Melty Blood/MBAACC/White Len/Half Moon

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Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.

In Progress To-do
  • Additional Ressources/Players to watch/ask
    • Add exact discord handles for any player that can be contacted there.
  • Overview:
    • Add a short summary of this character.
  • Move Descriptions:
    • Add any missing frame data.
  • Page Renovation:
    • Add General Gameplan and Combo sections.
    • Adapt Special Moves and Arc Drive sections to the new template. Add hitbox images, frame data and descriptions.


Additional Resources


Match Video Database

Players to watch/ask

JP:

  • N/A


NA:

  • Hwlen(in the main server

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

Move Descriptions

Frame Data Help
Header Tooltip
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 done against standing C-V. Sion.

Red Damage Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-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 and scaled 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 hit or 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 Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
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.
Recovery Frames that this move has after the active frames if not canceled.
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 equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected by certain types of attacks.

X y~z denotes X type of invincibility 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
Picture needed:
MB_H_WLen_2A.png
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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
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MB_H_WLen_5A6A.png
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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
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MB_H_WLen_5A6AA.png
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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
Picture needed:
MB_H_WLen_2B.png
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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
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MB_H_WLen_2C.png
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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
Picture needed:
MB_H_WLen_5C.png
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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]
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MB_H_WLen_5C_Charged...
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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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