Melty Blood/MBAACC/Len/Full Moon
Character Page Progress
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In Progress | To-do |
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Additional Resources
F-Len Match Video Database
Be sure to check this article on Drunkard Shade
Players to watch/ask
JP:
- ta- (たー)
- kitsune (きつね)
NA:
- ssmoothie
SA:
- Arkhar
Overview
Strengths |
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Weaknesses |
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Strategy
FLen is a high damage character and the highest damaging of all the Len's, so many FLen players go for her higher damaging combos over the less damaging oki setups. As far as oki goes, FLen can use her mirrors, meaty 236A/EX (provided FLen is at the correct distance), and a safe jump (provided the safe jump oki setup was used - check the combo section for more information on that). If the standard AT combo ender is used, go for a tech trap (5B during an opponent's ground tech, if done properly it will catch them during their tech, therefore leading into another combo).
Practice this tech trap. It is very essential to not just FLen's, but all Len's gameplay. This tech trap covers the most tech options if FLen can put her opponent into the corner. If her opponent's do not tech the 5B tech trap, there is enough time for Len to set up a 214A/B mirror, giving her some more pressure options. Note that the opponent can tech after the 5B tech trap so be ready to catch them if they make such a choice.
Many options for combos or oki are only available in corner, so try to force her opponents there.
Fortunately, FLen has no trouble getting her opponents in corner thanks to her 214A mirrors, not to mention her standard BnB also carries the opponent little over halfway of the stage.
In neutral, FLen can set up a mirror relatively safely if she cancels it into initiative heat or 236EX. Mirrors can NOT be shielded by an opponent (barring 214EX), so take advantage of that property. Also note that mirrors do not counter hit an opponent.
FLen's should be sure of every commitment they make as committing to a move at the wrong time will end up with her taking a combo. FLen is a lower health character, so it is essential that she avoids getting hit.
FLen is a character who struggles against rushdown and strong oki characters (like C-Seifuku) due to her lack of fast and strong reversal options.
Meter management is relatively easy with FLen as she does not get any major combo extensions off of meter. The times that FLen usually uses meter are for pressure (236C, meaty 214C) or for Initiative Heat (cancelling + healing) or Blood Heat (reversal + healing), or for burst. It's advisable to save meter for Initiative heat / Blood heat as healing is a solution to the problem of FLen's low health.
Full
Eating cake makes you full.
Spacing
FLen is a "control" character with many tools to space and control the neutral, however it is important to think before committing to a move as a lot of her useful moves leave her open to counterhit.
As with all fighting games, it is important to know your opponent's and your own effective ranges.
FLen is effective within several different ranges (i.e. at the edge of 5B, or within 5A).
Take advantages of the several disjoints she has, as well as the special moves she can use.
214A Mirrors can reflect many projectiles which can help when fighting against zoners.
Keep in mind the frame data on FLen's moves as well because using a move at the wrong timing and spacing can result in FLen eating a combo.
Pressure
FLen Applying Pressure
FLen's pressure is rather linear in that she has only one low and no standing overhead. Keep varying the moves that are used in a blockstring to avoid becoming predicable. Please note that the lack of reverse beating from a blockstring means that FLen is limited in how she can reclose the gap to her opponent. Stay creative and unpredictable when you do this. Tick throws, stagger pressure, and fuzzy guard mixups are strong options FLen has for mixups.
Midscreen, FLen gets barely anything off of throws outside of character specific midscreen throw combos and poor tech trap situations since not all options are covered.
However, in corner FLen gets way better options as she choose between high damage throw combos (3k+ damage!) that work on almost every character, or mirror oki setup combos. These mirror oki setup combos allow FLen to set up mirrors of her choice with ease. Mirrors are a good pressure tool since they have good amounts of blockstun, they cannot be shielded (punish shield heavy opponents!) and if an opponent blocks a mirror during their jump it leaves them open to an anti-air 5C provided they're low enough.
FLen Receiving Pressure
Being in disadvantage state is particularly bad for FLen as she lacks any decent reversal option.
Other escape options that FLen players should master are "catwalk", and shield counters.
Catwalk is performed by holding 3, and allows FLen to crawl in cat form with a hurtbox size that almost matches her cat sprite size. Some jumping normals will whiff over this, so use this property to your advantage.
