The Melty Blood : Act Cadenza (PS2) thread~

Len takes more patience to play then Kouma, only for the fact that she does shit damage and she bleeds like a complete bitch.

Still want to learn her though.

:smiley:

Where would you say Kouma stands in ver. B? I honestly have no idea, so I’m guessing C tierish. Even though there aren’t any ver. B tiers yet. :rolleyes:

i play len as secondary. the biggest problem i see with her aside from the fact that she has poor defense, is that she’s not a very mobile character. she is also kind of gimmicky in ways, and most of her specials are very situational (some are nearly useless). air 236a is awesome but they changed the trajectory in ver. b (doesn’t go down at a low angle as it used to), which is kind of lame.

and while it is true that len deals relatively low damage for most part, if you can land a cross up jc with her she can do some nasty ass combos. anything starting with jc, 5c (5 hits), xx deals shitload of damage.

and i don’t know if you necessarily have to be more patient to play her than kouma. it’s a different kind of ā€œpatienceā€, anyway. kouma generally have to be patient defensively in approaching enemy on the ground; len is somewhat of a hit-and-run character where she has to jump around a lot, then wait and choose her openings before she goes on the offensive.

I mean patience as in Kouma can play defensively, SBC when needed, and land two combos and be done with your ass, where as that’s obivously not the case with Len. Does her regular BnB even net 3,000? I don’t know. Most matches I watch of her she’s barely hitting 2,800. You’re right though, in that she has to dart and weave a bit to get to where she needs to be before she goes to town. I love her stuff in the corner though, scary shit for REALZ.

OrkaDOO, post her bnb again please (including with meter in the corner)~

As for ver. B tiers, noone knows yet.

I’m POSITIVE Hisui’s gone up in rank though.

<3

I’ve been playing Len recently and I’ve noticed that her ground normals have limited range and her ground dash is really slow which combine for a weak ground game. I play against another player who uses Len and one of the things that gets me is that she has a really funky hit box when getting comboed so for some characters, may have to change up your combo a bit. But in the end you still get lots of damage.

Yeah. Ciel’s standard BnB aircombo misses most of the time beacuse of Len’s hitbox. I always reverse beat against Len when I do an aircombo with Ciel.

That is EXACTLY who I had in mind when I wrote that. :looney:

Sorry for delayed response. I was at work. D:

Anyhowwww… here are some Len stuff.

Len basic bnb combos

xx, 2b, 5c (1 or 2 hit) > jb, jc > jb, jc > throw
xx, 2b, 5c (1 hit), 236c, charge 236a, 5c (1 or 2 hit) > jb, jc > jb, jc > throw

In both cases, you will maximize damage if you learn to combo into 5b before cancelling into 2b. Using 5b before 2b also works well as a buffer to extend her hit confirmation string, which is important for Len since her 2b is practically her sweep and sometimes you might fail to react quickly enough on block.

Len JC starter combos

jc, 2a, 5b, 2b, 5c (1 or 2 hit) > jb, jc > jb, jc > throw
jc, 2a, 5b, 2b, 5c (1 hit), 236c, charge 236a, 5c (1 or 2 hit) > jb, jc > jb, jc > throw

Len JC starter combos (guaranteed on JC cross up)

jc, 5c (5 hit), 4b > jc > jb, jc > throw
jc, 5c (5 hit), 236c, walk forward, 2b, 5c (1 or 2 hit) > jb, jc > jb, jc > throw

If you cross up the opponent with a jc, you should always cancel into 5c after landing. The damage output is ridiculously huge. These combos are possible even without crossing up the opponent in certain cases, but always guaranteed after a jc cross up.

Len midscreen safe burst set-up

xx, 2b, 5c (1 hit), 236c, charge 236a, walk forward, burst

This is a very safe way for Len to burst, granted that the player has at least 200% circuit available. While on paper this almost looks like a waste of circuit, this is a very efficient tactic late in the round when both players are low in health. Especially in the case if you don’t think you can kill the opponent off by following up with a combo after the charge 236a, or if the opponent has a slight health advantage over you, this can give Len a edge to win the round.

Len 5C properties

One impotant thing people should understand is the property of Len’s 5c. The 5c has five maximum number of hits, in which hits 1~2 and 5 are cancellable. The hit stun on the first hit is longer than hit 2 and 5. The reason I specifically listed number of hits after 5c on all aformentioned combos is because because they will not work otherwise.

If you want to do 2b, 5c, 236c the 5c must be cancelled by ex ice on the first hit or the opponent will tech. In case of 2b, 5c > air combo, you can jump cancel on either the first hit or the second hit of 5c but I prefer to always do it on the first hit since it is more stable as well as makes the rest of the combo easier to verify.

