Character Page Progress
This page is yet a work in progress, consider joining every bit an editor to assist expand it. Please update this graphic symbol'due south roadmap page when one of the editing goals have been reached.
In Progress | To-do |
- Move Descriptions:
- Add frame information to the remaining moves.
- Add descriptions to those moves, specify how they function, cite their uses, add memes in captions, etc.
| - Additional Ressources/Players to picket/ask
- Add whatever external links to ressources such as video guides or articles.
- Overview/Full general Gameplan:
- Add together a curt summary of this character (Expand the Strengths/Weaknesses list if necessary.)
- Practice your best to describe how to play this character, change or add together subsections based on what y'all would write every bit a guide.
- (Combos:)
- (Add together tech in the OTG pickup and corner philharmonic sections.)
- Move Descriptions:
- Add images with hitboxes to the moves.
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Additional Resources
C-Neco Match Video Database
Players to watch/ask
JP:
- yoshiyumenyan (由夢にゃん)
- sakura乃nyan (桜乃にゃん)
- nishiogineko (西荻猫)
NA:
Overview
Overview
Playstyle
C-Neco-Arc needs to work equally hard as a grappler to arrive, and needs to press as many buttons equally a rushdown in one case she does go far, but her postal service-combo positioning and ability to punish techs can threaten to take rounds from even one successful approach. |
Pros | Cons |
- Frame data: Neco-Arc boasts the fastest 2A in the game at 3 frames, and her three slowest normals are frames eleven, 8, and 6.
- Backdash: Information technology has 16 frames of invincibility with simply 5 frames of recovery, its teleporting nature makes it difficult to punish on reaction, and her already-fast grounded normals can be all canceled into information technology, making them very safe.
- Tiny: Neco-Arc'due south hitbox is and then small that her opponents require unique blockstrings and combos just to forbid her from falling out, which are both always less optimal than their universal options, and require extra effort to learn. Combined with the difficulty of switching between the 2 in a bracket setting, it's mutual for her to skid through the cracks and contrary into her own combo.
| - Range of a Rat: Neco-Arc "boasts" some of the worst range in the entire genre, making information technology difficult to punish certain moves, or to even approach close enough to start pressing buttons.
- Limited mobility: Her airdash is designed for air-stalling rather than covering altitude, and her nuance startup is relatively slow at 6 frames. Her great backdash also doesn't help in this regard. Wait to use 214X liberally against foes who refuse to approach.
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Full general Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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Combos
Combo Annotation Help |
Disclaimer: Combos are written by various writers, and then the actual notation used in pages can differ from the standard i. For more information, meet Glossary and Controls. |
Ten > Y | X input is cancelled into Y. |
10 > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery menstruation. |
Ten+Y | Buttons X and Y must exist input simultaneously. |
Ten/Y | Either the Ten or Y input can be used. |
X~Y | This notation has 2 meanings. - Apply set on X with Y follow-up input.
- Input X and then within a few frames, input Y. Usually used for choice selects.
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10(west) | X input must not hitting the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections: - Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can exist shortened to j.ABC.
