Melty Blood/MBAACC/Len/Half Moon: Difference between revisions
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*'''3C and 2C:''' 3C is another normal that moves you forward and can be cancelled into from almost any normal, making it an amazing frame trap option that opponents may not be expecting. After 3C, it's possible to rebeat into other normals, but the window is quite late into the move so it will require some practice - this also applies on hit with the 3C > 5C link that might be tricky if you aren't used to it. 2C is a move that looks identical to 3C in animation, but is only -4 and has a slower startup - the attack is an illusion so Len stays in her original position, whereas she moves her body with 3C. Against opponents expecting 3C into a frametrap, 2C can be used as a reset since you recover much faster, allowing you to dash up or jump. | *'''3C and 2C:''' 3C is another normal that moves you forward and can be cancelled into from almost any normal, making it an amazing frame trap option that opponents may not be expecting. After 3C, it's possible to rebeat into other normals, but the window is quite late into the move so it will require some practice - this also applies on hit with the 3C > 5C link that might be tricky if you aren't used to it. 2C is a move that looks identical to 3C in animation, but is only -4 and has a slower startup - the attack is an illusion so Len stays in her original position, whereas she moves her body with 3C. Against opponents expecting 3C into a frametrap, 2C can be used as a reset since you recover much faster, allowing you to dash up or jump. | ||
'''<u>THE FUZZY'''</u> | |||
The Len Special, the infamous fuzzy mixup. The gist of this mixup is that after a low-to-the-ground j.C or j.B, you can either do an '''instant overhead with rising j.C''' or land and do a '''low with 5B or 2B''' for a high/low mixup. | |||
Here are some common ways to set up a deep jump-in: | |||
*IAD j.C/j.B (IAD j.C is a strict timing so it helps to slightly delay the airdash for more height) | |||
*j.9 deep j.C | |||
*j.9 high j.C, delay deep j.B | |||
*j.9 high j.C, airdash deep j.C (this will lose to 5A mashes during the airdash) | |||
While it's possible to go for this setup raw during pressure if your opponents are respecting it, there are situations where it is easier or has less risk to set this up: | |||
*'''2B ender:''' 2B gives a hard knockdown which allows for a safejump with a well-timed j.C - this j.C is deep enough to go for the fuzzy mixup. | |||
*'''Neco rocket okizeme:''' If opponents are respecting 214C okizeme and not jumping, this can be a good chance to attempt the fuzzy. | |||
Keep in mind that if the deep jump-in connects on a crouching opponent, a rising j.C for the instant overhead will whiff and open to be punished. An EX guard on the deep jump-in can also cause the rising overhead to whiff. | |||
'''<u>Misc. options'''</u> | '''<u>Misc. options'''</u> |
Revision as of 19:53, 9 March 2023
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.
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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akkii (あっきぃ) |
Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Long-time H-Len player. Solid with a clean playstyle utilizing icicles effectively. | |
Alma | North America | Netplay | Inactive | Strong H-Len in NA. Plays different characters now but footage of them is still solid. | |
Counsel | North America | Netplay | Inactive | Very strong H-Len in NA, the strongest in the region as of recent. Has plenty of online tournament footage against similarly formidable opponents. | |
Luna | North America | Netplay | Inactive | Solid NA H-Len player and High level DAN player in Lumina. Just don't look at his Twitter. | |
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. Favors an aggressive aerial style that suffocates the opponent and doesn't like to block. Best source for optimized throw loop routing. Loves PreCure. | |
satoshi (聡) |
Japan | Play Spot BIG ONE 2nd | Active(?) | Started playing later than the two notable JP H-Len players but arose to being one of the best. | |
Shao | South America | Netplay | Active(?) | Top H-Len player from SA and one of the oldies from the region. Super solid plays. | |
Solstice | North America | Netplay | Active | Knowledgeable NA H-Len player active in meltycord. Willing to answer questions and/or clarify things from the wiki, probably the easiest point of access for any H-Len related discussion as others are inactive. 솔스티스#9232 on Discord for any questions. |
Overview
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 space control options such as 214B~4/6 (hold forward or back after 214B) which creates a slow-moving black cat with a hitbox on the ground, and 214C which creates a Neco rocket to cover vertical space.
