Melty Blood/MBAACC/Len/Crescent Moon

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Character Page Progress

This page is a translation from the French wiki BasGrosPoing.

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Overview/General Gameplan:
    • Update strengths/weaknesses to look better probably.
    • Address the elephant in the room and list the differences between her and H-Len.
    • Flesh out gameplans other than pressure.
  • Move Descriptions:
    • Trim down excess info on things like j236x and migrate it to a new section below the movelist, detailing more advanced application and theory.
  • Additional Resources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • Pretty up this section to be more in line with other character pages.
  • Combos:
    • Clean up combo section, maybe even restructure it completely.
    • Add throw loop guide.
    • Consider putting this entire section below move descriptions.


Additional Resources

C-Len Match Video Database

Notable Players

Name Color Region Common Venues Status Details
Limescale
(Limescale#9166)

Len Color20.png

North America Netplay Inactive Solid NA player. Favors a defensive playstyle.
pouru
(ポール)

Len Color26.png

Japan A-cho, KorewaMelty Inactive

Overview

Strengths / Weaknesses
Strengths
  • Amazing air normals and good air movement.
  • Black cats and neco rockets give her solid screen control.
  • Tricky neutral and okizeme with feints and teleports.
  • Good meter gain and no shortage of ways to utilize it.
  • Scary offense thanks to a comboable throw and versatile fuzzy overhead setups.
  • Catwalk will low profile projectiles, poorly-spaced jump ins and even some standing normals.
Weaknesses
  • Low health and mediocre damage.
  • Slow ground movement, ground normals are very punishable on whiff.
  • Lackluster pressure that tends to lose to EX guard and jump outs.
  • No invincible reversal if disregarding her awful 623C.
  • Has difficulty converting off of stray hits in neutral.


General Gameplan

Place text here*

Neutral

Place text here*

Pressure

5C (any number of hits) > 2A (hopefully whiffed) is her bread and butter. From here you can attempt to dash up and reset the sequence with a 5A, or try to catch the opponent mashing with 5B/5C/3C and confirm off of that. Instant airdash jB/jC can also reset while doubling as a fuzzy overhead setup, but both are easily stuffed by 5As. You can j7 > j9 > airdash instead to go over their mash, but expending all of your movement options makes you easily shielded or DP'd. You may want to simply j9 > jC (or j2C) and try to react to whatever the opponent does.

5A is good for tick throwing, but it's somewhat difficult to stay in your opponent's face long enough to threaten with this often. More on throw setups in a future section.

5C (first hit) done from close to max range > 2C can loop back into itself and will bully characters with slow As. Otherwise, 2C > 3C is usually still a potent frametrap.

236A/B can also be used to safely end your pressure. 236A is massively plus when charged and hits low regardless, which catches a lot of players off guard, but a prepared opponent can easily jump before you get a chance to finish it. 236B is safer on block and charges faster, catching jumpers with its second upward-hitting icicle as a bonus, but it hits mid and can't be EX cancelled like the A version.

623A will close the gap and leave you at -2 if you do no followups, which can be ok or bad depending on the matchup (aka bullying of slow A-havers). More details to come in a future section.


Okizeme

Place text here

Defense

EX guard, 3C and Heat are your friends.

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
HLen 5A 1.png
HLen 5A 2.png
Damage Red Damage Proration Cancel Guard
350*2 (614) (343) 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 1 (2) 5 5 -1, 2 4.0%*2 (8.0%) -

Fast 2-hit jab. The second hit is pretty active, so it's easy to use as a meaty if you hit the button early. The first hit is only active for a frame though and there's a gap between the two, so if your meaty attempt doesn't work this might explain why. It doesn't reach as high as you'd like it to.

5B
5B
5B
MB CLen 5B1.png
Damage Red Damage Proration Cancel Guard
300, 500*2 (1061) (643) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 8 10 -1 2.5%, 4.5*2 (11.5%) -

Mid-range 3-hit swipe. Very active, this is your most reliable meaty and your go-to move for covering ground techs. Its quick startup and long range + disjoint also make it useful as a poke, though it tends not to lead directly into anything. Due to collision box shenanigans, she can push herself out of the way of an opponent's heat and make it whiff.

