Melty Blood/MBAACC/Len/Full Moon

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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
  • Overview:
    • Add a short summary of this character with a list of strengths and weaknesses
  • (Additional Ressources)
    • (Add any external links to ressources such as video guides or articles.)
  • Combos:
    • Add videos to combos that are missing one.


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
  • YuZuRu

EU:

  • xXSpeedyDragon14Xx

Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

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
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.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • 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.
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

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A) > 5B > 5C(4) > 3C > 623A > j.BC > j.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic BnB.
Normal starter, grounded opponent
  • CH j.B > (5B > 5C)/(5C > 623A) > j.BC > j.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Air counter combo.
Normal starter, grounded opponent
  • AT > 5C(4) > 623A > j.BC > j.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Golden Air Throw combo.

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
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
(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
(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
(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
(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
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
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
(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
(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
Header Tooltip
Move Box Colors

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.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel 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.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
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.

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.
±x~±y denotes a range of possible advantages.

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:

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.

Normal Moves

Standing Normals

5A
FLen5A2.png
Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 5 +3 - -

Fastest standing normal. Useful for pokes, frame traps, and setting up tick throws.

5B
FLen5B-1.png
FLen5B-2.png
Sequence 1 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
9 2 - - - -
Sequence 2 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
- 3 - - - -
Sequence 3 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
- 3 8 +1 - -

Further range compared to Len's H and C moons, but does not hit low. Good normal for controlling the neutral. Decent for ranged poking due to disjoint. Long active frames makes 5B great for tech traps and meaties

5C
FLen5C-all.png
Sequence 1 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
7 3 - - - -
Sequence 2 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
0 (Gap) 3 - - - -
Sequence 3 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
13? (Gap) 3 8 +1 - -
Sequence 4 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
0 (Gap) 3 - - - -
Sequence 5 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
0 (Gap) 4 16 -2 (-5) - -

Can be used to ground confirm air counter hits. Hitbox travels relatively high about Len, becoming a disjoint.
Coupled with the fact that 5C is 7 frame startup allows the move to be used as a fast anti-air. Note that trades are likely to happen if 5C is used as such.
Also note that 5C anti-airs can be baited out and punished with another jump or air shield. The gap during the move can be used as a frametrap with 236X.

Crounching Normals

2A
FLen2A.png
Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 6 +3 - -

Fastest crouching normal. Since 2A's hitbox is really low it will lose to any lower body invulnerability moves that the opponent may have.

2B
FLen2B.png
Damage Red Damage Proration Cancel Guard
- - - - L
First Active Active Recovery Frame Adv Circuit Invuln
8 3 14 -1 - -

FLen's only low. Good for poking due to disjoint. Forces knockdown on the opponent.

2C
FLen2Churtbox.PNG
2C Hurtbox
2C Hurtbox
FLen2C.png
2C Hitbox
2C Hitbox
Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
14 7 (37)? -4 - -

2C cannot be cancelled into any other move. Pretty much only useful for mixing up blockstring with 3C. 2C becomes less minus on block the further away it hits an opponent.

Aerials Normals

j.A
FLenJA.png
Damage Red Damage Proration Cancel Guard
- - - - HA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 9 - - -

Fastest and best air-to-air normal. Use this move to fish for counter hits.

j.B
FLenJB.png
Damage Red Damage Proration Cancel Guard
- - - - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 8 2 - - -

Decent air-to-air normal due to disjoint, and active frames.

j.C
FLenJC.png
Damage Red Damage Proration Cancel Guard
- - - - HA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 2 - - -

Excellent normal for jump ins. Can cross up (keep in mind that there's cross up protection in MBAACC). Fast enough to use out of an IAD (Instant Air Dash). Can set up fuzzy block scenarios.
11 frame startup allows this normal to be used as a feint. 11 frame startup leaves Len open to counter hits.

Command Normals

4B
FLen4B.png
Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 20 -9 - -

Situational anti air with clash hitbox. Launches the opponent.

3C
FLen3C.png
Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
7 7 24 -14 - -

Launches the opponent off the ground. Useful for ground confirming air counter hits if a (5A > 2B) loop cannot be performed.
Use in conjunction with 2C for blockstring pressure. Note that this move can only cancel into specials.

j.2C
FLenJ2C-all.png
Sequence 1 Damage Red Damage Proration Cancel Guard
- - - - HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 0? - - -
Sequence 2 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
0 (Gap) 4 0? - - -
Sequence 3 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
2? (Gap) 4 - - - -
Sequence 4 Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
0 (Gap) 4 0? - - -

If j.2C is pressed while falling, Len can press 8 just before landing; this will cause the move to hop up a tiny bit, extending the move. This in turn causes the move to be able to be guarded mid.

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「Flame Snow」 - 236ABC
  • (Description) - Len throws a fire(snow)ball that travels in a straight path close to and parallel to the ground. All versions are used for pressure of some form
  • (A version) - Slow moving, and reaches only half the screen's distance. Best used in pressure/resetting pressure. In certain scenarios, it can be used as an anti air that will usually trade.
  • (B version) - Fast moving, reaches almost the whole screen's distance. Used in mixing up with the A version, or if immediate distance pressure is required.
  • (EX version) - Travels until it hits or moves offscreen. Has 4 hits. 1268 damage total. Best used to keep pressure up or for safely placing a mirror in neutral. Also can be used in conjunction with a shield to escape pressure
「」 - 28ABC
  • (Description) - ...
  「London Rondo」 - 623ABC
  • (Description) - Len winds up and does a kick.
  • (A Version) - Has upper body invulnerability. This move is a situational anti air due to the startup time. Mainly used for launchers in combos
    623A
A Version
Startup Active Recovery Advantage on Block Guard
11 6 20(35) -7 Mid


  • (B Version) - Launches the opponent horizontally, causing a wallbounce if they impact a wall. Used in pressure and in certain combos
    623B
B Version
Startup Active Recovery Advantage on Block Guard
11 5 20(35) -7 Mid


  • (EX Version) - Len hops and spins, then does a high reaching kick. Has lower body invuln. Goes into the standard air combo ender if it connects.
    623C-1
    623C-2
EX Version Sequence 1
Startup Active Recovery Advantage on Block Guard
4 3 - - Mid
Sequence 2
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid
Sequence 3
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid
Sequence 4
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid
Sequence 5
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid
Sequence 6
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid
Sequence 7
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid
Sequence 8
Gap Active Recovery Advantage on Block Guard
0 3 - - Mid

(sequence 2-8 are identical)

Sequence 9
Gap Active Recovery Advantage on Block Guard
11 3 28(70) -13 Mid


「Saint Elmo」 - 214ABC
  • (Description) - Len deploys a mirror which is activated upon opponent contact in a combo'd state or activated manually. FLen is allowed up to 1 grounded mirror and 1 j. mirror and 1 EX mirror at a time. A or EX reflects most projectiles. Offers a unique style of pressure as they have a lot of blockstun and the A and B versions cannot be shielded.
  • (A version) - Len places a mirror horizontally (standing tall, moves horizontally when activated). Reflects most projectiles. Can OTG an opponent if deployed fast enough. Best used for pressure as it only becomes a combo extender in certain placements. j.214A has the same applications as its grounded variant.
  • (B version) - Len places a mirror vertically (lying down, moves vertically when activated). Does not reflect projectiles. Grounded 214B is best used as a combo extender after an AT as it is hard to combo an opponent if the mirror is used for pressure. j.214B is best used in pressure as well as a combo extender.
  • (EX version) - Len places a 6 hit mirror that very slowly moves towards the opponent. Reflects most projectiles. Best used as a meaty or for pressure.
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -

Arc Drive

Transience
41236C during MAX
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Len casts a ball of energy that accelerates forwards. Travels infinitely. Multihit, and has clash hitbox. This move is very safe and is mainly used as a reversal, or in pressure.

Another Arc Drive

Transient Dream
41236C during BLOOD HEAT
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Len casts forth a ball of loli energy, which travels relatively fast forwards and infinitely. Len is very vulnerable after casting this move. Mainly used as a reversal or combo ender.
Len can change the outfit she wears if either A, B, C or D is held when the move hits. This has no effect on the move.

Last Arc

Cream Puff Dream REM
Airborne EX Shield
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

A large and delicious cake falls on top of the opponent followed by various cutlery stabbing the cake, dealing heavy damage and also causing a meter break.

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