Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions

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{{MoveData
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|image2=MB_C-Len_4B_BE.png
|caption=
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|name=4B
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Revision as of 07:58, 15 June 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
  • Overview/General Gameplan:
    • Update strengths/weaknesses to look better probably.
    • Address the elephant in the room and list the differences between her and H-Len.
    • Flesh out gameplans other than pressure.
  • Move Descriptions:
    • Trim down excess info on things like j236x and migrate it to a new section below the movelist, detailing more advanced application and theory.
  • Additional Resources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • Pretty up this section to be more in line with other character pages.
  • Combos:
    • Clean up combo section, maybe even restructure it completely.
    • Add throw loop guide.
    • Consider putting this entire section below move descriptions.


Additional Resources

C-Len Match Video Database

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
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

Okizeme

Place text here

Defense

place text here*

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A >) 5C(4) > 4B > j.BC > dj.BC > AT
4022 ???
Normal starter, grounded opponent, 100% meter
  • (5A >) 5C(4) > 4B > 236C, 236[A], 236[B], j.ABC > dj.BC > AT
4864


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Metered combo.
Normal starter, grounded opponent, 100% meter
  • (5A >) 5C(4) > 236C, 236[A], 63214C, 2B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Metered combo that gives an hard knockdown and good mixup options midscreen.
End combo at 236[A] to move the opponent out of the corner.

Advanced combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, Corner
  • (5A >) 5C(4) > 4B > j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.A > j.66 > delay AT, 5A > 4B > 2A(w), j.ABC > j.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo.
Normal starter, grounded opponent, Corner
  • (5A >) 5C(4) > 4B > j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.AC > j.66 > delay AT, 5A > 2B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Knockdown ending.
Normal starter, grounded opponent, Corner
  • (5A >) 5C(4) > 4B > j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.ABC > dj.ABC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
HLen 5A 1.png
HLen 5A 2.png
Damage Red Damage Proration Cancel Guard
350*2 (614) (343) 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
3 1 (2) 5 5 -1, 2 4.0%*2 (8.0%) -

Fast 2-hit jab.

5B
5B
5B
MB CLen 5B1.png
Damage Red Damage Proration Cancel Guard
300, 500*2 (1061) (643) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 8 10 -6 ~ -1 2.5%, 4.5*2 (11.5%) -

Mid-range 3-hit swipe.

5C
HLen 5C 1.png
HLen 5C 2.png
Damage Red Damage Proration Cancel Guard
450, 400*4 (1700) (1058) 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 5 (11) 3 (1) 4 16 -25 ~ -5 5.0%, 3.0%*3, 5.0% (19.0%) -

Len moves forward and rotates an orb upward 2 times.

Crouching Normals

2A
HLen 2A.png
Damage Red Damage Proration Cancel Guard
300 117 76% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
3 3 9 0 3.0% -

A crouching orb jab.

2B
HLen 2B.png
Damage Red Damage Proration Cancel Guard
650 392 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 3 16 -4 7.0% -

C-Len's only low normal. Untechable knockdown on hit.

2C
HLen 2C 1.png
Damage Red Damage Proration Cancel Guard
750 441 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
13 7 17 -4 ~ 2 10.0% -

Spawns a Len afterimage that lunges forward, launching on hit. Not cancellable.

Air Normals

j.A
HLen j,A.png
Damage Red Damage Proration Cancel Guard
300 156 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 - 3.0% -

Horizontal jab.

j.B
HLen j.B.png
Damage Red Damage Proration Cancel Guard
700 392 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 8 - - 8.0% -

Another horizontal air button with more range.

j.C
HLen j.C.png
Damage Red Damage Proration Cancel Guard
1050 686 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 3 - - 12.0% -

Downward orb swipe.

Command Normals

4B
4B
4[B]
HLen 4B.png
MB C-Len 4B BE.png
4B Damage Red Damage Proration Cancel Guard
800 490 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 20 -9 8.0% Clash 10-13

Len's standard launcher for combos.