5C
HLen 5C 1.png
HLen 5C 2.png
Damage Red Damage Proration Cancel Guard
450, 400*4 (1700) (1058) 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 5 (11) 3 (1) 4 16 -25 ~ -5 5.0%, 3.0%*3, 5.0% (19.0%) -

Len moves forward and rotates an orb upward 2 times; the first spin is 2 hits while the second is 3. Staple button in combos and pressure and can even be used as an antiair at times. However, whiffing or even hitting it from too far away can spell disaster. Either the first hit or the last must connect in order for you to cancel/reverse beat, otherwise Len will have to go through the full recovery animation which may leave her unsafe on block. If you cancel this into 4B or 236C, do so immediately after one of the hits or you may risk the combo dropping.

Crouching Normals

2A
HLen 2A.png
Damage Red Damage Proration Cancel Guard
300 117 76% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 3.0% -

A crouching orb jab. As fast as a 2A can be, but hits mid. Has a bit more range than her 5A.

2B
HLen 2B.png
Damage Red Damage Proration Cancel Guard
650 392 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 3 16 -4 7.0% -

C-Len's only low normal. Untechable knockdown on hit. It can low profile some DPs if spaced correctly. You may unexpectedly catch opponents defaulting to high block by saving this for later in a blockstring.

2C
HLen 2C 1.png
Damage Red Damage Proration Cancel Guard
750 441 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
14 7 17 -4 ~ 2 10.0% -

Spawns a Len afterimage that lunges forward with a massive disjoint, launching on hit. Can't be cancelled into anything, but with spacing it can be made slightly plus on block. Visually it's very similar to her 3C, so mixing the two together can confuse the opponent. Len won't move and suffers no pushback whatsoever on hit or block, so you could do this multiple times in a row if your opponent respects it too much. Nets you easy conversions on counterhit, but on a normal hit you can only attempt a tech trap. When whiffed beneath a cornered opponent from close range, this may force them out and create a small gap.

Air Normals

j.A
HLen j,A.png
Damage Red Damage Proration Cancel Guard
300 156 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 8 - 3.0% -

Her fastest air normal. Good for air-to-air like most jAs, but following it up can be awkward as it doesn't lend itself well to chaining for stability.

j.B
HLen j.B.png
Damage Red Damage Proration Cancel Guard
700 392 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 8 - - 8.0% -

An air button with a long horizontal disjoint and generous active frames. Fantastic air to air when lined up properly that's also good for instant airdash pressure. Buffering an airdash will let you capitalize off counterhits more easily or even tick into a gold airthrow on block. It can also be used to set up her fuzzy overhead.

j.C
HLen j.C.png
Damage Red Damage Proration Cancel Guard
1050 686 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 - - 12.0% -

Downward orb swipe. Len's best air to ground move, covering a nice angle in front of and below her with a fair amount of disjoint and the rare ability to reliably crossup. This move is a key component of her fuzzy overhead mixup, and is also the preferred air normal to set it up with. Also a very good button for instant airdashes, though it's considerably more finicky than jB.

Command Normals

4B
4B
4[B]
HLen 4B.png
MB C-Len 4B BE.png
4B Damage Red Damage Proration Cancel Guard
800 490 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 20 -9 8.0% Clash 10-13

Len's standard launcher for combos. Because it's partially chargeable, you can variably stagger this button in pressure. It can be used pre-emptively as an antiair sometimes, though it may clash.

4[B] Damage Red Damage Proration Cancel Guard
1200 686 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
22 4 16 -3 10.0% -

Charged version exclusive to Crescent. In addition to having better frame advantage, this will actually OTG relaunch the opponent and let you combo them again. You can opt to tack on extra damage or go into 236C for stronger oki, but both require you to scare the opponent out of teching first.

3C
HLen 3C.png
Damage Red Damage Proration Cancel Guard
1000 588 78% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 7 24 -13 10.0% -

Non-fakeout version of 2C. Has a quick 6f startup, moves Len forward and even low profiles to some degree. Launches on hit which means trades almost always favor her, and being a command normal means you can buffer it for consistent reversal timing. Amazing button that should be used often both during and under pressure, but it's horribly unsafe to whiff so be careful. Most characters can readily punish it by backdashing if it's used to frametrap midscreen. The cancel window is fairly late which takes getting used to, and it makes 3C > 5C feel like a link.

j.2C
HLen j.2C.png
HLen j.2C2.png
Damage Red Damage Proration Cancel Guard
300*4 (849) (414) 80% (M)*4 - HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 (6) 4 - - 4.0%*4 (16.0%) -

Len spins several orbs around her for up to 4 hits. This move is active for 14 frames or until she reaches the ground, though it sort of 'flickers' on and off for its duration which can cause it to connect unpredictably. While the hitboxes are pretty disjointed, this move tends to lose to active air-to-air and antiair buttons, so it relies on hitting their startup instead. Can be hard to consistently link normals on the ground after landing so opponents who know this may try to mash or shield in-between to catch your mistiming. If the opponent blocks this in the air close to the ground, you can usually guard break them with 5A/5C. You can hold 7/8/9 during its startup to halt all momentum and cause Len to rise a bit, which can be situationally useful. For some reason, this button is coded like an F-moon normal and recovers faster upon landing.

Universal Mechanics

Ground Throw
Lenthrow.png
Damage Red Damage Proration Cancel Guard
1200 490 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.

Air Throw
Air Throw
j.6/4A+D
Lenairthrow.png
Damage Red Damage Proration Cancel Guard
1600 (1440, Raw)
1100
441 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.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
CLen Bunker.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - 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
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Upward shield bunker. If performed on a cornered opponent, you can tech trap with 236C. While this sounds like a weird time to bunker someone, it's a surprisingly okay option after a blocked 623A.

Heat
Heat
A+B+C
CLen Heat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
19 3 25 - -100.0% (min) Full 1-21

Len steps forward and pushes her otherwise average heat hitbox out pretty far.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
Lenspark.png
Lensparkair.png
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

Catwalk
Len Catwalk.png
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. The lowered profile of her catwalk is not active until 4f after starting it. If 3 is released to go back to holding 2, there is a 5f animation before returning to her regular crouch animation. This recovery is entirely cancellable. If 3 is released to 6, there is no recovery.

Grounded Specials

236X
Fleur Freeze
236A/[A]/B/[B]/C
HLen 236A.png
A
A
HLen 236B.png
B
B
HLen 236XB.png
[B]
[B]
HLen 236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LA
First Active Active Recovery Frame Adv Circuit Invuln
19 8 26 -9 8.0% -
[A] Damage Red Damage Proration Cancel Guard
1500 833 60% (O) -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
45 8 8 28 12.0% -

Summons a low-hitting icicle, which launches into an air tech state on hit. Can be charged for untechable knockdown, air unblockable and significant frame advantage. You have enough time to perform an instant airdash jB during the charged version's blockstun, which can set up a fuzzy overhead. Its counterhits are very rewarding regardless of charge, and if you're unsure how to end a blockstring after being pushed out too far you can try your luck playing chicken. Can be immediately cancelled into 236C on whiff which will catch people trying to jump over it and towards you, but the charged version has a slight delay before the window appears.

B Damage Red Damage Proration Cancel Guard
800 539 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 8 15 -8 8.0% -
[B] Damage Red Damage Proration Cancel Guard
800*2 (1209) (814) 60% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
33 10 23 11 ~ 13 8.0%*2 (16.0%) -

B version hits mid. Charged version has an extra icicle that angled higher and is air unblockable. the top icicle comes out 2f earlier. Both charged and uncharged versions are faster than their A counterparts, with the uncharged one being a little bit safer on block. The charged version is better than 236[A] at catching jumpouts, but has much less frame advantage on block (though it's still significantly plus). Neither can be cancelled into 236C.

