Melty Blood/MBAACC/Len/Half Moon: Difference between revisions
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== Additional Resources == | == Additional Resources == | ||
<br>[http://melty.games/? | <br>[http://mbaacc.melty.games/?p1moon=h&p1char=len H-Len Match Video Database]</br> | ||
<br>[https://www.youtube.com/watch?v=ZzpqE723dAw H-Len Matchup] Learn more about the tools that H-Len uses more and how to apply or play against.</br> | <br>[https://www.youtube.com/watch?v=ZzpqE723dAw H-Len Matchup] Learn more about the tools that H-Len uses more and how to apply or play against.</br> | ||
<br>[https://docs.google.com/document/d/1UWgt099hqG4Iwzr8BQmNSGCpp5PEJpC0XHvjI7y_gY8/edit?usp=sharing H-Len Tech, Setups and Tools] Learn some basic and essential H-Len tech.</br> | <br>[https://docs.google.com/document/d/1UWgt099hqG4Iwzr8BQmNSGCpp5PEJpC0XHvjI7y_gY8/edit?usp=sharing H-Len Tech, Setups and Tools] Learn some basic and essential H-Len tech.</br> | ||
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!width="125"|Region !! Common Venues !! Status !! Details | !width="125"|Region !! Common Venues !! Status !! Details | ||
|- | |- | ||
| [http://melty.games/? | | [http://mbaacc.melty.games/?p1moon=h&p1char=len&p1name=rakuchan%20(%E3%82%89%E3%81%8F%E3%81%A1%E3%82%83%E3%82%93) rakuchan<br>(らくちゃん)] || style="text-align:center;"| [[File:Len_Color2.png|Color|50px]] | ||
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Has been top H-Len player and one of the best MB players for quite some time. No scenario is unfamiliar to him and he doesn't like to block. Fan of Pretty Cure and pink Len. | | Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Has been top H-Len player and one of the best MB players for quite some time. No scenario is unfamiliar to him and he doesn't like to block. Fan of Pretty Cure and pink Len. | ||
|- | |- | ||
| [http://melty.games/? | | [http://mbaacc.melty.games/?p1moon=h&p1char=len&p1name=akkii%20(%E3%81%82%E3%81%A3%E3%81%8D%E3%81%83) akkii<br>(あっきぃ)] || style="text-align:center;"| [[File:Len_Color22.png|Color|50px]] | ||
| Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Long-time H-Len player. Solid with a clean playstyle utilising icicles effectively. | | Japan || A-cho,<br>Play Spot BIG ONE 2nd || Active || Long-time H-Len player. Solid with a clean playstyle utilising icicles effectively. | ||
|- | |- | ||
| [http://melty.games/? | | [http://mbaacc.melty.games/?p1moon=h&p1char=len&p1name=satoshi%20(%E8%81%A1) satoshi<br>(聡)]|| style="text-align:center;"| [[File:Len_Color35.png|Color|50px]] | ||
| Japan || Play Spot BIG ONE 2nd || Active || Started playing later than the two JP players but arose to being one of the best.<br>Still plays MB. | | Japan || Play Spot BIG ONE 2nd || Active || Started playing later than the two JP players but arose to being one of the best.<br>Still plays MB. | ||
|- | |- | ||
| [http://melty.games/? | | [http://mbaacc.melty.games/?p1moon=h&p1char=len&p1name=shao Shao]|| style="text-align:center;"| [[File:Len_Color10.png|Color|50px]] | ||
| South America || Netplay || Active || Top H-Len player from SA and of the oldies from the region. Super solid plays and can be asked in meltycord. | | South America || Netplay || Active || Top H-Len player from SA and of the oldies from the region. Super solid plays and can be asked in meltycord. | ||
|- | |- | ||
| [http://melty.games/? | | [http://mbaacc.melty.games/?p1moon=h&p1char=len&p1name=AlmightyAssassin Alma]|| style="text-align:center;"| | ||
[[File:Len Color16.png|Color|50px]] | [[File:Len Color16.png|Color|50px]] | ||
| North America || Netplay || Inactive (for H-Len) || Strong H-Len in NA. Recently has moved away from the char but footage of him is still solid. | | North America || Netplay || Inactive (for H-Len) || Strong H-Len in NA. Recently has moved away from the char but footage of him is still solid. | ||
|- | |- | ||
| [http://melty.games/? | | [http://mbaacc.melty.games/?p1moon=h&p1char=len&p1name=Counsel Counsel]|| style= "text-align:center;"| [[File:Len_Color8.png|Color|56px]] | ||
| North America || Netplay || Active || Solid H-Len in NA. Found often in meltycord and available for questions related to H-Len, has plenty of online tournament footage. | | North America || Netplay || Active || Solid H-Len in NA. Found often in meltycord and available for questions related to H-Len, has plenty of online tournament footage. | ||
|- | |- |
Revision as of 07:34, 18 October 2021
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 |
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Additional Resources
H-Len Match Video Database
H-Len Matchup Learn more about the tools that H-Len uses more and how to apply or play against.
