Melty Blood/MBAACC/White Len/Crescent Moon

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In Progress To-do
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    • Add missing frame data & images.
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    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
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    • Add a short summary of this character with a list of strengths and weaknesses
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  • Page Renovation:
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Additional Resources

C-WLen Match Video Database

Players to watch/ask

JP:

  • Yu-hi
  • Ru-sha

NA:

  • Seagull
  • ADCT
  • pyrpll (I suck but you can contact me on discord for knowledge nic#7093)

Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

Combos

note: * = pause (variable depending on combo and opponent)

BnB Combos

(5B) 2B (2-hit) 623A 5B (2-hit) 5C (2-hit) ender

Basic mid-screen/corner BnB, works from a good distance.

2A 5C (2-hit) 2C 623A * 2B (2-hit) 623[A] 5B 4B ender

Wlen's best BnB, only works when fairly close but puts opponent into a corner from almost anywhere.

Throw Combos

Throw * 2A 5C (2-hit) ender

Throw combo, corner only.

Throw * 2B 623[A] 5B (2-hit) 5C (2-hit) ender

Character specific 1f 2B link throw combo that is possible in mid-screen. Works only on Ciel, PCiel, Sion, VSion, and Roa.

63214C * 623[A] 5B (2-hit) 5C (2-hit) j.BC dj.BC AT

Ex-command throw combo.

63214C * 623[A] * 2B (2-hit) 623[A]

Ex-command throw combo, ending in an oki setup.

63214C 623B * 2[C] 623A * 2B 623[A] 5B (2-hit) 5C (2-hit) ender

Optimal damage for an EX-command throw combo.

Enders

j.BC sdj.BC2C AT

Basic air combo. You can air dash after the throw for a j.[C] or a j.2C to continue pressure.

236C ([4]) * 2[C] 623A * 2B (2-hit) 623A

Uses meter. Sets up oki. You can forego the last two moves if you find the timing troublesome.

236C ([4]) * 2[C] 623A * 2B (2-hit) 623A 4B j.BC2C sdj.BC2C AT

This route is meant for prioritizing damage. Follow up like a normal AT ender.

Advanced Combos

Double 2B Routes

On certain characters, White Len can do either 623A 2B 5A (whiff) 2B or 623A 2B 2B to extend her midscreen BNB and reset the current reverse beat chain, giving her a bit more damage. Doing 2B loops also allows for combos where 236C hits only once, reducing proration. These combos are gravity-specific, so depending on how many hits you do into 623A, you can do these routes on different sets of characters. A chart specifying hit counts is shown below.

Below is a general double 2B route.

2A 5C 2C 623A 2B 5A(whiff) 2B 5[C] (delay) 236C(1) 2C 623A 2B 623A 4B j.BC2C sdj.BC2C AT

2B loops.png

Strategy

White Len generally suffers in neutral compared to other characters, so your goal is to get your opponent in the corner and mix them until you win. Luckily, her combos corner carry very well, so the majority of your effort should be focused towards pressure and mixups.

Neutral

White Len's tools in neutral are pretty lackluster, so using them to the best of your ability requires outplaying your opponent.

Ground Neutral

White Len's neutral on the ground is reliant on spacing and patience. Poking with moves such as 2B and 5B can net you some stray hits, but at max range, they usually cant be converted into a full combo and instead will reset to neutral. However, at the range where you can convert, 5B and 2B have hurtboxes, meaning trading with faster moves like most 5As is inevitable if you don't use it very carefully. 236A can also be used as a massive disjoint, but it's super slow and can be beat out by moves such as C-Sion 214x. You can catch jump ins with 236B or 236C, with the latter allowing you to convert into your BnB through 2C. 236B is really slow, however, meaning you should input it deceptively early.

Air Neutral

Her neutral in the air is even more stinted, with all of her air normals being pretty stubby. Her biggest horizontal air normal is j.A, but it extends her hurtbox very far, so it should be used to preemptively catch bigger, slower buttons such as j.Cs. Her j.B, which is her most reliably disjointed air normal, is smaller than her j.A, and is usually done after an airdash. j.B, along with j.2C, can be used after an IAD for fuzzy setups. Her last air normal, j.C, is used for catching people above White Len, and is disjointed enough to net air CH sometimes. For extra range, j.236x can be used closer to the ground, as you can't act after you use the move until you hit the ground again. Her j.214A and j.214[A] can be used to escape at a slightly different angle, but should not be relied on due to their slow speed.

Basketballs

White Len's j.[C] and j.2[C] are projectiles used to control space. While handy in full screen or even half screen situations, you can be counterhit very easily due to their slow charge time and massive recovery frames. You can launch 3 basketballs before having to fall back to the ground, but they're not hard to navigate if you're too predictable with them. Before hitting the ground, you can j.236A if your opponent is trying to catch your landing.


Pressure

White Len's pressure is mainly reliant on staggers and charges due to her inability to redash for her pressure. Generally, charging her attacks will allow you to continue her pressure, while the staggered normals keep the charged attacks as ambiguous as possible. In addition, she has other mix built into her character in the form of her 623x.

Charged Moves

4[B], 5[B], 2[C], 5[C]

These moves will make White Len step forward, allowing her to continue her pressure. Using these will allow you to push yourself back in without your opponent realizing, but overuse of them can lead your opponent to mash as you charge, so don't let your opponent catch on. You can also catch your opponents mashing by using frametraps, especially ones that use charged normals as well.

236[A]

236[A] should be used as a last ditch pressure reset, as it is extremely slow and can be noticed very easily. However, due to its massive range, it can be used from a distance, allowing you to use it after you have exhausted the rest of your resources. If hit, White Len can dash back in and continue her pressure.

236A

You won't be using this as much; 236A is mainly used to call out opponents rather than to continue pressure. Due to how disjointed the move is, it can be used to catch stray DPs or mashing, but its slow startup can be beaten out by long range attacks your opponent has. Your opponent can air tech after getting hit though, so you have to be ready with more pressure or they can simply get hit by this to get out.

236B

This move functions similarly to 236A, but is used to catch jumpouts instead due to it being air unblockable.

Fuzzy

White Len has a fuzzy setup on a jump in or an IAD. Below is a general example.

IAD j.2C j.A dj.2C j.236A

There are a variety of followups you can do instead of j.236A, like j.[C] or side switch j.214[A], so get creative!

2B 623x

While you can cancel into 623x no matter where you are in your blockstring, cancelling it out of 2B is notable due to it allowing you to squeeze in at least one more attack from a long range without having to use 236x. Don't force this, as it's really unsafe.

2B 623A

This is a low frametrap, which is used to catch jumpouts or mashing if you have conditioned your opponent to do either. If you hit 2B too far away, it can be jumped out of. Unsafe on block.

2B 623[A]

This is a delayed low, which can be used to mix up the timing of your opponent's block and punish. However, 623[A] can be mashed or jumped out of, so use it sparingly. Unlike the other variants, 623[A] is special cancellable on block, which allows you to 214B j.214A to continue your pressure. You are minus if you decide to go for j.214A, but you can mix it up with j.236A to throw out a hitbox instead. Unsafe on block.

2B 623B

This is your overhead mix, which can be cancelled into 623A for your BnB. It can be jumped and mashed out of, but it has low invulnerability so that might trick your opponent the first time they fall for it. 623B is actually plus on block, allowing you to 2C after for a frametrap.

2B 623[B]

623[B] should be used if your opponent is blocking 623B's overhead, and instead allows you to 2A for a low. If your opponent is backdashing out of your 623x mix, you can use 623[B] to feint your spin and follow up with 2B or something similar to catch your opponent. This variant can be beat by jumping or mashing.

2B 22C

22C is White Len's most noncommittal mix, but it's still pretty committal. While it beats out normal mashing, a delayed mash will still hit you during the recovery frames. While it does not carry you the full distance of the spin, it does teleport you forward a slight amount, meaning you can hit the opponent with another 2B or a move with a similar range.

Command Throws

White Len's command throws are pretty good, as they give oki and have a pretty big range. 63214A While having a relatively big range, White Len's pressure keeps her at a range where this throw isn't super accessible. Recommended places to use this are after 623[B], on a redash/airdash, or on a feint. 63214B White Len running forward before grabbing definitely lets the player close the distance, but her dash not having the mirage effect gives this away. Additionally, there's some weird throw protection on this move, so be careful about using this too often. 63214C Her EX command throw can combo into a BnB, but you will need another 100 meter if you want to combo into oki.

Move Descriptions

Normal Moves

2A
2A
WLen 2a 03.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 200 75% 3.5% - L - 4 - - -

Fastest low WLen has to offer. Has a better horizontal reach than 5A.

5A
5A
WLen 5a 01.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 200 78% 4.0% - HL - 4 - - -

Fastest mid normal WLen has. Can hit crouchers. Not effective at being an anti-air. Not super useful at all except for rebeat pressure.