EX Damage Red Damage Proration Cancel Guard
500*8 (3188) (1904) 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+14 17 18 -17 ~ 18 -100.0% Full 1-3

Spawns several icicles on top of Len. The icicle effects have random positions but the hitbox is consistent, and also separate from Len. This means that if enough hits connect, you can recover before active frames end and have significant frame advantage, which goes for both hit and block. This is a staple of Len's metered combos and is commonly followed up with 236[A], which can transition into a max damage airthrow ender, hammer loops + hard knockdown, or another setup such as a teleport left/right. It's also very useful as an air tech trap and sometimes even as a pre-emptive antiair, though beware that it's easily stuffed after the super flash. You can heat immediately after landing this and still have time to finish the combo if you're fast.

A grounded C or H-moon opponent not in hit or blockstun can usually dodge (2A+B) this on reaction to punish Len, while F-moons can shield counter it. If Len uses this on you while you're in her airspace, jump away from the center where the hitbox reaches the highest, else you will need to time several shields manually to avoid getting hit.

623X
London Rondo
623A/B/C
(623A/B~A/B)
CLen 623AB.png
A/B
A/B
CLen 623AB~A.png
~A
~A
CLen 623C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
300*3, 500 (1324) (549) 100% -CH-, -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 17 (7) 3 14 -2 3.0%*3, 6.0% (15.0%) Low 4-23
~A Damage Red Damage Proration Cancel Guard
300*6, 500 98*6, 294 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 17 (15) 17 (11) 2 9 1 3.0%*6, 6.0% (24.0%) Low 4-23
~B Damage Red Damage Proration Cancel Guard
300*3 (871) (283) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 17 21 -14 3.0%*3 (9.0%) Low 4-23

Len does a spinning forward hop that low crushes, ending in a kick. A or B can be pressed just after landing from the hop (even if the move whiffed) to either perform a second spin into a kick or cancel before the last hit, respectively.

If you do the second spin (~A) there's a gap between the last hit of the spin and the kick finisher on block, so it's vulnerable to reversals and shields but otherwise it's slightly plus. If you cancel the spin (~B), you're a little bit unsafe. Players anticipating the cancel can fuzzy mash when the kick would normally come out, but doing so will cause them to get hit by a second spin (~A). It's actually possible to squeeze in a reversal before the regular variant's kick if you EX guard the last spin hit, but the resulting window is only a frame.

On hit, you can either cancel the kick into 623C to deal extra damage and send the opponent far away, or mash 2/5A afterwards. Since you're 0 on hit, your opponent could also mash and potentially win, but you're more likely to have the timing down than they are. On block however it's -2 and you're unfortunately right in your opponent's face, making your options after risky. The safest thing to do is backdash, but you could also push your luck and mash versus characters with slower buttons like Nero and Ryougi, or even try something like heat if the opponent is cornered. Your RPS options will vary a lot depending on who you're fighting, but generally they aren't worthwhile.

This move is best used defensively, utilizing the low invuln from frame 4 onwards to blow through gaps in pressure and resets. It's pretty easy to confirm into 623C on hit, and on block you'll still have pushed yourself well out of the corner even if you let the opponent take their turn. You can also rondo at someone while a black cat is following behind you, forcing them to respect your mash afterwards.

B Damage Red Damage Proration Cancel Guard
350*3, 1000 (2104) (1227) 80% (M) -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 17 (11) 3 24 -15 3.0%*3, 12.0% (21.0%) Low 7-26
~A Damage Red Damage Proration Cancel Guard
350*3, 300*3, 500 117*3, 98*3, 294 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 17 (16) 17 (11) 2 9 1 3.0%*6, 6.0% (24.0%) Low 7-26
~B Damage Red Damage Proration Cancel Guard
350*3 (1017) (339) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 17 21 -14 3.0%*3 (9.0%) Low 7-26

The B version goes a bit farther and the kick wallslams on hit, but it's very unsafe on block. Used sometimes in combos to carry the opponent to the corner, where it becomes possible to follow up with 5A afterwards. You can perform ~A and ~B followups to this version and their properties are similar to 623A's, but with more startup and recovery respectively.

EX Damage Red Damage Proration Cancel Guard
300*8, 1000 (2884) (1927) 70% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+4 24 (11) 9 19 -16 -100.0% Full 1-5, Low 6-29

The EX version has full invulnerability on startup and the last hit wallslams. It's horribly unsafe on block, and when used as a reversal it tends to trade very unfavorably (versus anything it can't low crush) since she's considered airborne after the invuln ends. Mainly useful as a confirm off of her 623A, and it can be followed up in the corner with 5A similarly to her 623B.