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sj.10 | X input is done after a super spring. Notated as sj8.X and sj9.X for neutral and forrad super jumps respectively. |
dj.Ten | Ten input is done after a double spring. |
sdj.Ten | Ten input is done after a double super jump. |
tk.Ten | Stands for Tiger Knee. Ten motion must be buffered earlier jumping, inputting the motility as close to the footing as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held downwardly. Also referred to as Blowback Edge (Be). Depending on the character, this tin can bespeak that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will merely appear if a button is previously held downwardly. This type of input is referred to as Negative Edge. |
{10} | Button 10 should only be held downward briefly to get a partially charged version instead of the fully charged one. |
X(N) | Assail "X" should only hit N times. |
(XYZ)xN | XYZ cord must be performed Northward times. Combos using this notation are usually referred to equally loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The get-go attack must be a Counter Hitting. |
Air CH | The first attack must exist a Counter Hitting on an airborne opponent. |
66 | Performs a footing forward dash. |
j.66 | Performs an aeriform forward dash, used every bit a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Rut. |
Advertisement | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Starters
Condition | Note | Damage vs V.Sion | Notes | |
Normal starter, grounded opponent | | 2169 | | Meter Gained: 29.five% | Meter Given (vs C-Moon): eight.eight% | The combo starter that ane would apply the most since 2A and 5A are fast and + on block. | | |
Normal starter, grounded opponent | | 850 | | Meter Gained: 7.0% | Meter Given (vs C-Moon): 2.ane% | A quite simple starter. It'south quite quick and this can exist used with five[B] to utilize some pressure. | | |
Normal starter, grounded opponent | | 1350 | | Meter Gained: 12.0% | Meter Given (vs C-Moon): 3.6% | This is the charged starter. The combos off this starter exercise less harm outside the corner compared to 5B. | | |
Normal starter, grounded opponent | | 2538 | | Meter Gained: 25.0% | Meter Given (vs C-Moon): 7.eight% | A very dissentious philharmonic starter. Outside of the j.C > j.2C > 2C > 5C starter, it's Neco-Arc'due south near dissentious launcher. | | |
Normal starter, grounded opponent | | 3174 | | Meter Gained: 42.0% | Meter Given (vs C-Moon): 12.6% | This is the almost dissentious launcher. While this note is a double overhead into a low, it can be adjusted on block then that at that place is only one overhead, or direct into empty low. If done in the corner, j.C > j.2C > 2A > 2B > 2C > 5C tin exist used instead, just information technology is tighter. | | |
Normal starter, grounded opponent | | 1349 | | Meter Gained: 20.0% | Meter Given (vs C-Moon): 6.0% | While 6A is not that great and the charged version is reactable, it is here for completion. | | |
Normal starter, grounded opponent | | 2367 | | Meter Gained: 36.0% | Meter Given (vs C-Moon): 10.eight% | This is an overhead starter merely it is reactable and won't be used at a college level and is also here for completion. | | |
Corner starter, grounded opponent | | 2269 | | Meter Gained: 30.0% | Meter Given (vs C-Moon): ix.0% | 5[B] has plenty hitstun to catch the opponent on the way down with 2C > 5C to relaunch. 2C > 5C needs to hit right before the opponent hits the ground. | | |
Corner starter, grounded opponent | | 800 | | Meter Gained: 10.0% | Meter Given (vs C-Moon): 3.0% | 5[C] wallbounces and a combo tin can be started there. | | |
Metered starter, grounded opponent | | 1705 | | Meter Gained: -86.0% | Meter Given (vs C-Moon): 4.2% | 421C is used here equally a poor man's Roman Cancel for 236B's recovery. Must be done correct side by side to the opponent. | | |
Metered starter, grounded opponent | | 1589 | | Meter Gained: -84.0% | Meter Given (vs C-Moon): 4.8% | Like the previous starter, just with 236A. | | |
Metered starter, grounded opponent | | 1080 | | Meter Gained: -97.0% | Meter Given (vs C-Moon): ii.0% | While information technology's a combo starter, you can only really practice OTG in midscreen. | | |
