Melty Blood/MBAACC/White Len/Full Moon

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    • Add a short summary of this character.
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  • Overview/General Gameplan:
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  • Combos:
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Additional Resources

Match Video Database
White Len Combo Compilation
F-White Len Essentials Combo Video by bellreisa

Players to watch/ask

JP:

NA:

Overview

Strengths and Weaknesses
Strengths
  • She possesses strong zoning and runaway capabilities, and is usually able to out-camp a lot of characters that usually shine in that area.
  • Her small height and uncommon tools like the teleport dash, j[C], j.214A, her 214X series and 22X series make her hard to catch.
  • 2B allows her to outpoke a lot of characters that usually rely on it.
Weaknesses
  • Her damage output is fairly low.
  • She has a hard time forcing her way in when she needs to.
  • She often needs to choose between spending meter for good okizeme or for damage.

General Gameplan

Neutral

Offense

Defense

Combos

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A 2A 5B 2B 2CC j.ABC sdj.ABC Air Throw
3834
Meter Gained: 77.4% Meter Given (vs C-Moon): 77.4%
Standard Midscreen Combo.
Normal starter, grounded opponent,
  • 2A 2A 5B 2B (Small Delay) 4B 5C j.BC dj.ABC Air Throw
4274


Meter Gained: 72.9% Meter Given (vs C-Moon): 72.9%
Normal starter, grounded opponent,
  • 623[A] 2A 2B (Small Delay) 2C 214B
1666


Meter Gained: 22.9% Meter Given (vs C-Moon): 22.9
Normal starter, grounded opponent,
  • 623[A] 2A 2B (Small Delay) 2CC j.ABC sdj.BC Air Throw
3399


Meter Gained: 71.5% Meter Given (vs C-Moon): 71.5%
Air Throw Starter, Airborne opponent
  • Air Throw, 5B 2B (Small Delay) 2CC j.ABC sdj.BC Air Throw
3008


Meter Gained: 67.5% Meter Given (vs C-Moon): 67.5%

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • Throw 2A 2B, 2A 2B (Small Delay) 2CC j.BC sdj.ABC Air Throw
3065


Meter Gained: 70.2% Meter Given (vs C-Moon): 70.2%
Normal starter, grounded opponent
  • 2A 2A 5C 623B 5A 5C j.BC sdj.ABC Air Throw
4992 ???

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
MBFWhiteLen5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 - 78% (O) 3.6% -SE-, -N-, -SP-, -EX-, (J) LH 3 4 5 3 -

A finger poke with her orb. It has better range than her 2A, but since it hits mid, its applications are limited. This move is primarily used for relaunches after a throw in the corner.


5B
5[B]
MBFWhiteLen5B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 500*2 - 80% (O) 4.05%*2 N, SP, EX, (J) LH 8 8 9 3 (vs. Stand)
-3 (vs. Crouch)
-

A forward-stepping outward swipe with her pink orb at an upwards angle. It is an integral part of her combos and pressure game, keeps people away where she excels, and catches jumpouts. This move will lose against longer-ranged lows, so use carefully when going against characters that can outrange her with one.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5[B] 600*2 - 60% (O) 4.95%*2 N, SP, EX, (J) LH 25 8 8 4 (vs. Stand)
-2 (vs. Crouch)
-

Same as 5B, but wallslams and moves about double the distance. It has a fair amount of startup, but can be useful to stay in during pressure. Can be sparingly used in neutral to catch the opponent by surprise, as this significantly outranges all of her other normals.


5C
5[C]
MBFWhiteLen5C.png
MBFWhiteLen5XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 700*2 - 80% (O) 4.5%*2 SP, EX, (J) LH 8 9 10 1 -

An upward swipe with her pink orb in an arc above her head. While it can be used as an anti-air, the hitbox is smaller than the arc; use it carefully. It also lacks horizontal range, making its uses in pressure situations limited. It is an integral part of her combos.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5[C] 1200 - 65% (O) 8.1% SP, EX, (J) LH 29 9 7 -1 -

A single-hit version of 5C that moves White Len forward and launches the opponent. It is a more practical anti-air than the uncharged version because of its added range, but its bad proration and lack of normal cancels gives it weak follow-ups. Its sub-par frame advantage and limited cancel opportunities make it very niche in pressure, despite moving her forward.


