Melty Blood/MBAACC/Len/Half Moon

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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 descriptions to the moves, specify how they function, cite their uses, add captions where helpful, 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:
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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
akkii
(あっきぃ)
Color Japan A-cho,
Play Spot BIG ONE 2nd
Active Long-time H-Len player. Solid with a clean playstyle utilizing icicles effectively.
Alma Color North America Netplay Inactive Strong H-Len in NA. Plays different characters now but footage of them is still solid.
Counsel Color 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

Len Color01.png

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)
Color 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)
Color 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 Color South America Netplay Active(?) Top H-Len player from SA and one of the oldies from the region. Super solid plays.
Solstice Color North America Netplay Active Knowledgeable NA H-Len player active in meltycord who wrote this wiki. 솔스티스#9232 on Discord for any questions.

Overview

Playstyle
link H-Len is a character with great air neutral and strong corner offense involving fuzzy mixups, tech traps and good pressure.
Pros Cons
  • Catwalk (3): Has a low-profile crouching walk allowing H-Len to shut down a lot of air approaches, and some ground normals.
  • Strong aerial game: Arguably some of the strongest aerial moves in the game, being able to dominate both air-to-air and air-to-ground scenarios while also having incredibly strong air-tech chase game.
  • Requires unconventional counterplay: Requires specific and unconventional counterplay against many of her options, making matchup inexperience fatal. You will often have to play a very non-traditional playstyle against her.
  • Air icicle: An incredible midrange tool that can be used to cover landings, poke on the ground, chase techs, approach, and much more. Forces a lot of respect when used defensively against aggressive opponents.
  • Strong pressure game and dangerous in the corner: H-Len has access to good lockdown options, combined with a comboable throw, high/low fuzzy overhead mixups and strong corner oki with tech-traps.
  • Strong runaway and neutral game: Her unique momentum-preserving air icicle and air superiority, as well as cat summons make it extremely difficult for characters to catch her runaway neutral.
  • Weak ground game: Sluggish ground movement and lackluster ground normals makes her ground game rather weak. Many ground normals that look good for neutral cannot be converted from max range.
  • Low Average Damage: Deals less than stellar damage on average outside of big starters and character-specific, gravity affected throw loop combos in the corner. Her reliance on many rebeats during pressure scales her damage down heavily.
  • Frail, with poor defense: Has a strong abare option in 3C, but has the 6th lowest HP in the game, no reversal, and poor Half Moon mechanics for defense.

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
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.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A/2A) > 5C(4) > 4B > j.BC > sdj.BC > (j.66) > AT
3936


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic bread and butter combo. Works on every character. Use this if you're not sure what to go for. If the 5C is whiffing the middle hits, use 5A6A to get closer.

If you have too much gravity scaling in the combo, the second j.BC segment will whiff on small characters (Len, WLen, Miyako, Satsuki). Use j.CB instead on those characters for better stability.

The airdash forward before the air throw is for extra corner carry and may not work if not on level with the other character.
Normal starter, grounded opponent
  • (5A/2A) > 5C(4) > 2B > (delay) 5B > 4B > TK j.236[B], sj9.BC > sdj.BC > (j.66) > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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 j.C starter), you should be able to airdash before the AT for extra corner carry.
5B starter, grounded opponent
  • 5B > 3C > 5C(4) > j.BC > sdj.BC > j.66 > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic combo for 5B starters as well as any raw 3C hits. 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.
Normal starter, grounded opponent, 100% meter
  • (5A/2A) > 5C(4) > 3C/4B > 236C, 236[A], walk forward 2B > 5B > 5C(4) > j.BC > dj.BC> (j.66) > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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 j.BC, you can correct the combo by going for j.CB 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. You can also end the combo at 2B for a hard knockdown into okizeme.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A/2A) > 5C(4) > 623B, 5A(1) > 5C(4) > j.BC > dj9.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
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 (j.2C, lots of rebeats, etc), the TK j.236[B] combo will outdamage this combo.
Throw starter, grounded opponent
  • Ground Throw > 5A > 5C(3) > j.BC > dj9.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Standard throw combo.
Comboing off throw only works in the corner. Whether you do 5A(1), 5A(2), 5C(3), or 5C(4) doesn't make a big difference as long as the 5C hits connect properly and the height is good for you to air combo after.