Metered corner starter, grounded opponent | - (j.236A >) j.236C > 2C > 5C
| 1968 | | Meter Gained: -89.3% | Meter Given (vs C-Moon): 7.4% | This is the non-OTG philharmonic starter off j.236C. | | |
Neco Packet 2008, grounded opponent | | 3046 | | Meter Gained: ten.0% | Meter Given (vs C-Moon): 10.7% | 421A and 241C take a chance to summon a Neco Himme who summons an air-unblockable version of Hime's pillar. | | |
Abaddon Force/Neco Parcel 2008, grounded opponent | | 1250 | | Meter Gained: 0.0% | Meter Given (vs C-Moon): 1.i% | When using Abaddon Force, a Neco-Arc may spawn which uses 5B. The same v[B] philharmonic can be used, just this has slightly different backdrop. The other attacks from Abaddon force can be just linked into 2A/5A. Neco Bundle 2008 may spawn a Neco-Arc using Abaddon Force. | | |
Enders
Condition | Notation | Impairment vs V.Sion | Notes | |
Normal starter, airborne opponent | | 1100 | | Meter Gained: xiii.0% | Meter Given (vs C-Moon): 3.9% | Normally the preferred not-metered ender as it gives skillful oki. | | |
Normal starter, airborne opponent | | 1408 | | Meter Gained: ten.0% | Meter Given (vs C-Moon): three.0% | Likewise can exist written as 6/4A+D. Has worse oki than the j.2C in substitution for a petty scrap of damage. | | |
Normal starter, airborne opponent, 100% meter | | 3163 | | Meter Gained: -100.0% | Meter Given (vs C-Moon): xviii.viii% | Max harm metered ender. While information technology seems to do a ridiculous amount of damage, it is a multihit and scales quite heavily at the finish of a combo. | | |
Normal starter, airborne opponent, 100% meter | | 2272 | | Meter Gained: -75.0% | Meter Given (vs C-Moon): 8.six% | Does less damage than raw j.214C ender, just gives much improve oki. Information technology can be difficult to gain enough meridian for make j.214B connect into j.236C, and so if 1 has enough meter without j.214B, they can driblet it and get straight into j.236C. | | |
Normal starter, airborne opponent, 100% meter | | 3030 | | Meter Gained: -75.0% | Meter Given (vs C-Moon): 26.3% | This tin be used if one wants to use j.214C merely is 25.0% short on meter. Does less damage than raw j.214C due to scaling. | | |
OTG Pick ups
Condition | Notation | Impairment vs V.Sion | Notes | |
Normal starter, grounded opponent | | text | | Meter Gained: text | Meter Given (vs C-Moon): text | text | | |
Normal Combos
Condition | Notation | Damage vs V.Sion | Notes | |
Normal starter, grounded opponent | - (2A/5A >) (2B >) 2C > 5C > j.ABC > dj.ABC > j.2C
| 3836 | | Meter Gained: 86.5% | Meter Given (vs C-Moon): 25.9% | This is the standard combo starter for Neco-Arc. 2A/5A > 2B > 2C tin exist used every bit a hit confirm. | | |
Normal starter, grounded opponent | - 5B > delay j.BC > dj.BC > j.2C
| 3311 | | Meter Gained: 58.0% | Meter Given (vs C-Moon): 17.iv% | A late spring abolish is needed for j.B to connect. j.214CB cannot be linked into j.236C with this route. | | |
Normal starter, grounded opponent, 100% meter | - 5B > j.A > dj.B > j.214B > j.236C
| 2803 | | Meter Gained: -59.5% | Meter Given (vs C-Moon): xiii.ii% | This is the j.214B > j.236C route. | | |
Normal starter, grounded opponent | | 2976 | | Meter Gained: 50.0% | Meter Given (vs C-Moon): xv.0% | This is a crossunder 5B philharmonic. | | |
Normal starter, grounded opponent | - five[B] > j.BC > dj.BC > j.2C
| 2889 | | Meter Gained: 63.0% | Meter Given (vs C-Moon): 18.9% | The midscreen 5[B] combo. Can get more from being done in the corner. | | |
Normal starter, grounded opponent | - 5C > 2C > 2B > j.ABC > dj.ABC > j.2C
| 4245 | | Meter Gained: 83.0% | Meter Given (vs C-Moon): 24.9% | Drop the j.As to gain enough height to end with j.214B > j.236C. | | |
Normal starter, grounded opponent | - (j.C >) (j.2C >) 2C > 5C > j.ABC > dj.ABC > j.2C
| 4777 | | Meter Gained: 99.0% | Meter Given (vs C-Moon): 29.7% | Drib the j.As to proceeds enough tiptop to finish with j.214B > j.236C. | | |
Normal starter, grounded opponent | - 6A~6B~6C > j.BC > dj.ABC > j.2C
