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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- Overview/General Gameplan:
- Update strengths/weaknesses to look better probably.
- Address the elephant in the room and list the differences between her and H-Len.
- Flesh out gameplans other than pressure.
- Move Descriptions:
- Trim down excess info on things like j236x and migrate it to a new section below the movelist, detailing more advanced application and theory.
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- Additional Resources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- Pretty up this section to be more in line with other character pages.
- Combos:
- Clean up combo section, maybe even restructure it completely.
- Add throw loop guide.
- Consider putting this entire section below move descriptions.
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Additional Resources
C-Len Match Video Database
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
Strengths / Weaknesses
Strengths
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- Text goes here after asterisk
- Text goes here after asterisk
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Weaknesses
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- Place text here be sure to use "*" for each point*
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General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
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.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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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:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Basic combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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- (5A >) 5C(4) > 4B > j.BC > dj.BC > AT
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???
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???
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Normal starter, grounded opponent, 100% meter
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- (5A >) 5C(4) > 236C, 236[A], 236[B], j.ABC > dj.BC > AT
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Metered combo. |
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Normal starter, grounded opponent, 100% meter
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- (5A >) 5C(4) > 236C, 236[A], 63214C, 2B
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Metered combo that gives an hard knockdown and good mixup options midscreen.
End combo at 236[A] to move the opponent out of the corner. |
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Advanced combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent, Corner
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- (5A >) 5C(4) > 4B > j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.A > j.66 > delay AT, 5A > 4B > 2A(w), j.ABC > j.BC > AT
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Corner combo. |
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Normal starter, grounded opponent, Corner
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- (5A >) 5C(4) > 4B > j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.AC > j.66 > delay AT, 5A > 2B
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Knockdown ending. |
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Normal starter, grounded opponent, Corner
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- (5A >) 5C(4) > 4B > j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.B > j.66 > delay AT, 5A > 4B > 2A(w), j.ABC > dj.ABC > AT
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???
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
AirCombo ending instead of knockdown. |
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Move Descriptions
Frame Data Help
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Header
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Tooltip
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Move Box Colors
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Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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Proration
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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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
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Circuit
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Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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Recovery
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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.
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Advantage
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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.
±x~±y denotes a range of possible advantages.
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Invul
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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:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
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Normal Moves
Standing Normals
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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350*2 (614)
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(343)
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78% (O)
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-SE-, -N-, -SP-, -EX-, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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3
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1 (2) 5
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5
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-1, 2
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4.0%*2 (8.0%)
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-
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Fast 2-hit jab.
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First hit First hit Second and third hits Second and third hits
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300, 500*2 (1061)
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(643)
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80% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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7
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8
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10
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-6 ~ -1
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2.5%, 4.5*2 (11.5%)
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-
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Mid-range 3-hit swipe.
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|
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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450, 400*4 (1700)
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(1058)
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85% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6
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5 (11) 3 (1) 4
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16
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-25 ~ -5
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5.0%, 3.0%*3, 5.0% (19.0%)
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-
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Len moves forward and rotates an orb upward 2 times.
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Crouching Normals
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300
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117
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76% (O)
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-SE-, -N-, -SP-, -EX-, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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3
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3
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9
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0
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3.0%
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-
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A crouching orb jab.
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|
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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650
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392
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65% (O)
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N, SP, EX, (J)
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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7
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3
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16
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-4
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7.0%
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-
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C-Len's only low normal. Untechable knockdown on hit.
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|
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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750
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441
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100%
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-
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13
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7
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17
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-4 ~ 2
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10.0%
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-
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Spawns a Len afterimage that lunges forward, launching on hit. Not cancellable.
|
|
Air Normals
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300
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156
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75% (O)
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SE, N, SP, EX, J
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LHA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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4
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8
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-
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3.0%
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-
|
Horizontal jab.
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|
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Damage
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Red Damage
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Proration
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Cancel
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Guard
|
700
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392
|
90% (O)
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N, SP, EX, J
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HA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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7
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8
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-
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-
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8.0%
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-
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Another horizontal air button with more range.
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|
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Damage
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Red Damage
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Proration
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Cancel
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Guard
|
1050
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686
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90% (M)
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N, SP, EX, J
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HA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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10
|
3
|
-
|
-
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12.0%
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-
|
Downward orb swipe.