214X
HLen 214A.png
A
A

Len summons one of four cats with different properties. Alternatively, a very strange rocket.

A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
28 1 11 - - -

Summons either a Brown cat or a Tiger cat, weighted evenly. Len can have up to two 214A cats in play at a time. Not used as often as her other summons due to its inconsistency, and perhaps more importantly because they count towards the same limit as her 214C (Neco rocket).

  • Brown cat is useless and takes awhile to go away, but the opponent might still flinch if they're preoccupied.
  • Tiger cat moves very quickly and launches on hit with 100% proration, which you can convert into a combo if you're quick. Can be very disruptive against characters with a strong fullscreen presence, and it might be worth gambling on if you want to put out a hitbox quickly and don't think you'll need a Neco rocket in the immediate future.
Brown Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- 288 - - - -
Tiger Damage Red Damage Proration Cancel Guard
100 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 144 - 19 - -
HLen 214B.png
B
B
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
28 1 11(+16) - - -

Summons either a Black or Silver cat. Len can only have one 214B cat out at a time. You can force a Black cat to come out by inputting 214B~6 (aka, hold forward after executing), but you'll recover 16f slower.

  • Black cat is the most useful of her four cats. It walks slowly across the screen and, on hit, causes a tiny launch followed by a hard knockdown. This gives Len more or less total control of the ground when in play, as she can follow it and commit to risky actions in the air with its protection. The launch is quite prorated, making combos from it kind of wimpy, but it's still something.
  • Silver cat has a collision box with which it pushes the opponent, rather than hitting them. Usage for it is limited, but it can cause the opponent to drop their combos and pressure while on the ground. C-Len has an easier time sandwiching her opponent between the cat and herself thanks to her 421A teleport, which can lead to some funny combos and setups. You will probably only see it after a misinput though.
Black Damage Red Damage Proration Cancel Guard
100 0 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 384 - 19 - -
Silver Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
19 325 - - - -
Neco Rocket
214C (No EX)
HLen 214C.png
Nya nya nya...
Nya nya nya...
Damage Red Damage Proration Cancel Guard
222, 850 100, 250 100%, 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 22, (30), 6, [(3), 3]xN 11 -10, 18+26 0.70%, 2.10% -

Important tool with many uses. Len throws out a rocket Neco that launches itself into the air after landing. Can have two Necos out at a time, though her 214A cats also count towards this limit. Len recovers and can act once the Neco touches the ground. The hitbox of the Neco while Len is throwing it hits high while it's hitbox when flying hits mid. It can be used for space control in neutral, catch people blocking low and bad jump-outs in corner pressure and as an oki tool. The hitbox for the second hit stays active until Neco goes offscreen or it hits the opponent. Opponents need to be cautious when pressuring or comboing Len while a Neco is in play, as they have a tendency to counterhit extended hurtboxes.

421X
Pretty Walk
421A/B/C (No EX)
Clen421a.png
A
A
Clen421b.png
B
B
Clen421c.png
C
C
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 37 - - High 1-17, Full 18-27
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - -
C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 288 - - -

Len disappears and performs a teleport/fakeout-type move.

A: Crouches and then teleports forward a little more than 1/3rd of the screen. Has a very low profile during its startup followed by full invulnerability after she disappears. She is vulnerable briefly upon arrival, but can act almost the instant she fully reappears. This move can be an invaluable escape option and allows her to navigate the ground more quickly and safely than her other moons. It's also the key ingredient of her left/right mixups, particularly off 236C > 236[A] midscreen. Len will avoid almost everything including last arcs while mid-teleport. If you're having trouble with a C-Len player abusing this, try to react to her crouching animation and mash 2A where she would reappear.