| 3388 | | Meter Gained: 74.0% | Meter Given (vs C-Moon): 22.2% | Drop the j.As to proceeds plenty height to finish in j.214B > j.236C. Cannot connect j.214B into j.236C | | |
Normal starter, grounded opponent, 100% meter | - 6A~6B~6C > j.A > dj.B > j.214B > j.236C
| 3016 | | Meter Gained: -46.v% | Meter Given (vs C-Moon): 17.1% | This is the j.214B j.236C route. | | |
Normal starter, grounded opponent, | - half dozen[A]~6B > 2C > 5C > j.ABC > j.ABC > j.2C
| 4034 | | Meter Gained: 93.0% | Meter Given (vs C-Moon): 27.9% | In one case half-dozen[A] is charged, the 6B followup tin be cancelled into 2C > 5C, leading to higher damage. | | |
Corner Combos
Condition | Notation | Damage vs Five.Sion | Notes | |
Normal starter, grounded opponent, | | text | | Meter Gained: text | Meter Given (vs C-Moon): text | text | | |
Motion Descriptions
Frame Data Help |
Header | Tooltip |
Move Box Colors | Light gray = Collision Box (A movement defective one ways it can go through the opponent's ain standoff box). Green: Hurt Boxes. Crimson: Hit(/Grab) Boxes. Yellow: Clash Boxes (When an active hitbox strikes a disharmonism box, the active hitbox stops being active. Multi-hit attacks tin can beat disharmonism since they will withal progress to the adjacent hitbox.) Magenta: Projectile-reflecting boxes OR Non-hitting attack trigger boxes (commonly). Bluish: Reflectable Projectile Boxes. |
Damage | Base of operations damage washed by this assail. (X) denotes combined and scaled damage tested confronting standing V. Sion. |
Carmine Damage | Harm done to the recoverable cherry-red health bar by this attack. The values are inherently scaled and tested against standing Five. Sion. (Ten) denotes combined harm. |
Proration | The correction value set by this set on and the mode it modifies the scaling during a cord. Come across this page for more details. X% (O) ways X% Overrides the previous correction value in a combo if X is of a lower percent. 10% (G) means the current correction value in a combo will be Multiplied by 10%. This tin also exist referred to as relative proration. |
Circuit | Meter gained by this assail on hit. (10%) denotes combined meter gain. -X% denotes a meter price. |
Cancel | Actions this move can be cancelled into. SE = Self cancelable. N = Normal cancelable. SP = Special cancelable. CH = Cancelable into the next role of the aforementioned attack (Concatenation in instance of specials). EX = EX cancelable. J = Jump cancelable. (X) = Cancelable only on striking. -10- = Cancelable on whiff. |
Guard | The fashion this move must exist blocked. L = Can block crouching H = Can cake standing. A = Can cake in the air. U = Unblockable. |
Startup | Amount of frames that must pass prior to reaching the active frames. Too referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (ten) frames are difficult to use to determine punish windows. Mostly the larger the numbers, the more fourth dimension you have to punish. 10 denotes active frames with a duration divide from its origin move'southward frame information, such as projectile attacks. In this case, the total length of the movement is startup+recovery only. |
Recovery | Frames that this move has after the agile frames if not canceled. The character goes into i frame where they can block simply not human activity afterwards, which is not counted here. |
Reward | The divergence in frames where you can deed before your opponent when this move is blocked (assuming the motility isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least ii frames less than this move'due south negative advantage, information technology will issue in the opponent hitting that motility. ±x~±y denotes a range of possible advantages. |
Invul | Lists any defensive properties this move has. X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire motility. Invicibility: - Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties: - Total = No hurtboxes are nowadays.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties - Clash = Frames in which clash boxes are agile.
- Reflect = Frames in which projectile-reflecting boxes are agile.
- Super Armor = Frames in which the character can have hits without going into hit stun.
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Normal Moves
5A | Damage | Red Harm | Proration | Abolish | Guard | 350 | 196 | 75% | -SE-, N, -SP-, -EX-, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | four | 2 | ix | +2 | 3.5% | - | A literal poke. Very fast push, but incredibly small. You can only get one or 2 5As in a row earlier you're pushed out of range for any other buttons. | |
5B | B | Damage | Red Impairment | Proration | Abolish | Guard | 850 | 539 | 80% | N, SP, EX, (J) | LH | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | 6 | 2 | 16 | -four | 7.0% | - | A small uppercut. Moves Neco Arc slightly forward. Launches opponent. | [B] | Harm | Red Damage | Proration | Cancel | Guard | 1350 | 980 | 50% | (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 28 | 4 | 15 | -four | 12.0% | - | A bigger uppercut. Moves Neco Arc forrad for equally long as yous concord B. Also launches opponent. | |
5C | 5C | Impairment | Cerise Damage | Proration | Cancel | Guard | 1200 | 735 | 100% | N, SP, EX, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | four | two | nineteen | -4 | eight.0% | - | A pocket-sized front kick. Moves Neco Arc forrad slightly. | v[C] | Damage | Red Damage | Proration | Cancel | Guard | 800 | 1176 | 50% | N, SP, EX, (J) | LH | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 18 | 3 | xi | Text | ten.0% | - | Neco Arc extends her foot for a bigger boot. Moves Neco Arc frontward for every bit long as yous hold C. Sends your opponent to the wall. | |
2A | Harm | Red Damage | Proration | Abolish | Baby-sit | 350 | 196 | 75% | -SE-, Due north, -SP-, -EX-, (J) | LH | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 3 | 2 | 9 | +three | iii.5% | - | A small poke in the feet. Fastest move in the game, simply extends her hurtbox forward into the perfect "getting punched" range, so be careful when using this. Good for tick throws. | |
2B | 2B | Damage | Carmine Damage | Proration | Cancel | Guard | 750 | 539 | fourscore% (100% on agile frames nine-12) | N, SP, EX, (J) | LHA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | five | 12 | 8 | -6 | 8.0% | - | Neco Arc lunges frontward. Active for surprisingly long. | 2{B} | Damage | Cerise Damage | Proration | Cancel | Guard | 900-750 | 735-539 | 70-100% | N, SP, EX, (J) | LA/LHA | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | 5 | 12 | 8 | -13~+4 | 10.0-8.0% | - | Neco Arc lunges even further forward. | 2[B] | Damage | Crimson Harm | Proration | Cancel | Guard | 1050 | 833 | seventy% | Northward, SP, EX, (J) | Fifty | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 17 | 12 | 8 | -thirteen | 12.0% | - | Maximum lunge. Doesn't await dissimilar in terms of hitboxes, simply she moves much farther, roughly 1/3rd screen. | |
2C | Damage | Reddish Damage | Proration | Abolish | Guard | 1000 | 539 | sixty% | N, SP, EX, (J) | L | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 8 | ii | 20 | -three | 10.0% | - | Neco Arc claws the opponent's anxiety while crouching. The pushback on cake is enough to continue her safe from virtually 2As. You can also Reverse Trounce while yous're close plenty, and you might exist able to go away with cancelling into backdash, 236B, filibuster 623X, or 214X. Merely be smart about it. | |
j.A | Damage | Red Damage | Proration | Cancel | Guard | 250 | 147 | 75% | SE, N, SP, EX, J | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | three | four | 10 | - | 3% | - | A small poke in the air. Small and hits mid just tin can exist chained into more than j.Every bit for abrasive pressure, simply ultimately not great. | |
j.B | Damage | Cherry-red Impairment | Proration | Cancel | Guard | 600 | 392 | 100% | North, SP, EX, J | HA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | 5 | 3 | - | - | eight% | - | Neco Arc kicks her footling footsie at a downward angle. Employ this in combos. You can use this to bound in, only if j.B will hit, j.C will probably hit too, and for more damage. | |
j.C | Damage | Blood-red Impairment | Proration | Cancel | Baby-sit | 800 | 588 | xc% | N, SP, EX, J | HA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 5 | 3 | - | - | xi% | - | Neco Arc kicks her lilliputian footsie at an upward angle. Same startup and active frames as j.B merely more damage and hits much farther out in front of her. You can use this to catch people out of the air or leap in with this. | |
j.2B OFF THE Elevation ROPE! OFF THE TOP ROPE! | Damage | Red Damage | Proration | Cancel | Baby-sit | 900 | 588 | 100% | - | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | eleven | - | 16-69 | 0 (TK) | 10% | - | Neco Arc body slams straight downward from wherever she is in the air. Fully active until she hits the basis. Hold B to extend recovery up to 69 frames for no reason other than because it's funny to see Neco confront down on the ground for a full second. This movement is bad and has petty to no practical apply. You can try to grab your opponent pushing a push button, but chances are their hitbox will exist better than Neco'due south j.2B. | |