2B
2B
WLen 2b 04.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 80% 5.0% - L - 5 - - -

WLen attacks twice in a yo-yo fashion. The first hit is a normal low and pushes them out unless it's a counter hit, and the second trips. The plus side of a single hit 2B is that she can chain into 5C if she catches high shielders. This move has a terribly long recovery, so try to not whiff it. Would be cool if Kamone decided to make THE LONG RANGE MOVE GOOD AT LONG RANGE, but it only hits once at its longest range and can't confirm into much else if it does.

4B
4B
WLen 4b 10.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 550 65% 8.0% - HL - 3 - - -

Launcher. Chainable into other normals.

4[B]
4[B]
WLen 4b 10.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 65% 8.0% - HL - 4 - - -

Similar to 4B, but moves WLen considerably forward.

5B
5B
WLen 5b 02.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500, 500 300, 300 80% 4.5% - HL, HL - 8 - - -

A fairly long ranged move that can be effective as a poke and an anti-air. Take note that the pushback of this move will often push her too far to convert into any major combos. Also, be wary that when she uses this move, your green hitbox will extend almost to the tip of her attack.

5[B]
5[B]
WLen 5b 02.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600, 600 500, 500 60% 5.5% - HL, HL - 8 - - -

Similar to 5B, except it wallslams your opponent.

2C
2C
Wlen 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 700 58% 12.0% - L - 8 - - -

WLen does a split that sweeps her opponent. Shorter range than 2B, but has better insurance of a knockdown. Paper thin, so not useful as a low profile antiair, but it is fairly disjointed. Does an overhead for 2CC, or if they were hit by 2C, ground bounces and launches them. However, 2CC is not recommended since it is easy to react to and leads to a weak BnB.

2[C]
2[C]
WLen 2c 05.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 900 60% 15.0% - L - 8 - - -

Like 2C, except she is displaced slightly forward after. The vertical hitbox is also extended.

3C
3C
WLen 3c 13.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 600 60% 13.0% - H - 3 - - -

Initially looks like 2[C], but she'll do a fast flip overhead that she does during the latter part of 2CC. Leads to a weak knockdown.

5C
5C
WLen 5c 12.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700, 400 500, 200 75% 6.0% - HL, HL - 9 - - -

Swings a ball from in front of her to over her. Works fairly decently as an anti-air.

5[C]
5[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 1000 65% 9.0% - HL - 9 - - -

Like 5C, but moves her considerably forward and launches her opponents.

j.A
j.A
WLen ja 06.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 200 70% 4.0% - H - 4 - - -

Pokes in front of her.

j.B
j.B
Wlen jB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 300 95% 8.0% - H - 2 - - -

Attacks slightly in front of her. Not too effective in air to air situations.

j.[B]
j.[B]
Wlen jb 07.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 300 95% 8.0% - H - 9 - - -

Like JB, but stays active considerably longer and reduces the size of her lower hurtbox.

j.C
j.C
WLen jc 08.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 600 90% 10.0% - H - 3 - - -

Swings in an arc slightly above and in front of her.

j.[C]
j.[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 200 80% 5.0% - HL - - - - -

A ball projectile comes out and falls. Changes her jump trajectory after she releases the ball. Disappears when she is hit.

j.2C
j.2C
WLen j2c 09.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1050 650 85% 9.0% - H - 3 - - -

Attacks with a lower angled attack. Fairly decent as a jump in attack. Has heavier proration than her other air normals.

j.2[C]
j.2[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
550 200 80% 5.0% - HL - - - - -

Sends out a ball projectile that arcs downwards then slightly upwards before disappearing. The ball will not hit if the opponent is too close to White Len's hands. Changes her trajectory when she sends out the ball.