Notable Air Normals
- j.B: H-Len j.B is a fantastic air normal with a disjointed hitbox and long active frames, making it a great option for horizontal air-to-airs. By buffering an airdash with j.B, if you get a non-CH you can confirm with an air throw after the airdash, or if it counter hits, whiff a j.C to cancel airdash landing recovery and then convert on the ground. If the j.B is blocked you are minus so be careful pressing another button after. If the j.B whiffs in the air, the airdash will not come out. This buttons is also great for IAD approaches from the ground as it comes out fast.
- j.C: j.C has a great vertical hitbox that is ideal for jump-ins. It has a crossup hitbox that can make it difficult for opponents to contest her jump-in angles and makes it difficult to dash under. In exchange for its great hitbox, it has long startup and not many active frames so it is important to time this button properly. If you anticipate the opponent to try to hit you out of the startup, you might need to press the button much earlier to space it against your opponent's button. A deep j.C is a common way to go into a fuzzy setup but requires the opponent to respect the j.C and not mash on it.
- j.2C: The infamous Len j.2C, the Treyarch logo. j.2C is a great all-purpose air normal that is active for long and allows for easy crossups. All of its multihits are overheads which can make it difficult to block, and combined with its frequent usage as a crossup jump-in, it is a suffocating normal to play against. j.2C is commonly used after a rising j.C fuzzy overhead to convert. Do note that if j.2C hits the opponent in the air, regardless of if it's a counterhit or not, you will not be able to get a combo; knowledgeable opponents can abuse this against you if you rely too much on j.2C.
Air Icicle (j.236A)
This is H-Len's main selling point over the other Lens in neutral - air ice is a fantastic tool for keepaway, midrange, space control, and aggression. The ice is completely disjointed so anyone that tries to attack into it will get counterhit as long as the ice is out. It preserves her air momentum which allows her to escape backwards very quickly after an air backdash, letting her punish opponents who are overeager to catch your landing. It's also useful as a general midrange poke with its great hitbox and range, making it difficult for opponents to move forward. When done close to the ground, it is plus on block and usually allows for continued pressure.
Notably, doing a sj.9 j.236A (TK j.236A with a sj.9 at the beginning) propels you forward while being very plus, making it a way to reset pressure. This is also how you can catch backdashes with a hard read, as H-Len doesn't have great ground normals to discourage backdashing. You also want to be able to do a regular TK ice, in which case omit the sj.9 by holding down for a moment before doing the TK input.
214B~4/6 (Black cat) and 214C (Neco rocket)
By holding forward or back after 214B, you will do a slower but guaranteed black cat summon. If you have the time and space to get it out, black cat is a great neutral tool as it has a hitbox that moves slowly across the ground, making it a great option to start your approach. If it hits, it will trip the opponent for a hard knockdown, and if you are ready, you can even combo from it before they hit the ground. You can only have one black cat out at a time, and once the hitbox is triggered, it will no longer have one until it leaves the screen. Savvy opponents will know to shield the black cat to remove its hitbox, which you can try to exploit for an opening with caution.
214C summons Neco rocket, which has two hitboxes - an overhead hitbox as it's thrown out, and a hitbox as it ascends. You can have two rockets on the screen at a time, but once the ascending hitbox is triggered, that rocket no longer has a hitbox. Neco rocket is a great tool for controlling vertical space with its constant ascending hitbox that can discourage airdashes or sj.9 approaches, but be careful of opponents that slip through the rising rocket.
Pressure
H-Len's pressure is defined by her extended frame trap options in the corner using parts of her 5A6A6A series to weave in and out of her other normals, notably 5C which moves her forward, 5B which is a multihit low, and 3C which launches. She can reset easily from parts of her 5A6A6A series to go in for her comboable throw or reset with IADs and rejumps to threaten with her j.C as a jump-in. Of note is her fuzzy overhead mixup which allows for an instant overhead j.C or low 5B/2B from a deep j.C or j.B.
Midscreen, her pressure tends to lose badly to backdash which you can call out with sj.9 TK ice or end on a safe string and play for neutral again - the corner is where her pressure truly shines.
Notable Pressure Normals
- 5A6A6A series: The normals that tie H-Len's pressure together, her H-Moon specific 5A6A6A series is what enables her extended pressure. By rebeating 5A6A into 2A, you can gain access to another 5A in your pressure string which lets her create ambiguous resets and frame trap timings. As 5A6A moves her forward, this allows Len to use her other normals to frame trap and then re-establish pressure with 5A6A by coming in closer, or use the threat of the 5A6A to do a 5A into a reset such as dash throw or jump. It can't be stated enough how important efficient and effective use of this series is in your pressure game.
