Melty Blood/MBAACC/White Len/Half Moon

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Character Page Progress

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In Progress To-do
  • Move Descriptions:
    • Finish listing all remaining moves.
    • Add any missing frame data.
  • Page Renovation:
    • Adapt Special Moves and Arc Drive sections to the new template. Add hitbox images, frame data and descriptions.


Additional Resources


H-WLen Match Video Database

Players to watch/ask

JP:


NA:

  • hwlen (art#7081)

Overview

Strengths Weaknesses
*Strengths
  • High health
  • Non metered reversal
  • High range command grab
  • Fast forwards walk and backwards walk
  • Forward run accelerates to top speed instantly
  • Good mixup and decent pressure in corner
Weaknesses
  • Slow floaty jump
  • Poor air mobility
  • Most midscreen pressure options can be backdashed
  • Grounded hit confirms outside 5c range are awkward and/or low damage
  • Higher execution required to perform corner carry and meter gain combo routes

hwlen is a character with very strong ground movement. On the other hand, she also has very poor air movement. These mean that her gameplay is different from most of the cast. To cover for her poor air-to-air capability her 236b offers good anti-air space control and her 214 series is one of the best anti-air specials in the game. She has decent pressure and okizeme options when in or near the corner but her standard combo routes are not always able to create the amount of corner carry required. Finally, her good defensive modifiers and unmetered reversal on a 214 input means that she gets more opportunities to challenge her opponent's pressure at unexpected places.


General Gameplan

The goal of hwlen depends on the particular matchup. In general, she is most effective when she is able to get a hit in neutral which leads to a hard knockdown in the corner. From there, she can use her normals and command grab to repeat pressure and okizeme.

Neutral

hwlen is quite comfortable on the ground in most matchups. The goal of her grounded neutral is to get into a range where dash instant 2a will connect with the opponent. She can use her fast walk to advance and retreat on the ground with 5b or 236a to control the space in front of her. Both 5b and 236a have periods of extended hurtbox on startup so they can get counterhit sometimes. 236a additionally loses against IAD for a full combo so it is best to use it more sparingly. Against air approaches, she can walk back out of range or dash under the opponent. Unlike the vast majority of the cast, her forward dash does not lower her hurtbox so a quick reaction or guess is needed for this option. She also has the options of directly challenging air approaches with 236b and 214a/214b. The former is used preemptively as it has longer startup but is very active while the latter can be used as more traditional anti-air specials. 214b has completely invcincible startup but is more unsafe on whiff than 214a. All three moves are air unblockable.

Aerial neutral is where hwlen suffers greatly compared to the standard character. The vertical velocity of her jump is about 20% slower than most of the cast which means it is very difficult to reach an advantageous spacing while in the air. However, when she is able to get a good spacing her j.a has good horizontal reach, her j.c covers above her quite well, and her j.2c covers below her decently well. To discourage opponents from simply outranging her she has j.[b] which, once active, remains active until she lands. This is a double-edged sword however as it gives the opponent time to move into position to hit her landing recovery or simply shield the move. For stalling in the air she has the standard air dodge and she also keeps her air movement options after j.236[a]. Both of these can be good in moderation. Finally, her slow air movement means that she is very prone to being dashed under. She can use j.214a to hit an opponent behind her when this happens. From a risk/reward standpoint this is a gimmick as j.214a is punishable on block when used at this height. However, it can be useful as a deterrent to an opponent who tries to gain momentum off every dash under.

Pressure

Most of the threat in hwlen's pressure comes from her command grab which gives her a hard knockdown. Because of this, her pressure is poor midscreen as backdash escapes command grab as well as many of her staggers. The lack of forward movement on 2b combined with the awkwardness of combo'ing into and out of 2c means that her pressure tends to have many reverse beats. The notable normal for pressure is 5c which moves her forward a good amount and is plus on block (but minus when ex-guarded). This combined with the range on her command grab means that she is able to throw/strike at points deep in her pressure strings. Some sample strings: dash 2a 5{b} 5{c} 5a 6a 4{b} (command grab is in range after any normal) dash 2a 5{c} 2a 5{c} 2a 5[c] (command grab is in range after any 5c) If the opponent guesses correctly on longer pressure strings without resets, she will run out of usable normals. In this case, she can either frametrap directly into 236a to catch jumps and mash or into 623[a] from 4b. Her 623[a] is punishable on block (just like 623a) but it is special cancellable on block so it must be cancelled into 236a to make it safer. Her 236a is very minus and will give the opponent to start their own pressure or escape so it should be used as a last ditch effort to catch a jump or mash. Specifically in the Satsuki matchup, it can be directly punished by 2c so it is not advisable to use it at all in her 2c range. As a final note, she can use 236c to secure a redash or if she needs to meter dump.

