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
|
- (Additional Ressources)
- (Add any external links to ressources such as video guides or articles.)
|
- Overview:
- Add a short summary of this character with a list of strengths and weaknesses
- Combos:
- Add videos to combos that are missing one.
- (Some of the BasGrosPoing combos could be reorganized or removed if unneeded. This is up to whoever wants to expand upond this section.)
|
Additional Resources
F-Len Match Video Database
Melty Bits: F-Len
Stickerbrush Dreams: F-Len Combo Movie by Arkhar
Taa's F-Len Mirror BnB Combo Compilation
Notable Players
Overview
Strengths / Weaknesses
Strengths
|
- High, consistent damage off of any hit, but especially corner.
- Mirrors, snowball and big normals are effective at space control
- Good pressure with fuzzy mixups, mirror setups and strong normals for pressure.
- Very basic but effective meter management; meter is rarely needed for neutral and damage.
|
Weaknesses
|
- Her damage optimal routes often lead to inferior okizeme, and vice verca.
- Very low hp, every mistake can cost heavily
- Weak defensive options all around, often needs meter to deal with strong offense.
|
General Gameplan
F-Len is a high damage character and the hardest-hitting of all the Lens. Many F-Len players go for her full-damage combos over her oki setups.
She is however a character who struggles against rushdown and strong oki characters (like C-Seifuku) due to her lack of fast and strong reversal options.
F-Lens 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. F-Len is a lower health character, so it is essential that she avoids getting hit.
As far as oki goes, F-Len can use her mirrors, meaty 236A/C (provided F-Len 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 F-Len's, but all Len's gameplay.
This tech trap covers the most tech options if F-Len can put her opponent into the corner. If her opponent does 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, F-Len 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, F-Len can set up a mirror relatively safely if she cancels it into initiative heat or 236C. Mirrors CANNOT be shielded by an opponent (barring 214C), so take advantage of that property. Also note that mirrors cannot counter hit an opponent.
Meter management is relatively easy with F-Len as she does not get any major combo extensions off of meter.
The times that F-Len 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 F-Len's low health.
Full
Eating cake makes you full.
Neutral
F-Len 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.
F-Len 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 F-Len's moves as well because using a move at the wrong timing and spacing can result in F-Len eating a combo.
Pressure
F-Len'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 F-Len 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 F-Len has for mixups.
Midscreen, F-Len 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 F-Len 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 F-Len 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.
Defense
Being in disadvantage state is particularly bad for F-Len as she lacks any decent reversal option.
Other escape options that F-Len players should master are "catwalk", and shield counters.
Catwalk is performed by holding 3, and allows F-Len 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.
F-Len's AD is significantly better than her AAD as an escape option because it is multihit, has clash, and is generally safe.
In contrast, F-Len's AAD is punishable on block.
Shield and shield followups are decent alternative to F-Len's stronger reversal options.
F-Len's shield counter is a bit slow, so an alternative method of escaping a ready opponent is shield > 236X/623B (236C works pretty well due to multihit properties).
In very specific cases (i.e. F-PCiel'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, F-Len is in a more advantageous position and may even get a combo off of the trade.
Summary
- Be aware of the trade-off that F-Len 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 F-Len so try to force the opponent into corner.
- Be aware before committing F-Len to a move, her low health makes mistakes extremely punishing.
- Using meter to heal is a way to alleviate the severity of mistakes.
- F-Len struggles to escape a disadvantaged state due to lack of strong options.
- F-Len 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.
- Use attack X with Y follow-up input.
- 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.
|
F-Len has some pretty straightforward combos that do good damage, with opportunities to get somewhat technical near the corner or when "doritos" are involved. Arkhar's video is a great visual reference for a lot of these combos or variations thereof. A few notes:
- The opportunity to tech trap after AT ender is very strong, but many combos can be adapted to lead to an untechable 2B knockdown instead for stronger oki.
- You can dump meter in most grounded confirms by skipping 3C and instead going directly to 623C > j.BC > dj.BC > AT. If you happen to be in Blood Heat you can confirm any hit into 3C > AAD.
- Generally we list 2B > 3C as the aerial pickup as it is stable and universal. But to optimize slightly one can
- Add (5A > 2B), as in (launcher) > 2B > 5A > 2B > 3C > 623A > etc. This requires that the opponent be sufficiently high after the first 2B that they don't hit the ground before Len is able to fully recover and press 5A.
- Add 5C(2) before 3C, as in (launcher) > 2B > 5C(2) > 3C > 623A > etc. The opponent must be low enough after the 2B that they are still close to the ground after 5C, where 3C can hit them. Usually this means delaying the 5C after 2B.
- 214X mirrors/doritos, especially j.214B, can crank F-Len's combo damage. Taa's video goes over most of it. All of the "special" j.214B confirms below assume j.214B has been placed at approximately single jump height.
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- (2A/5A) > 5B > 5C(4) > 3C > 623A > j.BC > dj.BC > AT
|
4873
|
|
Meter Gained: 82.3% |
Meter Given (vs C-Moon): ??? |
The go-to confirm. Pretty flexible with the ground string in that you can skip 5B or 5C, or do 5C(2) if you're worried the later hits might whiff, etc. Video Example |
|
|
Far 5B starter, grounded opponent
|
- 5B > 2B > 3C > 623A > j.BC > j.BC > AT
|
4368
|
|
Meter Gained: 72.4% |
Meter Given (vs C-Moon): ??? |
Including 2B in the ground string like this reduces the damage a lot, but is the only way to convert from far 5B (where neither 5C nor 3C combo after 5B). Video Example |
|
|
Counterhit starter, airborne opponent
|
- (Air CH) > land 2B > (5A > 2B) > 3C > 623A > j.BC > dj.BC > AT
|
~3600
|
|
Meter Gained: ~70.2% |
Meter Given (vs C-Moon): ??? |
(Video) |
Standard air-counterhit confirm. Something like this works after CH launchers like 3C, 2C, 2B, and 4B. Video Example |
|
|
Shield Counter starter
|
- 236D > 2B > 3C > 623A > j.BC > dj.BC > AT
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Simple combo after successful shield counter.
- You can cancel 236D directly to 214B at the beginning as well and add a good chunk of damage, with the downside of making the combo harder and risking destabilizing it. Specifically, if the opponent is airborne or gets counterhit by the shield counter, they can end up too high to continue the combo with 2B afterwards, though you can usually salvage with 5C(3) and jump cancel.
- Other optimizations are pretty typical ones prior to 3C and also add good damage and meter gain: (5B) > 2B > (5A > 2B) > (5C(2)) > 3C > etc.
|
|
|
Shield Counter starter (counterhit)
|
- 236D > tk j.214B, land 214B, j.214B, land 214B, wait for hit j.BC > dj.BC > AT
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
High damage CH shield counter combo if you have no mirrors set. Specifically, works pretty consistently from CH shield counter on grounded opponents, though perhaps the timing of the initial j.214B can be tweaked to stabilize it for airborne opponents. Hard to confirm but being able to is pretty threatening. |
|
|
Raw airthrow starter
|
- Raw AT, whiff j.C, (land) 5A > 2B > 3C > 623A > j.BC > dj.BC > AT
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Combo after a raw/gold airthrow.
- The whiff j.C is totally optional, it keeps you from accidentally pressing your ground button while you're still airborne and ruining the combo. Plus it looks cool.
- You have other options from raw airthrow if the 5A > 2B timing doesn't feel comfortable. (Land) 2B > 3C > 623A, 5C(2) > 623A, 5C(3) > air combo, and 5A > 5C(3) > air combo all work.
|
|
|
Airthrow onto j.214B extension
|
- (any other combo) > AT onto j.214B, land (dash) j.BC > dj.BC > AT
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
If you're doing an aircombo and have the opportunity to airthrow them onto a mirror, do it and collect an extra ~1k damage. Note that the j.214B uses a bounce. |
|
|
Grounded opponent under j.214B, no ground mirror set Works On: All except Nero
|
- 5A > 5B > 2B > 4B > 214B (while j.214B hits), jump j.214B, land tk j.214B, 2B > 3C > 623A > j.BC > dj.BC > AT
|
6580
|
|
Meter Gained: 143.5% |
Meter Given (vs C-Moon): ??? |
(Video) |
The first really scary dorito combo.
- You get a little more damage by skipping 2B, but it won't work from quite as far and may be harder to confirm.
- The hardest part of this combo is probably the "jump j.214B". You want to do it right as you reach the peak of your jump: high enough that the opponent won't get to airtech above it but early enough that the mirror can activate when they fall through.
- The first two j.214B hits use 2 bounces, so you need to juggle them immediately after the tk j.214B, not giving them time to hit the ground a third time. If that feels tricky you can omit it and just do land 5C(2) > 623A > etc.
- The j.214B has to be placed lower against Necos, if you're brave enough to go for this combo on them. 4B won't send them high enough for "normal" height mirrors.
- Beware that since this combo uses all your bounces, you won't get to OTG with the 5B tech-trap if they don't tech after air throw -- 5B will whiff instead and the situation is much less favorable for you.
|
|
|
Grounded opponent under j.214B, no ground mirror set
|
- (5A) > 5C(2) > 3C > 623A > (just after mirror hits) tk j.214B, land 214B, (wait for them to hit) j.BC > dj.BC > AT
|
6051
|
|
Meter Gained: 101.7% |
Meter Given (vs C-Moon): ??? |
Slightly less scary dorito combo if you happen to use 5C early on.
- Uses your jump cancel early so you get much less damage compared to routing into 4B.
- 5C(2) is listed but it really depends how far they are and if adding more hits would put them too far/no longer under the j.214B. Sometimes adding more hits can help push them into the sweetspot.
|
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Throw starter
|
- Throw, 3C > 623A > j.BC > dj.BC > AT
|
2682
|
|
Meter Gained: 54.0% |
Meter Given (vs C-Moon): ??? |
Basic combo off throw. Universal in the corner but actually works midscreen on Hime, Roa, Sion, Ryougi, and PCiel. |
|
|
Normal starter, grounded opponent Works On: All except Necos
|
- (5A/2A) > 5B > 5C(4) > 3C > 623A > instant AT, 3C > 623B > j.ABC > dj.BC > AT
|
5452
|
|
Meter Gained: 102.6% |
Meter Given (vs C-Moon): ??? |
(Video) |
Corner combo derived from the BnB.
- Delaying both the 623A and the 623B helps with stabilizing this combo. The video shows a quick cancel into 623B but delaying the cancel and going for neutral jump j.ABC can also work.
- Instead of an "instant" AT, you can also do airdash airthrow. You might find this easier depending on spacing and how you tend to jump.
|
|
|
Normal starter, grounded opponent Works On: All except Kouma, Miyako, Satsuki, Len, WLen, Necos
|
- (5A/2A) > 5B > 5C(4) > 3C > 623A > airdash AT, 5A > 2B > 214A, 5B > 2B (> set 214A)
|
4693
|
|
Meter Gained: 68.5% |
Meter Given (vs C-Moon): ??? |
Hard knockdown with decent damage and can put up a safe 214A for oki or to use later during pressure.
- Harder on some characters than others.
- The ender here, 2B > 214A, 5B > 2B > 214X is pretty useful to keep in mind for squeezing a little more damage out of 2B knockdowns near the corner.
|
|
|
Normal starter, grounded opponent
|
- (5A/2A) > 5B > 5C(4) > 623B, 2B > 214B, 2A (OTG, dorito hits) > 2B (> jump set j.214B)
|
3578
|
|
Meter Gained: 54.8% |
Meter Given (vs C-Moon): ??? |
Universal hard knockdown with a jump cancel but the damage is really quite sad. This route is perhaps more useful from throw or other highly prorated starters.
- That said, this is also F-Len's best way to get space in the corner (from the 623B wallslam) and go for sandoori or other mixups.
- If you particularly don't want to make space in the corner you can do 623B, 2B, 5A > 2B to walk them back into the corner; another option is 623B, 2B > 214A, 2B but you have to make sure you hit them ASAP after the 214A hits, if they make it to the wall you're out of bounces.