H-Len Tech, Setups and Tools Learn some basic and essential H-Len tech.
Big One 2nd for tournament footage.
Players to watch/ask
Name | Color | Region | Common Venues | Status | Details |
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rakuchan (らくちゃん) |
![]() |
Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Has been top H-Len player and one of the best MB players for quite some time. No scenario is unfamiliar to him and he doesn't like to block. Fan of Pretty Cure and pink Len. |
akkii (あっきぃ) |
![]() |
Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Long-time H-Len player. Solid with a clean playstyle utilising icicles effectively. |
satoshi (聡) |
![]() |
Japan | Play Spot BIG ONE 2nd | Active | Started playing later than the two JP players but arose to being one of the best. Still plays MB. |
Shao | ![]() |
South America | Netplay | Active | Top H-Len player from SA and of the oldies from the region. Super solid plays and can be asked in meltycord. |
Alma | North America | Netplay | Inactive (for H-Len) | Strong H-Len in NA. Recently has moved away from the char but footage of him is still solid. | |
Counsel | ![]() |
North America | Netplay | Active | Solid H-Len in NA. Found often in meltycord and available for questions related to H-Len, has plenty of online tournament footage. |
Overview
Strengths |
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Weaknesses |
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General Gameplan
Neutral
H-Len is air-dominant in neutral with strong air buttons, namely j.B, j.C and j.2C, great air mobility and a strong toolkit that compliments her. As such, it's important to be able to utilise her tools and air movement effectively to be able to get in and run your pressure. Her ground mobility isn't really strong but she still has access to strong ground options that will cover her for enough.
j.B and Airdash buffer
j.B is a fantastic spacing air normal with a ridiculous disjointed hitbox with long active frames, meaning it can beat out other air normals that it looks like it shouldn’t with good spacing making it common to land this as a stray hit in an air-to-air situation. By buffering an airdash with j.B, if you get a non-CH you can convert with an air throw after the airdash, or if it counter hits, whiff a j.C to cancel airdash landing recovery to convert. If they block the j.B in the air, you are still at advantage after the airdash, letting you do various things like a tick throw with gold air throw, j.2C to potentially land first and set up a guard crush, etc. If the j.B whiffs in the air, the airdash will not come out.
j.2C
While j.2C is not as powerful as the other air normals like j.B and j.C, it still has its fair share of use in neutral with air scramble situations, chasing down landings and a well timed and spaced jump-in. Another thing that is note-worthy of j2c is how strong it is at catching mid-air blocking low to the ground, in which you can do 5A/5C afterwards to catch them mid-air before they can land on the ground or a j.A or AT to catch them double jumping out. Use this normal sparingly.
214B~4/6
Pressure
Place text here
Fuzzy mixup
623A
623A is only -2 on block which makes it difficult for opponents to actually press their turn after blocking it. This move is useful to get back in during pressure and force a scramble, potentially extending your pressure. It can be used as an additional frame trap after 5A6AA for opponents who expect 5A6AA to be the end of Len's pressure. Pressing A at the end of the move gives you double spin, which is plus on block, but once you are committed to the double spin opponents can shield the last hit for free. Single spin's final kick cannot be shielded, so opponents wanting to shield the single 623A must shield the beginning hit of the move. By pressing B at the end of the move, you can get fake spin and then throw against opponents who are used to blocking the last kick of the single spin. Arc Drive after 623A is also a good way to extend pressure. Use this special sparingly in pressure if you do not have access to Arc Drive.
5A6A
Sj9 TK Ice
catches backdashes mid pressure (wip)
Okizeme
214C Neco Rocket
214C is pretty versatile once you set it up as okizeme in the corner. As the first hit is an overhead, it can immediately catch opponents blocking low on wakeup. After throwing out the cat, you can go for 5B for low, do j.C fuzzy mixups and dash up throw. Be wary that the opponent could potentially shield the second hit of 214C to make it easier to counterplay.
If you do 5B OTG > 214C for oki, opponents may tech forward after the 5B which grants them a punish. To bait this, you can do 5B OTG into nothing (explained below) to bait the tech. Additionally, you can do raw 214C instead of 5B > 214C to throw off opponents looking to tech forward after 5B. If they tech immediately, raw 214C will be punished, but you can bait this with the 5B tech trap (see below). This is the basic mindgame of the neco rocket setup; 5B > 214C loses to tech forward after 5B, but 5B > nothing punishes the tech. Raw 214C loses to immediate tech forward, but 5B punishes immediate tech.