Okizeme

After airthrow (midscreen):

  • nothing

After airthrow (corner)

  • microwalk 2a vs microwalk command grab (strike throw mixup)
  • microdash 2a vs microdash j.214a (low high mixup)

After hard knockdown with 236[a] (midscreen)

  • 623[b] 2a vs 623b (low high mixup)


After hard knockdown with 236[a] (corner)

  • microdash 2a vs microdash j.214a (low high mixup)
  • 623[b] 2a vs 623b (low high mixup)
  • forward jump double overhead, single overhead, delayed airdash overhead, empty jump mixup (double overhead does not work on shorter characters)
  • forward jump overhead -> rising j.2c j.236a (fuzzy overhead mixup)


Defense

hwlen has some unconventional defensive tools in addition to the standard mechanic ones so she can be hard to pin down on defense if someone is not used to her options. Standard defensive options:

  • jump
  • unmetered bunker 214d, creates a tech punish situation on hit
  • metered bunker 214d, consumes 100% and causes hard knockdown (using this in the mid-game while below 180% means she will likely not be able to hit heat that round)
  • dodge

hwlen defensive options:

  • 2a (she has a slow 2a but the range is about average)
  • 214a (has invincibility until airborne, can be confusing to confirm)
  • 214b (true reversal)
 - both can be low profiled
 - both can be buffered fairly safely while blocking (leave some time between attempts to avoid getting 421)
  • 22b (true reversal, has no hitbox, much more punishable than dodge but can be confusing to punish)


Combos

Note in her corner combos involving j.214A

j.214A creates a ground bounce icicle below and behind her. This is what needs to hit for the combo to work due to the location of the icicle, this is either hard or impossible from low hit count or 4b starters Depending on the spacing, j.214a either gets a "clean" hit which is just the icicle hitting, or a "dirty" hit where one hit of the j.214A also hits them. Sometimes dirty hits do not cause a ground bounce which ends the combo

  • clean hit continuation: 5B 2C
  • dirty hit continuation: 5A 2C
  • Can't do the 5A6AA extensions if you already used a bounce from starters like j214A

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A 5C 6AAA (2A) 2C 5B/5C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
this is one of her favored starters you may see. though there are some things to this such as, the 2A after 6AAA MUST be omitted against ryougi.
Normal starter, grounded opponent,
  • 2A (2B) 2C 5A 5C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a basic starter to use
Normal starter, grounded opponent,
  • 5B (2B) 623A (2C) 4B
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
1. 5B 623A only combos on standing opponents 2. 5B and 2B don't combo into 623A at max range, 236A is the only continuation for this situation (still needs to be standing for 5B)
Normal starter, grounded opponent,
  • air CH 236B, 2C 2c (623a) 5b/5c (4b)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a common starter since this move anti airs it allows for some combo routes depending on the situation
Normal starter, grounded opponent,
  • air CH 5C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a common starter since this move anti airs it allows for some combo routes depending on the situation
Normal starter, grounded opponent,
  • j.214A 2A/5A 2C 5B (5C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
an overhead starter. usually seen for oki.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • j.B J.C dj.C j.2C(j.B) AT/j.214B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Typical air ender sequence. you use j.214B and j.214C for the more damage, otherwise stick to air throw.
Normal starter, grounded opponent,
  • 623A 236[A]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Her oki route that can be accessed on certain ground bounce extensions which will be covered in her combos.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A (2B) 2C 5A 5C, j.B j.C dj j.B j.C Air throw/j214B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
One of the basic combos to know
Normal starter, grounded opponent,
  • 2A 5C 5B 2B 623A 2C 5A 4B j.B j.C dj j.B j.C air throw/j214B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
this is a combo to use when you are unsure about the combo below connecting for some reason.
Normal starter, grounded opponent,
  • 2A 5C 5A6AA, 2C 5B, j.B j.C dj j.B j.C air throw/j.214B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Midscreen combo if you're not close to the corner.
Normal starter, grounded opponent,
  • j.214A 2A/5A 2C 5B (5C) j.B j.C dj j.B j.C airthrow
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Overhead starter combo.
Normal starter, grounded opponent,
  • CH 236B/5C, 2C, (5A/5B) 5C j.B j.C dj j.B j.C Airthrow/j214.B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
air counter hit combo
Normal starter, grounded opponent,
  • Stand Shield counter, 2C, (5A/5B) 5C j.B j.C dj j.B j.C Airthrow/j214.B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
air counter hit combo
Normal starter, grounded opponent,
  • Airthrow, 2C, 5A 5C j.B j.C dj j.B j.C Airthrow/j214.B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
air throw combo
Normal starter, grounded opponent,
  • Airthrow, 2C, 623A, 5B 5C j.B j.C dj j.B j.C airthrow
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
more optimized airthrow combo

