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Melty Blood/MBAACC/Len/Half Moon
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 |
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Additional Resources
H-Len Match Video Database
H-Len Matchup Learn more about the tools that H-Len uses more and how to apply or play against.
Big One 2nd for tournament footage.
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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akkii (あっきぃ) |
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Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Long-time H-Len player. Solid with a clean playstyle utilizing icicles effectively. |
Alma | ![]() |
North America | Netplay | Inactive | Strong H-Len in NA. Plays different characters now but footage of them is still solid. |
Counsel | ![]() |
North America | Netplay | Active | Very strong H-Len in NA, the strongest in the region as of recent. Has plenty of online tournament footage against formidable opponents. |
Luna | North America | Netplay | Inactive | Solid NA H-Len player and High level DAN player in Lumina. Just don't look at his Twitter. | |
rakuchan (らくちゃん) |
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Japan | A-cho, Play Spot BIG ONE 2nd |
Active | Has been top H-Len player and one of the best MB players for quite some time. Favors an aggressive aerial style that suffocates the opponent and doesn't like to block. Best source for optimized throw loop routing. Loves PreCure. |
satoshi (聡) |
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Japan | Play Spot BIG ONE 2nd | Active(?) | Started playing later than the two notable JP H-Len players but arose to being one of the best. |
Shao | ![]() |
South America | Netplay | Active(?) | Top H-Len player from SA and one of the oldies from the region. Super solid plays. |
Solstice | ![]() |
North America | Netplay | Active | Knowledgeable NA H-Len player active in meltycord who wrote this wiki. 솔스티스#9232 on Discord for any questions. |
Overview
General Gameplan
Summary: Use air normals, black cat, and air icicle to control space and find openings to approach. Get your opponent into the corner to start your brutal offense with extended pressure, mixups, and okizeme options such as 214C oki, the fuzzy mixup, frametraps, strike/throw, etc. Be careful because if you get hit you take a lot of damage and have subpar defensive options.
Neutral
H-Len is air-dominant in neutral with strong air buttons, namely j.B, j.C and j.2C, great air mobility and a strong toolkit that compliments her. As such, it's important to be able to utilise her tools and air movement effectively to be able to get in and run your pressure. Her ground mobility isn't really strong but she still has access to strong space control options such as 214B~4/6 (hold forward or back after 214B) which creates a slow-moving black cat with a hitbox on the ground, and 214C which creates a Neco rocket to cover vertical space.
Notable Air Normals
- j.B: H-Len j.B is a fantastic air normal with a disjointed hitbox and long active frames, making it a great option for horizontal air-to-airs. By buffering an airdash with j.B, if you get a non-CH you can confirm with an air throw after the airdash, or if it counter hits, whiff a j.C to cancel airdash landing recovery and then convert on the ground. If the j.B is blocked you are minus so be careful pressing another button after. If the j.B whiffs in the air, the airdash will not come out. This buttons is also great for IAD approaches from the ground as it comes out fast.
- j.C: j.C has a great vertical hitbox that is ideal for jump-ins. It has a crossup hitbox that can make it difficult for opponents to contest her jump-in angles and makes it difficult to dash under. In exchange for its great hitbox, it has long startup and not many active frames so it is important to time this button properly. If you anticipate the opponent to try to hit you out of the startup, you might need to press the button much earlier to space it against your opponent's button. A deep j.C is the most common way to go into a fuzzy setup.
- j.2C: The infamous Len j.2C, the Treyarch logo. j.2C is a great all-purpose air normal that is active for long and allows for easy crossups. All of its multihits are overheads which can make it difficult to block, and combined with its frequent usage as a crossup jump-in, it is a suffocating normal to play against. j.2C is commonly used after a rising j.C fuzzy overhead to convert. Do note that if j.2C hits the opponent in the air, regardless of if it's a counterhit or not, you will not be able to get a combo; knowledgeable opponents can abuse this against you if you rely too much on j.2C.
Air Icicle (j.236A)
This is H-Len's main selling point over the other Lens in neutral - air ice is a fantastic tool for keepaway, midrange, space control, and aggression. The ice is completely disjointed so anyone that tries to attack into it will get counterhit as long as the ice is out. It preserves her air momentum which allows her to escape backwards very quickly after an air backdash, letting her punish opponents who are overeager to catch your landing. It's also useful as a general midrange poke with its great hitbox and range, making it difficult for opponents to move forward. When done close to the ground, it is plus on block and usually allows for continued pressure.
