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When's Melty on Steam?
ahaha that's no--wait, what?

Topics - Press

Pages: [1]
1
Since more and more people are asking about a Vancouver scene, I'm starting a Vancouver thread!

I try and host meets whenever I can, so I'll put up the times here. Anyone else who wants to hold meets should post here too!


Here's the list of players in Greater Vancouver thus far... (who still actually play)

IGN: Press
IRL: Fong
City: Richmond (Real close to Richmond Center)
E-Mail/MSN: da_choco_master@hotmail.com
MB Characters: F-Sion, C-Akiha, and lots of randoms
Netplaying since `07

IGN: Tare
IRL: Jason
City: Calgary
MB Characters: F-Archetype, C-Arcueid
He might as well live in Vancouver

IGN: MrTopHat
IRL: Torry
City: Vancouver west (Downtown)
E-Mail/MSN: torry@shaw.com
MB Characters: F-MechHisui, F-Satsuki
His F-Mech win percentage is directly proportional to how many generators he puts out

IGN: SaruKada
IRL: Mike
City: Vancouer (west side)
E-Mail/MSN: sarukada@hotmail.com
MB Characters: C-Kohaku, C/H-Seifuku, C-Arc
Our local baller and host for meets
Don't ever accept his offer for free food....


IGN: geogaddi
IRL: Wu (Mike)
City: Burnaby
MB Characters: C-Ryougi
Hey hey hey..... Smoke weed everyday

IGN: Byuusan
IRL: Kenny
City: New Westminster
Phone: 604-374-1921
E-Mail/MSN: vale_x6145@hotmail.com
MB Characters: H-VAkiha, H-Akiha, C/H-SAkiha, H-VSion
Local video recorder guy

IGN: Enhance
IRL: Aleksei
City: Vancouver (west side)
E-Mail/MSN: mastodon_phillips@hotmail.com
MB Character: H-Arc
RRRAAAAGGGGEEEEE

IGN: Zieg
IRL: Gerod
City: Vancouver (east side)
Email/MSN: gerod_evangelista@hotmail.com
MB Characters: C/H/F-VAkiha, C/H-Akiha, C-WLen, H-VSion, C/F-Ries, C-Satsuki, F-Neko, H/F-SAkiha
Hey guyz, I play everything

IGN:Terryakiha
IRL: Terry
City: Richmond
E-Mail/MSN: kwokhong_hui@hotmail.com
MB Characters: H-Akiha, H-VAkiha,C-VAkiha
Too Asian to speak english

IGN: Rale
IRL: Ralph
City: Coquitlam
E-Mail/MSN: rwflee@gmail.com
MB Characters: H-VAkiha
Only my Ralegun~

IGN: Coren
IRL: Cory
MSN: corenthebrave@hotmail.com
xfire: corenthebrave
steam: corenthebrave
City: Coquitlam / Surrey(school)
MB Characters: C/H-Roa, C-Kouma

IGN: Tamaonsen
IRL: Evan
City: Vancouver (east side)
E-mail/MSN: evanrodriguez_@hotmail.com
MB Characters: H-Aoko
Cosmic Fantastic Lovesong

IGN: Pandaryu
IRL: Paolo
City: Richmond
MB Characters: H-Seifuku, H-Nanaya

IGN: Timon
IRL: Hwang
City: Burnaby
E-Mail/MSN: spladhy@naver.com
MB Characters: C-Tohno

Anyone that I haven't included, post up your info and I'll add you in

To all the new people, if you see someone near where you live, just add em on MSN or E-Mail them.

