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Author Topic: H-White Len  (Read 11671 times)

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Offline WintySoSolo

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H-White Len
« on: January 12, 2012, 10:35:53 AM »
I feel like there is very little reason not to just play Cmoon. Unless you really love the crouch animation.(which I do)

bnbs so far:
2A 5C 5A6AA 623[A] 2C 5B 4B jBC jBC j6E
easy combo from 2A that doesn't have problems of double 623A combos.

2A 5C 5A6AA 623[A] delay 5B 2C 623A 4B jBC jBC j6E
second combo has a lot of problems with the second 623A missing or becoming 421A because 2C crosses up. Working on fixing these things, it's most reliable when you hit the corner before the 2C so it doesn't cross up. Anyone know other ways of solving this?

5A 6A 5C 2B 623A delay 5B 2C 623A 4B jBC jBC j6E
slightly less than the first combo, starts from 5A. Frustrating because even with the increased hitstun i s till have trouble making 2B 623A connect.

623B 5A(whiff) 6AA 623[A] delay 5B 2C 623A jBC jBC j6E
combo from overhead. Only works point blank. getting 6A to combo is frustrating.

j6E 623A delay 5B 2C 623A 5C jBC jBC j6E
doesn't work from above a certain height because 623A will whiff. This is just a frustrating character.


I'm having a hard time finding something good to do from 63214C. Does anyone know anything?

Offline T3U

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Re: H-White Len
« Reply #1 on: January 13, 2012, 01:37:36 AM »
Some other info:

A relaunch combo (corner only):

-5A 6A 5C 2B 623A delay 5B 2C 623A iad j214A delay 5A 2C 623A 236[A]

~3.2k meterless setup.  The ice propulsion from iad j214A is supposed to hit them, causing a ground bounce.  The relaunch part tacks on about 300 damage.


H-WLen Combo after 63214C:

-63214C 623B delay 623A delay 5B 2C 623A 4B 5C jBC djBC AT

Does ~3k.

Offline T3U

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Re: H-White Len
« Reply #2 on: January 13, 2012, 01:44:35 AM »
Hmm...been thinking of playing around with this character for a while but from what I gather she's still one of the weaker characters in the game? What does she excel at and what are her weaknesses?

Her run is one of the fastest runs in the game (still slower than VSion and Arc), and combined with her long ranged normals, she can close gaps pretty quickly.  Unlike C and F WLen, she doesn't have the long vulnerability after doing a dash, so characters that can easily abuse this window of vulnerability (i.e. C-Roa, F-VAkiha) won't be able to play keepaway as effectively anymore.  Blocked 5A 6A in the corner can lead to tick command throw setups as well.  After a full combo into airthrow, she can land and run right up to her downed opponent (untechable airthrow).

Unfortunately, in favor of run speed and no dash vulnerability, she loses space control tools that both C and F have.  She may have j236[A], but this hardly amounts to various ice structures that cover the stage floor.  Her normals are slightly slower than other rushdown characters, and multiple hits on 5B/5C pushes her back really far on block, so her rushdown performance doesn't measure up to the same level.  She's like a bastardized H-VSion but with a few more anti-air options.

If you're at a character-locked event (like JP arcades), then she would be excellent for very specific match-ups.  Otherwise, you may be better off with an alt. character.

Offline Synthesis

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Re: H-White Len
« Reply #3 on: February 28, 2012, 05:01:33 PM »
I've been getting her j.214A relaunch combos to work midscreen.... is this character specific?
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Offline Cristu

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Re: H-White Len
« Reply #4 on: March 21, 2012, 01:10:18 AM »
Anyone know the theory about the j.214 loops?

Like the combo in 0:41 here http://www.nicovideo.jp/watch/sm16972573

This is the coolest character in the game imo
A little bit of console ain't too bad.

