Introduction
Difficulty: Moderate
Playstyle: Zoning
Strengths |
Weaknesses
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- Great jab
- Command grab punish with no Spirit cost
- Solid zoning overall
- Effective launchers that cover any distance
- Unblockable ranbu super
- Corner TOD loop off of her projectile
- Good corner carry
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- Low damage, even on juggles
- Needs extensive combos to compensate for low damage
- In order to rack up damage quickly, she needs specific combos
- Terrible air game
- Few low options
- Lightweight
- Ryo can infinite combo her
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Player 1 Color |
Player 2 Color
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Move List
Grounded Normals
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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Ground
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Very fast and abusable jab that’ll force the opponent off of you if it can hit. It isn’t a life threatening jab, but it’ll still prove annoying for the opponent to deal with given its fast speed.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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-
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Ground
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Lenny does a roundhouse kick. It hits high, so it can be easily ducked, but it will hard knockdown on hit. It knocks too far away to follow up on anything, on top of its lengthy recovery. On a read it’s effective for wall carry but it’s pretty easy to punish. It’s a good anti-air, but out of Lenny’s normals, it’s the only one that can consistently anti-air.
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5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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Ground
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Lenny cracks her whip twice. This attack is weird, although you’ll only really need it for combos. It hits twice, but in order to knockdown, the second hit must land. Thing is though, while the second attack has an extended hitbox, there are instances where the first hit will land, but not the second hit, or vice versa. Perhaps if you’re confident it’ll land it’s a useful knockdown tool, but it doesn’t matter how consistent your spacing is, it’ll hit however it feels like unless you’re pretty close. It might be possible to anti-air with, but it’ll be inconsistent and/or low reward.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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-
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Ground
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Lenny whips at the ground of the enemy. It scores a hard knockdown, and no pushback which makes for easy okizeme for Lenny, so overall not a bad move.
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Full Crouch 2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny squats down and kicks the opponent in the groin, knocking them back. This is one of three different versions of Lenny’s 2B.Fastest version of Lenny’s 2B with less damage and faster recovery. Personally, I think Lenny’s FC 2B isn’t all that worth it, so this should be the preferred move to use as an efficient poke, the risk with FC 2B is too high. Thing is though, none of her 2B moves hit low, plus they have pretty terrible range.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny’s 2B, which is between her FC 2A and FC 2B in terms of speed. Does only slightly less damage than FC 2B. But still, it doesn’t hit low or have good range.
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Full Crouch 2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny’s 2B, scoring her a hard knockdown. It sounds okay enough, but I think the recovery is too high to warrant using it with it’s mediocre ranger, and while I would say it high crushes, Lenny can still be interrupted by some highs despite lowering her hitbox.
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Jumps
j.A/C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny punts the enemy with her elbow. Extremely small range, don’t ever use this unless your opponent is slow to react, you will most certainly not land it from anything more than point blank range.
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j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny kicks upwards while in the air. As an air-to-air, it’s not bad, but as a jump in? Yeah, you’re not scaring anyone with this move. There is no hitbox below her leg, meaning you need to carefully time when you activate j.B or otherwise it’ll easily whiff. Ignoring that, it’s angled upwards so it was never designed as a jump in.
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Dashing Normals
66A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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Ground
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Lenny rushes in and shoves the enemy forward. It’s an alright punish tool with some knockback, but nothing extraordinary. Use this if you need more range than what 66B offers.
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66B > 5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny charges forward with her shoulders, hard enough to launch the opponent. I think the range is just slightly less than 66A, and it’s recovery makes doing a combo somewhat hard outside of 5A, but it’s still a decent move. If you can space it, you’ll be rewarded with a combo setup regardless of counter hit. It has a 5A follow up, but it will whiff if 66B hits grounded, and it will whiff if 66B hits airborne. The 5A followup will soft knockdown on hit, but it really only seems good for block pressure. You’d be better off not using it for the juggle combo instead.
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Command Normals
4A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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Ground
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This is the longest normal in the game, where Lenny cracks her whip all the way out. Given its insane reach, it’s obviously a really good poke that also scores a hard knockdown. The startup and recovery are a bit lengthy, but it’s not easy to punish without experience. However, moves don’t push back very far at all on block, so Lenny can only zone out with 4A for so long.
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3A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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Ground
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Lenny whips lower to the opponent’s legs, with pretty decent range to boot. This is Lenny’s go-to overhead option to shy the opponent away from blocking low with good range, but the issue comes down to if the opponent ever blocks low, given Lenny has bad low options.
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4B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny does a flip kick and moves backwards a hit, sending the opponent flying into a hard knockdown. Hits twice, but it’s mostly used in combos since her 5A will suffice for shaking the opponent off, though it looks kinda cool.
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5AB
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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A spot dodge much like the one Ryo has, akin to Samurai Shodown 3, however it’s much shorter than Ryo’s spot dodge, albeit it recovers quicker. If you have killer timing, then definitely use it, but a misinput will probably get you hit, so it’s riskier than Ryo’s spot dodge.
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Launchers
4AB
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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Ground
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Lenny cracks her whip horizontally, which somehow launches the opponent up into the air. Has really good range for a launcher, and its startup and recovery are fairly good too. If you cannot 3B, this is the launcher to go for, since you’re not gonna be using 66B all that often since Lenny is a zoning character.
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3B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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Ground
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Lenny does a quick kick upwards, launching the opponent upwards. While it won’t hit low, it will hit overhead at the expense of not launching. It’s easily Lenny’s fastest launcher, and with quick recovery to boot so she can perform a wide variety of combos. The range is okay, but it at least has slightly better range than what her 2B options offer.
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Specials
4 Swish Rave 214A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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-
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-
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Ground
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- Spirit cost: 20%
- Lenny does a flurry of whip attacks before knocking the opponent down. Has okay range, but you’ll most likely use this in combos more than anything.
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Whip Rush 646A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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-
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-
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-
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Ground
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- Spirit cost: 25%
- Lenny does an attack that looks similar to 214A, but this one has less range except for the last whip attack which extends its range greatly. Since it looks really similar to 214A, you might be able to catch people off guard with it, but we need a Lenny expert to really tell what the difference between these two moves are beyond that one obvious detail.
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Flick Shot 236A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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-
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Ground
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- Spirit cost: 30%
- Lenny shoots a big red projectile forward. One problem: bad range. It looks like it’ll hit further than it actually does, but the second it begins to disappear is when the hitbox goes away, on top of not going very far to begin with. It also costs 30% Spirit, which means you’ll be using it less overall compared to Ryo and Robert’s fireballs. Still useful as a zoning tool, but be wary you can’t rely on it as well as an actual fireball.
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Flick Break 641236 (slight delay) C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Wrong Block Adv
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Invul
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Property
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-
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-
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-
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-
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Ground
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- Spirit cost: 75%
- Unblockable ranbu super. Because Lenny really needed this one. Cannot be comboed into. It’s unblockable regardless, so that gives her a big advantage.
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Combos
Rush Combos
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Combo
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Damage
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Works On
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Notes
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6A 6B
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6AA 6C
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6AA 6B
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6AA 4B
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6BB
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6CC
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66AA 6B
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2B 4B
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Juggle Combos
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Combo
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Damage
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Works On
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Notes
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