Crouching Normals

2A
MBFWhiteLen2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 - 75% (O) 3.1% -SE-, -N-, -SP-, -EX-, (J) L 3 4 5 3 -

A tiny standing kick. It's fast and hits low, but it has mediocre range, to the point it can often not reach after her air normals get blocked.


2B
MBFWhiteLen2B.png
Get ready to use this a lot.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 80% (O) 4.5% N, SP, EX, (J) L 8 5 12 1 -

A low, far-reaching sweep with her orb. Knocks down. It has decent vertical range for a low, and is by far this character's best poke. Used in virtually every blockstring and combo this character has. It's also a decent option for abare.


2C
2C~C (hit)
2C~C (whiff/block)
MBFWhiteLen2C.png
MBFWhiteLen2CCH.png
MBFWhiteLen2CCWB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 1100 - 60% (O) 9.9% SP, EX, (J) L 9 8 18 -8 -

A forward-moving low sweep that knocks down. Note that it will whiff after hitting 2B at max range. Does good guard damage, but is massively minus on block, so be sure to always cancel it into something.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C~C (on hit) 600 - 50% (O) 9.0% (J) LHA 13 2 14~29 -3~-19 -

A front flipkick follow-up to 2C when 2C hits or guard breaks. Only launches airborne opponents, so do not use the followup after a guard break. Has awful proration, so its combo applications are limited. Allows a superjump cancel, which does not count as a real jump cancel, letting White Len use a jump cancel earlier in a combo before ending with this for an air combo finisher. First number is with earliest possible jump cancel, second is without jump cancel.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C~C (on whiff/block) 800 - 60% (O) 11.7% - H 28 5 13 -6 -

A front flipkick follow-up to 2C. This version of the move happens when 2C whiffs or is blocked, and hits overhead. Hard knockdown.


Aerial Normals

j.A
MBFWhiteLenjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 - 70% (O) 3.6% SE, N, SP, EX, J HA 5 4 10 - -

A forward finger poke with her orb. It's a decent air to air option, and can be used for okizeme as a setup into grab because it whiffs most crouching opponents. It has a fair amount of recovery on whiff, so be careful with it.


j.B
j.[B]
MBFWhiteLenjB.png
MBFWhiteLenjXB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.B 700 - 95% (O) 7.2% N, SP, EX, J HA 6 9 - - -

A downwards swipe with her orb The range on this move is short, but it can sometimes crossup a crouching opponent, which widens their hurtbox. This is mostly a filler move for her air combos, while being an essential component to her fuzzy guard game.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.[B] 700 - 95% (O) 7.2% N, SP, EX, J HA 14 Until landing - - -

Delayed version of j.B. Lasts until landing, and notably reduces the size of White Len's hurtbox, making it harder to anti-air her.


j.C
j.[C]
MBFWhiteLenjC.png
MBFWhiteLenjXC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 900 - 90% (M) 9.0% N, SP, EX, J HA 7 3 - - -

An upwards swipe with her orb. Important component of her combos.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.[C] 550 - 95% (O) 4.5% - LHA 26 - 14 N/A -

Orb throw / basketball. Upward momentum gained on frame 20. The projectile is active until it lands or touches something. Recovers during active frames. Can act or block after recovery.


Command Normals

4B
4[B]
MBFWhiteLen4B.png
MBFWhiteLen4XB.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4B 800 - 65% (O) 7.2% N, SP, EX, (J) LH 10 3 23 -8 -

A straight upward swipe with her pink orb. Moves White Len forward. It's a launcher with good vertical range, which allows it to anti-air a lot of jump-ins reliably, but it has bad proration.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4[B] 1000 - 65% (O) 7.2% N, SP, EX, (J) LH 21 4 19 -5 -

Stronger version of 4B. It is noticeably more disjointed and moves her forward even more. Hitbox-wise, this is her best anti-air.


j.2C
MBFWhiteLenj2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1050 - 85% (M) 8.1% SP, EX, J HA 8 3 - - -

A down-angled strike with her orb. A strong component of White Len's fuzzy game, sometimes used in combos to rack in one last hit. Its multiplicative proration means you have to be careful with where to use it in combos.


Universal Mechanics

Ground Throw
6/4A+D
MBFWhiteLenThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1400 - 30% 0.0% - U 2 1 20 N/A -

Over-the-shoulder throw that can be used to combo in the corner. Important part of her pressure game.