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|
Command Normals
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4B
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
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490
|
75% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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9
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4
|
20
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-9
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8.0%
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Clash 10-13
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Len's standard launcher for combos.
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4[B]
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Damage
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Red Damage
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Proration
|
Cancel
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Guard
|
1200
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686
|
75% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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21
|
4
|
16
|
-3
|
10.0%
|
-
|
Charged version exclusive to Crescent.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
588
|
78% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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7
|
24
|
-13
|
10.0%
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-
|
Non-fakeout version of 2C.
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|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*4 (849)
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(414)
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80% (M)*4
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4 (6) 4
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-
|
-
|
4.0%*4 (16.0%)
|
-
|
Spins three orbs around Len, 4 hits. Can hold 8 to give a it bit of upward momentum.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
490
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
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2
|
1
|
20
|
-
|
0.0%
|
-
|
Len launches the opponent in the air. Comboable when close enough to the corner. Ground techable otherwise.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (1440, Raw) 1100
|
441
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
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Circuit
|
Invuln
|
1
|
1
|
12
|
-
|
0.0%
|
-
|
Launches the opponent upwards again. As a combo ender, this is ground techable and can actually be combo'd from in the corner if done low enough to the ground.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Upward shield bunker.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
3
|
25
|
-
|
-100.0% (min)
|
Full 1-21
|
Forward heat hitbox.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
Special Movement
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
Len can walk foward while crouching with her unique catwalk. Turns into a cat with an extremely small hitbox, allowing her to duck alot of moves. If 3 is released to go back to holding 2, there is a 5f animation before returning to regular crouch animation. This recovery is entirely cancellable. If 3 is released to 6, there is no recovery.
|
|
Grounded Specials
A A B B [B] [B] EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
539
|
100%
|
-EX-
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
8
|
26
|
-9
|
8.0%
|
-
|
[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
833
|
60% (O)
|
-EX-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
44
|
8
|
8
|
28
|
12.0%
|
-
|
Summons a low-hitting icicle, which launches into an air tech state on hit. Can be charged for untechable knockdown, air unblockable and significant frame advantage.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
539
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
8
|
15
|
-8
|
8.0%
|
-
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2 (1209)
|
(814)
|
60% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
32
|
10
|
23
|
11 ~ 13
|
8.0%*2 (16.0%)
|
-
|
B version hits mid. Charged version has an extra icicle that angled higher and is air unblockable. the top icicle comes out 2f earlier.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*8 (3188)
|
(1904)
|
40% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+13
|
17
|
18
|
-17 ~ 18
|
-100.0%
|
Full 1-3
|
Spawns several icicles on top of Len. The icicle effects have random positions but the hitbox is consistent, and also separate from Len. This means that if enough hits connect, you can recover before active frames end and have siginificant frame advantage.
|
|
A A B B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3, 500 (1324)
|
(549)
|
100%
|
-CH-, -EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
17 (7) 3
|
14
|
-2
|
3.0%*3, 6.0% (15.0%)
|
Low 4-23
|
~A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*6, 500
|
98*6, 294
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
17 (15) 17 (11) 2
|
9
|
1
|
3.0%*6, 6.0% (24.0%)
|
Low 4-23
|
~B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3 (871)
|
(283)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
17
|
21
|
-14
|
3.0%*3 (9.0%)
|
Low 4-23
|
Len does a lower body invulnerable, spinning forward jump ending in a kick. A/B can be pressed just after landing to either perform a second spin into a kick, or to not perform the last hit.
If the opponent EX Guards the last hit of the spin as soon as possible, they can act 1 frame before the kick is active.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*3, 1000 (2104)
|
(1227)
|
80% (M)
|
-CH-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
17 (11) 3
|
24
|
-15
|
3.0%*3, 12.0% (21.0%)
|
Low 7-26
|
~A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*3, 300*3, 500
|
117*3, 98*3, 294
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
17 (16) 17 (11) 2
|
9
|
1
|
3.0%*6, 6.0% (24.0%)
|
Low 7-26
|
~B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*3 (1017)
|
(339)
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
17
|
21
|
-14
|
3.0%*3 (9.0%)
|
Low 7-26
|
B version goes a bit farther, the kick wallslams on hit, but has much longer recovery. If the last spin hit is EX Guarded, the opponent can act at most 5 frames before the kick is active.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*8, 1000 (2884)
|
(1927)
|
70% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+3
|
24 (11) 9
|
19
|
-16
|
-100.0%
|
Full 1-5, Low 6-29
|
EX version has full invulnerability on startup. Last hit wallslams. Opponent can act 1 frame before the kick is active on regular block.