Notably, doing a sj.9 j.236A (TK j.236A with a sj.9 at the beginning) propels you forward while being very plus, making it a way to reset pressure. This is also how you can catch backdashes with a hard read, as H-Len doesn't have great ground normals to discourage backdashing. You also want to be able to do a regular TK ice, in which case omit the sj.9 by holding down for a moment before doing the TK input.
214B~4/6 (Black cat) and 214C (Neco rocket)
By holding forward or back after 214B, you will do a slower but guaranteed black cat summon. If you have the time and space to get it out, black cat is a great neutral tool as it has a hitbox that moves slowly across the ground, making it a great option to start your approach. If it hits, it will trip the opponent for a hard knockdown, and if you are ready, you can even combo from it before they hit the ground. You can only have one black cat out at a time, and once the hitbox is triggered, it will no longer have one until it leaves the screen. Savvy opponents will know to shield the black cat to remove its hitbox, which you can try to exploit for an opening with caution.
214C summons Neco rocket, which has two hitboxes - an overhead hitbox as it's thrown out, and a hitbox as it ascends. You can have two rockets on the screen at a time, but once the ascending hitbox is triggered, that rocket no longer has a hitbox. Neco rocket is a great tool for controlling vertical space with its constant ascending hitbox that can discourage airdashes or sj.9 approaches, but be careful of opponents that slip through the rising rocket.
Pressure
H-Len's pressure is defined by her extended frame trap options in the corner using parts of her 5A6A6A series to weave in and out of her other normals, notably 5C which moves her forward, 5B which is a multihit low, and 3C which launches. She can reset easily from parts of her 5A6A6A series to go in for her comboable throw or reset with IADs and rejumps to threaten with her j.C as a jump-in. Of note is her fuzzy mixup which allows for an instant overhead j.C or low 5B/2B from a deep j.C or j.B.
Midscreen, her pressure tends to lose badly to backdash which you can call out with sj.9 TK ice or end on a safe string and play for neutral again - the corner is where her pressure truly shines.
Notable Pressure Normals
- 5A6A6A series: The normals that tie H-Len's pressure together, her H-Moon specific 5A6A6A series is what enables her extended pressure. By rebeating 5A6A into 2A, you can gain access to another 5A in your pressure string which lets her create ambiguous resets and frame trap timings. As 5A6A moves her forward, this allows Len to use her other normals to frame trap and then re-establish pressure with 5A6A by coming in closer, or use the threat of the 5A6A to do a 5A into a reset such as dash throw or jump. It can't be stated enough how important efficient and effective use of this series is in your pressure game.
- 5C: 5C is a core part of your pressure as it hits quite high, making it ideal for catching opponents trying to jump out. It also moves you slightly forward, and combined with 5A6A, you can stay in your opponent's face for a long time if they aren't EX guarding. As it has multiple hits, you can cancel out of it at different timings to throw off what opponents are expecting.
- 5B and 2B: As H-Len's two lows (besides ground icicle), these moves are important to throw in your offense if your opponent is getting comfortable with EX guarding your strings. They can push you out of pressure easily so shouldn't be used as the most integral normals of your pressure, but with your 5A6A series, you may be able to sneak back in. Be wary of using 5B when too far as it cannot be converted from past a close range.
- 3C and 2C: 3C is another normal that moves you forward and can be cancelled into from almost any normal, making it an amazing frame trap option that opponents may not be expecting. After 3C, it's possible to rebeat into other normals, but the window is quite late into the move so it will require some practice - this also applies on hit with the 3C > 5C link that might be tricky if you aren't used to it. 2C is a move that looks identical to 3C in animation, but is only -4 and has a slower startup - the attack is an illusion so Len stays in her original position, whereas she moves her body with 3C. Against opponents expecting 3C into a frametrap, 2C can be used as a reset since you recover much faster, allowing you to dash up or jump. Keep in mind that 2C has no combo on regular hit, only counter hit, and cannot be cancelled into other moves.
THE FUZZY
The Len Special, the infamous fuzzy mixup. The gist of this mixup is that after a low-to-the-ground j.C or j.B, you can either do an instant overhead with rising j.C or land and do a low with 5B or 2B for a high/low mixup.