Air Throw
j.6/4A+D
MBFWhiteLenThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Gold)/1550 - 30% 0.0% - U 1 1 13 (landing) N/A -

Classic dunk that leads to a hard knockdown. Gold air throws let you follow up with 5B. White Len regains actionability before hitting the ground.


Shield Counter
236D after a successful Shield (Air OK)
MBFWhiteLenSC.png
MBFWhiteLenSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) - 45% 9.0% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 4B.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Aerial 500 (345) - 45% 9.0% - HA 8 4 - Up to 16 -

Same animation as j.C.


Shield Bunker
214D in neutral or blockstun
MBFWhiteLen214D.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 - 100% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 -

Similar to 4B, now as a shield bunker.


Blood Heat
A+B+C during MAX
MBFWhiteLenHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% Uses all - U 18 3 25 N/A Full 1-21


Circuit Spark
A+B+C during hitstun/blockstun in MAX
MBFWhiteLenCSpark.png
MBFWhiteLenCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% Uses all - U 10 10 20 N/A Full
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Air 100 0 100% Uses all - U 11 10 15 on landing N/A Strike


Special Moves

Grounded Specials

Snow Pillar
236A/B/C
MBFWhiteLen236A.png
MBFWhiteLen236B.png
MBFWhiteLen236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 - 100% (O) 9.0% -EX- LHA 10 N/A 31 -9~19 -

An ice shard projectile shot straight forward. Good for conditioning your opponent to jump. EX cancellable, so you can follow it up with 236C on block.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 1000 - 100% (O) 9.0% -EX- LHA 14 - 31 -9~11 -

Same as 236A, but comes out slower, goes faster and launches the opponent. Good for catching landings and jump outs. Goes through opponents at point blank.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 400*5 - 95% (M) -100.0% N/A LHA 8+10 - 28 -6~38 -

A five-hit ice shard that goes the same speed as 236B. It's unfortunate scaling makes it situational for combos, but it's an amazing tool for getting in and for oki. Most of your meter will be spent on this.


Waltz Oise
623A/[A]/B/C
MBFWhiteLen623A.png
MBFWhiteLen623XA.png
MBFWhiteLen623B.png
MBFWhiteLen623C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 300*3, 500 - 70% (O) 2.7%*3, 5.4% -EX- LHA*3, LH 6 17 (6) 3 14 -2 Lower Body 4-27

A toe loop jump followed by a roundhouse kick. Can be held for frametraps between the spin and the kick. Good tool to get in when canceled into 236C or 214C; however, the opponent can hit you before the last hit if they EX guard the second to last hit.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
[A] 300*3, 500 - 70% (O) 2.7%*3, 5.4% -EX- LHA*3, H 6 17 (22) 3 14 2 Lower Body 4-27

Charged version of 623A. Can be mashed out of on block before the kick, but the kick hits overhead and is positive on block. Launches.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 350*3, 1200 - 70% (O) 2.7%*3, 10.8% -EX- LHA*3, LH 9 17 (11) 3 28 -17 Lower Body 7-26

Similar to 623A, but it can't be charged and the kick wallslams. Used in corner combos; avoid using in pressure, because it can be mashed out of very easily.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 200*9, 1300 - 70% (M) -100.0% N/A LHA 2+2 18 (7) 3 28 -9 Full 1-3

A powered up 623B. Wallslams and does more damage, but multiplicative proration and it being fully air blockable means it won't see much use. Invincible until it's active, so it can be used as a last resort reversal against things like Nero's zoo pressure.


Fleur Freeze Mouchoir
214A/B/C
MBFWhiteLen214A.png
MBFWhiteLen214B.png
MBFWhiteLen214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 707 70% (O) 9.0% N/A LHA 66 300 12 29 -

A vertical ice trap. It's guaranteed to come out if White Len is not interrupted before frame 37. Disappears on contact with the opponent, if the opponent hits it, or if White Len blocks or gets hit.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 1000 707 70% (O) 9.0% N/A LHA 68 300 12 29 -

An horizontal ice trap. It's guaranteed to come out if White Len is not interrupted before frame 37. Disappears on contact with the opponent, if the opponent hits it, or if White Len blocks or gets hit.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 500*5 404*5 70% (O) -100.0% N/A LH 4+22 20 0 8~64 Full Invuln 1-4 + 5-10

A five-hit snowflake summoned by White Len. Fully invuln on superflash, making it a pseudo-reversal that guarantees a trade in your favor. White Len can get thrown out of it before the hitbox comes out.


