoing.fr/index.php/Melty_Blood/Len/Crescent_Moon) BasGrosPoing]. | |||
{{TOClimit|3}} | |||
== Character Page Progress == | |||
{{#lst:Melty_Blood/MBAACC:Roadmap|Template}} | |||
==Additional Resources== | |||
[http://melty.games/?p1m=c&p1c=len&netplay=1&page=1 C-Len Match Video Database]<br> | |||
==Basic combos== | ==Players to watch/ask== | ||
'''JP:''' | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
'''NA:''' | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
== Overview == | |||
{| class="wikitable" | |||
|+Strengths / Weaknesses | |||
|- | |||
|Strengths | |||
| | |||
*Text goes here after asterisk | |||
*Text goes here after asterisk | |||
|- | |||
|Weaknesses | |||
| | |||
*Place text here be sure to use "*" for each point* | |||
|} | |||
== General Gameplan == | |||
Place text here* | |||
=== Neutral === | |||
Place text here* | |||
=== Pressure === | |||
Place text here | |||
<u>'''Okizeme'''</u> | |||
Place text here | |||
=== Defense === | |||
place text here* | |||
==Combos== | |||
===Basic combos=== | |||
'''(5A) > 5C(4) > 4B > jBC > jBC > AT''' | '''(5A) > 5C(4) > 4B > jBC > jBC > AT''' | ||
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Stop at 236[A] to move enemy out of corner. | Stop at 236[A] to move enemy out of corner. | ||
==Advanced combos== | ===Advanced combos=== | ||
'''(5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jA > Airdash delay AT > 5A > 4B > 2A (whiff) > jABC > jBC > AT''' | '''(5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jA > Airdash delay AT > 5A > 4B > 2A (whiff) > jABC > jBC > AT''' | ||
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AirCombo ending instead of knockdown. | AirCombo ending instead of knockdown. | ||
= | == Move Descriptions == | ||
{{AttackData-MB/Infobox}} | |||
=== Normal Moves === | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | |||
|image=MBMoonCharacterInput.png | |||
|caption= | |||
|name=5A | |||
|input=Text | |||
= | |linkname=5A | ||
|data= | |||
{{AttackData-MB | |||
|damage=Text | |||
==Normal Moves== | |reddamage=Text | ||
|proration=Text | |||
|circuit= Text | |||
|cancel=Text | |||
|guard=Text | |||
|startup=Text | |||
|active=Text | |||
|recovery= Text | |||
|frameAdv= Text | |||
|invuln=Text | |||
|description= Text | |||
}} | |||
}} | |||
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=== Universal Mechanics === | |||
===== <span class="invisible-header">Mechanic</span> ===== | |||
{{MoveData | |||
|image=MBMoonCharacterInput.png | |||
|caption= | |||
|name=(Mechanic) | |||
|linkname=Mechanic | |||
|input=Text | |||
|data= | |||
{{AttackData-MB | |||
|damage=Text | |||
|reddamage=Text | |||
|proration=Text | |||
|circuit= Text | |||
|cancel=Text | |||
|guard=Text | |||
|startup=Text | |||
|active=Text | |||
|recovery= Text | |||
|frameAdv= Text | |||
|invuln=Text | |||
|description= Text | |||
}} | |||
}} | |||
=== Special Moves === | |||
===== <span class="invisible-header">236X</span> ===== | |||
{{MoveData | |||
|image=MBMoonCharacterInput.png | |||
|caption= | |||
|name=(Example Special) | |||
|linkname=236X | |||
|input=236A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|damage=Text | |||
|reddamage=Text | |||
|proration=Text | |||
|circuit= Text | |||
|cancel=Text | |||
|guard=Text | |||
|startup=Text | |||
|active=Text | |||
|recovery= Text | |||
|frameAdv= Text | |||
|invuln=Text | |||
|description= Text | |||
}} | |||
}} | |||
|- | === Arc Drive === | ||
| | {{MoveData | ||
|image=MBMoonCharacterAD.png | |||
|caption= | |||
|name= | |||
|linkname=Arc Drive | |||
|input=Text | |||
|data= | |||
{{AttackData-MB | |||
|damage=Text | |||
|reddamage=Text | |||
|proration=Text | |||
|circuit= Text | |||
|cancel=Text | |||
|guard=Text | |||
|startup=Text | |||
|active=Text | |||
|recovery= Text | |||
|frameAdv= Text | |||
|invuln=Text | |||
|description= Text | |||
}} | |||
}} | |||
|- | === Another Arc Drive === | ||
| | {{MoveData | ||
|image=MBMoonCharacterAAD.png | |||
|caption= | |||
|name= | |||
|linkname=Another Arc Drive | |||
|input=Text | |||
|data= | |||
{{AttackData-MB | |||
|damage=Text | |||
|reddamage=Text | |||
|proration=Text | |||
|circuit= Text | |||
|cancel=Text | |||
|guard=Text | |||
|startup=Text | |||
|active=Text | |||
|recovery= Text | |||
|frameAdv= Text | |||
|invuln=Text | |||
|description= Text | |||
}} | |||
}} | |||
=== Last Arc === | |||
{{MoveData | |||
|image=MBMoonCharacterLA.png | |||
|caption= | |||
|name= | |||
|linkname=Last Arc | |||
|input=Text | |||
|data= | |||
| | {{AttackData-MB | ||
| | |damage=Text | ||
|reddamage=Text | |||
|proration=Text | |||
|circuit= Text | |||
|cancel=Text | |||
|guard=Text | |||
|startup=Text | |||
| | |active=Text | ||
|recovery= Text | |||
|frameAdv= Text | |||
|invuln=Text | |||
|description= Text | |||
}} | |||
| | }} | ||
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{{Navbox-MBAACC}} | {{Navbox-MBAACC}} |
Revision as of 02:47, 14 September 2020
This page is a translation from the French wiki BasGrosPoing.
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 |
---|---|
|
Additional Resources
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Basic combos
(5A) > 5C(4) > 4B > jBC > jBC > AT
(5A) > 5C(4) > 4B > 236C > 236[A] > 236[B] > jABC > jBC > AT Meter combo
(5A) > 5C(4) > 4B > 236C > 236[A] > 624C > 2B Meter combo that brings hard knockdown and good mixup options midscreen. Stop at 236[A] to move enemy out of corner.
Advanced combos
(5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jA > Airdash delay AT > 5A > 4B > 2A (whiff) > jABC > jBC > AT Corner combo.
(5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jAC > Airdash delay AT > 5A > 2B Knockdown ending.
(5A) > 5C(4) > 4B > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jB > Airdash delay AT > 5A > 4B > 2A (whiff) > jABC > jABC > AT AirCombo ending instead of knockdown.
== Move Descriptions ==
Frame Data Help | |
---|---|
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
5A
5A
Text |
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Universal Mechanics
Mechanic
(Mechanic)
Text |
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Special Moves
236X
(Example Special)
236A/B/C |
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Arc Drive
Another Arc Drive