Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
(Expanded on some move descriptions, copied/pasted the 214X section from H-Len and made changes.) |
(Added to some move descriptions.) |
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|frameAdv=-1, 2 | |frameAdv=-1, 2 | ||
|invuln= | |invuln= | ||
|description=Fast 2-hit jab. | |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 stuff instant airdashes or antiair multihit normals after an EX shield. | ||
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|frameAdv={{Tooltip | text=-6 ~ -1| hovertext=-6, -4, -1}} | |frameAdv={{Tooltip | text=-6 ~ -1| hovertext=-6, -4, -1}} | ||
|invuln= | |invuln= | ||
|description=Mid-range 3-hit swipe. | |description=Mid-range 3-hit swipe. Very active, your go-to move for covering the opponent's techs and meatying people who like to gamble on wakeup shield. You can try to use it as a poke sometimes. Doesn't combo into anything from further away aside from AAD, but you can buffer an instant airdash out of it. Her collision box is retracted slightly during this move so it can also be used to avoid heat. | ||
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|frameAdv={{Tooltip | text=-25 ~ -5| hovertext=-25, -23, -9, -7, -5}} | |frameAdv={{Tooltip | text=-25 ~ -5| hovertext=-25, -23, -9, -7, -5}} | ||
|invuln= | |invuln= | ||
|description= Len moves forward and rotates an orb upward 2 times. | |description= Len moves forward and rotates an orb upward 2 times; the first spin is 2 hits while the second is 3. Staple button in combos and pressure and can even be used as an antiair at times. However, whiffing or even hitting it from too far away can spell disaster. Either the first hit or the last must connect in order for you to cancel/reverse beat, otherwise Len will have to go through the full recovery animation which may leave her unsafe on block. If you cancel this into 4B or 236C, do so immediately after one of the hits or you may risk the combo dropping. | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln=- | |invuln=- | ||
|description= C-Len's only low normal. Untechable knockdown on hit. | |description= C-Len's only low normal. Untechable knockdown on hit. It can low profile some DPs if spaced correctly. You may unexpectedly catch opponents defaulting to high block by saving this for later in a blockstring. | ||
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|frameAdv=-4 ~ 2 | |frameAdv=-4 ~ 2 | ||
|invuln=- | |invuln=- | ||
|description=Spawns a Len afterimage that lunges forward, launching on hit. | |description=Spawns a Len afterimage that lunges forward, launching on hit. Can't be cancelled into anything, but with spacing it can be made slightly plus on block. Visually it's very similar to her 3C, so mixing the two together can confuse the opponent. Len won't move and suffers no pushback whatsoever on hit or block, so you could do this multiple times in a row if your opponent respects it too much. Nets you easy conversions on counterhit, but on a normal hit you can only attempt a tech trap. When whiffed beneath an opponent from close range, this may create a small gap for you to corner steal. | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description= | |description=Her fastest air normal. Good for air-to-air like most jAs, but following it up can be awkward as it doesn't lend itself well to chaining for stability. | ||
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|frameAdv=- | |frameAdv=- | ||
|invuln=- | |invuln=- | ||
|description= | |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. | ||
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Revision as of 12:34, 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 |
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623X
214X
Grass Grass Tea Time
214A/B |
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Cat Rocket
214C (No EX) |
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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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