Melty Blood/MBAACC/Len/Half Moon

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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
  • Move Descriptions:
    • Add frame data.
    • Add images with hitboxes to the moves.
    • Add descriptions to the moves, specify how they function, cite their uses, add memes in captions, etc.
  • Overview:
    • Add a short description of this character.
  • General Gameplan:
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Add damage, meter gain/given numbers and video links to combos as you add them.
    • Adapt the current combos to the new template.


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 including Raku and Akkii.

Players to watch/ask

Japan:

  • Rakuchan (らくちゃん), Colour 02, No. 1 HLen player in JP.
  • Akkii (あっきぃ), Colour 22, No.2 HLen player in JP.


North America:

  • Lunar. Found in meltycord.
  • Almighty. Found in meltycord.


South America:

  • Shao, Colour 10. Best HLen player in SA. Found in meltycord.

Overview

Strengths Weaknesses
Strengths
  • Stable matchup spread.
  • Decently strong normals.
  • Catwalk (3) - a crouching walk which gives H-Len a small hitbox that can low profile moves.
  • Decent pressure that can potentially get scarier in the corner with fuzzy guard mixups.
  • Strong footsies game, especially in the air.
  • Very good aerial mobility and options.
  • Strong corner oki and tech-trap. Can throw out Neco (214C) in the corner and set up fuzzy guard mixups.
  • Ridiculously good meter-gain.
  • Can regain back red health quickly with auto heat.
Weaknesses
  • No meterless reversals.
  • Not particularly good defense.
  • Ground movement can be a little sluggish to get used to compared to other characters.
  • Very low HP compared to the other characters.
  • Pressure can feel a little weak if the opponent knows the matchup and know how to time their shield against air buttons. Requiring more variety and shield baiting to keep it fresh.

General Gameplan

Place text here*

Neutral

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Pressure

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Okizeme

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Defense

place text here*



Combos

/* template for combo notations */


Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

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
5A
5A~6A~6A
HLen 5A 1.png
1st hit
HLen 5A 2.png
2nd hit
HLen 5A6A.png
6A
HLen 5A6AA.png
6A~6A
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 350*2 200*2 78% 2.8%*2 N, -SP-, -CH-, -EX-, (J) LH 3 1(2)5 5 - -

Fastest standing normal. Hits twice. You can cancel the normal into any other move before the 2nd hit. You can reverse beat it with 2A and do 5A again in a blockstring.

5A~6A 600 400 80% 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 - -

5A followup. Moves Len forward. Used for pressure. You can reverse beat it with 2A and do 5A again in a blockstring.

5A~6A~6A 1000 800 60% 7.0% (N), SP, EX, (J) LH 10 4 16 - -

Launches on hit. Moves Len forward. Mostly only used for combos.

5B
HLen 5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300, 500*2 200, 300*2 80% 1.75%, 3.15%*2 N, SP, (J), EX L 7 8 15 - -

Hits three times. Hits low which can catch people offguard. Vital part of her pressure as it can be mixed in along with her fuzzies.

5C
HLen 5C 1.png
1st cycle
HLen 5C 2.png
2nd cycle
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
450, 400, 400*3 300, 250, 250*3 80% 3.5%, 3.0%, 3.0%*3 N, SP, EX, (J) LH 6 5, (11), 3, (1), 4 16 - -

Pretty fast startup for a C normal. Moves Len forward. Hits a total of 5 times. lot of active frames with separated hitboxes from Len and the orb. Used as anti-air if the opponent is low to the ground after blocking j2C in the air and blockstring filler. This normal can be quite reliable but be cautious if you whiff this move though, as it's very punishable on whiff. And it's generally a bad idea to throw this out in neutral.

Crouching Normals

2A
HLen 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 120 76% 2.1% N, -SP-, -CH-, -EX-, (J) LH 3 3 9 - -

Fastest crouching normal. Used for poking.

2B
HLen 2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 400 65% 4.9% N, SP, EX, (J) L 7 3 14 - -

Only crouching low. Hard knockdown on hit which you can setup an oki afterwards.

2C
HLen 2C 1.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
750 450 100% 7.0% - LH 14 5 30 - -

Len afterimage has no hurtbox. Cannot be cancelled into anything else. Basically only used for mixing with 3C in pressure. Move is less minus the further away the opponent is when blocking 2C.

Air Normals

j.A
HLen j,A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 160 75% 2.1% N, SP, EX, J LHA 5 4 10 - -

Her fastest air normal. Good for air-to-air

j.B
HLen j.B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 400 90% 5.6% N, SP, EX, J HA 7 8 - - -

Another decent air-to-air button. Disjointed hitbox and good range.

j.C
HLen j.C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1050 700 90% 8.4% N, SP, EX, J HA 10 3 - - -

Amazing air-to-ground move. Very good coverage below and slightly in front of Len. Also plays a key part of her fuzzy guard mixups in pressure.

Command Normals

4B
HLen 4B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 500 75% 3.5% N, SP, EX, (J) LH 9 4 20 - -

Len's standard launcher for combos.

3C
HLen 3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 600 78% 10.5% - LH 5 7 24 - -

Similar to her 2C. The only difference is that Len leaps forward and lands in the same direction as the 2C afterimage and has a hurtbox. Faster startup and recovery. Used for mixing with 2C.

j.2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Special Moves

236X
Fleur Freeze
236A/[A]/B/[B]/C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

623X
London Rondo
623A/B/C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

Arc Drive

Text
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

PlaceholderCombos

Refer to these for now as it will soon be reformatted accordingly.

  (5A/2A) > 5C(4) > 4B > jBC > sdj9 > jBC > airdash forward > AT
Basic bread and butter combo. Works on every character from all distances. Use this if you're not sure what to go for. 
If you have too much gravity scaling in the combo, the second jBC segment will whiff on small characters (Len, WLen, Miyako, Satsuki). Use jCB instead on those characters for better stability.
The airdash forward before the air throw is for extra corner carry.
  (5A/2A) > 5C(4) > 2B > (delay) 5B > 4B > tk j236[b] > sj9 > jBC > sdj9 > jBC > AT
Better damage, meter gain, and corner carry than the above combo. Doesn't work from far 5C hits, but you should be fine for most distances.
With a little bit of gravity scaling (say, a 5A > 6A or jC starter), you should be able to airdash before the AT for extra corner carry.
  5B > 3C > 5C(4) > jBC > sdj9 > jBC > airdash forward > AT
Basic combo for 5B starters. The 5C cancel might be a little tricky for beginners, but otherwise very stable.
You usually go for this combo when tech punishing with 5B, or going low with 5B in a fuzzy guard mixup.
  (5A/2A) > 5C(4) > 3C > 236C > 236[A] > walk forward > 2B > 5B > 5C(4) > jBC > jCB > sj9  airdash forward > AT
Use this if you need to blow meter for extra damage damage and corner carry.
If you feel your opponent is too low after the first jBC, you can correct the combo by going for jCB instead in the double jump segment.
5B > 3C > 5C (1) can be used as a starter and leads to the same combo.
It's worth mentioning that you if you skip 236[A], you have enough time to dash to the other side to get a side swap. Very useful for punishing opponents teching out of the corner.
  (5A/2A) > 5C(4) > 623B > 5A(1) > 5C(4) > jBC > dj9 > jBC > AT
Situational corner combo.
Gets blocked when Len is too far from the opponent.
It is preferred to go for this combo when you land a good unscaled close hit in the corner.
For scaled starters (j2C, lots of rebeats, etc), the tk j236[B] combo will outdamage this combo.


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