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.
MBAACC Len ThrowLoops.jpg

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. J.A j.66 AT into 5A 2B only works on higher gravity scaling, will not work off just 5C(4) 4B
[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.
Normal starter, grounded opponent, corner
  • 5C(4) > 623B > 3C > j.9 > AT > 5A > 4B > 2A(w) > j.BC > sdj.BC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Use this route for Kouma, Akihas, Warc, Hisui, Satsuki, and Nero. Only works when the 5C is done close, or 623B will be blocked and punishable.

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
1st hit
HLen 5A 2.png
2nd hit
2nd hit
HLen 5A6A.png
6A
6A
HLen 5A6AA.png
6A~6A
6A~6A
5A Damage Red Damage Proration Cancel Guard
350*2 200*2 78% N, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 1(2)5 5 2 2.8%*2 -

Fastest standing normal. Hits twice. You can cancel the normal into any other move before the 2nd hit.

5A~6A Damage Red Damage Proration Cancel Guard
600 400 80% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

5A followup. Moves Len forward. This button is going to be important in your blockstrings. You can reverse beat it with 2A and do 5A again in a blockstring.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 800 60% (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 16 -2 7.0% -

Launches on hit. Moves Len forward. Mostly only used for combos but can catch people trying to jump out or mash after 5A6A.

5B
HLen 5B.png
Damage Red Damage Proration Cancel Guard
300, 500*2 200, 300*2 80% N, SP, (J), EX L
First Active Active Recovery Frame Adv Circuit Invuln
8 8 12 -3 1.75%, 3.15%*2 -

Hits three times, all of which hit low. Mainly used for high/low mixups and tech punishing. As the move retracts her collision box, this can be used to make an opponent's Heat whiff. Larger heats such as Warachia's may still hit her if too close. More minus if the last hit doesn't connect.

5C
HLen 5C 1.png
1st cycle
1st cycle
HLen 5C 2.png
2nd cycle
2nd cycle
Damage Red Damage Proration Cancel Guard
450, 400, 400*3 300, 250, 250*3 80% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 5, (11), 3, (1), 4 16 - 3.5%, 3.0%, 3.0%*3 -

Pretty fast startup for a C normal. Very good for pressure as it moves Len forward. Hits a total of 5 times. Lot of active frames with separated hitboxes from Len and the orb. Sometimes used as a situational anti air and very good for catching jumpouts. This normal can be quite reliable but be cautious as it's very punishable on whiff. You can only cancel out of this move if the first and/or last hit of the move connects, so be careful at far ranges where the first hit may whiff but the second connects, as you will be very minus.

Crouching Normals

2A
HLen 2A.png
Damage Red Damage Proration Cancel Guard
300 120 76% N, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 2.1% -

Fastest crouching normal. Used for rebeats in pressure and fast mashing.

2B
HLen 2B.png
Damage Red Damage Proration Cancel Guard
650 400 65% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 3 16 -4 4.9% -

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

2C
HLen 2C 1.png
Damage Red Damage Proration Cancel Guard
750 450 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
14 7 17 -4 7.0% -

Len afterimage has no hurtbox. Cannot be cancelled into anything else. Used for mixing with 3C in pressure. Move is less minus the further away the opponent is when blocking 2C. Used for setting up 4-way corner oki after 236C 236[A].

Air Normals

j.A
HLen j,A.png
Damage Red Damage Proration Cancel Guard
300 160 75% N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 8 - 2.1% -

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

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

Another strong air-to-air button with a very deceptive appearance. Disjointed hitbox and long active frames for an air B, making it a very strong spacing normal.

j.C
HLen j.C.png
Damage Red Damage Proration Cancel Guard
1050 700 90% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 - - 8.4% -

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 Cancel Guard
800 500 75% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 20 -9 3.5% -

Len's standard launcher for combos.

3C
HLen 3C.png
Damage Red Damage Proration Cancel Guard
1000 600 78% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 7 24 -13 10.5% -

Likely H-Len's most important ground normal. This normal hits very far for only 5 frames of startup, and is usually favorable for Len on trades, given it launches the opponent on counterhit. These properties make this move exceptionally strong for abare and scramble situations. It is also your only way to convert after j2Cs that hit way too far for 5A to connect. Moreover, being able to rebeat in into other normals, such as 5C, can be an useful tool for restablishing pressure in situations where Len ends too far from the opponent to continue pressuring.

j.2C
HLen j.2C.png
HLen j.2C2.png
Damage Red Damage Proration Cancel Guard
300*3 150*3, 80% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 3,(6),5 - - 2.8% -

j.C's partner in crime. Has large disjointed hitboxes and it covers all areas around Len with multi-hits. Is active for as long as Len takes to reach the ground, making it an particularly great jump-in move and easy to hit crossup angles. While falling, inputting 8 right after inputting j.2c causes the move to hop up a bit to extend the move and halt air movement.