B: Produces an illusion of a jumping Len, while the real one stays in place with a smaller hurtbox. In neutral, this can be used to bait the opponent into expending air options or hitting a jump button early. Its most conventional use however is in high/low mixups, where Len either jumps at you with jB/C or fakes you out with a 2B instead. The tell for this mixup is that the camera will shift slightly upward (begins shifting on frame 13 of her jump) when it's real while remaining stationary for the fake one, which while unintuitive is reactable. If the C-Len player hasn't tightened it up, you may be able to fuzzy block 4~1 because the low option tends to come later.

C: Produces an illusion of a dashing Len, while the real one walks forward in a catwalk-like state which can pass through the opponent. This is effectively a mini teleport and can be used for many of the same types of left/right mixups as the A version. It's a little more difficult to apply in neutral than her fake jump because the forward movement could get you hit by the options you were hoping to bait out (long range grounded normals usually). Furthermore, if you don't make use of her run all that much, the feint will be obvious.

421D
CLen 421D.png
Damage Red Damage Proration Cancel Guard
1200 588 60% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
42 4 26 -2 5.0% High 6-71

Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her 421A teleport, if your opponent is conditioned to look for that they may be caught off guard despite its slow speed. Though it's -2 on block, you can frametrap fairly reliably with 3C if spaced properly. Surprisingly effective at low profiling DPs.

63214C
Clen624c.png
Damage Red Damage Proration Cancel Guard
500 392 100% (O) - N/A*
First Active Active Recovery Frame Adv Circuit Invuln
32 X 398 11 - 5.0% -

Spawns an orb that circles around Len, which detonates in contact with opponents in hitstun. Orbs last for approx 6.5 seconds, and up to 2 orbs can be active at a time. Disappears if Len gets hit. Powder snow's orbit is a constant, set based on the direction Len faced when summoning it. When making contact with an opponent not in hitstun, they will gradually deal red damage. Len's guard meter also regenerates quickly while it's active.

It's hard to find times to summon them in neutral, and they don't really add as much damage as you'd like on top of randomly messing up your air counterhits. They have plenty of theoretical uses in setups such as midscreen throw combos, but they require more frames to summon than you typically have, and their reliance upon being at specific points in their orbit is limiting. Their most practical use is in combos, softening transitions from 236[A] to 2B and enabling sideswitches.

Aerial Specials

j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C
Clenj236A.png
A
A
Clenj236b.png
B
B
ClenBEj236b.png
[B]
[B]
Clenj236c.png
C
7 EX icicles spawn on random times at random locations.
C
7 EX icicles spawn on random times at random locations.

Len summons an icicle in the air, halting her momentum.

A Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 8 6 -9 (TK) 8.0% -

Summons a downward-angled icicle. Fairly minus on block, but has a lot of reach and can be used to snipe opponents, especially if performed with a tiger knee motion on the ground. Despite the long counterhit stun, converting off of this from longer ranges is difficult. She also falls very slowly for its duration and if she touches the ground at any point, it will fully cancel the recovery, which is hard to consistently set up but always welcome when it happens.

B Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 8 6 -4 (TK) 8.0% -

Summons an horizontal icicle. Does not reach as far as the A version. Can be partially charged to stall in the air, in which case she will fall further downward, enabling the tiger knee'd version to hit a short/crouching opponent more easily. Like the A version, her recovery will be cancelled if she touches the ground.

[B] Damage Red Damage Proration Cancel Guard
800*2 539*2 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 8 6 24 (TK) 8.0%*2 (16.0%) -

Charged version summons diagonally upward icicles on both sides. Difficult to convert off this if used too high in the air unless it counterhits. If it counterhits just above Len's head, both icicles will apply their heavily modified hitstun at once and leave the opponent floating helplessly in the air for several seconds. If they're low enough to the ground, you can then run into them and push them towards the corner before your pickup. If you tiger knee it next to the opponent, it should always connect on them crouching (unless they're a Neco) which can be an unexpectedly good wakeup option with a ton of frame advantage. This will also cancel if she lands at the right time, but it's rare and not especially useful as no hitboxes actually come out.