The jc, 5c, xx chain is only guaranteed on jc cross up, since Len has to be right next to the opponent in order for all five hits of 5c to connect. The input timing for cancelling the fifth hit of 5c is relatively early. Visual-wise, try to input while the fourth hit of 5c makes contact with the opponent.

In a pressure string, I recommend players to cancel the 5c on the first or teh second hit (usually with 5b or 4b).

Oh crap, Len strats. I thought i’d never see the day.

misc mb info:

-len’s dash doesnt store momentum into her jumps :sad: . I’m guessing this applys to ground specials as well (havent tested yet).

-the opening frames of satsukis dash is cancelable into anything (green status?). can someone confirm if she had this in verA? Although she can jump at this piont, she too is unable to carry momentum because technically no momentum is being accumulated. Try dash 5[c] for kicks; it s funny hearing her yell ā€œmigasanai karaā€ (orka, correct this plz) and ā€œAAAHHHā€ at the same time :rofl: .

-sacchin: 5b>2c(one-hit)>623c for otg is sexy. dont know if any of you caught that from the vids posted on DL.

-Dont be fooled. Heat Activation does not have as much range as you think it may have. I’d guess that its about half a chars throw range. Crouching makes char hitboxes wider , so you are likely to land it then more often.

EDIT:
-holding shield for 1f~6f results in ex-shield. exceeding that produces normal shield.

-i came up w/ and option select air throw but it requires akira like skill though (for those that are up in that VF sheeat). basically when jumping up perform airthrow by doing 4/6+A+D then release A 1f later while still holding D. this lets you travel during your jump w/ a held shield until landing and giving you an airthrow if your opponent came into range during the startup (only) of the airthrow attempt. this can cover your mistimed airthrow attempt for a longer period.

Wait, so you don’t use Len’s launcher at all orka, you just go right into 5c?

Omohsheeroy (PHONETIKSPELLIN)~

:smiley:

Good shit guys keep it up time is ticking…till NEC… Forgive me for asking but who is that i your av Chibi??

Mama Belmont!

<3 (Aka Sonia Belmont from the original freaking Castlevania Legends on the gameboy).

:looney: :looney: :looney:

chibi tell about my tk super off of ground combo into shenanigans

ZTB: A couple of random tech. points.

Holding D for more than 5 frames produces a shield, not a EX shield. The weird thing here is if you hold D for 6 frames, you get a shield held one extra frame at zero magic circut cost.

Why are you doing 6A+D.a when A+[D] works in the same situtation? You don’t have to let go of A on the next frame for the throw to count or the shield to come out on whiff. Come on, I was doing this to you last year. :V

<- Ren user

I need an EYEAMP TLK av.

But you have to release A (while holding D) in order to travel the duration of the jump with a held shield. holding 6/4[A+D] will just get you ex-shield on whiff. holding a shield will cover you longer in the air if you misplaced/mistimed your airthrow attempt.

lol reading comprehsnion. :V

You do have to let go of A, but you do not have to let go one frame after hitting it.

@ bell:

Gimme a sprite and I’ll make one for you~

<3

In other news this past weekend was Melty Blood Hell Training Camp at Sp00ky’s place. We held a little tournament, had an assload of casuals, and even got some new faces into the game. Vids / ā€˜rankings’ should be up soon by Spooky.

I’m not happy with how I played in tourney at all as I ended up playing and learning ALOT more after the actual tournament. I got lucky against Spooky / ZTB, but in the finals Spooky out right took my anal virginity it was so bad :S.

Anyways, some new Hisui notes after messing with her with ZTB~

– You can combo INTO j.2C on standing characters and LINK a combo afterwards. No, not on counter hit either. We did something like j.A, j.2C, LAND, RUN LIKE A MOFO, 2.B, 2.C, whatever.

It doesn’t work on crouching characters, but you’re better off doing just j.2C and setting up for counter hit anyway.

– Can’t decide whether chair or bento is better in the corner for people who don’t tech after Hisui’s tech punish AC. Chair leads to random clash but bento tends to keep the opponent stationary.

– POT IS AWESOME.

– j.2C is such a god damn awesome move it’s not funny. It CAN be beat out of by the likes of Warc spamming 2.A like a WHORE. Haven’t tried anyone else yet.

– Working on using jump in / IAD WHIFF j.C so that the actual sprite / graphic of the table lands COMPLETELY behind your opponent, leaving you go low with 2.B to continue pressure / mix up.

– Hisui can CROUCH COMPLETELY UNDER all of Aoko’s starmines, which includes the HUGE ONE as well. ZTB will describe this better later, but in many of our matches I outright just wake up 2.A so that I don’t have to get up into starmine and just 2.C afterwards and go from there.

– Use j.B to IAD back and j.C when IAD’ing foward.

– 5.C has lots o’ clash frames. Hooway.

That’s all I can think of for now.

;p

Good shit guys…I can’t wait to see this…I am just learning how to Reverse Beat and I think more games need this quality…