2
Melty Blood Auditorium / MBAA Combo DVD?
« on: March 29, 2010, 09:20:21 PM »
http://www.youtube.com/watch?v=_YLL90AtQrY&feature=sub

Not quite sure as I can't read japanese, but it seems like someone(dunno who) is making a MBAA combo video DVD. From what I can see, it seems to be all the glitch/combo videos of all the characters that youtube user has uploaded before. Maybe someone can help translate.
The vid sure looks nice though  ;D
http://www2.odn.ne.jp/~cfa18530/

3
Kohaku's Magical Garage / MBAA Super Jump Cancelling?
« on: August 27, 2009, 10:32:54 PM »
I've noticed while playing MBAA that you can do what people before have dubbed super jump canceling or something like that. Remember Nanaya and Tohno Shiki back in MBAC? They could both hit jump right as they did something like j.c to super jump cancel which made them go higher. This was a key way for Nanaya players to combo that second j.c in their air combo. The thing is, I've noticed this with other characters. Is this true? Or did they only add it with Len, Ryougi and Roa. I especially notice this with Len because when I go do my fuzzy guards, I often find myself delaying the jump after IAD j.b just so my j.c coming up would hit them and not shoot over them.

4
Len / Blackcat Again: PS2 Version
« on: August 26, 2009, 03:07:58 PM »
Nobody cares or plays Len except for me and maybe a few others >.>


MBAC -> MBAA general changes.
j.C no longer has it's massive hitbox. It's still big, but sometimes when you expect to hit someone with it, it doesn't.
Fuzzy guards are much easier to do now. Careful with the super jump cancel while double jumping though.
Yay! Len can throw in the direction inputted for the throw now. This makes her throw option while facing the corner much more dangerous as it can lead to decent damage plus knock down  :slowpoke:

F-Len
Just a note, I interchange between triangles and reflectors. That's just me, they both mean the same thing.

MBAC -> MBAA changes
No longer has her ice which is replaced with a sparkly ball that's mostly used as a blockstring ender
No longer has her cat/tincats which is replaced with spinning triangles  :psyduck:
5a is no longer 2 hits
2b range has been increased.... alot
623a/b no longer has her twirly dance before the kick
623c no longer wall slams, but instead launches them straight up for a combo
5c(5hits) is actually usable in her combos now

Short Summary
Unlike before, she's more of a pressure type character. She plays with the threat of trianlges locking down projectiles by reflecting them or hitting people into triangles, since combos off reflectors deal massive damage without the need of meter. Without the aid of cats to zone, she abuses her triangles as much as possible to maintain space and to manipulate people's movement.

Specials
236a A sparkly ball. Comes out quite fast. One hit and usually used for blockstring ender. This one moves slowish. Gives you time to restart pressure since it covers you during the move recovery. Super cancellable on hit, block and wiff. Note: Although it's super cancellable, you can't super cancel into 236c. Same is true with 236b
236b A faster moving sparkly ball. Used to mix up the speed with her 236a. Also super cancellable on hit, block and wiff.
236c EX version of that same sparkly ball. Used to super cancel out of other specials such as 214a/b This one moves at the same speed as her a version and has 4 hits

214a/b You may only have one out on the ground and in the air for a total of 2 at anytime. Stays out for 16 and 2/3rds spins or approximately 26 seconds. This move is also super cancellable, so you can do things like this to reinforce your pressure. A very important feature to know about F-Len's 214a/b and j.214a/b is that when you hit the opponent into a triangle, the triangles will become a hit box and it'll hit hard and wallslam or launch. I'll state which way they get wallslammed or launched in each specific move.

214a A spinning horizontal triangle. This move, when the oppoenent is hit into, wallslams in the SAME direction in which you put out the reflector. For example, if you were facing the left side when you put out the reflector, then it wallslams left. Reflects certain projectiles while it's out. A list of what can be reflected with this move can be found here
     l
     -> 214a Using this while a triangle is out will make it move towards the opponent. If you have two out (one in the air and one on the ground) it will move both. It now becomes a hit box wall slamming the opponent in the SAME DIRECTION of how the reflector is moving if they get hit.
214b A spinning vertical triangle. This move, when the opponent is hit into, launches the opponent straight up. Doesn't reflect =[
     l
     -> Same thing happens if you used 214a while a triangle is out. B version only moves up
j.214a Same as 214a except in the air.
j.214b Same as 214b except in the air, it moves down when you "set it off" and when the opponent is hit into it, it slams them straight down.
Important note: Learning to fully utilize F-Len's 214 series as well as when to use the a version or b version is the key to her game. Without it, F-Len has very little if not any pressure and setups.
214c EX reflector. Moves towards the opponent, has 6 hits and does not wallslam. Stays out significantly shorter than the normal versions and reflects the same things as 214a. You can only have one out at anytime, even if one's in the air.
j.214c Same as 214c except in the air. You can only have one out at anytime, even if one's on the ground.
These moves, when used correctly, can allow for some interesting combos.
Here's an example
A much more probable example lol

623a The ending round house kick of the old 623a from MBAC. This is the launcher of choice. Also super cancellable. You can super cancel on hit, block or wiff, so if you accidentally do this instead of 236a or something, you can just super cancel into 236c to keep it safe.
623b The ending round house kick of the old 623b from MBAC. This move wallslams. This is the launcher you want to use when you have reflectors on the other side of the screen or when your in the corner, have done a reflector oki and then confirmed into a combo. If you're totally confused, here's some examples:
Double Reflector
Corner setup
623c This is the same as the 623c from MBAC except it doesn't wallslam. Instead it's now jump cancellable so you can combo after it. As to when to use this move, I dunno random wakeup super? Doesn't have very many invincibility frames. Then again it is like pretty much the only reversal F-Len has so w/e  :psyduck:

Note: You can IH out of all her specials(non ex).

Combos
F-Len doesn't have many combos. Most of her funky combos come from randomly hitting reflectors for the relaunch. If there's ever a reflector that'll reflect towards you, throw them into it for more damage.
All damage tested on VSion with critical hits turned off

(5a) 5c(5) 3c 623a j.bc j.bc AT 4659 dmg
Generic BnB. As you can see it does quite the damage for little effort.

(5a) 5b 5c(2) 3c 623a j.bc j.bc AT 4783
If you poke and hit someone with a 5b, this is the combo to use.

5b 5c(4) 3c 623a j.bc j.bc AT 5017 dmg
If you manage to get them in the corner, like with a tech punish or something, use this combo.

(5a) 5c(4) 3c 623a j.bc j.bc AT 4516 dmg
When you just can't fit that 5th hit in. Sure it does 100 dmg less, but if you feel like you can't fit that last hit in, use this.

(5a) 5c(4) IH 5c(4) 3c 623a j.bc j.bc AT 5176 dmg
Lol IH to add like 500 dmg to your BnB. I guess you can use this if you really need that heat combo.

2b 5c(5) j.bc j.bc AT 3431 dmg
Used when you hit with 2b

Throw into corner 5a 5c(4) j.bc j.bc AT 2550 dmg
Standard throw combo

Throw(anywhere) 3c 623a j.b double jump j.bc 2215 dmg
Shitty damage, but it finishes off the opponent if a throw just doesn't quite kill them.

623c j.bc j.bc AT 4415 dmg
If you actually hit with this wakeup super, here's the combo  :psyduck:

Blockstrings
Uhh... whatever -> 3c 236a?
Seriously, she has like 5 things she can do for a blockstring. Since she can pretty much super cancel out of all her specials on hit, block or wiff. This tree explains what you can do, though I won't add in what you can do with IHs.
5c 3c ->236a -Generic blockstring ender that actually gives you enough time to dash back in or IAD in to continue pressure when your in the corner.
        l         l
        l         ->214c -To force blocking.
        l
        ->236b -To mix it up with something a bit faster. You don't have enough time to continue pressure, unless they weren't expecting a faster one and got hit.
        l        l
        l        ->214c -To force blocking so you can continue pressure. 
        l
        ->214a/b -To setup a reflector(duh) Use when you have it engraved in their minds that you will 236a
        l           l
        l           ->214c -For making people hesitate on whether to poke out or not.
        l           l
        l           ->236c -To force blocking and to hit people who try to poke out.
        l
        ->623a -Why would you do this?
                 l
                 ->236c Perhaps the above was a misinput, here's how you make it safe. Delay a bit before inputting to avoid accidental 623 inputs
                 l
                 ->214c Maybe you did it on purpose for major mind games so you can set them up for this.

Hopefully that tree wasn't too difficult to understand.

Mixups/Okizeme
Sorry about the unorganized mixups section. I find new things almost everyday, so I just tack them onto my list here.
  • Fuzzy guard is still IAD j.b/c double jump j.c j.2c 5a -> combo
  • 2b's range is pretty large now. You can poke and prod with it. Random 2b's lead to free reflector setups which is always nice.
  • After some more match experience, I feel that it's much better(and safer) to punish techers instead of straight up doing a 214a/b. Simply use 2b if you see a no tech, back tech, or neutral tech then stick out that reflector. If you see a forward tech, you can easily punish with 2a 5c -> combo.
  • You can choose to cancel your reflector with 236c or 214c if you think they might neutral tech, back tech or no tech. This forces them to block allowing you to do your mixups and fuzzy guard.
  • 5b is always an option if you feel they might tech. This covers forward and neutral tech if you dash in a bit for a free combo.
  • 2a 2b is a good way to punish a forward tech for a free reflector setup.
  • Other than that, most of her mixups come from the triangles. If you have one near you, you can choose to set it off and dash in throw or something.
  • If the other player really likes to stay away from those triangles, take every moment to your advantage and charge that meter. Meter is very important for Len to super cancel her specials.
  • When ending your blockstring/pressure, you can IH your ending special to mix it up a bit instead of always super cancelling.
  • Since Len doesn't have many good uses for her IH and has poor hp, feel free to blood heat. It's an easy way to get that hp back and put the pressure on since people will now be wary of any BHAD and LA attempts which allows you to take full advantage of their hesitation.
  • 5b is a very good poke for people who like to dash in on you while you charge your meter behind your reflectors. It's range is deceptive as it comes out fast and far. If you manage a hit confirm out of a far 5b, use 2b 4b/3c to combo because 5c won't connect properly.
  • A funny thing to note, if you hit them with a 2b during otg state and you think they won't tech at the second opportunity that they now have, by all means BHAD THE SHIT OUT OF THEM, IT WILL HIT. You'll have to do the BHAD right after your 2b, so it's mostly a guess. If you guess right, they eat 4k. If you guess wrong, you eat a free combo. Only do this if you've hit them with 2b during otg at close range and they don't tech the second opportunity.

OTG Strings
2b Lol seriously, 2b has so much range, you don't even have to dash in so you can just use this and cancel into reflector or the sparkly ball. This is now what I use when I confirm a no tech.
2a 5c(2) 3c 214a/b or 236a/b
Here's a real one if you ever decide to dash in close enough to hit with 2a. You should really just punish the potential tech instead or put out a reflector.

C-Len

MBAC -> MBAA Changes
MY BLACK CAT WHYYYYYYYYYYYYYYYY
Can only put down one black cat at a time :emo: :emo: :emo:
Increased black cat recovery  :emo: :emo: :emo:
EX Ice black cat combo no longer works because of increased recovery  :emo: :emo: :emo:
She now gains a 421D. This move starts like her teleport, but intead she becomes a giant purple hammer and smacks you.
Now has a 63214C move where she puts a floating orb that floats around you.
Her airthrow seems to now prorate more damage, so relaunch combos with airthrows is no longer worth the execution.

Short Summary
Plays like her MBAC counterpart except without being able to put out another blackcat, her powerful ground zone is no longer as strong. Since blackcat combos are no longer available, you now have to sacrifice the relaunch damage for the guaranteed knockdown. This however still doesn't give her the mid screen mixup she used to have which allowed for a decent 3 way okizeme. In the end you ask yourself, why do I even play this mode? Might as well play H-Len.

Specials
Note: Some moves and how to use them are refered to the old MBAC Len as the properties are either very similar if not identical. For more information on them please refer to bellreisa's guide.

236a Low icicle. Same as Crescent Len's 236a. If used as a blockstring ender, it's minus frames. Super cancelable on hit, block and wiff when the icicle is completely out. Hard to combo into 236c on reaction.
236{a} Charged low icicle. This move gives plus frames on block and is also super cancelable on hit, block and wiff. This move is usually used with a cat covering your charge. Using the partial charge is pretty useful for tech punishing. Usually followed up with 236c on hit for a combo.
236b Mid hitting icicle. Not super cancelable at all. I don't recommend using this at all.
236{b} Two mid hitting icicles. One is pointed 45 degress up and the other is just the same as her non charged version.  This is usually used in EX ice combos. I wouldn't use it outside of combos except when looking to hit jumpers. Not air unblockable >.>
236c EX ice. Her main source of damage when used in a combo. No startup invinciblilty so I wouldn't recommend using this as a wakeup reversal

j.236a Icicle in the air.
j.236b Icicle in a slightly higher angle in the air
j.236c EX air ice. Use this move to punish techers or to hit people wiffing a move with long recovery from a far.

214a Randomly drop a cat between this pinkish cat that does nothing or a tabby cat that launches untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214c out at anytime.
214b Randomly drop a cat between a black cat and a white cat. White cat will continue to push the opponent across the screen while the black cat will knock them down untechibly. You can only have one of these out at anytime. This does not add to the 214a and 214c count.
214b ~ b Ensure a black cat comes out.
214c Tin cat. Hits high on the way down and launches on the way up untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214a out at anytime.

421a At least my teleport wasn't touched. Like the old version, disappears and reappears moving approximately 4 character spaces in the direction you were facing.
421b Jumps.... but doesn't.
421c Dashes in although not as far as it would seem.
421D LOL HAMMER. Here's what it looks like. This move starts up like any other teleport would, then she turns into a huge hammer and smacks you with a fully untechable overhead. Can't ground tech this one folks. This move has very short recovery as she seemingly recovers right as she reappears. Enough time for you to actually dash in at max range and hit them with a 5a and combo. Though be careful as people can super out of this move on reaction. This move is also perfectly safe on block.  :teach:

623a Twirly kick, same as MBAC Len's 623a. -2 on block. The last hit is also shieldable during the blockstring.
623b Twirly kick again. This one has longer start up and makes her jump further. You can now combo after the wall slam from the last roundhouse kick. Minus frames on block, so be prepared to eat a full combo if you use this in a blockstring.
623a/b ~ a Makes Len hop again hitting more times, but doesn't do her roundhouse kick. +1 on block.
623a/b ~ b Stops Len from doing the last roundhouse kick. Great for tickthrows, but the opponent can mash out quite easily.
623c A bit of startup invincibility. Can combo after if it hits them and they're in the corner. Not a very good reversal so I wouldn't use this much.

63214c This is a new move C-Len has where she puts out a floating orb that floats around you. This move has some interesting properties where they don't actually hit the opponent unless the other guy is in a combo. Anytime you attack them in such a way that hitting them would increase the combo counter, these orbs will hit them invalid or not. These orbs can easily increase the damage on your combos by around 100-200 damage per orb, but be careful using this move as it can easily screw up your launcher. Usually it won't since you'll have them out when you hit with 5c anyways. At most you can have 2 of these orbs floating around you at anytime.

Combos
All damage tested on VSion with critical hits turned off.
Note: Every EX ice combo can be used by H-Len. If you see an EX ice combo here not listed in the H-Len section, it is because either I forgot or it's not worth the meter.

(5a) 5c(4) 4b j.bc j.bc AT 3992 dmg
Standard meterless BnB. Doing 2b before 4b actually reduces the damage so you might as well stick with this one.

(5a) 5c(4) 2b xx 5b 4b j.bc j.bc AT  4193 dmg
Better meterless BnB combo. Slightly harder, but 200 more damage.

(5a) 5c(4) 4b 236c 236{a} xx 236{b} j.bc j.bc AT 4838 dmg
Generic EX ice into double ice combo.

(5a) 5c(4) 4b 236c 236{a} 2b 214c 4180 dmg
Guaranteed knockdown into rocketcat still works.

(5a) 2c 4b 236c 236{a} xx 236{b} j.bc j.bc AT 4189 dmg
For when you hit with 2b, which is one of her 3 low hitting moves.

(5a) 5c(4) 4b 236c x 236{a} j.c airdash AT 5a(1) 5c(5) j.bc j.bc AT 4952 dmg
Standard EX Ice relaunch combo in the corner.

2b 4b 2a(wiff) AT 5a(1) 5c(4) j.bc j.bc AT 3993 dmg
This combo is no longer worth it because of it's increased difficulty and weaker damage, but it's still here for anyone who want's to show off with it.

623c 5a(1) 5c(1) j.bc j.bc AT 4571  dmg
If you hit with 623c do this combo.

Throw into corner 5a(1) 5c(4) j.bc j.bc AT 2550 dmg
This is now a very usable combo since you can now choose the direction of your throw.

Throw into corner (3c/5a 5c(1)) 236c 236{a} 236{b} j.bc j.bc AT 3375 dmg with 3c
Standard 100% meter throw combo.

421D dash 5a(1) 5c(4) j.bc j.bc AT 4025
Lol we all need a hammer combo.

421D 5c(5) 236c 236{a} 236{b} j.bc j.bc AT 4891 dmg
Hammer + Double Ice? Sounds good.

421D 5c(5) 236c 421D 5c(5) j.bc j.bc AT 4797
Lool double hammer combo anyone?


Blockstrings
Not much different than her MBAC counterpart.
Try not to hit with more than two hits of her 5c as it's easily shield bunkerable
Instead of wiffing 5a or 2a you can now do 63214c which sets up a floating orb. This is just something to mix it up with though.
236a -> 236c still works, so you can stick that in there somewhere.

Mixups/Okizeme/Miscellaneous
  • Fuzzy guard is still IAD j.b/c double jump j.c j.2c 5a -> combo
  • New easier fuzzy gaurd: Jump forward j.cb double jump j.c j.2c 5a -> combo
  • Because she now has a good overhead she can use, mixing in 421D at maximum range can often catch people who think you're just teleporting since your so far and thus score a free combo.
  • Like the old MBAC Len, a partial charge 236a can catch forward techers after any mid screen combo.
  • 236c is still a very effective way to catch all techers in the corner.
  • tk j.236c is also still a good way to catch any forward techers at mid screen. Will also still otg them if they choose to not tech.
  • Because of her weakened air normals, you have to be a bit more cautious when throwing out your j.c and j.a

OTG Strings
In this section, whenever you see ender, it means ending your otg string with a special of your choice. What you use is up to you and the situation at the time of you doing the otg string.
Enders of choice
214b{6}
214c
63214c
421D
623a~b
2a 5c(2) 2b 5b 4b ender
This is the one I was using in MBAC, but because 3c no longer connects in this otg string now, you can simply just end it early.
Because of her newly acquired loli hammer, you can now choose to end your otg string with 421D at anytime you think they'll neutral or back tech. This will smack them high as soon as the get up.
2b 5c(2) 5b 4b 3c ender
This otg string is much simpler to do and you can still stick in that 623a~b at the end if your close enough.

H-Len
Short Summary
Her style of play is a lot C-Len except better zoning. Without double black cat her ground zoning is still worst compared to that of MBAC Len. However, she gains better zoning in the form of j.236a/b
 
Normals
5b IT'S A LOW OMG!!! Comes out at 8 frames and hits OTG. This move is an amazing improvement from Crescent Len's 5b.

Specials
Most of H-Len's specials are the same as C-Len's.
236a Low icicle. Same as Crescent Len's 236a. If used as a blockstring ender, it's minus frames. Super cancelable on hit, block and wiff when the icicle is completely out. Hard to combo into 236c on reaction.
236{a} Charged low icicle. This move gives plus frames on block and is also super cancelable on hit, block and wiff. This move is usually used with a cat covering your charge. Using the partial charge is pretty useful for tech punishing. Usually followed up with 236c on hit for a combo.
236b Mid hitting icicle. Not super cancelable at all. I don't recommend using this at all.
236{b} Two mid hitting icicles. One is pointed 45 degress up and the other is just the same as her non charged version.  This is usually used in EX ice combos. I wouldn't use it outside of combos except when looking to hit jumpers. Not air unblockable >.>
236c EX ice. Her main source of damage when used in a combo. No startup invinciblilty so I wouldn't recommend using this as a wakeup reversal

623a Twirly kick, same as MBAC Len's 623a. -2 on block. The last hit is also shieldable during the blockstring.
623b Twirly kick again. This one has longer start up and makes her jump further. You can now combo after the wall slam from the last roundhouse kick. Minus frames on block, so be prepared to eat a full combo if you use this in a blockstring.
623a/b ~ a Makes Len hop again hitting more times, but doesn't do her roundhouse kick. +1 on block.
623a/b ~ b Stops Len from doing the last roundhouse kick. Great for tickthrows, but the opponent can mash out quite easily.
623c A bit of startup invincibility. Can combo after if it hits them and they're in the corner. Not a very good reversal so I wouldn't use this much.

j.236a Air icicle that keeps the momentum of her air movement. This move is very useful for backing off defensively as well as keeping pressure on a cornered opponent. Mostly tk'ed. If you tk this move and hit at max range, you can't dash back in since Len's dash isn't very fast. Launches on hit.
j.236b Air icicle that hops you slightly up and backwards. Useful in some situations such as baiting reversals. I'd rather use j.236 though.
j.236{B} This charged icicle angles up about 45 degrees. Mostly used in her meterless combo for damage.
j.236c EX air ice. Use this move to punish techers or to hit people wiffing a move with long recovery from a far.

214a Randomly drop a cat between this pinkish cat that does nothing or a tabby cat that launches untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214c out at anytime.
214b Randomly drop a cat between a black cat and a white cat. White cat will continue to push the opponent across the screen while the black cat will knock them down untechibly. You can only have one of these out at anytime. This does not add to the 214a and 214c count.
214b ~ b Ensure a black cat comes out.
214c Tin cat. Hits high on the way down and launches on the way up untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214a out at anytime.

421a Disappear and reappear in the same spot. You can hold a for her to stay vanished for as long as you hold the button or 6 seconds (6 sparkles including the initial one). You can get hit in the place you were before you vanished.
421b Disappear and reappear about 3 character spaces infront. You can hold b for her to stay vanished for as long as you hold the button or 6 seconds (6 sparkles including the initial one). You can get hit in the place you were before you vanished.
421c Disappear and reappear directly above where you vanished at about the height of a jump. You can hold c for her to stay vanished for as long as you hold the button or 6 seconds (6 sparkles including the initial one). You can get hit in the place you were before you vanished.

Combos

Important note: In MBAA, they have added a new universal super jump canceling thing. Remember Tohno Shiki and Nanaya back in MBAC and how they could do what people dubbed as a super jump cancel? This was how Nanaya players fixed their ever present problem of not being able to hit with that second j.c In MBAA all characters now has this so called super jump cancel. The trick to doing it is to hit jump right as you hit the other player or input 2 9. This will make you jump higher from your jump cancel. This is important to know because it becomes easier to link her second j.bc into AT in H-Len's most powerful meterless midscreen combo.

As per usual, all damage tested on VSion with critical hits turned off.
Note: All of C-Len's EX ice combos still work and is still Len's most damaging meter combo.

(5a) 5c(4) 4b j.bc j.bc AT
Generic bnb combo stolen from MBAC/C-Len.

(5a) 5c(4) 4b 236c 236{a} xx 236{b} j.bc j.bc AT 4838 dmg
Generic EX ice into double ice combo.

(5a) 5c(4) 3c 236c 236{a} xx 236{b} j.bc j.bc AT 5157dmg
Does more damage than the generic double ice combo. Also doesn't reverse beat.