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, making her throw loop corner combos possible.

Shield Counter
Shield Counter
Auto or 236D after a successful Shield (Air OK)
Lensc.png
Lencrouchsc.png
Lenairsc.png
Standing Damage Red Damage Proration Cancel Guard
345 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as 4B.

Crouching Damage Red Damage Proration Cancel Guard
1035 662 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation as 3C. No combo on regular hit; can be linked out of with 5A on counter hit.

Aerial Damage Red Damage Proration Cancel Guard
345 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as j.B.

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% 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% Strike 1-7

Upward shield bunker

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% Strike 1-43

H-Moon specific reversal bunker, strike invulnerable for the full duration.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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

Ground Movement

2/3
Len Catwalk.png
offensive crouch
offensive crouch
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

While in a crouching state, she is able to walk forward while crouching with her unique catwalk with low-profile. Turns into a cat with an extremely small hitbox. Allowing her to duck alot of moves. If 3 is released to go back to holding 2, there is a 5f animation before returning to regular crouch animation. This recovery is entirely cancellable. If 3 is released to 6, there is no recovery.

Ground 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
800 550 100% - LA
First Active Active Recovery Frame Adv Circuit Invuln
19 8 26 -9 5.6% -

Sends out an icicle facing downwards. Not much use outside of sometimes ending pressure safely but it is her farthest low.

[A] Damage Red Damage Proration Cancel Guard
1500 - 60% - L
First Active Active Recovery Frame Adv Circuit Invuln
45 8 8 +28 8.4% -

Charged version is air unblockable and has longer startup, but recovers way faster, more frame advantageous and causes knockdown on hit.

B Damage Red Damage Proration Cancel Guard
800 550 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 8 15 -8 5.6% -

B version hits mid. Not much use outside of ending pressure safely or maybe a rare poke.

[B] Damage Red Damage Proration Cancel Guard
800 550 60% - LH
First Active Active Recovery Frame Adv Circuit Invuln
33 10 23 +11 5.6% -

Charged version has an extra icicle that is angled higher and is air unblockable. Also high startup and very plus. The top icicle comes out 2f earlier.

EX Damage Red Damage Proration Cancel Guard
500*8 300*8 100% (N), (SP), (J), (EX) LH
First Active Active Recovery Frame Adv Circuit Invuln
17 17 18 +18 -100.0% -

EX version. Sprouts out icicle outwards from Len. The icicle sprites are always generated randomly but it's a consistent solid air unblockable hitbox. An integral part of her metered combos, since it enables sideswap, more damage, corner carry and/or safer okizeme.

623X
London Rondo
623A/B/C
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, 500 100*3, 300 100% CH LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 17, (7), 3 14 -2 2.1%, 4.2% -

Len does a ballerina spin that ends with a kick. You can press A as Len lands from the spin to do an additional spin for extension, or B to end the spin without doing the kick at the end. Has a small gap before the final kick in which opponents can shield or reversal through with good timing. Can be useful in pressure if the opponent respects, especially midscreen due to corner carry.

B Damage Red Damage Proration Cancel Guard
350*3, 1200 120*3, 1000 100%, 80% CH LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 17, (11), 3 24 -43, -31 2.1%, 8.4% -

B version starts up and recovers a bit slower than 623A, has more active frames and the kick at the end now does a wallslam. 623B has the same followup buttons as 623A. Rarely ever used over 623A in pressure but is used for corner combos.

623X~A Damage Red Damage Proration Cancel Guard
- - - - LHA
First Active Active Recovery Frame Adv Circuit Invuln
- - - 1 - -

Len does another spin into a kick. Plus on block, but has a gap before both the second spin and the ending kick that can be shielded on reaction.

623X~B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - -13 - -

Len stops before the final kick. Baits attempts to shield 623X, but negative enough that it still loses to reversals as well as mashing. Slightly more negative after 623B.