4[B] Damage Red Damage Proration Cancel Guard
1200 686 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
21 4 16 -3 10.0% -

Charged version exclusive to Crescent.

3C
HLen 3C.png
Damage Red Damage Proration Cancel Guard
1000 588 78% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 7 24 -13 10.0% -

Non-fakeout version of 2C.

j.2C
HLen j.2C.png
HLen j.2C2.png
Damage Red Damage Proration Cancel Guard
300*4 (849) (414) 80% (M)*4 - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 (6) 4 - - 4.0%*4 (16.0%) -

Spins three orbs around Len, 4 hits. Can hold 8 to give a it bit of upward momentum.

Universal Mechanics

Ground Throw
Damage Red Damage Proration Cancel Guard
1200 490 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% -

Len launches the opponent in the air. Comboable when close enough to the corner. Ground techable otherwise.

Air Throw
Air Throw
j.6/4A+D
Damage Red Damage Proration Cancel Guard
1600 (1440, Raw)
1100
441 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 0.0% -

Launches the opponent upwards again. As a combo ender, this is ground techable and can actually be combo'd from in the corner if done low enough to the ground.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Upward shield bunker.

Heat
Heat
A+B+C
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
18 3 25 - -100.0% (min) Full 1-21

Forward heat hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Special Movement

Catwalk
Len Catwalk.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

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.

Grounded Specials

236X
Fleur Freeze
236A/[A]/B/[B]/C
HLen 236A.png
A
A
HLen 236B.png
B
B
HLen 236XB.png
[B]
[B]
HLen 236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LA
First Active Active Recovery Frame Adv Circuit Invuln
18 8 26 -9 8.0% -
[A] Damage Red Damage Proration Cancel Guard
1500 833 60% (O) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
44 8 8 28 12.0% -

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.

B Damage Red Damage Proration Cancel Guard
800 539 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 8 15 -8 8.0% -
[B] Damage Red Damage Proration Cancel Guard
800*2 (1209) (814) 60% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
32 10 23 11 ~ 13 8.0%*2 (16.0%) -

B version hits mid. Charged version has an extra icicle that angled higher and is air unblockable. the top icicle comes out 2f earlier.

EX Damage Red Damage Proration Cancel Guard
500*8 (3188) (1904) 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+13 17 18 -17 ~ 18 -100.0% Full 1-3

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 siginificant frame advantage.

623X
London Rondo
623A/B/C
(623A/B~A/B)
A
A
B
B
EX
EX
A Damage Red Damage Proration Cancel Guard
300*3, 500 (1324) (549) 100% -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 17 (7) 3 14 -2 3.0%*3, 6.0% (15.0%) Low 4-23
~A Damage Red Damage Proration Cancel Guard
300*6, 500 98*6, 294 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 17 (15) 17 (11) 2 9 1 3.0%*6, 6.0% (24.0%) Low 4-23
~B Damage Red Damage Proration Cancel Guard
300*3 (871) (283) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 17 21 -14 3.0%*3 (9.0%) Low 4-23

Len does a lower body invulnerable, spinning forward jump ending in a kick. A/B can be pressed just after landing to either perform a second spin into a kick, or to not perform the last hit.

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.

B Damage Red Damage Proration Cancel Guard
350*3, 1000 (2104) (1227) 80% (M) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 17 (11) 3 24 -15 3.0%*3, 12.0% (21.0%) Low 7-26
~A Damage Red Damage Proration Cancel Guard
350*3, 300*3, 500 117*3, 98*3, 294 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 17 (16) 17 (11) 2 9 1 3.0%*6, 6.0% (24.0%) Low 7-26
~B Damage Red Damage Proration Cancel Guard
350*3 (1017) (339) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 17 21 -14 3.0%*3 (9.0%) Low 7-26

B version goes a bit farther, the kick wallslams on hit, but has much longer recovery. If the last spin hit is EX Guarded, the opponent can act at most 5 frames before the kick is active.

EX Damage Red Damage Proration Cancel Guard
300*8, 1000 (2884) (1927) 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+3 24 (11) 9 19 -16 -100.0% Full 1-5, Low 6-29

EX version has full invulnerability on startup. Last hit wallslams. Opponent can act 1 frame before the kick is active on regular block.

214X
A/B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 39 - - -
(Yellow Cat) Damage Red Damage Proration Cancel Guard
100 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
45 144 - - 0.0% -
(Brown Cat) Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 288 - - -
(Black Cat) Damage Red Damage Proration Cancel Guard
100 0 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
45 384 - - 0.0% -
(White Cat) Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
45 325* - - - -

=Len sends out a random cat to walk across the stage.

A version can either send out a yellow striped cat which can hit and launch the opponent, or a brown one that does nothing. There can be up to two 214A cats at a time.

B version sends a black cat which cause untechable knockdown on hit, or a white cat which is a walking collision box. Only one 214B cat can be there at a time, and holding forward during the summon will guarantee a black cat.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 60 - - -
(Neco-Arc) Damage Red Damage Proration Cancel Guard
222, 850 98, 245 100%, 50% (O) - HA, LHA
First Active Active Recovery Frame Adv Circuit Invuln
27 22 (30) 6,
[(3) 3]*N
- -10 ~ 11
(1st Hit)
1.0%, 3.0% (4.0%) -

A Neco-Arc jumps out of Len's hands which then rocket launches itself. First hit is an overhead.

421X
Pretty Walk
421A/B/C (No EX)
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 37 - - High 1-17, Full 18-27
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - -
C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 288 - - -

Len disappears and performs a teleport/fakeout-type move.

A: Teleports forward for approx. more than 1/3rd of the screen. Has upper body invulnerability, followed by full invuln. during the teleport.
B: Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox.
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.

421D
Damage Red Damage Proration Cancel Guard
1200 588 60% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
41 4 26 -2 5.0% High 6-71

Starts out like 421A, but summons a huge hammer for a slow overhead hit. Launches on hit.

63214C
Damage Red Damage Proration Cancel Guard
500 392 100% (O) - N/A*
First Active Active Recovery Frame Adv Circuit Invuln
31 X 398 11 - 5.0% -

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.

Aerial Specials

j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C
A Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 8 6 -9 (TK) 8.0% -

Stops Len's momentum and summons a downward-angle icicle.

B Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 8 6 -4 (TK) 8.0% -

Summons an horizontal icicle.

[B] Damage Red Damage Proration Cancel Guard
800*2 539*2 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
27 8 6 24 (TK) 8.0%*2 (16.0%) -

Charged version summons diagonally upward icicles on both sides.

EX Damage Red Damage Proration Cancel Guard
500*7 (2904) (2533) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+9 ~ 12 ~18 6 -2 (TK) -100.0% Full 1-13

Summons 7 j.236A-type icicles at random times and positions.

Arc Drive

Ephemeral Transience
41236C during MAX/Heat
Damage Red Damage Proration Cancel Guard
440*N 352*N 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+10 X 41 -10 (min) removes all Full 1-16, Clash 19-X

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.


Another Arc Drive

Ephemeral Dream
41236C during Blood heat
Damage Red Damage Proration Cancel Guard
250, 850*14, 1000 (4765) (3316) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+1 X 86 -35 (min) removes all Full 1-13

Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give maid and D will give kimono. Don't tell nobody else.

Last Arc

Cream Puff Dream REM
Aerial EX Shield during Blood Heat
Damage Red Damage Proration Cancel Guard
750*12, 500 (3772 ~ 7169) (3312 ~ 6257) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1+0 16* 36 - removes all Full 1-X, High (on Landing)

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.

MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull