Here's a thread completely devoted to the discussion of C-W Len! Full moon doesn't deserve all the love
Normals/Command Normals5A- A quick poke. Very small hitbox, combos into everything.
2A- W Len bends slightly and pokes. Hits low.
5B- W Len swings her orb 180 degrees in front of her. Has very good range and knocks enemy back a bit. Air unblockable. Very good zoning tool, and it dash cancellable on hit/block. Also good for CH whoring.
BE5B- Charged 5B. Same hitbox, but causes wallslam.
2B- W Len does a 2 hit yo-yo like trick with her orb. Has great range, and is used as her primary knockdown move. Gives untechable knockdown. Dash cancellable.
4B- W Len swings her orb upward. This is W Len's launcher.
5C- W Len swings her orb above her head in an arc. 2 hits, dash cancellable, air unblockable.
BE5C- Same thing as 5C, only larger hitbox. Still air unblockable, but also becomes a launcher. It also comes out faster than in MBAC.
2C- W Len reaches her foot out in front of her to trip her opponent. Untechable knockdown. Hits low.
2CC- W Len does an overhead flip-kick after the first trip. Overhead, and knocks down. Can serve as a launcher if first hit connects. (?)
BE2C- W Len goes for the same kick as 2C, but she slides forward as she does so. Very useful tool in combos.
3C- Only the second hit of 2CC. A fairly decent overhead that is hard to predict. Gives untechable knockdown and can be used for OTG setup.
J.A- W Len pokes. A bit slow, but has good range.
J.B- W Len swings the orb around from her backside. Has terrible range, and seems have the ability to be delayed if you hold B down. Can crossup.
J.C- W Len swings the orb in front of herself.
J.[C]- W Len swings the orb, but throws it as a projectile. It arcs upward slightly, and then drops towards the ground. Disappears if W Len is hit before it touches the ground. Causes W Len to float for a second while being launched.
J.2C- W Len swings the orb down.
J.2[C]- W Len swings her orb down, but throws it as a projectile. It travels downward, and then forward.
Specials236A- W Len summons an ice spike which points horizontally straight in front of her, and towards the ground.
236[A]- Same thing as 236A, but instead of damaging right away, it damages as it disappears, causing 8 hits.
236B- W Len summons an ice spike which diagonally points upwards and forwards. Air unblockable.
J.236A- W Len summons an ice spike which points downwards at a steep angle.
J.236B- W Len summons an ice spike which points upwards and slightly forwards.
623A- W Len spins into a sliding kick. Hits low. Used in all combos.
623[A]- Same as 623A, only slightly slower. Is special cancellable on block.
623B- W Len spins into an overhead orb smash. Overhead hit, has lower invincibility while spinning.
623{B}- W Len spins as if she was about to do the overhead, and then stops. Retains lower invincibility.
22A- W Len turns into her cat form and teleports a bit ahead of her old position, and then reappears.
22B- W Len fakes an ikimasuwa. (214A) Invincible while animation starts.
22C- W Len fakes a 623B. Teleports W Len forward a bit.
22D- W Len turns into cat form. She remains this way until other inputs are given.
214A- Ikimasuwa. Invincible at startup. Amazing DP.
214B- W Len jumps forward like 214A, but she goes much further. Special cancellable.
j.214A- Fast fall. W Len descends towards the ground at a 45 degree angle.
j.214B- W Len performs a 3 hit kick, which trails with ice. Only used to end combos.
421A- W Len throws a ball of ice from overhead, and it creates a small ice patch on the ground about half the stage away from W Len. Air unblockable. (Can be thrown closer/farther as well by holding back/4 or forward/6.)
421B- Similar to 421A, only the startup is longer, and it creates 2 ice patches. If the first patch hits her enemy, it will combo into the second one. Air unblockable.
63214A- W Len's command grab.
63214B- W Len does a dash and then grabs her enemy.
Ex Edge Moves236C- Ex Ice. W Len creates a large ice flower above herself. Untechable launcher. Combo linker in her meter combos. Air unblockable. Has a long startup, but safe on block.
J.236C- W Len summons multiple ice spikes in front of herself. Safe on block.
623C- W Len does a flashy looking 623B move, where the spins do damage, and the final smack wallslams. Awful Ex move and shouldn't be used.
214C- W Len launches her enemy into the air, and then does a spinning move that wallslams. Terribad damage, but can function in some OTG combos.
J.214C- W Len performs her j.236B kick, but it is attack/throw cancellable afterwards. Should only be used when you absolutely need extra damage, or off of 214A.
421C- W Len's new ice storm attack. She is invincible during the entire animation. Air unblockable, and cannot be shielded.
63214C- Ex grab. Chains into air combo.
Arc Drive- W Len throws a large orb across the screen. Moves very slowly, and hits several times on contact. Can be shield bunkered fairly easily.
Another Arc Drive- W Len throws the same orb, but it moves quickly and stuns opponent on contact long enough to go into a cinematic attack. Fairly weak, but useful as a fullscreen punish.
Last Arc- Pretty powerful?
CombosThis section is a work in progress. If you'd like to contribute any combos or other information to this section, post as a reply, and I'll make sure it gets here!
Standard Combo:
(5B) 2B 623A 5C 4B J.BC J.BC Throw/214B 214C
Standard Ex Ice Combo:
(5B) 2B 623A 5C 4B 236C delay 2[C] 623A 2B (delay) 623A Ender
Advanced Combo:
(5A) 5C 2C 623A delay 2B 623A 5B 4B 236C delay 2[C] 623A 2B (delay) 623A Ender
Ikimasuwa Combo Options:
214A 214C J.BC J.BC Throw/214B
or
214A 236C (Safe DP)
Overhead Combos:
623B 2C 623A 4B J.BC J.BC Throw/214B
623B 2C 623A 2B 623A 5B 4B 236C 2[C] 623A 2B (delay) 623A Ender
Ex Throw Combos:
63214C J.BC j.BC Throw/214B
63214C tk j.214A land 623A 2CC J.BC J.BC Throw/214B
63214C tk j.214A land 623A 5C 4B 236C delay 2[C] 623A 2B (delay) 623A Ender
63214C IAD J.2C land 236C 2[C] 623A 2B (delay) 623A 236[A]
Corner Throw Combo:
6E 5AA 5C 236C Ender
Enders:As you play W Len, I'm sure you'll notice that you find yourself doing the Ex Ice setups a lot, and this is where W Len truly shines, for this is where all of her mixups are aloud to be let loose. Here a number of maneuvers you can perform after you catch your opponent off of an Ex ice with 2[C] 623A.
236C 2[C] 623A 5C J.BC J.BC Throw/214B
This if just if you don't feel like being creative and want to go for a little more damage. Should be used to put your enemy in the corner, or to finish them off.
236C 2[C] 623A 5C 4B 236C Ender
ZOMG.
Another Ex Ice... The damage is horrible, so don't take this too seriously. This should only be used if if you're in Max mode, and feel like using up some extra circuit. Most of the time, this will put your enemy in the corner, so you can go for a corner setup off of this.
(In corner) 236C 2[C] 623A 2B (delay) 623A 236[A]
Charged ice setup. Very good move on Oki, and leaves you free to pressure to your heart's content after it forces 'em to block. Just be sure to watch out for shield bunkers.
(Midscreen only) 236C 2[C] 623A 2B (delay) 623A 22C
Very deceiving crossup. W Len's 22C is nothing but an illusion move to the untrained eye, but it actually doubles as a very small teleport. The teleport will be far enough to cross up after your enemy has been knocked down by 623A, so enjoy surprising them.
(Midscreen only) 236C 2[C] 623A 2B (delay) 623A 22C 66
DOUBLE CROSSUP. Woah there. So your past 22C crossup wasn't enough to fool your opponent? Well, W Len's dash crosses up at it's very start before she actually starts running. With this, you can effectively cross over to your opponent's other side, then cross back to your own right before you can attack. If you input 6[6], it fakes the crossup, and you remain on the same side as you would after a 22C.
236C 2[C] 623A J.[C] land 623A
If you time this right, your 623A and the hit of the j.[C] will fall on the defender simultaneously. It is instinctive to block the j.[C] high, so the 623A has a good chance of connecting if your enemy isn't paying close attention. If it does connect, you get a free combo.
(Midscreen only) 236C 2[C] 623A 421A/B
This will place a patch of ice a little ways behind your defending target. After they get up from your previous knockdown, begin pressuring them into the ice for some cool blockstrings and opportunities for mixups.
236C 2[C] 623A Heat
Safe Heat. Hey, why not?
(Corner only) 236C 2C neutral jump J.[C] land 2B
Like the J.[C]/623A mixup above, this tricky looking high/low illusion is completely safe, and will either: 1) Force your enemy to block, in which case you go into blockstrings or dash cancel 2B to apply pressure, or 2) your enemy falls for the low 2B and they eat more EX ICE!
BlockstringsWhite Len's blockstrings mainly consist of setting up an opportunity to use either her command throw. All of White Len's normals are dash cancellable, giving your enemies that respect your attacks a rude awakening when you cancel a simple 5B into a dash-in throw. It should be noted that if you're doing these strings in the corner, you can replace the command throw input with 6E. (This leads to Ex Ice, which is more favorable damage/okizime/mixups)
... 2B 623[A] 214B J.214A 63214A/C
... 5C 2C 2B 623{B} 63214A/C
...63214B
...5C/2C/5B/2B 66 63214A/C
Blockstrings off of 236[A]:
Note: Be wary of shield bunkers off of 236[A]. Make sure to mix up the blockstrings off of 236[A] to prevent being punished by it.
236[A] jump 7 J.[C] 66 J.2C J.C (double overhead)
236[A] 623{B} 2A ... (faked overhead for high/low mixup)
236[A] 623B 623[A] ... (use 623A if 623B connects, otherwise go into blocksting off of 623[A])
236[A] 22C 2A/3C (faked overhead for alternate high/low guessing game)
XAQ's ridiculous mixup: (corner only) ... 63214A/B delay 421A [4] 63214A (repeat)
If done correctly, this shit is like impossible to guard against. Basically, you command grab, chuck a piece of ice right over their knocked down body, then throw again immediately. (Ice will activate during grab animation causing about 900 damage more damage.) It has been speculated that the only way to escape this setup is to do a wakeup EX. (As the ice will prevent jump outs. Shielding and dodging will not work.)
Note: You can do W Len's normal throw instead of command throw and still combo off of it in this situation. (This may be preferable after a few reps of using the command throw.)