j.2C | Damage | Red Damage | Proration | Cancel | Guard | 1100 | 735 | 100% | - | HA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 3 | 2 | - | - | 13% | - | Spikes airborne opponents to the footing at an angle. They tin tech when they hit the basis, but if they don't, you lot can follow up for a combo. Use later on j.C when going in on a grounded opponent for a silly double overhead starter that deals decent damage. | |
Special Moves
True Antecedent Beam 236A/B 236A 236A 236B 236B | A | Impairment | Ruddy Damage | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | B | Damage | Reddish Impairment | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
| Damage | Carmine Impairment | Proration | Abolish | Guard | Text | Text | Text | Text | Text | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
EM Wave Ultimate Attack - Necoesthetics 623A/B | A | Damage | Red Damage | Proration | Abolish | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | B | Harm | Red Impairment | Proration | Abolish | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Super EM Wave Ultimate Set on - Necoesthetics - Stamp Rally E Japan 623C | Damage | Red Damage | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Cat Dorsum From The Underworld R (Returns) 214A/B/C (No EX) from fullscreen, these are where the cats volition exist. from fullscreen, these are where the cats will be. | A | Damage | Red Impairment | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Text | B | Damage | Red Harm | Proration | Abolish | Baby-sit | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Text | C | Damage | Red Damage | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Neco Parcel 2008 421A/B/C durururururururu durururururururu Moshi moshi, Doppio desu Moshi moshi, Doppio desu | A | Damage | Scarlet Damage | Proration | Cancel | Baby-sit | varies | varies | varies | Text | Text | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Neco-Arc calls upwardly the homies to help her out. Volition summon random Neco-Arcs that do a variety of more often than not unhelpful things. The flying Neco-Arcs can be hit past the original, and have a hitbox while falling. This move has a chance of summoning Neco-Classic-Globe, who does an air unblockable version of Hime's colonnade. Neco-Hime is a very strong button if you tin can luck out. | B | Impairment | Ruddy Damage | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Always summons three Neco-Arcs that bravely charge into the enemy's shins, only to exist defeated by the might of man sturdiness. These Neco-Arcs do no impairment, hitstun, nor blockstun, but you can use them equally a distraction while you exercise other things I guess. | EX | Damage | Red Impairment | Proration | Abolish | Guard | Text | Text | Text | Text | Text | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Become 'EM, GIRLS! The EX version randomly summons two of 421A's summons, in addition to a Neco-Arc that performs 22B summon. The motion is fast, and the super freeze lets you see what the opponent is doing, letting you bank check them accordingly. Can be used multiple times in succession, being able to get upwardly to 12 summons on screen at once if y'all practice this during MAX. Maybe you'll get lucky and summon viii Neco-Himes! | |
| Harm | Carmine Impairment | Proration | Cancel | Baby-sit | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Text | |
| Damage | Carmine Damage | Proration | Abolish | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Elite Neco Corps Abaddon Paris☆Beret 22C | Damage | Red Damage | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Flying Neco Battleship Gomoran j.236A/B/C | A | Impairment | Red Impairment | Proration | Cancel | Guard | 500 | 294 | threescore% | EX | LHA | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 11 | 19 | 18 | +x | 3% | - | Neco Arc's own version of Warc'southward Air Alte Schule, which means it's worse. The ring's hitbox grows in size the longer it stays active, and disappears on hitting, block, or when it hits the basis. Use this in neutral if you want to badger your opponent, and cancel into a super if you catch a devious hit. The hitboxes are kind of pocket-sized when they first commencement, but give them time to grow and they can get really annoying. The projectile is created on frame 8 of startup. Neco Arc has 18 frames of landing recovery, and she can recover while the ring is still active. Frame advantage is calculated using Neco Arc's Lowest Height Falling. | B | Damage | Ruby-red Damage | Proration | Cancel | Guard | 500 | 294 | l% | EX | LHA | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | 21 | nineteen | iv | -12~+2 | 8% | - | The B version is very similar to the A version, but with a few pocket-sized changes. The major divergence Neco Arc is held in identify from frame ane-17 of this move'southward startup before creating the ring. The projectile is created on frame 18 of startup. Neco Arc tin can recover in the air later on using this move, then information technology'southward all-time used higher up (-12 TK, -ten Lowest Peak Falling, +two Airborne Recovery.). | EX | Damage | Scarlet Harm | Proration | Cancel | Guard | 1000 | 980 | 50% | - | LHA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | ane+xviii | - | six | +four | - | - | Bigger version of the other rings. Hitbox size is consistent, and the ring will continue until information technology hits, gets blocked, or collides with the basis. Use this to end air combos. The projectile is created on frame 15 of this motion's mail-wink startup. Frame advantage is calculated from TK height or Lowest Height Falling. | |
I Want to Become to Crocodile Country j.214A/B doridoridoridori doridoridoridori | A | Damage | Red Damage | Proration | Cancel | Guard | 200*eight (1422) | (693) | 100% | -EX- | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 5 | 10 | - | - | 2.0*8 (16.0%) | - | Neco-Arc turns into a rocket and flies roughly halfway across the screen. | B | Harm | Cerise Damage | Proration | Cancel | Guard | 250*ten (1910) | (891) | 100% | -EX- | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | vii | 10 | - | - | 2.5*x (25.0%) | - | Neco-Arc travels faster and further, well-nigh fullscreen. | |
Six Segment God Cat j.214C | Damage | Red Damage | Proration | Cancel | Baby-sit | 120, 300*xvi (3178) | (2392) | 100% | - | LHA | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | ten | 3 (iii) 10 | - | - | -100.0% | 5-34 | Neco-Arc splits into vi parts before flight fullscreen. | |
Nyampsey Gyre AC 63214C during MAX, Estrus or BLOOD HEAT | Impairment | Cherry Damage | Proration | Cancel | Baby-sit | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Neco Ane Two Three 6A/[A]~6B~6C | 6A | Damage | Crimson Impairment | Proration | Abolish | Baby-sit | 400 | 245 | 100% | SP | LHA | Startup | Agile | Recovery | Frame Adv | Excursion | Invuln | half dozen | 4 | 16 | -viii | 6% | - | A small forrard punch, and the starter for the Neco One Two 3 rekka. Information technology's similar Aoko's One Ii Three, but smaller and much harder to country. Usually comes out on accident when you attempt to dash 5A/2A. You can't cancel 6A into annihilation only 6B, and but on hit or block. | 6[A] | Impairment | Red Impairment | Proration | Cancel | Guard | one thousand | 784 | 60% | N, SP, EX | H | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 27 | 4 | 16 | -8 | 12% | - | Charged version of 6A that makes information technology an air unblockable overhead. Y'all can cancel this into Normals, Specials, or EX moves, too as continuing the rekka on striking or block, so landing this tin get you some nice combo potential (if y'all tin spare 27 frames of charging at point bare). Would be really skillful if Neco was normal size, but she'southward non, so that's the price you pay. Likewise interesting to note, cancelling this move into a Normal will count every bit a Contrary Beat. | 6A/6[A]~6B | Damage | Carmine Damage | Proration | Cancel | Guard | 400 | 142-237 | 60-100% | [Northward], [SP], [EX], [(J)] | LHA | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | 7 | 2 | nineteen | -ix | 6% | - | The second hit of the rekka. 6B tin can merely be cancelled into Normals, Specials, EX, or (Jump) if six[A] was used to outset the rekka. Unlike vi[A], cancelling this move into a Normal will Not count as a Reverse Beat out. | 6A/6[A]~6B~6C | Damage | Red Damage | Proration | Cancel | Baby-sit | 600 | 247-413 | 60-70% | North, SP, EX, (J) | LHA | Startup | Agile | Recovery | Frame Adv | Circuit | Invuln | x | ii | 16 | -6 | 8% | - | The 3rd hit of the rekka. Launches into an like shooting fish in a barrel-to-confirm combo. Cancelling this move into a Normal will count as a Reverse trounce if 6A was used to start the rekka, simply will Non count equally a Opposite Beat if 6[A] was used to start the rekka. | |
Arc Bulldoze
Dawn of the Cat 41236C during MAX or Rut | Damage | Red Damage | Proration | Abolish | Baby-sit | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Excursion | Invuln | Text | Text | Text | Text | Text | Text | Text | |
Another Arc Bulldoze
Runaway Cat Gang Leader's Mansion 41236C during BLOOD HEAT | Damage | Red Damage | Proration | Abolish | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Afterward the regular Dawn of the True cat, Neco Arc summons this at the cease instead of just doing nothing. | |
Last Arc
Angolmois Hammer Country an EX shield during BLOOD Rut | Damage | Ruddy Damage | Proration | Cancel | Guard | Text | Text | Text | Text | Text | Startup | Active | Recovery | Frame Adv | Circuit | Invuln | Text | Text | Text | Text | Text | Text | Text | |
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