Pirouette Oise
22A/B/C/D
MBFWhiteLen22A.png
MBFWhiteLen22B.png
MBFWhiteLen22C.png
MBFWhiteLen22D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A N/A N/A N/A N/A N/A N/A 17 10 14 N/A Full 18-27

A forward teleport. Invulnerable while traveling (from frame 18 to 27). Can cross the opponent up.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B N/A N/A N/A N/A N/A N/A 0 20 16 N/A Full 1-20

A fakeout 623X. Returns to White Len's original position after the fakeout ends.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
C N/A N/A N/A N/A N/A N/A 0 30 16 N/A Full 1-30

A fakeout 623X. Unlike the B version, White Len travels about the same distance as 22A. Can cross the opponent up.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
D N/A N/A N/A N/A N/A N/A 22 N/A 5 N/A -

Cat transformation. Cute, but useless. Essentially a taunt. Recovery frames take place once any direction or button is input.


Aerial Specials

Snow Pillar
j.236A/B/C
MBFWhiteLenj236A.png
MBFWhiteLenj236B.png
MBFWhiteLenj236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 808 100% (O) 9.0% -EX- LHA 8 N/A 12 landing 16 -

An ice shard projectile shot diagonally down. Along with j.[C], this is an integral part of White Len's runaway zoning game. EX cancellable, which can be used to keep the pressure on or combo with j.236C, or hit an unsuspecting opponent with j.214C. Recovery frames are on landing.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 1000 808 100% (O) 9.0% -EX- LHA 14 N/A 20 air / 12 landing 2~8 -

Same as j.236A, but freezes you in place, comes out slower, goes faster and launches the opponent. Good for baiting reversals safely.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 400*5 303*5 95%*5 (M) -100.0% N/A LHA 2+7 N/A 12 61 -

Air version of 236C. About as good a tool to get in as the grounded version, its diagonal angle is very good for using it after fuzzy pressure. Can be used in corner carry combos and oki setups.


Snow Ballet
j.214A/B/C
MBFWhiteLenj214A.png
MBFWhiteLenj214B.png
MBFWhiteLenj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A N/A N/A N/A N/A -EX- N/A 6 N/A 9 N/A -

A diagonal fastfall. EX cancellable while falling.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
[A] N/A N/A N/A N/A -EX- N/A 16 N/A 9 N/A -

A diagonal fastfall that happens when held for at least 13 frames. Has no collision box. EX cancellable while falling.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 800*3, 400 686*3, 303 100%*3 (O) 7.2 + 6.3 + 3.6, 3.6% -EX- LHA 5, 8 9+10~18, 4 8 -18, -6 -

A rising flipkick that shoots down an icicle below White Len. Second numbers are for said icicle. EX cancellable.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX 400+ 450 + 500, 400 1027, 303 100%*2, 65% (O) -100.0%, 3.6% N/A LHA 1+4, 1+8 6+10-15, 4 8 (landing) -20, -8 -

EX version of j.214B. Leaves White Len fully actionable if the initial hit lands. Use this to ensure kills or as a meter dump. Second numbers are for the icicle.



Arc Drive

Ephemeral Transience
41236C during MAX
MBFWhiteAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
440/hit 363/hit 50% (O) All - LHA 8+8 Until it leaves the screen 40 N/A 1-8

White Len summons a magical orb, which slowly floats towards the other side of the screen. Acts as a potent reversal, as the orb is guaranteed to come out and is positive on block because of its multiple hits. Will often carry a blocking opponent to the other side of the screen and corner them while inflicting significant chip damage. However, its proration makes it lackluster as a combo starter.



Another Arc Drive

Butterfly Dream
41236C during Blood Heat
MBFWhiteAAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700*32 248*32 50% (O) All - LHA 8 Until it leaves the screen 72 -28 1-8+9-59

White Len summons a magical orb, which quickly moves towards the other side of the screen. While it is still a reversal, it only has a single hit if blocked, making it extremely unsafe.


Last Arc

Endless Expanses
Grounded EX Shield during Blood Heat
MBFWhiteLA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
9000 Variable Variable (O) All - U 4 N/A 88 N/A 1-4

White Len traps her opponent within a world of mirrors. Grants a hard knockdown.



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FAQ
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