- For some reason the 214B hits Necos without the OTG 2A, so you can skip and just do 214B, 2B > jump j.214B.
|
|
|
Throw starter Works On: All except Necos
|
- Throw > (5A > 2B)x2 > 3C > 623A > instant AT, 3C > 623B > j.ABC > dj.BC > AT
|
3250
|
|
Meter Gained: 94.0% |
Meter Given (vs C-Moon): ??? |
(Video) |
Advanced corner throw combo. 5A > 2B link after throw is character specific, especially if you try to judge it visually.
- One rep of (5A > 2B) is fine.
- Delay the 3C after 2B and the 623A after 3C.
|
|
|
Grounded opponent under j.214B
|
- (5A) > 5C(4) > 3C > 623A > (just after mirror hits) tk j.214B, land 214B, j.BC > dj.BC > AT (onto 214B), sj9 j.BC > dj.BC > AT
|
6614
|
|
Meter Gained: 146.7% |
Meter Given (vs C-Moon): ??? |
Corner version of the "slightly less scary" combo from before. Guaranteeing the extra air series makes it pretty scary.
- In the corner we don't have to worry about pushing them too far!
- sj9 j.C dj.BC might be easier depending on exactly how you timed your jump.
|
|
|
Grounded opponent under j.214B Works On: Most? Still not Nero, probably not Necos.
|
- 5A > 5B > 4B > 214B (while j.214B hits), tk j.214B, land j.B > dj.B > AT (onto j.214B), land tk j.214B, 2B > 3C > 623A > j.BC > dj.BC > AT
|
7284
|
|
Meter Gained: 151.6% |
Meter Given (vs C-Moon): ??? |
Big money corner routing.
- j.B > dj.B isn't quite universal, specifics will be documented later.
- Not optimal routing but a fairly reasonable balance.
|
|
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
5
|
3
|
3.6%
|
-
|
Fastest standing normal. Useful for pokes, frame traps, and setting up tick throws.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*3 (1261)
|
(764)
|
80% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
8
|
8
|
-2, 1
|
4.05%*3 (12.15%)
|
-
|
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
|
|
1st cycle 1st cycle 2nd cycle 2nd cycle
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450, 400, 400*3 (1700)
|
(1090)
|
85% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
5 (11) 3 (1) 4
|
16
|
-25 ~ -5
|
4.5%, 2.7%*3, 4.5% (17.1%)
|
-
|
Can be used to ground confirm air counter hits. Hitbox travels relatively high about Len, becoming a disjoint.
Coupled with the fact that 5C hits frame 7 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.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
121
|
76% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH (Whiffs vs Air.)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
3
|
6
|
3
|
2.7%
|
-
|
Fastest crouching normal. Since 2A's hitbox is really low it will lose to any lower body invulnerability moves that the opponent may have.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
650
|
404
|
65% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3
|
14
|
-2
|
6.3%
|
-
|
F-Len's only low. Good for poking due to disjoint. Forces knockdown on the opponent.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
454
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
7
|
17
|
-4 ~ 2
|
9.0%
|
-
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
161
|
75% (O)
|
SE, N, SP, EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
8
|
-
|
2.7%
|
-
|
Fastest and best air-to-air normal. Use this move to fish for counter hits.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
90% (O)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
8
|
-
|
-
|
7.2%
|
-
|
Decent air-to-air normal due to disjoint, and active frames.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1050
|
707
|
90% (M)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
3
|
-
|
-
|
10.8%
|
-
|
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. 10 frame startup leaves Len open to counter hits.
|
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
75% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
20
|
-9
|
7.2%
|
Clash 10-13
|
Situational anti-air with clash hitbox. Launches the opponent.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
606
|
78% (O)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
7
|
24
|
-13
|
9.0%
|
-
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*4 (849)
|
(426)
|
80% (M)*4
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4 (6) 4
|
-
|
-
|
3.6%*4 (14.4%)
|
-
|
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.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
505
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
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
|
454
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
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.
|
|
|
Standing
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
45%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
4.5%
|
-
|
Same animation as 4B.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
45%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
4.5%
|
-
|
Same animation as j.B.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
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
|
19
|
3
|
25
|
-
|
uses all
|
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
|
11
|
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
|
12
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
80% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
X (60)
|
31
|
-5
|
9.0%
|
-
|
- 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.
