Melty Blood/MBAACC/White Len/Crescent Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Additional Ressources/Players to watch/ask
    • 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.
  • Overview:
    • Add a short summary of this character with a list of strengths and weaknesses
  • Combos:
    • Add damage, meter gain/given numbers and video links to the existing combos.


Additional Resources

C-WLen Match Video Database

Notable Players

Name Color Region Common Venues Status Details
nic hole
(nic hole#7093)

Wlen Color35.png

North America Netplay Active Found in Meltycord and Melty Blood Community server.
MarisaMage
(MarisaMage#6599)

Wlen Color08.png

North America Netplay Active Loves to zone and play keepaway.
Open to answering any questions about the character.
oufan

Wlen Color06.png

Europe Netplay Inactive Found in Meltycord.
ru-sha
(るーしゃ)

Wlen Color09.png

Japan Play Spot BIG ONE 2nd Active
yu-hi
(ゆーひ)

Wlen Color01.png

Japan Play Spot BIG ONE 2nd,
KorewaMelty
Active

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*

General Gameplan

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 really requires you to outplay your opponent. Her main goal is to really condition her opponents into believing you are committed to a pattern, and then switching it up. While her ability to actively play neutral is underwhelming, her ability to passively zone in the case of something like a life lead or just an overzealous opponent can be some of the best in the game. Switching from passive play to active play on a dime is very important to getting your gameplan started.

Ground Neutral

White Len's neutral on the ground is reliant on spacing and patience, with her walk speed being pretty good. 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 sometimes 2B) has green, meaning trading with faster moves like most 5As is inevitable if you don't use it very carefully. However, 5B is quick enough that you can catch IADs and opponents moving backwards too slowly. The slight disjoint on 5B can be use to get air CHs which is the best way to use the normal. 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. Though you need to input 236B pretty early due to its long startup, it is deceptively active for a long time. Additionally, 236B can be tk'd to reduce recovery frames significantly. As for approaching actively, throwing 421A/B and running into it is a good choice. Setting up stuff for insurance such as a basketball to cover your landing can cover for her lack of fast movement. IAD can be used as a risky "maybe they won't react to this" approach option combined with j.B or j.2C, especially if your opponent is trying to sweep you in order to beat or trade with 421A. However, none of her jump ins are meaningfully disjointed, so be careful.

Air Neutral

Her neutral in the air is more stinted, with all of her air normals being pretty stubby. However, compared to on the ground, her movement in the air is much better. When it comes to normals, 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. 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 its uncharged version, are both very active and can annoy characters that poke massive green such as Nero and Wara. Her next air normal, j.C, is used for catching people above White Len, and is disjointed enough to net air CH sometimes. Finally, j.2C is pretty green but only has 6f of startup, so it can be used to whiff punish or counterpoke when considering the size of the hitbox. 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. As for jump ins, her j.2C is your best bet, but it has very few active frames and barely any disjoint, so it's easy to get antiaired if you're not careful. j.[B] can be used for more disjoint but is obviously much slower. Lastly. this character can SCHMOOVE and NO ONE is allowed to tell me otherwise. Her basketballs, which I explain more about below, allow her to drift in different ways depending on which one you use.

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, so making sure you don't fall into a predictable rhythm is important. You can launch 3 basketballs before having to fall back to the ground. Before hitting the ground, you can j.236A/B or j.214B if your opponent is trying to catch your landing. Both j.236A and B launch, so a hit nets an air CH into a free combo. Her j.[C] also allows you to drift across the screen with a lot of horizontal momentum, while j.2[C] will stop your forward horizontal momentum. A very safe way to retreat is jumping back into j.2[C], as it stops your opponents forward ground movement. Combined with airdodge, both of these tools can be used to fly across the screen. This is especially important because without basketball drift, it can be pretty easy to predict where she is moving.