EX Damage Red Damage Proration Cancel Guard
300*8, 1000 200*8, 800 100%, 70% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 24, (11), 9 19 -30, -16 -100% -

Poor EX move for Len. Extremely punishable on block and whiff, air blockable, trades with this move are in favour of the opponent. Also does not have any invul frames, making it unsuitable as a reversal. Some rare niche uses may exist against some characters' pressure, and is the only way to combo after a 623A hit in the corner.

214X
HLen 214A.png
A
A
HLen 214B.png
B
B
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
28 1 11 - - -
(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 - -

214A summons either a brown or tiger cat. Can have two 214A cats out at a time. The brown cat is the most useless summon for H-Len as it does nothing and takes the longest to disappear. Tiger cat moves the fastest out of all the cats and launches on hit which you can convert into a combo. This move is rarely ever used due to the downside of having a RNG summon between an ok cat and an useless one.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
28 1 11(+16) - - -
(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 - - - -

214B summons either a black or silver cat. Can only have one 214B cat out at a time. Black cat is the most useful cat out of the cat summons since it causes a hard knockdown on hit. It can also launch an opponent allowing for combos while having a lower proration than the tiger cat. You can guarantee a black cat summon by inputting 214B~4/6 but you'll recover slower with 27f recovery. Silver cat pushes the opponent towards its direction based on their collision box. Usage for silver cat is limited but it can cause the opponent to drop their combo and pressure while on the ground.

Cat 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. Len recovers and can act once the Neco touches the ground. Can send out two on-screen. 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.

421
Magic the Poe
421X
(Hold OK, No EX)
Hlen421.png
MB H-WLen 421 BE.png
(Hurtbox while held)
(Hurtbox while held)
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
37 5~365 0 - - Full 27-36
B / [B] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
37 1~359 / 360* 16 - - Full 27-36, 38 / 397-398*
C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
37 1~360 13 - - Full 27-36, 38-46*

Len's teleport series. Len will make herself invisible before reappearing in a different position based on the version used. Holding the button can make the duration before she reappears longer, but will be telegraphed through the sparkling animation that occurs throughout.

A -> Len will reappear in her initial position.
B -> Len will reappear about 3 hitboxes in-front of her initial position. Holding B for the full duration will double the distance.
C -> Len will reappear above in the air from her initial position. Len can move in the air right after reappearing.

Air Specials

j.236X
Fleur Freeze (Air)
j.236A/B/[B]/C
Hlenj236A.png
A
A
Hlenj236b.png
B
B
HlenBEj236B.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.
A Damage Red Damage Proration Cancel Guard
800 550 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 8 7 4* 5.6% -

Air special that sends out an icicle that can be used to retreat, approach, poke, and more. Preserves current air momentum prior to when the move was inputted. When TK'd with sj.9, catches backdashes midscreen and catches some ground teching if timed well.

B Damage Red Damage Proration Cancel Guard
800 550 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 8 7 0* 5.6% -

Lesser used air ice that hits a bit higher. This one doesn't preserve air momentum and keeps Len in place when inputted.

[B] Damage Red Damage Proration Cancel Guard
800 550 60% - LH
First Active Active Recovery Frame Adv Circuit Invuln
25 8 7 33* 5.6% -

Charged B version is air unblockable and sends diagonally upwards. Can be used sometimes as a niche anti-air option. Very plus on block but almost unusuable for that purpose as it whiffs most crouchers even point blank.

EX Damage Red Damage Proration Cancel Guard
500* 450* 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+9~10 18 6 0* -100% Full 1+9~12

Len's only invul move besides Arc Drive, albeit it's only usable in the air. The invul can come in handy against anti-airs or guard crush setups that aren't airtight.

Arc Drive

Ephemeral Transience
41236C during Heat
HLen AD.png
Damage Red Damage Proration Cancel Guard
440*N 360*N 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+11 X* 41 -10~252 Removes HEAT Full 1-8

Len creates an orb and throws it out which will travel across the stage. Remains active until the orb goes offscreen. The orb also has clashboxes. Blocking the orb standing for a duration of time will bring in the orb closer until it eventually phase through your hitbox. If you can set this up during pressure safely, you may be able to go for a mixup while they have to block the orb.


MBAACC Navigation

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SionCrescentHalfFull
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V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull