melty bread is being dumb.
edit: It helps if you approach len (h moon at least) from a different perspective than zoning with cats.
H-Len has amazing staggers and pressure options once she gets in, and strong zoning options in her j.236a/b. The fact they gave Len more recovery time on setting a black cat is all the more reason to not depend on it (If you do a combo to airthrow midscreen and setup a black cat, your opponent can tech towards you and grab before the cat gets active frames.)
@lain : There's a lot of tricky/silly options you can do with midscreen 214c, starting with it being a ghetto antiair. The biggest problems with it is that it's hard to confirm off of the second hit, and you dont really get any damage or setups off of it either.
Something else I've been messing around with recently is ending small pressure strings with 214c. Short strings like 2a 5c(2) 214c generates enough pushback to dodge faster pokeouts like 2a, and vs longer sweeps, the 214c is persistent, so you should be able to stay ahead (I need to test this stuff more though...)
You'd think 214c would be good for oki, but midscreen they can backdash out of it (you can't bait it and punish with tk.236a because of recovery time), and really, why would you want to waste your opportunity of getting in on somebody when you're already working extremely hard to get in on most of the cast.
214c in the corner though is strong. Try to end strings with untech enders (like 5c(2) 5a6a 2b 5b 4b tk.214[ b] sj.bc6e land 5a 2b) into 214c oki. You get a free grab attempt, because if your opponent tries to break it, the second hit of 214c meaties them after the break. It also allows you to set up for fuzzy b/c tincat covers disrespect from your opponent.
You can try for 214c corner oki after a full airstring, and even after otg, but be aware that your opponent gets 2 chances to tech, and if he techs forward on either opportunity, the game goes back to neutral with your back to the wall if he techs after airthrow, and if he techs after 5b otg, you're eating a combo.
Speaking of otgs... Has anybody found any good ones? I've seen some people mess around with like 2a 5c(2) 5b 2b or something to that effect, but it never really seems solid. I don't see any good Len mains try to do that kind of stuff...
As far as damage is concerned, you're not going to be hitting massive 5k+ damage combos all game, but it's not like she has really shitty damage (I'm looking at you koha-mech.) Any full combos I'm hitting are averaging around 4k+ damage, which isn't bad. Once you have control, you have a really strong mixup game in your fuzzy and corner which ways.
I dont think the corner crossups have been mentioned here either. If you do a combo to ex ice (stuff > 3c 236c), you follow up with 236[a] 2c(whiff). The 2c pushes your opponent out of the corner a bit, at which point you can run sj dj 4a+b. If you do the motion fast enough, your opponent wont have much time to recognize which way Len is facing, and you come down on them forcing them to block the other direction. Other options include sidestepping through your opponent, and airdodging over them.
To keep your opponent on their toes w/ the mixup, instead of running 2c(whiff) at the end, run 3c(whiff). 3c(whiff) doesn't push them out of the corner, and you run similar setups which now confuse your opponent as to what the hell is going on.
vs Ries, you have to be patient. She flat out outranges you on most moves, except for your j.236a/b. Punish bad jumpins with 5c (but be careful that they don't bait it!) and zone with j.236a. Once you get a hit, get in asap on Ries, you don't want her to breathe. Be sure to watch Ries's meter though, so you don't eat 623c. Once you've got control, it's just business like usual.