Here are some common ways to set up a deep jump-in:
- IAD j.C/j.B (IAD j.C is a strict timing so it helps to slightly delay the airdash for more height)
- j.9 deep j.C
- j.9 high j.C > delay deep j.B
- j.9 high j.C > airdash > deep j.C (this will lose to 5A mashes during the airdash)
While it's possible to go for this setup raw during pressure if your opponents are respecting it, there are situations where it is easier or has less risk to set this up:
- 2B ender: 2B gives a hard knockdown which allows for a safejump with a well-timed j.C - this j.C is deep enough to go for the fuzzy mixup.
- Neco rocket okizeme: If opponents are respecting 214C okizeme and not jumping, this can be a good chance to attempt the fuzzy.
Keep in mind that if the deep jump-in connects on a crouching opponent and is not blocked, a rising j.C for the instant overhead will whiff and open to be punished. An EX guard on the deep jump-in can also cause the rising overhead to whiff. Miyako, Neco-Arc, and Neco-Arc Chaos cannot be hit by the instant overhead.
Misc. Options
- 623A: 623A goes into spin, which has some low crush frames and is safe at -2 on block. Doing 623A~A gives a double spin that is +1 on block, but the last hit is shieldable on reaction. 623A~B gives a fake spin where the last hit is omitted, potentially allowing for a risky reset if your opponent is not keen on mashing.
- Arc Drive: Arc Drive is a multihit orb that keeps the opponent blocking for a long time, allowing you to force a mixup with a fuzzy, 214C to hit them high into the orb, or a low if they are expecting the Neco rocket overhead. A common way to set this up in your pressure is 623A > Arc Drive, which has a gap but beats most reversals and shields since you must manually shield all the hits. Depending on how far you were when doing this setup, some characters with a roll dodge may be able to escape and punish during the gap. If the opponent does not have a way to deal with this setup, you might consider using it if your Heat is about to run out during your pressure to squeeze out maximum value from your meter.
Common Pressure Sequences
Here are some sequences to get started or give some ideas on how to pressure. Keep in mind these are just ideas that might or might not work based on distance, opponents habits, etc. so you should explore your own pressure options. MBAACC is a game about fluid pressure and varying your pressure timings, spacings, and options to keep the opponent on their toes. Memorizing premade blockstrings will be less effective as you improve.
- 5A > 5C(2) > 2A > frametrap with a normal or catch jump with delay 5C or reset with jump, IAD or dash
- 5A > 6A > 2A > frametrap with a normal or catch jump with delay 5C or reset with jump, IAD or dash
- close 5A/2A > frametrap/walk into throw
- 3C > 5C(2) > 5A > frametrap/catch jump/reset
...and so on.
Okizeme
H-Len's okizeme becomes strong in the corner, where she has a slew of different options that forces the opponent to be on their toes. Her tech trap ensures that opponents cannot ground tech out of the corner for free, and once they start to respect it, she can throw in various other strong okizeme options that would have lost to a ground tech. Thus, your job as an H-Len player is to be tricky with your okizeme options so that the opponent does not catch on to a pattern that they can abuse to escape the corner or even punish you for attempting some oki - only with that mental game can you make use of this strong offense.
Tech Trap
A core aspect of H-Len's corner game, learning H-Len's tech traps are absolutely crucial for her okizeme as they bleed into her other upcoming okizeme options that you will read. Len's Air Throw ender gives a ground techable knockdown and opponents may choose to take a risk by teching on the ground. Fortunately, this can be covered in the corner by doing a walk forward or microdash forward into 5B, which will cover every tech and allow you to punish with a combo. If the opponent does not tech, the 5B will OTG them, allowing for a second chance for them to tech, which can be covered once again by a simple 5B. Convert this combo with 3C > 5C , as 3C is more reliable at range than 5C for conversions. If they tech out of the corner, consider using 100 meter for 236C routing which will allow a sideswitch combo to keep them in the corner - without meter, you can cut your air combo short and Air Throw them back into the corner.
If your Air Throw ender would put the opponent in the corner but Len herself not close enough to get the 5B tech trap, it's possible to cover all techs by doing sj.9 TK j.236A and convert with 5C after. If they do not tech, your ice will whiff, in which case you are still advantaged enough to meaty, or will hit the opponent OTG where you can get another tech trap if they choose to gamble. At certain spacings, you may be too close to the corner for the ice to catch a forward tech so experiment and see what spacings work for the 5B tech trap and which work for the ice tech trap.
214C Neco Rocket
214C can be used as an okizeme tool - by throwing it on an opponent's knockdown, it presents two hitboxes that they have to deal with making it more difficult to escape. After an Air Throw ender in the corner, there are two primary ways to set up 214C - after a 5B OTG, or raw. The 5B OTG should double as your 5B tech trap from the previous section, allowing to confirm a tech punish with a conversion, but as you commit to the 214C, the opponent can gamble and tech forward between the 5B and 214C to punish you. The purpose of the raw 214C is to set up oki if the opponents are expecting 5B OTG > 214C to forward tech in between.
Thus, the mindgame of 214C oki is as follows:
- 5B OTG > 214C beats immediate forward tech, but loses to forward tech after 5B.
- Raw 214C sets up on opponents expecting 5B OTG, but loses to immediate forward tech.
- 5B OTG > nothing beats immediate forward tech and forward tech after 5B, but gives you no 214C oki.
It's also possible to set up 214C after a 2B hard knockdown, which circumvents the entire ground tech mindgame. Keep in mind that depending on the timing and spacings at which you throw 214C, you may be more or less susceptible to wakeup reversals, shields, or sometimes even specific punishes after blocking the first overhead hit of 214C. The adjustments you may want to make are character specific and even player specific depending on how well they labbed out counterplay, so you should experiment yourself.
- If the first hit hits as the Neco is midway falling down, which is most common after 5B OTG, you can run a safer strike/throw mixup between the two hits - throw loses to jump but 5B/2B beat jump, while the second hit of the 214C beats mash.
- If the 214C is thrown earlier, usually with a raw 214C after AT or after 2B ender, you recover faster the earlier you throw and will be less susceptible to wakeup reversals but have a weaker setup after.
In general there are a lot of creative ways to be able to deal with this oki so be prepared to either lab, use this setup less or even forego it entirely if an opponent is too good at dealing with it.
Corner Left/Right, High/Low with 100 Meter
After doing the 236C > 236[A] ender in the corner , whiffing 3C or 2C will give you a mixup. 3C will put you on the same side, and 2C will side switch. You can delay your landing further with air options to do a j.C overhead or land and do a low.
Here are some of the options available to use as okizeme, but find your own tricky setups:
- ... 2C/3C, empty j.9, 5B
- ... 2C/3C, empty j.8 (forward drift), 5B
- ... 2C/3C, 8 IAD > empty j.C > 5B
- ... 2C/3C, j.9 > delay airdash back> j.C
- ... 2C/3C, j.9 > delay dj.7 airdash into corner > j.C
Another thing you can do after 236C > 236[A] ender is ending it into 2B for a hard-knockdown, which allows you to set up her 214C, do a safejump, or go for a more gimmicky 421x teleport setup.
Safejump
There are two ways that H-Len can get a safejump - the guaranteed way is off a 2B hard knockdown, and the other way is off Air Throw ender in the corner if they do not tech. 2B ender is a common ender for 236C combos and the throw loop combo - you just need to delay a j.9 into j.C for the safejump. There are no framekills, just manually time and make sure that you account for character wakeup timing differences. You can also do this safejump off Air Throw ender provided they do not gamble by immediate teching forward. With this low j.C it is possible to also go into the fuzzy instant overhead if you wish.
Midscreen
H-Len's okizeme is much worse midscreen as her Air Throw ender doesn't lead to any direct oki - the opponent can tech backwards always and avoid any sort of meaty. You can use this opportunity to set up a black cat or run/jump forward and take space, but be careful of opponents gambling with forward tech to punish you for setting a black cat right after the combo.
Defense
H-Len doesn't have access to a reversal excluding her Arc Drive and since she is H-moon, she won't be able to EX guard. Luckily, with 100 meter she can use H-moon bunker (214D) to cancel into from blockstun to interrupt an opponent's pressure. Functionally, this is similar to a Dead Angle, V-Reversal, Alpha Counter, Counter Assault, and other defensive moves to be done out of blockstun in other games. H-moon bunker gives you a hard knockdown on hit which can turn your defense into offense - you can imagine how useful this is for a character like H-Len who has great offensive momentum. It is strike invul but can be thrown out of the startup, but do know that guard bunker can be baited with delayed buttons or jumps in pressure to catch her since a bunker done outside of blockstun will be a slow, non-invul regular bunker like other moons. In terms of abare options, 3C is one of the best abare tools in the game as it is active on the 6th frame and gives you a combo on trade. As it is a command normal, it can be buffered out of blockstun, making it an incredibly strong gamble option on defense. It has a lot of recovery on whiff so be wary. Occasionally you can try to use Arc Drive as a reversal since it is invul.
Dealing with H-Len
Catwalk
It is very important to know which of your character's air normals/specials can hit catwalk. Your standard jump-in button may not work against catwalk and you may have to use a different air normal, or you may not even have anything that hits catwalk from the air. Certain jump-ins may also only work when spaced correctly so that it hits low enough. If your character doesn't have good ways to jump in on Len, you may have to give up that part of your gameplan entirely or only approach from the air when she is unable to catwalk (such as during recovery of a whiffed move).
Air Normals
H-Len has a powerful set of air normals but they are not infallible. Each air normal has a weakness that tends to cover for the others' and a good Len will make it difficult to find those weaknesses in their play. Nevertheless, it helps to know so you can potentially exploit them.
- j.B: j.B is very fast, very active, and has a solid horizontal hitbox so try not to challenge it horizontally in the air or if the move is already out. The weakness of this move is that it doesn't have much of a vertical hitbox, but a competent Len will refrain from using it in a vertical situation.
- j.C: WIP
- j.2C: WIP
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
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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:
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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. |
Normal Combos
Corner Combos
Advanced Throw Loop Combos
Throw loop combos add great damage and meter gain to your corner routing. The idea of these combos is that with a low enough Air Throw, you can link 5A on the ground after landing and relaunch them into another Air Throw, looping it over and over.
To set up the throw loop, you want to make your opponent airborne during your combo, most often with a 4B to launch them, a throw, or a 5C pickup on an already airborne opponent (for example, with 3C > 5C). Then, after a low enough j.B > airdash > Air Throw, the ground string that relaunches is 5A > 4B > 2A(w), which you follow up with either a j.9 j.B > airdash > Air Throw on the first two reps, or a j.9 j.A > airdash > Air Throw for the second rep and later. Each 5A link is somewhere around a 2-3f link, changing sometimes based on height, gravity scaling, and character.
The two common enders are ending on an air combo into an Air Throw ender, which is the easiest and leads into normal corner okizeme, or ending with a 5A > 2B for a hard knockdown. The 2B ender requires a high enough gravity scaling, meaning you will need at the minimum two reps as well as extra hits before launching them, but it gives the best knockdown.
There is a method to plink the 5A link to make it more lenient by a frame, but the inputs may not be possible depending on your button layout and controller. To plink a 5A, you must be holding 4 or 6, holding the D button, and then plink with 4/6A~E. Thus, using this method for throw loops would look something like this:
... Air Throw > (start holding D while falling) > land 4/6A~E > 4B > 2A(w) > (release D) > etc.
It's recommended to use 4A and hold the 4 for the 4B after. You can release D any time after doing the 5A link, whatever you're comfortable with, but make sure it's released by the time you have to do your next Air Throw.
Not all characters get hit by throw loops equally. Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos require specialized routes, and some of them require even more specific routes that may be not worth the minimal increase in damage compared to a more standard combo. The following image gives an idea of how to group the characters into routes.
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.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A 5A~6A~6A 1st hit 1st hit 2nd hit 2nd hit 6A 6A 6A~6A 6A~6A
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5B
5C
1st cycle 1st cycle 2nd cycle 2nd cycle
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Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
3C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto or 236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Ground Movement
2/3
offensive crouch offensive crouch
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Ground Specials
236X
Fleur Freeze 236A/[A]/B/[B]/C A A B B [B] [B] EX EX
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623X
London Rondo 623A/B/C A/B A/B ~A ~A EX EX
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214X
Grass Grass Tea Time 214A/B A A B B
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Cat Rocket 214C (No EX) Nya nya nya... Nya nya nya...
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421
(Hurtbox while held) (Hurtbox while held)
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Air Specials
j.236X
Fleur Freeze (Air) j.236A/B/[B]/C A A B B [B] [B] C 7 EX icicles spawn on random times at random locations. C
7 EX icicles spawn on random times at random locations. |
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Arc Drive
Ephemeral Transience
41236C during Heat |
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