Throw 3c xx 4b jump, double jump j.b AT
Midscreen throw combo.

(5a) 5c(4) 2b xx 5b 4b tk.236{b} 29(super jump forwards) j.bc sj(air superjump cancel) j.bc AT 4322 dmg
Flashy and decent damage. This is probably her most damaging midscreen meterless BnB. Try to delay the 2b -> 5b as much as possible to make the air combo later connect right.

(5a) 5c(4) 2b xx 5b 4b j.bc sj(air superjump cancel) j.bc AT 4193 dmg
If you can't do the tk combo, you can do this one.

(5a) 5c(4-5) 623b xx 5a 5c(2) j.bc j.bc AT 4745 dmg
One of her most damaging meterless corner combo

2b xx 4b 2a(wiff) AT [6aaa 2a(wiff) AT] x2 6aaa j.bc j.bc AT
Corner combo. Hard as fuck for moderate damage. Wheeeee
Not even sure it works on the entire cast. At least it's meterless.

2b xx 4b 2a(wiff) AT 6aaa 623a 236c 236{a} 236b{b} j.bc j.bc AT
Corner again. This time it's a bit easier than the one above, uses 100% AND does less damage. Fuck this shit.

2b xx 4b 2a(wiff) AT [6aaa 2a(wiff) AT] x2 6aaa 236c 236{a} tk236{b} j.b AT
Another stupid corner combo. Slightly more difficult than the meterless corner combo. More execution and 100% meter for like 200-300ish more damage. Seriously, fuck these combos.

Anytime you do ...236c 236{a} in the corner, instead of doing the relaunch, you can do j.c airdash AT and go into the 6aaa loop.
Blockstrings

OTG Strings
H-Len doesn't really have a need for OTG strings since you're better off fishing for tech punishes. However, in the case that you need to use one to kill off an opponent...

5b 5c(2) 5a 6a 2b 3c 623a~b (Yoshino's OTG string)

Mixups/Okizeme
  • After any mid screen 236c combo, instead of choosing to relaunch you can use 2b and 421a/b/c. This gives you a simple teleport mixup.
  • Alternate fuzzy guard: j.cb double jump j.c j.2c ... combo
  • 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.

5
Len / F-Len's Reflecter
« on: August 21, 2009, 01:46:12 PM »
Here's a list of things that F-Len's 214a can reflect
All of Ciel's black keys including ex versions and the charged version
All of Hisui's stuffu
F-WLen's 236 series, including ex version
F-Warachia's 236 series, including air and ex versions
H-Aoko's 214 series, including ex version
F-Aoko's 236 series, including ex version
C-Nero's 236 and 623 series, not including ex versions
H-Nero's 236, series not including ex versions
F-Nero's 236, series not including ex versions
F-Mech Hisui's 214 series, including ex versions. Her 236C also get's reflected (Dunno why, but it just looks so funny whenever I see that get reflected)
H-Mech Hisui's 236 series, including ex version
F-Len's 236 series, including ex version
Kohaku's 2222c in F and C mode
Kohaku's 22222c in F and C mode (My god so many 2's)
All of Warc's blood rings, including air and ex version. Also, LOOOL FUCK YOU GEASS RING I REFLECT YO ASS

That's all I got, let me know if you guys find anymore

Edit: Apparently you can reflect F-Kohaku's 5[C] as well, BUT DON'T DO IT! IT'S A FREE FULL SCREEN UNBLOCKABLE
Here's a video
http://www.youtube.com/watch?v=wTY8vKtEp1E
Edit2: It's actually full screen guyz
http://www.youtube.com/watch?v=hTTBfDVoASc

EDIT: Only 214a can reflect the above

6
Len / Cosplayer Len?!?
« on: August 21, 2009, 12:15:53 PM »
You've all seen this before

 :fap: :fap:

And fapped to this

 :fap: :fap:

BUT LEN'S NOT DONE YET
MAIDO

 :fap: :fap: :fap: :fap: :fap:

YUKATA

 :fap: :fap: :fap: :fap: :fap:

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