For reversal options, Len either has very weak options or very expensive options.
Her 623C is lower body invuln and propels her into the air, meaning it will beat out some 2A's but if it trades, then Len is in a very bad position and may end up eating a full combo. Heats and Arc Drives can work as reversal options, but don't be too predicable.
FLen's AD is significantly better than her AAD as an escape option because it is multihit, has clash, and is generally safe. In contrast, FLen's AAD is punishable on block.
Shield and shield followups are decent alternative to FLen's stronger reversal options. FLen's shield counter is a bit slow, so an alternative method of escaping a ready opponent is shield > 236X/623B (236EX works pretty well due to multihit properties).
In very specific cases (i.e. FPCiel's high rock toss) 4B's clash hitbox can be used and will chain into 5C/3C. When in a situation where mashing is appropriate, 3C can be a good normal to mash out of pressure provided the gap in the opponent's pressure is large enough. 3C will most likely trade, but since it knocks the opponent off the ground, FLen is in a more advantageous position and may even get a combo off of the trade.
Summary
- Be aware of the tradeoff that FLen faces when going for oki or full damage combos
- Master the tech trap
- Mirrors create unique pressure and cannot be shielded
- Many options open up in corner for FLen so try to force the opponent into corner
- Be aware before committing FLen to a move, she is low health therefore making mistakes extremely punishing
- Using meter to heal is a way to alleviate the severity of mistakes
- FLen struggles to escape a disadvantaged state due to lack of strong options
- FLen lacks strong mixups so master tick throws, staggers, and fuzzy guards
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 and Advance Combos are a translation from the French wiki BasGrosPoing.
Basic combos
Advanced Combos
(5A) > 5B > 5C(4) > 623B > 3C > 623A > instant AT > 5A > 2B Corner combo.
(5A) > 5B(3) > 5C(4) > 623B into mirror > 2B > 5C(2) > 3C > 623A > jBC > jBC > AT "214A mirror" placed at the opposite screen.
(5A) > 5B > 5C(4) > 3C > 623A > jBC > jBC > AT into mirror > dash jBC > jBC > AT "j.214B mirror" placed half screen in the air, away from the enemy.
(5A) > 5B(3) > 2B > 4B > 214B > j214B > 214B > 5B(3) before the enemy hits the mirror > jBC > jBC > AT dans le mirror > High jump > jBC > jBC > AT "j.214B mirror" placed half screen in the air, away from the enemy.
j6E > 2B > 5C(2) > 3C > 623A > jBC > jBC > AT Golden AirThrow combo.
(5A) > 5B > 5C(4) > instant AT > (3C > 623B > instant AT)x3 > 5A > 2B Corner combo.
236D > 214B > 2B > (5A > 2B) x n >5C(2) > 3C > jBC > jBC > AT After-shield combo, to be confirmed
Not BasGrosPoing Stuff
note that the difficulty may be a bit subjective as it factors in personal experience + a non-Len player's experience with the combo
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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5B > 2B > 3C > 623A > jc > j.BC > j.BC > AT | Anywhere | None | 4368 | 72.4% | Easy | [Insert Video] |
- Far range confirm. Effective at the ranges from the middle to the end of 5B's hitbox
- This combo lacks compared to the bnb in every aspect, so only use it at the effective range
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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(Air CH) > (Land) > 2B > n > 3C > 623A > jc > j.BC > j.BC > AT | Anywhere | Air-Counterhit | ~3600 | ~70.2% | Easy-Medium | [1] |
- Standard air-counterhit confirm
- Note that A/B normals (barring 2B and 4B) send the opponent a further trajectory during CH compared to C normals
- If the opponent is not too far from where Len lands, she can use the (5A > 2B) loops before the 5C(2)
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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(Air CH) > (Land) > 2B > 214A > sj forward > j.C > j.BC > AT | 214A must launch the opponent into the wall | Air-Counterhit | ~2027 | ~26.0% | Easy | [2] |
- Air-counterhit corner carry combo
- Note that A/B normals (barring 2B and 4B) send the opponent a further trajectory during CH compared to C normals
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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(5A/2A) > 5B > 5C (4) > 3C > 623A > jc> instant AT > 3C > 623B > j.ABC > j.BC > AT | Corner | None | 5635 | 99.0% | Medium | [3] |
- Corner Combo derived from the bnb
- Delay the 623A as much as possible so the instant air throw can connect. The jA is necessary as jB is too slow for the sequence after 623B
- The 623B may have to be done fast
- Does not work on Necos
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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(5A/2A) > 5B > 2B > 214A > (wallbounce) 5B > 2B > 214A | Corner | None | 2595 | 15.3% | Very Easy | [Insert Video] |
- Basic mirror oki
- Safe jump if the opponent has a reversal that is 6+ frames startup - Note that safe jumps aren't actually safe if the opponent shields
- Also becomes a safe jump if the 2nd mirror is omitted or if an air dash is used (Len has to manually time these jumps/air dashes, it's very hard)
- The second 214A can be placed instead as a tk. 214B allowing it to be activated in the air, useful for jump in baits and mixups. See: [insert video]
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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6E > (5A > 2B) x 3 > n > 5C(2) > 3C > 623A > jc > j.BC > j.BC >AT | Corner | None | 3141 | 81.0%-90.9% | Medium - Hard | [4] |
- Corner throw combo with 5A > 2B loop
- 5A 2B timings may change depending on the opponent's character
- The 3rd loop may have to be omitted depending on the opponent's character and whether a dash was used leading into the grab
- A very minuscule delay may be required for the 5C(2)
- Do this if you struggle with the instant AT version below
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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6E > (5A > 2B) x 2 > 3C > 623A > jc > instant AT > 3C > 623B > j.ABC > j.BC > AT | Corner | None | 3250 | 94.0% | Harder than lightning loops apparently | [5] |
- Advanced corner throw combo
- 5A 2B timings may change depending on the opponent's character
- Delay the first 3C so that the opponent is as low as possible to the ground
- Delay the 623A as much as possible for the instant air throw
- The 623B may have to be done fast
- The jA is necessary as jB is too slow for the sequence after 623B
- Does not work on Necos
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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(5A/2A) > 5B > 5C (4) > 3C > 623A > tk. 214B > 214B > j.BC > j.BC > AT > j.BC > j.BC > AT | Corner | j214B Mirror 1 jump height (midscreen in air) in corner | 6909 | 155.2% | Medium | [Insert Video] |
- Advanced Corner Combo that requires setup
- Jump cancel the tk.214B mirror
- Time the tk.214B mirror to be placed as the opponent hits the mid air set up mirror (it's placed almost immediately after the 623A)
- Timing may change due to opponent character height
- The first airthrow should send the opponent into the grounded 214B mirror
- The 2nd jBC string timing is a bit awkward
Input | Location | Setup Required | Damage (vs VSion) | Net Meter Gained | Difficulty | Video |
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(5A/2A) > 5B > 5C(4) > 3C > 214B > j.214B > 214B > 623A > jc > j.BC > j.BC > AT > j.BC > j.BC > AT | Corner | j214B Mirror slightly less than 1 jump height (midscreen in air) in corner | 7309 | 154.0% | Medium | [Insert Video] |
- Advanced character specific corner combo that requires setup
- Confirmed to work against the Sion's, other characters still need testing
- The j.214B has to be done at the right height (almost as high as possible, see vid)
- The 623A should hit the opponent before they land into the 214B mirror placed
- The ending sequence of the j.BC is identical to the above combo
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
5C
Crounching Normals
2A
2B
2C
Aerials Normals
j.A
j.B
j.C
Command Normals
4B
3C
j.2C
Special Moves
Name 「JP name」 - 22ABC
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「Flame Snow」 - 236ABC
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「」 - 28ABC
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「London Rondo」 - 623ABC
(sequence 2-8 are identical)
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「Saint Elmo」 - 214ABC
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「」 - 421ABC
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「」 - J22ABC
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「」 - 426ABC
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「」 - BC
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Arc Drive
Transience
41236C during MAX |
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Another Arc Drive
Transient Dream
41236C during BLOOD HEAT |
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Last Arc
Cream Puff Dream REM
Airborne EX Shield |
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