Playing Lame (Passive Zoning)

This is getting its own section because it's important. FIRSTLY. if you're committed to this character for certain MUs, you have to accept that you have to play lame for some matchups. 421A is your best friend because it doesn't go away on hit, has a pretty solid vertical and horizontal hitbox, and is AUB. Most trades with this move are favorable, especially on jump ins—even super disjointed moves like C-Sats j.C (though it's a losing trade with j.[C]!). It also comes out pretty early, leaving only a small window where it can be interrupted. Your second tool is icicle, charged and uncharged, which is pretty self explanatory. Since 236B is air unblockable, carefully using it with 214A and 421A can protect you against almost any jump in.

Pressure

White Len's pressure is mainly reliant on staggers and charges due to her inability to redash for her pressure safely. 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.

Redash

White Len's redash is really bad because it takes at least 25 frames for a dash 5A or dash throw, but she can cancel all normals into dash. This is easily mashed out on though, so you might wanna use IAD reset instead. Because of how ambiguous backdash is from forward dash, backdash into a long normal like 2B might also be a good tool to reset your rebeats or strings.

Fuzzy

White Len has a fuzzy on a jump in or an IAD after something like a charged icicle. 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 with any meaningful amount of damage.

Defense

Place text here*

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.

Note: Delays/links are variable depending on combo and opponent. (I'll rework this section because I don't like the starters and enders format. For now just do 2A/5A 5C 2C 623A 2B 623A 5B 4B 236C [4] 2[C] 623A 2B 623A into any setup (421X, 236[A], etc) if you want to learn a BNB.)

Enders

Condition Notation Damage
vs V.Sion
Notes
Air Ender
  • j.BC > sdj.BC > j.2C > AT
3574


Meter Gained: 45.0% Meter Given (vs C-Moon): 13.5%
Basic air combo. You can air dash after the throw for a j.[C] or a j.2C to continue pressure. (Damage is the ender by itself with nothing before it.)
100% Meter
  • 236C ([4]), delay 2[C] > 623A > delay 2B > 623A
3283


Meter Gained: -87.6% (12.4%) Meter Given (vs C-Moon): 17.5%
Uses meter. Sets up oki. You can forego the last two moves if you find the timing troublesome. (Damage is the ender by itself with nothing before it.)
100% Meter into Air Combo
  • 236C ([4]), delay 2[C] > 623A > delay 2B > 623A > 4B > j.BC > j.2C > sdj.BC > j.2C > AT
4291


Meter Gained: -61.0% (39.0%) Meter Given (vs C-Moon): 36.1%
This route is meant for prioritizing damage. Follow up like a normal AT ender. (Damage is the ender by itself with nothing before it.)

BnB combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5B >) 2B > 623A > 5B > 5C > (Ender)
2554


Meter Gained: 30.0% Meter Given (vs C-Moon): 9.0%
Basic mid-screen/corner BnB, works from a good distance. If you start the combo with 5B, you can't use it after 623A. (Damage and Meter amounts are without an ender.)
Normal starter, grounded opponent, okizeme (expand notes)
  • (2A >) 5C > 2C > 623A > delay 2B > 623[A] > 5B > 4B > (Ender)
3324


Meter Gained: 55.5% Meter Given (vs C-Moon): 16.6%
Wlen's best BnB, only works when fairly close but puts opponent into a corner from almost anywhere. End the combo at 623[A] for oki. (Damage and Meter amounts are without an ender.)

Throw Combos

Condition Notation Damage
vs V.Sion
Notes
Corner Throw starter
  • Throw > 2A > 5C > (Ender)
1768


Meter Gained: 12.5% Meter Given (vs C-Moon): 3.7%
Throw combo, corner only. (Damage and Meter amounts are without an ender.)
Mid-screen Throw starter
  • Throw > 2B > 623[A] > 5B > 5C > (Ender)
2431


Meter Gained: 30.0% Meter Given (vs C-Moon): 9.0%
Character specific 1f 2B link throw combo that is possible in mid-screen. Works on Ciel, P.Ciel, Sion, V.Sion, Roa, Miyako. (Damage and Meter amounts are without an ender.)
Mid-screen Throw starter
  • Throw > 2B (1)
1580?


Meter Gained: 5.0% Meter Given (vs C-Moon): 1.5%
You can't get much out of this, but use it if you want...I guess? Works on Len, WLen.
Mid-screen Ground Throw starter
  • Throw > 2B(1) > 5B(1) > 214B~j.214B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This is actually super sick but also really hard. Works on Mech Hisui.
Mid-screen Ground Throw starter
  • Throw > 214C
2370


Meter Gained: -100.0% (0.0%) Meter Given (vs C-Moon): 24.4%
Definitely the easiest out of the mid-screen throw starters; I actually recommend going for this one. Works on Roa, Hime, Ryougi, Sion, VSion.
Mid-screen Ground Throw starter
  • Throw > 623C > 623B > 2[C] > 623A > 2B > 623A > 5B > 5C > Air Combo
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Really difficult, but definitely the most rewarding out of the mid-screen throw combos. 623C > 623B is a harder link than throw > 623C is; don't be fooled. Works on Hime, Ryougi.
Mid-screen Ground Throw starter
  • Throw > 2A > j.2CB > dj.BC2C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The throw > 2A link is more intuitive than the other ones, but getting j.2C off can be difficult. Works on Hime.
Mid-screen Ground Throw starter
  • Throw > 2B > 4[B] > j.BC > j.BC2C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
The other mid-screen Miyako throw combo is better. Just use that one. Works on Miyako.
Corner Golden Air Throw Starter
  • gAT 623A 2B 2B 2B 5A(whiff) 2B 623A 5B 4B 5C j.BC j.ABC AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
What are you doing? You absolute madman. Works on VSion.
63214C starter
  • 63214C > delay 623[A] > 5B > 5C > j.BC > dj.BC > AT
2948


Meter Gained: -74.3% (25.7%) Meter Given (vs C-Moon): 19.0%
Ex-command throw combo.
63214C starter
  • 63214C > delay 623[A] > delay 2B > 623[A]
1818


Meter Gained: -94.1% (5.9%) Meter Given (vs C-Moon): 6.4%
Ex-command throw combo, ending in an oki setup.
63214C starter
  • 63214C > 623B > 623[A] > 2B > (5A(w)) > 2B > 623A > 5B > 5C > (Ender)
2674


Meter Gained: -78.6% (21.4%) Meter Given (vs C-Moon): 16.0%
Character specific. Strut your stuff. Works on V.Sion, ...? (Damage and Meter amounts are without an ender.)
63214C starter
  • 63214C > 623B > delay 2[C] > 623A > delay 2B > 623[A] > 5B > 5C > (Ender)
2735


Meter Gained: -76.5% (23.5%) Meter Given (vs C-Moon): 17.5%
Optimal damage for an EX-command throw combo. (Damage and Meter amounts are without an ender.)

Advanced Combos

Double 2B Routes

2B loops.png

On certain characters, White Len can do either 623A > 2B > 5A(w), 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.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 2A > 5C > 2C > 623A > 2B > 5A(w), 2B > 5[C] > delay 236C(1), 2C > 623A > 2B > 623A > 4B > j.BC > j.2C > sdj.BC > j.2C > AT
4990


Meter Gained: -6.8% (93.2%) Meter Given (vs C-Moon): 54.5%

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 Cancel Guard
350 196 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 8 1 4.0% -

Fastest mid normal WLen has. Can hit crouchers. Not effective at being an anti-air. Pretty good for stagger pressure due to being +1.

5B
5B
5[B]
MBFWhiteLen5B.png
5B Damage Red Damage Proration Cancel Guard
500*2 (887) (512) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 8 9 -2, 3 (vs Stand.)
-5, -3 (vs Crouch.)
4.5%*2 (9.0%) -

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] Damage Red Damage Proration Cancel Guard
600*2 (906) (739) 60% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
26 8 8 -1, 4 (vs Stand.)
-4, -2 (vs Crouch.)
5.5%*2 (11.0%) -

Similar to 5B, except it wallslams your opponent.

5C
5C
5[C]
MB C-WLen 5C.png
MB C-WLen 5C BE.png
5C Damage Red Damage Proration Cancel Guard
700, 400 (990) (667) 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 9 8 -2, 1 6.0%, 3.0% (9.0%) -

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

5[C] Damage Red Damage Proration Cancel Guard
1200 980 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
22 6 11 -2 9.0% -

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

Crouching Normals

2A
WLen 2a 03.png
Damage Red Damage Proration Cancel Guard
350 147 70% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 3 9 0 3.5% -

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

2B
WLen 2b 04.png
PLEASE use with caution
PLEASE use with caution
Damage Red Damage Proration Cancel Guard
600*2 (1064) (695) 80% (O), 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 3 (8) 5 13 -14, -6 5.0%*2 (10.0%) -

WLen attacks twice in a yo-yo fashion. Only the second hit sweeps as the first one only pushes opponents out. This move is punishing if whiffed, due to the long duration (not necessarily just the recovery). Has a niche use as an antiair. 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, so don't space it too well.

2C
2C
2C/[C](Whiff/Block)~2C
OR
2C/[C](Hit)~2C
Wlen 2C.png
2C
2C
MBFWhiteLen2C.png
2[C]
2[C]
MBFWhiteLen2CCWB.png
2CC (2C/[C] Whiff/Block)
2CC (2C/[C] Whiff/Block)
MBFWhiteLen2CCH.png
2CC (2C/[C] Hit)
2CC (2C/[C] Hit)
2C Damage Red Damage Proration Cancel Guard
1000 686 58% (O) N, SP, -CH-, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 8 16 -6 12.0% -

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.

2[C] Damage Red Damage Proration Cancel Guard
1200 882 60% (O) N, SP, -CH-, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
24 8 9 -1 15.0% -

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

~2C
(2C/[C] Whiff/Block)
Damage Red Damage Proration Cancel Guard
800 588 60% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
29 5 13 -6 13.0% -
~2C
(2C/[C] hit)
Damage Red Damage Proration Cancel Guard
600 392 50% (O) (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 2 29 -19 10.0% -

Does an overhead for 2CC, or if they were hit by 2C, ground bounces and launches them, which can be jump cancelled with 8/9. However, 2CC is not recommended since it is easy to react to and leads to a weak BnB.

Aerial Normals

j.A
MBFWhiteLenjA.png
Damage Red Damage Proration Cancel Guard
350 196 70% SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 10 - 4.0% -

Pokes in front of her.

j.B
j.B
j.[B]
MBFWhiteLenjB.png
MBFWhiteLenjXB.png
j.B Damage Red Damage Proration Cancel Guard
700 294 95% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 9 - - 8.0% -

Attacks slightly in front of her. j.B and its charged version are both amazing in counterpoke air to air situations due to how active they are.

j.[B] Damage Red Damage Proration Cancel Guard
700 294 95% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
15 15 - - 8.0% -

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

j.C
j.C
j.[C]
MBFWhiteLenjC.png
MBFWhiteLenjXC.png
Layup
Layup
j.C Damage Red Damage Proration Cancel Guard
900 588 90% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 3 - - 10.0% -

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

j.[C] Damage Red Damage Proration Cancel Guard
550 196 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 X 14 - 5.0% -

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

Command Normals

4B
4B
4[B]
MBFWhiteLen4B.png
MBFWhiteLen4XB.png
4B Damage Red Damage Proration Cancel Guard
800 539 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 3 23 -8 8.0% -

Launcher. Chainable into other normals. Difficult to use as an antiair due to the forward movement, but very good when used correctly.

4[B] Damage Red Damage Proration Cancel Guard
1000 686 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
22 4 19 -5 8.0% -

Similar to 4B, but moves WLen considerably forward.

3C
WLen 3c 13.png
Damage Red Damage Proration Cancel Guard
800 588 60% (O) - H
First Active Active Recovery Frame Adv Circuit Invuln
32 3 12 0 13.0% -

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. Can be OTG'd in the corner into a full combo. It being 0 on block combined with her 4f 5A and 4f dp means that most opponents will respect it if blocked.

j.2C
j.2C
j.2[C]
MBFWhiteLenj2C.png
SLAM DUNK
SLAM DUNK
MB C-WLen j.2C BE.png
j.2C Damage Red Damage Proration Cancel Guard
1050 637 85% (M) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 3 - - 9.0% -

Attacks with a lower angled attack. Mostly used as her main jump in, though the back foot extending green lower than the red can lead to situations like C-Nero 2A antiairing the attack without any issues. Has heavier proration than her other air normals.

j.2[C] Damage Red Damage Proration Cancel Guard
550 200 80% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
21 X (28) 23 - 5.0% -

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.

Universal Mechanics

Ground Throw
MBFWhiteLenThrow.png
Damage Red Damage Proration Cancel Guard
1400 490 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

WLen launches the opponent in the air. Comboable near the corner.

Air Throw
Air Throw
j.6/4A+D
MBFWhiteLenThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1200
417 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Throw the opponent to the ground. Untechable knockdown as a combo ender, and WLen can recover in the air afterwards.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBFWhiteLen214D.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%
(-50.0% in blockstun)
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%/-50.0% Strike 1-7

Upward-angled bunker.

Heat
Heat
A+B+C
MBFWhiteLenHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
19 3 25 - -100.0% (min) Full 1-21

Forward positioned Heat hitbox.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBFWhiteLenCSpark.png
MBFWhiteLenCSparkAir.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

Special Movement

Ground Dash
(Ground Dash)
66/6[6]
44
MB C-WLen 66.png
MB C-WLen 44.png
Forward /
(Held)
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 30 /
21
- - Full 6-26 /
Full 6-15, High 16-X

Spawns an illusion of several WLens walking forward while the real one goes through an invulnerable teleport. Holding forward makes WLen appear earlier, in which she runs indefinitely in an upper body invulnerable state. Tap dash's collision removal is longer than hold dash.

Back Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 29 - - Strike 1-5, Full 6-24

Spawns the same illusion as forward dash, with WLen just walking back a short distance away after teleporting.

Grounded Specials

236X
MB C-WLen 236A.png
A
A
MB C-WLen 236A BE.png
[A]
[A]
MB C-WLen 236B.png
B
B
MB C-WLen 236B BE.png
[B]
[B]
MB C-WLen 236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 539 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 8 14 -7 8.0% -
[A] Damage Red Damage Proration Cancel Guard
200*9 (1289) (625) 95% (M)*9 -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
68 18 66 56 1.2%*9 (10.8%) -
  • Mid-range ice pokes

WLen sends an ice spike forward aiming low, but hits mid. Can be used as a blockstring ender especially when half charged. When held, it does not damage when summoned at first, but shatters into 9 hits afterwards.

B Damage Red Damage Proration Cancel Guard
800 539 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
15 12 13 -10 8.0% -
[B] Damage Red Damage Proration Cancel Guard
200*9 (1289) (625) 95% (M)*9 -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
67 X (18) 0 55 1.2%*9 (10.8%) -

WLen sends an ice spike forward aiming high, but hits mid. One of her most powerful neutral tools, as her hurtbox shrinks down significantly. Air unblockable if uncharged. Can be used as an anti-air and leads into combos on counterhit. Can be held like A version.

EX Damage Red Damage Proration Cancel Guard
300*7, 500 (2048) (1648) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+7 17 18 -17 ~ 18 -100.0% Full 1-3

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.

623X
MB C-WLen 623A.png
A
A
MB C-WLen 623B.png
B
B
MB C-WLen 623B BE.png
[B]
[B]
MB C-WLen 623C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 784 45% (O) (N), (SP), (EX), (J) L
First Active Active Recovery Frame Adv Circuit Invuln
14 8 18 -8 2.0% High 4-31
[A] Damage Red Damage Proration Cancel Guard
1000 784 45% (O) (N), SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
21 8 18 -8 2.0% High 4-38
  • Ballet high/low mix-up

WLen spins forward and hits low with a kick. Can be cancelled into anything except itself on hit. Can be held to delay the attack slightly and to allow her to special cancel it on block. Minus uncharged but safe if held and special cancelled.