EX Damage Red Damage Proration Cancel Guard
500*7 (2904) (2533) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+9 ~ 10 ~18 6 -2 (TK) -100.0% Full 1-13

Summons 7 j.236A-type icicles at random times and positions. The damage varies with how many icicles connect, but a clean hit should net you at least 2k. This move has pretty generous invulnerability and will win out against most attacks, in addition to being relatively safe on block. If done with a tiger knee motion, it can disrupt a lot of mid to long-range options such as projectiles and summons, and if you're quick enough it becomes a formidable abare tool as well. You can also use it to cover ground techs after air throwing the opponent towards the corner. Like the meterless versions, Len falls slowly for its duration and will cancel her recovery if she hits the ground, but beware as if you're too low you may see a super flash followed by nothing (you still spend the meter).

Arc Drive

Ephemeral Transience
41236C during MAX/Heat
HLen AD.png
Damage Red Damage Proration Cancel Guard
440*N 352*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

Shoots an orb projectile which multi-hits indefinitely, having the potential to push the opponent to the other side of the screen. The projectile also clashes with enemy hitboxes, shielding Len from most attacks as it travels along. Placing a Neco (214C) prior to activating will momentarily create a wall, and wary opponents who retreat into the air may find themselves boxed into their upper quadrant of the screen.
As the opponent, if you're forced to block this, it should be safe to shield bunker when the orb is at least halfway through you. Also, watch your head.


Another Arc Drive

Ephemeral Dream
41236C during Blood heat
Lenaad.png
Lenaad2.png
Damage Red Damage Proration Cancel Guard
250, 850*14, 1000 (4765) (3316) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+2 X 86 -35 (min) removes all Full 1-13

Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. If performed on a cornered opponent, it may leave a small gap behind them. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give waitress and D will give yukata. Don't tell nobody else.

Last Arc

Cream Puff Dream REM
Aerial EX Shield during Blood Heat
LenLA.png
Damage Red Damage Proration Cancel Guard
750*12, 500 (3772 ~ 7169) (3312 ~ 6257) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1+0 16* 36 - removes all Full 1-X, High (on Landing)

Spawns a giant cake to fall on top of the opponent . On hit, circuit breaks the opponent and stabs them with various cutlery while they're trapped in the cake. Having to air EX shield kind of sucks.


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.

All 'normal starter' combos can begin with As unless stated otherwise.
They're ordered based on approximate damage dealt, which (when applicable) assumes that you take the max damage route.

Basic combos

Condition Notation Damage
vs V.Sion
Notes
Throw starter, corner
  • Throw > 5A(1) > 5C(4) > Air Ender (j.BC > j.BC > AT)
2550


Meter Gained: 58.0 Meter Given (vs C-Moon): 18.5
The most basic throw combo.
Throw starter, corner, Metered (100%)
  • Throw > 5A(1) > 5C(4) > 236C Ender (Damage route)
3341


Meter Gained: -36.9 Meter Given (vs C-Moon): 35.7
Simple metered throw combo. You can go into 236C off an earlier hit of 5C if you're concerned about height, but if you cancel into 236C between hits rather than with one, the opponent may be able to tech out.
Normal starter, grounded opponent
  • 5C(4) > 2B > 4B > Air Ender (j.BC > j.BC > AT)
3924


Meter Gained: 69.0 Meter Given (vs C-Moon): 21.8
Simple version of the meterless ground BnB. If you managed to confirm it early enough so that you're really close, you could let 5C go to the 5th hit and skip 2B. Skipping 2B otherwise will tend to make the combo way more strict than it needs to be.
Normal starter, grounded opponent
  • 5C(4) > 2B > (delay) 5B > 4B > Air Ender (j.BC > j.BC > AT)
4221


Meter Gained: 80.5 Meter Given (vs C-Moon): 25.2
Similar to the above, but a slightly delayed 5B is sandwiched between the 2B and 4B to add extra damage. Very easy to accidentally drop and OTG with 5B instead. If you think you may not have delayed enough and the opponent is too high after the 4B, then you can try to compensate by double jumping earlier in your air combo.
Normal starter, grounded opponent
  • 5B(3) > 3C > 5C(4) > Air Ender (j.BC > j.BC > AT)
4508