Special Moves

Nutcracker 「ナッツクラッカー」 - 22ABCD
  • (Description) - Mind game teleportation moves best used when the opponent is knocked down outside of corner and you're standing over their body. Combine with 66 and 6[6] for extra mind games
  • (A version) - WLen ducks down, turns into a cat, and reappears a short distance forward.
  • (B version) - WLen performs a feint 214 and reappears exactly where she started. This move is invuln like her 214A but can be punished. Mostly used to trip up people blocking DP.
  • (C version) - WLen performs a feint 623 and reappears a short distance forward. This moves far enough to cross up if WLen is point blank.
  • (D version) - WLen transforms into a cat. In this form, she is unable to do anything including block. Has the same animation as the start of 22A, so it can be used to feint teleport.
Fleur Freeze Kururu 「フルール・フリーズ・クルールー」 - 236ABC
  • (Description) - Mid-range ice pokes
  • (A version) - WLen sends an ice spike forward aiming low, but hits mid. Can be used as a blockstring ender. When held, it does not damage on hit, but hits multiple times while it's shattering.
  • (B version) - WLen sends an ice spike forward aiming high, but hits mid. Air unblockable if uncharged. Can be used as an anti-air and leads into combos on counterhit. Can be held like A version.
  • (EX version) - WLen summons a number of ice spikes in a flower around her. Used mid-combo for extra damage. Can also be used as an anti air in certain situations.
Snow Rake 「スノウ・レイク」 - 623ABC
  • (Description) - Ballet high/low mix-up
  • (A version) - WLen spins forward and hits low with a kick. Can be held to delay the attack slightly and to allow her to special cancel it. Minus uncharged but safe if held and special cancelled.
  • (B version) - WLen spins forward and hits high with her cat's bell. Can be held to cancel the attack as a feint so you can perform 2A afterwards. Fairly plus, 2B or 2C can help you continue pressure.
  • (EX version) - A multi-hit combo that hits mid and ends with a wallslam.
Snow Barrett 「スノウ・バレット」 - 214ABC
  • (Description) - Anti Air
  • (A version) - WLen leaps into the air. Can do any air EX moves as a follow up. Her main reversal. Can be followed up with j.236C to make it safe or to add damage. Can combo on both air and ground CH, but ground CH conversions are tight.
  • (B version) - WLen leaps into the air but lands further forward than 214A. Can be special cancelled.
  • (EX version) - A multi-hit combo that hits mid and ends with a wallslam. Hits OTG.
Neige Buran 「ネージュ・ブラン」 - 421ABC
  • (Description) - Ice-flower zoning
  • (A version) - WLen tosses an ice flower in front of her that persists for ~2 seconds. Distance can be controlled with [4], neutral, or [6].
  • (B version) - WLen tosses a small ice flower in front of her that bounces forward another character space and becomes a large ice flower. Distance can be controlled with [4], neutral, or [6]. Each flower persists for ~2 seconds.
  • (EX version) - WLen tosses multiple ice spears 1-3 character spaces in front of her. Her better reversal besides the fact that it doesn't hit right in front of her. Plus on block, the "my turn now" move.
Nursery Rhyme 「ナーサリー・ライム」 - 63214ABC
  • (Description) - Command grab
  • (A version) - WLen grabs the opponent and tosses them forward. No action can be taken until the opponent hits the ground.
  • (B version) - WLen runs forward a short distance and attempts to grab the opponent. No action can be taken until the opponent hits the ground.
  • (EX version) - WLen grabs the opponent and tosses them forward. Can combo afterwards.
Fleur Freeze Kururu 「フルール・フリーズ・クルールー」 - j.236ABC
  • (Description) - Air ice pokes
  • (A version) - WLen sends an ice spike forward aiming low
  • (B version) - WLen sends an ice spike forward aiming high
  • (EX version) - WLen sends multiple ice spikes down forward from her. Can be used to make air blockstrings safe.
Snow Barrett 「スノウ・バレット」 - j.214ABC
  • (Description) - Air mobility
  • (A version) - WLen quickly descends back to the ground. Held version keeps her airborne slightly longer, but has a fast acceleration speed. Held version passes through opponents as well.
  • (B version) - WLen leaps forward. If she makes contact with the opponent, she'll perform a flip kick. Ends combos unless proceeded by an EX move, usually j.214C.
  • (EX version) - WLen leaps forward. If she makes contact with the opponent, she'll perform a flip kick. Can air-throw or j.C afterwards.

Arc Drive

Bubble 「ウタカタ」
  • Sends out a slow moving orb that hits multiple times. If it hits or is blocked, you can run an opponent to the corner.

Another Arc Drive

Exaggerated Dream 「コチョウノユメ」
  • Sends out a fast orb that, if hits, goes into a cutscene. Do not use this in a combo unless you feel like giving your opponent 100 or more meter.

Last Arc

Infinite Preservation 「ムゲンホウヨウ」
  • A full screen Last Arc. Like other "catch" Last Arcs, it will miss characters that have been downed for whatever reason or characters with temporarily missing hitboxes such as C-Nero's forward dash.


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