B Damage Red Damage Proration Cancel Guard
600 343 100% (N), (SP), (EX), (J) H
First Active Active Recovery Frame Adv Circuit Invuln
37 6 5 7 4.0% Low 5-42
[B] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 37 - - Low 5-21

WLen spins forward and hits high with her cat's bell. Very nice for low crush, though a good amount of 2As still hit high enough to win anyway. Opponents should be looking to mash 5A if possible. Can be held to cancel the attack as a feint so you can perform 2A or throw afterwards. Fairly plus, 2B frame traps afterwards.

EX Damage Red Damage Proration Cancel Guard
200*12, 400*2 (2470) (1754) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 38 (10) 6 23 -17 -100.0% Full 1-3

A multi-hit combo that hits mid and ends with a wallslam. The last hit is an automatic frame-trap that is as tight as possible, as it hits on the opponent's neutral frame.

214X
MB C-WLen 214A.png
MB C-WLen 214B.png
MB C-WLen 214C.png
A Damage Red Damage Proration Cancel Guard
1400 / 900 / 700 980 / 735 / 539 60% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
4 10 34 -26 13.0% / 11.0% / 9.0% Full 1-5
  • Anti Air leaps.

WLen leaps into the air. Can do any air EX moves as a follow up. Her main reversal. Can be cancelled into j.236C to potentially make it safe on block but leaves a gap between the two moves that can lead to it still getting punished by fast or invul attacks as well as some shield follow ups. Can combo on both air and ground CH for some of her highest damage routes, but ground CH conversions are 1f links.

B Damage Red Damage Proration Cancel Guard
800 666 100% -SP-, -CH-, -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
11 10 30 -22 6.0% -
~214A Damage Red Damage Proration Cancel Guard
- - - -EX- -
First Active Active Recovery Frame Adv Circuit Invuln
6 X 9 - - -
~214B Damage Red Damage Proration Cancel Guard
600*3 (1605) (1125) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 9 8 - 6.0%, 5.0*2 (16.0%) -

WLen leaps into the air but lands further forward than 214A. Can be cancelled into either any j.236X or j.214A/B, even on whiff.

EX Damage Red Damage Proration Cancel Guard
800, 200*20, 800 (3271) (2324) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+4 9 31 -22 -100.0% Full 1-5

A multi-hit combo that hits mid and ends with a wallslam. Hits OTG. Invulnerable startup. Useful for escaping insurance like Nero summons if you hit confirm into it with something like 2B.

421X
MB C-WLen 421A.png
A
A
MB C-WLen 421B.png
MB C-WLen 421B 46.png
B (+ ~4/6 First Hits)
B (+ ~4/6 First Hits)
MB C-WLen 421C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 784 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
55 72 43 - 10.0% -
  • Ice-flower zoning.

WLen tosses an ice flower in front of her that persists for ~2 seconds. Distance can be controlled with [4], neutral, or [6].

B (1st Hit)
(2nd Hit)
Damage Red Damage Proration Cancel Guard
500, 1000 (1468) (1152) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
68
69
68
72
49 - 5.0%, 10.0% (15.0%) -

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 Damage Red Damage Proration Cancel Guard
200*8, 1000 (2528) (1907) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+9 28 (3) 3 16 14 -100.0% Full 4-53

WLen tosses multiple ice spears 1-3 character spaces in front of her. It doesn't hit right in front of her and can be jumped on a reaction if the opponent hasn't committed to anything. Not great as a reversal due to it not being invuln until frame 4, but very good as a gap callout in pressure even against stuff like C-Nero 5[C]. Be careful about using this move too much, as the slow startup can sometimes fail to catch opponents in some situations. Plus on block, the "my turn now" move. Cannot be shielded.

22X
Nutcracker
22A/B/C/D (No EX)
MBFWhiteLen22A.png
MB C-WLen 22B.png
MB C-WLen 22C.png
MBFWhiteLen22D.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 41 - - Full 18-28
  • 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.

