Melty Blood/MBAACC/Len/Half Moon
Character Page Progress
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Additional Resources
Players to watch/ask
JP:
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NA:
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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
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Combos
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Starters
Enders
OTG Pick ups
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
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Special Moves
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Arc Drive
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Another Arc Drive
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Last Arc
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Combos
(5A/2A) > 5C(4) > 4B > jBC > sdj9 > jBC > airdash forward > AT Basic bread and butter combo. Works on every character from all distances. Use this if you're not sure what to go for. If you have too much gravity scaling in the combo, the second jBC segment will whiff on small characters (Len, WLen, Miyako, Satsuki). Use jCB instead on those characters for better stability. The airdash forward before the air throw is for extra corner carry.
(5A/2A) > 5C(4) > 2B > (delay) 5B > 4B > tk j236[b] > sj9 > jBC > sdj9 > jBC > AT Better damage, meter gain, and corner carry than the above combo. Doesn't work from far 5C hits, but you should be fine for most distances. With a little bit of gravity scaling (say, a 5A > 6A or jC starter), you should be able to airdash before the AT for extra corner carry.
5B > 3C > 5C(4) > jBC > sdj9 > jBC > airdash forward > AT Basic combo for 5B starters. The 5C cancel might be a little tricky for beginners, but otherwise very stable. You usually go for this combo when tech punishing with 5B, or going low with 5B in a fuzzy guard mixup.
(5A/2A) > 5C(4) > 3C > 236C > 236[A] > walk forward > 2B > 5B > 5C(4) > jBC > jCB > sj9 airdash forward > AT Use this if you need to blow meter for extra damage damage and corner carry. If you feel your opponent is too low after the first jBC, you can correct the combo by going for jCB instead in the double jump segment. 5B > 3C > 5C (1) can be used as a starter and leads to the same combo. It's worth mentioning that you if you skip 236[A], you have enough time to dash to the other side to get a side swap. Very useful for punishing opponents teching out of the corner.
(5A/2A) > 5C(4) > 623B > 5A(1) > 5C(4) > jBC > dj9 > jBC > AT Situational corner combo. Gets blocked when Len is too far from the opponent. It is preferred to go for this combo when you land a good unscaled close hit in the corner. For scaled starters (j2C, lots of rebeats, etc), the tk j236[B] combo will outdamage this combo.
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.