Meter Gained: 75.5 Meter Given (vs C-Moon): 23.7
3C into 5C has weird timing that takes getting used to. If you've hitconfirmed off of 2/5A and not used your 5C yet, this is the route to favor. Damage suffers more at lower correction values, such as after a j2C, and it's much more sensitive to distance.
Normal starter, grounded opponent, Metered (100%)
  • 5C(4) > 2B > 4B > 236C Ender (Damage route)
4777


Meter Gained: 25.9 Meter Given (vs C-Moon): 39.0
The most simple BnB with a 236C added to the end instead of an air combo. Doing the same for the optimized route will cause the opponent to be launched too high for 236C to connect properly.
Normal starter, grounded opponent, Metered (100%)
  • 5B(3) > 3C > 5C(1) > 236C Ender (Damage route)
5041


Meter Gained: -28.4 Meter Given (vs C-Moon): 38.3
Metered variant of the above. 236C is best done after a single hit of 5C as the untech time is more generous and the damage added by 5C(2) is negligible. 5C(3-4) will cause 236C to hit only once, which can still be salvaged with an emergency 5C pickup for a small loss of damage.

236C Enders

Condition Notation Damage
vs V.Sion
Notes
Damage route
  • 236C > 236[A] > 236[B] > Air Ender (j.BC > j.BC > AT)
N/A


Meter Gained: N/A Meter Given (vs C-Moon): N/A
If you replace 236[B] with tk j.236[B], it does slightly less damage but looks cooler.
Hammer Loop oki route
  • 236C > 236[A] > 63214C > 2B > 421D > 2B > 421D > 2B
N/A


Meter Gained: N/A Meter Given (vs C-Moon): N/A
=Oki goes here. Hammers don't actually add much damage, they just look neat and give you time to think.
Teleport Left/Right route
  • 236C > 236[A] > 66 (variable) > 44 > 421A
N/A


Meter Gained: N/A Meter Given (vs C-Moon): N/A
The run (66) is meant to position you about half a character length from the opponent before backdashing (44) to set up the teleport, which can appear on other side of the opponent. More on this and other setups in a future section.

Advanced combos

The brackets 「」 are used to break up repetitions. You can omit their contents from the combo and it will still work.
[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos.

Condition Notation Damage
vs V.Sion
Notes
[1] Normal starter, grounded opponent, corner
  • 5C(4) > 4B > j.B > j.66 > (delay) AT > 5A > 4B > 2A(w) > Air Ender (j.BC > j.BC > AT)
~4900


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Single rep of Len's air throw loop. This tacks on a respectable amount of damage without taxing your execution too much. Can be started from 5B > 3C > 5C(1) as well.
[1] Normal starter, grounded opponent, corner
  • 5C(4) > 4B > j.B > j.66 > (delay) AT > 5A > 4B > 2A(w) > j.B > j.66 > (delay) AT > 5A > 4B > 2A(w) > j.A > j.66 > (delay) AT > 5A > 2B
~5200


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Full airthrow loop ending on a hard knockdown from 2B. Each post-AT 5A pickup is a 2f link on everyone except Aoko, in which case it is 3f. Very difficult, but still practical off a good starter. A large chunk of the damage from these loops is lost by omitting the airthrow ender.
[1] Normal starter, grounded opponent, corner
  • 5C(4) > 4B > j.B > j.66 > (delay) AT > 5A > 4B > 2A(w) > j.B > j.66 > (delay) AT > 5A > 4B > 2A(w) > j.A > j.66 > (delay) AT > 5A > 4B > 2A(w) > Air Ender (j.ABC > j.BC > AT)
~6000


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Full airthrow loop with an airthrow ender instead for more damage. You can cut out any of the bracketed reps and still have a functioning combo, so execute according to taste. As hitstun decays over the course of the loop, 2A(w) > j.A will become noticeably easier to land compared to j.B for a trivial loss of damage.

Fun combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, Metered (100%)
  • 5C(4) > 2B > 4B > (delay) 236C > 236[A] > 421D > 2B > 421D > 2B > 421D > 2B
4515


Meter Gained: -42 Meter Given (vs C-Moon): 31.9
Triple hammer loop. The first hammer actually connects mid-air, so it doesn't add to the bounce limit. Bonk.


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Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
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