Microdash 5B OTG
Because Len's AT is not a hard knockdown, opponents can tech after they hit the ground. Fortunately, since H-Len will reach the ground before they can tech on ground, Len can do microdash 5B as OTG in the corner that can also act as tech-trap to catch teching in all directions and lead into a combo. If it OTGs, you can cancel into 214C for okizeme or squeeze out more damage with some OTG string. When the opponents techs after 5B OTG, you can respond to it with 5C which will catch them teching.
TK Ice Tech Trap
If opponents are too far away after AT ender near the corner to set up the microdash 5B tech trap, sj9 (super jump forward) TK j.236A catches all techs for a full conversion after with 5C. Note that this is not a regular TK j.236A, but done with a super jump forward to give the move more forward momentum. Opponents who tech will be punished by the ice into a full conversion, and upon no tech, the ice will either whiff or OTG the opponent (depending on character). Even on whiff, you are plus and can proceed with oki.
236C >236[A] ...
After doing the 236C > 236[A] ender in the corner , whiffing 3C or 2C will give you a left/right mixup. 3C will put you on the same side, and 2C will side switch. You can delay your landing further with air options to do a j.C overhead once the opponent starts respecting the 50/50. It won't be a true 4-way mixup since the opponent can act before j.C hits.
These are some of the options available to use as okizeme.
- ... 2C/3C, empty 9j, 5B
- ... 2C/3C, empty 8j (forward drift), 5B
- ... 2C/3C, 8 IAD > empty j.C > 5B
- ... 2C/3C, 9j > delay j.44> j.C
- ... 2C, 9j > delay dj j.66> j.C
Another thing you can do after 236C > 236[A] ender is ending it into 2B for a hard-knockdown, which allows you to set up her 214C without risk or go for the rare 421x teleport setup.
Defense
Shield Bunker (214D)
HLen doesn't have access to a true reversal and since she is H-moon, she won't be able to EX guard. Luckily, with 100% circuit she can cancel into a strong guard bunker to cancel while in blockstun which when timed correctly, will allow her to get away and avoid pressure safely. H-moon bunker is strike invul but can be thrown. Do know that guard bunker can be baited with delayed buttons or jumps in pressure to catch her since a guard bunker done outside of blockstun will be a slow, non-invul regular bunker like other moons.
3C Abare
HLen's 3C is one of the best abare tools in the game as it is 5f startup (!) and often trades favorably or wins outright against many normals. As it is a command normal, it can be buffered out of blockstun and leads to a full combo with 3C > 5C, making it an incredibly strong gamble option on defense. Do note that it is highly punishable on whiff.
Meter Management
236C
HLen’s main meter dump is 236C, which is used in combos for more damage, better oki, side switch, and so on. It’s important to keep a good eye on your meter and manage it well because you don’t want to hit Heat at a useless time and go back to 0% meter - not only is Hmoon bunker a very valuable tool for HLen, as she lacks a reversal and is an offensive momentum-driven character, Heat can also potentially bring back rounds if you can get a good chunk of red life back from her miniscule HP pool.
Air Dodge
Cancelling air normals into air dodge costs 50 meter, unlike doing air dodge raw which costs none. To micromanage Hmoon meter better, one can do jA > Air Dodge in neutral to burn excess meter relatively risk-free. This can be done on jA whiff by air dodging at any time after the recovery of the move ends; you can also cancel from any air normal into air dodge on block or on hit for the same result, but there is little reason to do so when you have the advantage with a jump in. This can be useful as HLen doesn't have a great EX move to burn meter in neutral.
Other Tech
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. |
Normal Combos
Corner 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
5A 5A~6A~6A 1st hit 1st hit 2nd hit 2nd hit 6A 6A 6A~6A 6A~6A
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5B
5C
1st cycle 1st cycle 2nd cycle 2nd cycle
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Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
3C
j.2C
Special Moves
Ground Movement
2/3
(Catwalk) 1/3 Best used on grass stages Best used on grass stages
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Ground Specials
236X
Fleur Freeze 236A/[A]/B/[B]/C A A B B [B] [B] EX EX
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623X
London Rondo 623A/B/C 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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421
(Hurtbox while held) (Hurtbox while held)
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Air Specials
j.236X
Fleur Freeze (Air) j.236A/B/[B]/C A A B B [B] [B] EX EX
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Arc Drive
Ephemeral Transience
41236C during Heat |
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