|
|
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
39
|
-
|
-
|
-
|
(Yellow Cat)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
45
|
144
|
-
|
-
|
0.0%
|
-
|
(Brown Cat)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
288
|
-
|
-
|
-
|
(Black Cat)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
45
|
384
|
-
|
-
|
0.0%
|
-
|
(White Cat)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
45
|
325*
|
-
|
-
|
-
|
-
|
=Len sends out a random cat to walk across the stage.
A version can either send out a yellow striped cat which can hit and launch the opponent, or a brown one that does nothing. There can be up to two 214A cats at a time.
B version sends a black cat which cause untechable knockdown on hit, or a white cat which is a walking collision box. Only one 214B cat can be there at a time, and holding forward during the summon will guarantee a black cat.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
60
|
-
|
-
|
-
|
(Neco-Arc)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
222, 850
|
98, 245
|
100%, 50% (O)
|
-
|
HA, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
22 (30) 6, [(3) 3]*N
|
-
|
-10 ~ 11 (1st Hit)
|
1.0%, 3.0% (4.0%)
|
-
|
A Neco-Arc jumps out of Len's hands which then rocket launches itself. First hit is an overhead.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
37
|
-
|
-
|
High 1-17, Full 18-27
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
32
|
-
|
-
|
-
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
288
|
-
|
-
|
-
|
Len disappears and performs a teleport/fakeout-type move.
A: Teleports forward for approx. more than 1/3rd of the screen. Has upper body invulnerability, followed by full invuln. during the teleport.
B: Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox.
C: Produces an illusion of a dashing Len, while the real one walks forward in a catwalk-like state which can pass through the opponent.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
588
|
60% (O)
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
41
|
4
|
26
|
-2
|
5.0%
|
High 6-71
|
Starts out like 421A, but summons a huge hammer for a slow overhead hit. Launches on hit.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
392
|
100% (O)
|
-
|
N/A*
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
31
|
X 398
|
11
|
-
|
5.0%
|
-
|
Spawns an orb that circles around Len, which detonates in contact with opponents in hitstun. Orbs last for approx 6.5 seconds, and up to 2 orbs can be active at a time. Disappears if Len gets hit.
|
|
Aerial Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
539
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
8
|
6
|
-9 (TK)
|
8.0%
|
-
|
Stops Len's momentum and summons a downward-angle icicle.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
539
|
100%
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
6
|
-4 (TK)
|
8.0%
|
-
|
Summons an horizontal icicle.
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2
|
539*2
|
60% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
8
|
6
|
24 (TK)
|
8.0%*2 (16.0%)
|
-
|
Charged version summons diagonally upward icicles on both sides.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*7 (2904)
|
(2533)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+9 ~ 12
|
~18
|
6
|
-2 (TK)
|
-100.0%
|
Full 1-13
|
Summons 7 j.236A-type icicles at random times and positions.
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
440*N
|
352*N
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8+10
|
X
|
41
|
-10 (min)
|
removes all
|
Full 1-16, Clash 19-X
|
Shoots an orb projectile which multi-hits indefinitely, having the potential to push the opponent to the other side of the screen. The projectile also clashes with enemy hitboxes.
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250, 850*14, 1000 (4765)
|
(3316)
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+1
|
X
|
86
|
-35 (min)
|
removes all
|
Full 1-13
|
Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark.
|
|
Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750*12, 500 (3772 ~ 7169)
|
(3312 ~ 6257)
|
50% + 50% * remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+0
|
16*
|
36
|
-
|
removes all
|
Full 1-X, High (on Landing)
|
Spawns a giant cake to fall on top of the opponnent. On hit, circuit breaks the opponnent and stabs them with various cutlery while they're trapped in the cake.
|
|
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