Offline Cristu

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Re: H-White Len
« Reply #5 on: March 21, 2012, 05:48:53 AM »
Answering my own question. There are still some things I don't understand about that combo, but here is the meat:

In order to j.214A ground bounce them, you need to hit it with the bottom of it. So you can do j.BC j.214A. To be able to do that, you need launcher that doesnt launch too high. 5C is the best, 5B is ok. After the j.214A done correctly, you can do 5B 2C 6AAA and link it into j.AC j.214A loop, but the link 6AAA j.A is hard and deppends on hitstun. If your combo have too much hits, probably wont be possible. I still couldnt link 5A 6AA into j.A or do the 5B after the j.214A, so for now I did an adapted combo without them, using 2A 2C instead of 5B 2C, and instead of looping, doing an EX and finishing with 623[A] 4.8k with oki and 100% meter: http://www.youtube.com/watch?v=NdRl6jUvYok

I'll try harder tomorrow.
I think her oki combo should be: 2A 5C 5A 6AA 2C 5B j.BC j.214A *land* 5B 2C delay 5A 6AA j.AC j.214A *land* 5B 2C into oki. Might do 6k + oki.

By the way anyone know if that attack the guy used in the end of that nicovideo combo is really untechable knockdown?
« Last Edit: March 21, 2012, 06:27:26 AM by Cristu »
A little bit of console ain't too bad.

Offline Cristu

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Re: H-White Len
« Reply #6 on: March 22, 2012, 02:58:33 AM »
Deppending on 2A 5C range is madness. This combo I've done before is impratical :{, maybe only useful for punishing.

So here is the 2nd day combo with a much pratical starter:
2B 623A 5B 2C 5C 4B 236C 2C 623A 5B j.BC j.214A *land* 2A 2C 623A
http://www.youtube.com/watch?v=rhLcWQuMkMs

You can add another 623A between the 2C and the 5C 4B, but it seems that 1 hit makes the combo much harder.
« Last Edit: March 22, 2012, 03:02:56 AM by Cristu »
A little bit of console ain't too bad.

Offline Cristu

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Re: H-White Len
« Reply #7 on: March 24, 2012, 05:59:07 AM »
Ok, 2B 623A is bad too since 2B is mid and 623A is uncancelable and negative =/

So today I think I'm getting to the right path. 2C is her attack to use first and her main ground footsie. It reaches longer then 2B, moves forward, have better hitbox and is very positive on block.

If 2C confirms 5A5C/5A5C4B are probably the best options:
http://www.youtube.com/watch?v=hUwMhrGWv8o

If 2C is blocked - 2B wont let them leave the ground (perfect punish against jump outs). You can go for 5A on block too, since it gets you closer with the 6AA. I still didnt go much further in her strings though. Will be posting here when I find out.
A little bit of console ain't too bad.

Offline Synthesis

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Re: H-White Len
« Reply #8 on: June 04, 2012, 11:18:27 AM »
Not bad. I'll have to put some vids together for what I've come up with. How are you guys recording?
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Offline FireBearHero

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Re: H-White Len
« Reply #9 on: August 08, 2012, 12:28:11 AM »
damage values are on v.sion

bnb
2A>2B>5C>2C>delay 5A>5A>5B>4B>JBC>JBC>AT (4457)
2A>2B>5C>623A>delay 5B>2C>623A>4B>JBC>JBC>AT (4147)
5B>2B>2C>delay 5A>5A>5C>aerial (4261)
BE5B{CORNER}>5C>2C>623A>4B>JABC>JABC>AT (3730) forgot this, oops
BE5B{MIDSCREEN}>623A>2C>delay 5A>5A>5C>JBC>JBC>AT (3357)

h-moon chain
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 623A>delay 5B>2C>623A>4B>JBC>JBC>AT (4457) CHARACTER SPECIFIC BTW
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 2C>623A>delay 5B>4B>JABC>JABC>AT (4455)

ice setups
2A>2B>5C>2C>IAD J214A>delay 5A>2C>623A>BE236A (2870)
2A>2B>5C>623A>delay 5B>2C>623A>IAD J214A>delay 5A>2C>623A>BE236A (3454) CHARACTER SPECIFIC BTW

h-moon chain ice setups
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 623A>delay 5B>2C>623A>IAD J214A>delay 2A>2C>623A>BE236A (3836) VERY CHARACTER SPECIFIC
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 2C>623A>IAD J214A>delay 2A>2C>623A>BE236A(3507)

low shield counter
623A>2C>623A>5B>4B>aerial
623A>2C>623A>BE236A

raw air throw
standing shield counter
aerial counterhit
2C>623A>5B>5C>aerial (3106 raw AT)
5B>2C>623A>5C>JABC>JABC>AT(3152 raw AT) Character specific

corner throw
63214C
5A>2C>623A>5B>5C>aerial (3176 corner throw)