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. (e.g. Stopping instant airdash attempts)
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
80% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
X (60)
|
36
|
-10
|
9.0%
|
-
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*4 (1298)
|
(983)
|
80% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+7
|
X
|
30
|
3
|
-100.0%
|
-
|
Travels until it hits or moves offscreen. Has 4 hits, 1298 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.
|
|
A A B B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
70% (O)
|
-EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
7
|
18
|
-7
|
9.0%
|
Low 1
|
- Len winds up and does a kick.
Launches the opponent upward. This move is a situational anti air due to the startup time. Mainly used in combos.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
707
|
80% (M)
|
-EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
5
|
19
|
-6
|
8.55%
|
Low 1
|
Launches the opponent horizontally, causing a wallbounce if they impact a wall. Used in pressure and in certain combos.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*8, 1000 (2884)
|
(1987)
|
70% (M)
|
(J)
|
LHA (1-8), LH (9)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+3
|
24 (11) 9
|
22
|
-13
|
-100.0%
|
Full 1-4, Low 5-28
|
Len hops and spins, then does a high reaching kick. Has full invuln on startup which becomes lower body invuln for most of the spin. Goes into the standard air combo ender if it connects, so you can use this in combos to dump meter and avoid entering MAX. Weirdly for an EX move, the last hit can be canceled (on hit, not block or whiff) into Initiative Heat as well. Occasionally useful reversal, particularly to call out lows, as it leads to a lot of damage (for a reversal) but trades unfavorably with anything Len can't hop over.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
70% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
35
|
X (1600)
|
3
|
-
|
9.0%
|
Reflect dur. Active
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1212
|
70% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
38
|
X (1600)
|
0
|
-
|
13.5%
|
-
|
~214X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
X (80)
|
23
|
5
|
-
|
-
|
- Len deploys a mirror which is activated upon opponent contact in a combo'd state or activated manually. F-Len is allowed up to 1 grounded mirror, 1 air mirror and 1 EX mirror at a time. A and EX reflect 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: Len places a mirror horizontally (standing tall, moves horizontally towards the opponent when activated). Reflects most projectiles. Wallslams on hit. Can OTG an opponent if deployed fast enough. Best used for pressure as it only becomes a combo extender in certain placements.
B: Len places a mirror vertically (lying down, moves upward when activated). Does not reflect projectiles. Launches on hit. 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.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*6 (1496)
|
(1256)
|
96% (M)*6
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+44
|
X (160)
|
14
|
4 ~ 44
|
-100.0%, 1.8%*6
|
Reflect dur. Active
|
Len places a 6 hit mirror that very slowly moves towards the opponent. Reflects most projectiles. Wallslams on hit. Best used as a meaty or for pressure.
|
|
Aerial Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
70% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
39
|
X (1600)
|
35
|
-
|
9.0%
|
Reflect dur. Active
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1212
|
70% (O)
|
-EX-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
42
|
X (1600)
|
35
|
-
|
13.5%
|
-
|
~j.214X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
X (80)
|
6
|
4 (TK)
|
-
|
-
|
- Data on aerial mirror series. A/B versions recover in midair right before mirrors become active.
A: Air version has the same applications as grounded one.
B: Goes downward instead of upward when activated, bouncing the opponent off the ground into airtech state on hit. Best used in pressure as well as a combo extender.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*6 (1496)
|
(1256)
|
96% (M)*6
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+41
|
X (160)
|
6
|
-
|
-100.0%, 1.8%*6
|
Reflect dur. Active
|
Functions the same as grounded version.
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
440*N
|
363*N
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8+11
|
X
|
41
|
-10 (min)
|
removes all
|
Full 1-16, Clash 19-X
|
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250, 850*14, 1000 (4765)
|
(3416)
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+2
|
X
|
86
|
-35 (min)
|
removes all
|
Full 1-13
|
Len casts forth a ball of 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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750*12, 500 (3772 ~ 7169)
|
(3416 ~ 6451)
|
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)
|
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.
|
|