WLen ducks down, turns into a cat, and reappears a short distance forward.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 35 - - Full 1-19

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 Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 39 - - -

WLen performs a feint 623 and reappears a short distance forward. This moves far enough to cross up if WLen is point blank. Has a Len catwalk-like hurtbox on frames 5-34.

D Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
23 X 5 - - -

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.

63214X
MB C-WLen 63214A.png
MB C-WLen 63214B.png
MB C-WLen 63214C.png
A Damage Red Damage Proration Cancel Guard
1900 1470 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
5 1 29 - 0.0% -
  • Command grab series.

WLen grabs the opponent and tosses them forward. No action can be taken until the opponent hits the ground.

B Damage Red Damage Proration Cancel Guard
2200 1470 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
12 ~ 32 1 29 - 0.0% -

WLen runs forward a short distance and attempts to grab the opponent. No action can be taken until the opponent hits the ground.

EX Damage Red Damage Proration Cancel Guard
600 (528) (431) 60% (SP), (EX), (J) U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4+0 1 29 - -100.0% Full 5

WLen grabs the opponent and tosses them forward. Can combo afterwards with a special or jump cancel.

Aerial Specials

j.236X
MB C-WLen j.236A.png
MB C-WLen j.236B.png
MB C-WLen j.236C.png
A Damage Red Damage Proration Cancel Guard
800 539 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 12 8 -9 (TK) 10.0% -
  • Air ice pokes

WLen sends an ice spike forward aiming low.

B Damage Red Damage Proration Cancel Guard
800 539 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 12 8 -13 (TK) 11.0% -

WLen sends an ice spike forward aiming high. Very important neutral tool if tk'd, reducing its recovery.

EX Damage Red Damage Proration Cancel Guard
600*8 (2752) (*) (2470) 90% (M)*8 - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+19 29 8 19 (TK) -100.0% Full 1-13

WLen sends eight ice spikes at random positions diagonally downwards from her.

j.214X
Snow Ballet (Air)
j.214A/[A]/B/C
MBFWhiteLenj214A.png
MBFWhiteLenj214B.png
MBFWhiteLenj214C.png
A / [A] Damage Red Damage Proration Cancel Guard
- - - -EX- -
First Active Active Recovery Frame Adv Circuit Invuln
6 / 16 X 9 - - -
  • Air mobility.

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 Damage Red Damage Proration Cancel Guard
800*3 (2142) (1650) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 (6) 9 (4) 8 -19 (TK) 6.0%, 8.0%, 7.0% (21.0%) -

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. The backwards hitbox HKDs, which stops people on the ground chasing you while you're in the air. Also can combo into basketball, leading to a full air conversion.

EX Damage Red Damage Proration Cancel Guard
400, 450, 500 (1193) (998) 65% (M) (N), (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+5 6 8 -20 (TK) -100.0% Full 1, High 2-3

WLen leaps forward. If she makes contact with the opponent, she'll perform a flip kick that's fully cancellable after the third hit, usually into air throw.

Arc Drive

Ephemeral Transience
41236C during MAX/Heat
MBFWhiteAD.png
Damage Red Damage Proration Cancel Guard
440*N 352*N 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+9 X 38 -7 (min) removes all Full 1-8, Clash 17-X

Sends out a slow moving orb that hits multiple times and clashes with other hitboxes. If it hits or is blocked, you can run an opponent to the corner.

Another Arc Drive

Butterfly Dream
41236C during Blood heat
MBFWhiteAAD.png
Damage Red Damage Proration Cancel Guard
0, 700*32 (4779) (3725) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+0 X 70 -38 (min) removes all Full 1-58

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

Endless Expanses
Grounded EX Shield during Blood Heat
MB C-WLen LA.png
MBFWhiteLA.png
Damage Red Damage Proration Cancel Guard
1000, 500*6, 5000 (3827 ~ 7285) (2864 ~ 5424) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
4+0 1 46 - removes all Full 1-4

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/F-Nero's forward dash.

MBAACC Navigation

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