I guess that's everything? This character is actually pretty legit :psyduck:
no thanks to jp bbs and jp wiki for being loaded with awful inferior character specific crap exclusively <3
(such as the neko loop 5A>2A>2C>5A>5A>2C>5A>5A>2C>2A>2A>2C>5A>2C>~ oh boy so useful and practical)

« Last Edit: August 08, 2012, 12:45:07 AM by FireBearHero »

Offline FireBearHero

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Re: H-White Len
« Reply #10 on: August 08, 2012, 11:11:57 AM »
Well FireBear, now that you've exposed some of the potential of this character, there's no excuse to refuse playing her, right? Right? :nyoro:

Good shit though, could've sworn everyone dropped to play Mitsuru Arena. Sigh.

I'm totally playing the shit out of her. Hopefully some offline today or tomorrow. Definitely a lot this weekend.

Not gonna play P4A much. I don't like BlazBlue and I don't like the even crappier persona version either.

JBEB>JBE236A>BE236A "so fucking annoying"
JBEB>JBE236A>623B
JBEB>JBE236A>BE623B>63214A "fuck"

Hime seems to fall too fast for 2C>anything to be possible. Hopefully just netplay.
« Last Edit: August 08, 2012, 06:37:42 PM by FireBearHero »

Offline FireBearHero

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Re: H-White Len
« Reply #11 on: August 09, 2012, 11:46:08 PM »
Hime is fat and has a weird hitbox, but 2C stuff works, it's just tight and/or inconsistent (?).

I'm trying to get the universal BE236A set-up pat down but the 2C -> 623A (ugh why does she have a delayed version) -> BE236A part is murderous. The cancel window for 2C is still weird/aggravating as ever.

Another combo question: How did you get that corner BE5B combo to work? How are you getting the 2C after 5C to connect? It sends too far up in my experience (is it 5C(1)?).

Do it really fast, BE5B(1), skipping 5C are some options.
There's probably a bunch of characters you can't get hard knockdown on from BE5B.

In most cases 5C>2C works instead of 5B>2C in stuff and it's used in this case because 5B isn't available.

SO YOU GOT AN ICE SPAM COUNTERHIT? 623A>delay 5B>2C>623A>BE236A goes with everything.
JBE236A cancels itself if you TK it. Doing the air version TKd and going into a command grab or low would be pretty nasty when mixed in with delayed TK JBE236A (which doesn't cancel). It's probably worth skipping the relaunch J214A stuff so you can keep your jump cancel to do this instead of the ground version.
« Last Edit: August 09, 2012, 11:57:20 PM by FireBearHero »

Offline FireBearHero

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Re: H-White Len
« Reply #12 on: August 19, 2012, 03:35:22 PM »
Stuff that seems to actually be useful:
5A>6A>5C>2A>5A>6A>6A e z frametrap picked up with 2C>5B>4B aerial
2B>5A>6A>5C>2C>2A>5A>6A>6A e z frametrap pick up with 5B>4B aerial

If they get hit finish h-moon 123 asap and pick it up with 2C>5B>4B (omit 2C if you used it already obv)
Fuck 623A.
You can just BE236A when falling after AT. Even some of the nastier DPs can be bypassed by air backdashing before doing it.
They can jump out, but honestly that seems to make it easier since 214B has fully invincible startup and is air unblockable- much better bet than trying anything with these awful normals.
On the plus side 63214B can be mixed in anywhere so that tends to draw some scared 2A pokes.

It's like warc except you spam from the ground, I guess? OTL