- 5C: 5C is a core part of your pressure as it hits quite high, making it ideal for catching opponents trying to jump out. It also moves you slightly forward, and combined with 5A6A, you can stay in your opponent's face for a long time if they aren't EX guarding.
- 5B and 2B: As H-Len's two lows (besides ground icicle), these moves are important to throw in your offense if your opponent is getting comfortable with EX guarding your strings. They can push you out of pressure easily so shouldn't be used as the most integral normals of your pressure, but with your 5A6A series, you may be able to sneak back in. Be wary of using 5B when too far as it cannot be converted from past a close range.
- 3C and 2C: 3C is another normal that moves you forward and can be cancelled into from almost any normal, making it an amazing frame trap option that opponents may not be expecting. After 3C, it's possible to rebeat into other normals, but the window is quite late into the move so it will require some practice - this also applies on hit with the 3C > 5C link that might be tricky if you aren't used to it. 2C is a move that looks identical to 3C in animation, but is only -4 and has a slower startup - the attack is an illusion so Len stays in her original position, whereas she moves her body with 3C. Against opponents expecting 3C into a frametrap, 2C can be used as a reset since you recover much faster, allowing you to dash up or jump.
THE FUZZY
The Len Special, the infamous fuzzy mixup. The gist of this mixup is that after a low-to-the-ground j.C or j.B, you can either do an instant overhead with rising j.C or land and do a low with 5B or 2B for a high/low mixup.
Here are some common ways to set up a deep jump-in:
- IAD j.C/j.B (IAD j.C is a strict timing so it helps to slightly delay the airdash for more height)
- j.9 deep j.C
- j.9 high j.C, delay deep j.B
- j.9 high j.C, airdash deep j.C (this will lose to 5A mashes during the airdash)
While it's possible to go for this setup raw during pressure if your opponents are respecting it, there are situations where it is easier or has less risk to set this up:
- 2B ender: 2B gives a hard knockdown which allows for a safejump with a well-timed j.C - this j.C is deep enough to go for the fuzzy mixup.
- Neco rocket okizeme: If opponents are respecting 214C okizeme and not jumping, this can be a good chance to attempt the fuzzy.
Keep in mind that if the deep jump-in connects on a crouching opponent, a rising j.C for the instant overhead will whiff and open to be punished. An EX guard on the deep jump-in can also cause the rising overhead to whiff.
Misc. options
- 623A: 623A goes into spin, which has some low crush frames and is safe at -2 on block. Doing 623A~A gives a double spin that is +1 on block, but the last hit is shieldable on reaction. 623A~B gives a fake spin where the last hit is omitted, potentially allowing for a risky reset if your opponent is not keen on mashing.
Here are some examples of common blockstrings to give some ideas:
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. There are various timings to throw the neco so that it hits less meaty, more meaty, or not hit meaty at all which can bait out shields or change the timing of your strike/throw mixup. After the first neco hit, there is a gap where the opponent may try to jump, which can be punished with something like 5B or 2B. If the opponent is respecting your ability to catch the jump, you may be able to IAD or jump and set up a fuzzy mixup.
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 lets you react and punish the tech. Raw 214C loses to immediate tech forward, but 5B first 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 a tech trap to catch teching in all directions and lead into a combo. If it OTGs, you can cancel into 214C for okizeme or do nothing after to bait another tech. When the opponents techs after 5B OTG, you can react and punish with 5B.
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 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. Do note that if you do the TK ice too fast it may not catch forward tech.
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 or land and do a low.
These are some of the options available to use as okizeme.
- ... 2C/3C, empty j9, 5B
- ... 2C/3C, empty j8 (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, do a safejump, or go for a more gimmicky 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
Len can also go for "throw loops" in the corner with her unique air throw.
These routes are valuable in that they can lock opponents from using MAX while providing Len with a lot of meter gain, but they are more difficult and often character-specific.
The following table offers a starting point from throw starter in the corner but should also provide some ideas for routing into the loops from other starters.
Advanced combos
The brackets 「」 are used to break up repetitions. You can omit their contents from the combo and it will still work.
[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos.
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 |
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5B
5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
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 Counter
Shield Counter
Auto or 236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Ground Movement
2/3
Ground Specials
236X
Fleur Freeze
236A/[A]/B/[B]/C |
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623X
London Rondo
623A/B/C |
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214X
Grass Grass Tea Time
214A/B |
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Cat Rocket
214C (No EX) |
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421
Air Specials
j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C |
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Arc Drive
Ephemeral Transience
41236C during Heat |
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