Melty Blood/MBAACC/Len/Half Moon
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.
Half
Spacing
Pressure
Move Descriptions
Normal Moves
2A
Cat swipe. Not a low,despite how it looks. |
5A
Finger poke. Has slightly less range than 2A. Two hits. |
2B
Cat twirl. Acts as her sweep. |
5B
Three hit standing low. Used in mixups. |
2C
Len sends out an projectile-like illusion of her 3C. Frame advantage increases the farther you are from your opponent. |
5C
Cornerstone normal for Len. Excellent anti-air hitbox. |
3C
The "real" version of 3C. Can be cancelled into normals once her she "lands" but can be special cancelled at any time.Moves Len forward a good distance. |
4B
Can launch grounded opponents. Can link into air normals when it's whiff cancelled into 5A/2A. |
5A>6A>6A
Second hit can be used in pressure strings.Third hit can only be special cancellable on block. Staple combo tool. |
.J.A
-Len's fastest air normal,good for ground to air interceptions. |
J.B
-Good amount of active frames and horizontal hitbox make this normal excellent for defense and air control.Used in conjunction with j.2C for instant overhead mixups. |
J.C
-Massive downward swipe. It's as good as it looks. |
J.2C
-Len twirls while covering herself in magic orbs. Very hard to stuff and avoid. j.C's partner in crime. |
Special Moves
Name 「JP name」 - 22ABC
|
「」 - 236ABC
|
「」 - 28ABC
|
「」 - 623ABC
|
「」 - 214ABC
|
「」 - 421ABC
|
「」 - J22ABC
|
「」 - 426ABC
|
「」 - BC
|
Arc Drive
「」
|
Another Arc Drive
「」
|
Last Arc
「」
|