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A 5C 5A6AA, 2C 5B j.B dj j.214A, 5A 2C 623A 236[A]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic oki route
Normal starter, grounded opponent,
  • 2A 5C 5A6AA, 2C 5B j.B dj j.214A, 5B 2C 5A6AA 5[B]/5[C] j.C sdj j.B j.C airthrow/j214B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Difficult extension as the last air sequence is a link refer to the notes when doing this combos with another 5A6AA extension
Normal starter, grounded opponent,
  • 2A 5C 5A6AA, 2C 5B j.B dj j.214A, 5B 2C 6AAA 2A(whiff) j.AB dj.214A 5A 2C 623A 236[A]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Difficult extension but also gives oki with more damage tacked on
Normal starter, grounded opponent,
  • 63214C 623B 623[A] 5B 2C (5A) 5C j.B j.C dj j.B j.C Airthrow
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
ex cmd grab combo if you manage to land it.

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

2A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 200 75% 3.5% - L 4 4 9 -1 -

Reaches forward with energy ball. Has more horizontal reach than 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 3 4 9 -1 -

Fastest mid normal WLen has. Can hit crouchers. Not effective at being an anti-air.


5A6A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 400 80% 6.0% - HL 7 4 16 -5 -

Slight forward slide and then summons energy ball.


5A6AA
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 800 60% 7.0% - HL 10 4 16 -2 -

Downward swing with energy ball that covers a good amount of vertical space although timing it to counter air approaches is difficult. She slides forwards which might help in catching an opponent out. Launches for chaining into air normals.


2B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
650 400 70% 4.5% - HL 8 4 14 -3 -

Summons energy ball and then sends it forwards. Barely outranged by 5B which is helped by its forward slide.


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 - -8 -

Launcher. Chainable into other normals.


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 - -5 -

Similar to 4B, but moves WLen considerably forward


5B
WLen 5b 02.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500, 500 300, 300 60% 4.5% - HL, HL 8 8 9 3 (vs standing), -3 (vs crouching) -

Large forward swing with energy ball. WLen move slightly forward. Can be cancelled after the first hit into another move, but the second move is likely to miss if only the edge of 5B hits due to pushback.


5[B]
WLen 5b 02.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600, 600 500, 500 80% 5.5% - HL, HL 25 8 8 4 (vs standing), -2 (vs crouching) -

Similar to 5b, but moves WLen forward more and wallslams.


2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
960 800 65% 9.6% - L 11 6 17 -5 -

Forward pounce which causes knockdown.


5C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700, 400 - 75% 6.0% - HL, HL 9 9 8 1 ~ -2 -

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


5[C]
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 1000 65% 9.0% - HL, HL 21 6 11 -2 -

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

j.A
WLen ja 06.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 200 70% 4.0% - HL 5 4 - - -

Pokes in front of her.

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 6 9 - - -

Energy ball in front of her torso. Covers more vertical space than jA but not as far forward.

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 14 9 - - -

Slower to start active frames, but will remain active until just before landing

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 7 3 - - -

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

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 - - -

Downward arm swing that also produces energy ball. The outer ring of the energy ball is not a hitbox, only the inner, white area will damage.

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.


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