Neco Arc Melty Blood Actress Again

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  • 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.)
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  • (Combos:)
    • (Add together tech in the OTG pickup and corner philharmonic sections.)
  • Move Descriptions:
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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:

  • Nobody notable however
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.

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.
  1. Apply set on X with Y follow-up input.
  2. Input X and then within a few frames, input Y. Usually used for choice selects.
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.
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
  • (2A/5A >) (2B >) 2C > 5C
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
  • 5B
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
  • 5[B]
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
  • 5C > 2C > 2B
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
  • (j.C >) (j.2C >) 2C > 5C
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
  • 6A~6B~6C
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
  • 6[A]~6B > 2C > 5C
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
  • 5[B] > 2C > 5C
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
  • 5[C]
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
  • 236B > 421C
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
  • 236A > 421C
1589
Meter Gained: -84.0% Meter Given (vs C-Moon): 4.8%
Like the previous starter, just with 236A.
Metered starter, grounded opponent
  • (j.236A >) j.236C
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
  • Hime Pillar
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
  • Neco doing 5B
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
  • j.2C
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
  • AT
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
  • j.214C
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
  • (j.214B >) j.236C
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
  • j.214B > j.214C
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 after asterisk
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
  • 5B > j.C > dj7.BC > j.2C
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 after asterisk
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.

Normal Moves

5A

Mbaacc neco 5a.png

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

Mbaacc neco 5b.png

Mbaacc neco 5bhold.png

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.png

Mbaacc neco 5chold.png

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

Mbaacc neco 2a.png

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

Mbccaa neco 2b.png

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

Mbaacc neco 2c.png

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

Mbaacc neco j5a.png

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

Mbaacc neco j5b.png

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

Mbaacc neco j5c.png

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

Mbaacc neco j2b.png

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

Mbaacc neco j2c.png

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

Mbaacc neco 236a.png

236A

236A

Mbaacc neco 236b.png

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

Opuba!

236C

Mbaacc neco 236c.png

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

Mbaacc neco 623x.png

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

Mbaacc neco 623c.png

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)

Mbaacc neco 214x.png

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

Mbaacc neco moshi.png

durururururururu

durururururururu

Mbaacc neco moshi2.png

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!

Abaddon Flare

22A

175x250px

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

Abaddon Force

22B

175x250px

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

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Damage Red Damage Proration Cancel Guard
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Startup Active Recovery Frame Adv Excursion Invuln
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Flying Neco Battleship Gomoran

j.236A/B/C

Mbaacc neco j236x.png

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

Mbaacc neco j214x.png

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

Mbaacc neco j214c.png

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

Mbaacc neco 63214c.png

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

Mbaacc neco 6abc.png

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

Mbaacc neco 41236c.png

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

Mbaacc neco aad.png

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

175x250px

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

General

Controls •

FAQ •

Getting Started •

System and Mechanics •

Links

Advanced

Advanced Mechanics •

Glossary •

Tier lists •

Patch Notes •

Internals •

Trials

Aoko Crescent Half Full

Aoko

Tohno Crescent Half Full

Tohno

Hime Crescent Half Full

Hime

Nanaya Crescent Half Full

Nanaya

Kouma Crescent Half Full

Kouma

Miyako Crescent Half Full

Miyako

Ciel Crescent Half Full

Ciel

Sion Crescent Half Full

Sion

Riesbyfe Crescent Half Full

Riesbyfe

V.Sion Crescent Half Full

V.Sion

Warachia Crescent Half Full

Warachia

Roa Crescent Half Full

Roa

Maids Crescent Half Full

Maids

Akiha Crescent Half Full

Akiha

Arcueid Crescent Half Full

Arcueid

Powerd Ciel Crescent Half Full

Powerd Ciel

Red Arcueid Crescent Half Full

Blood-red Arcueid

V.Akiha Crescent Half Full

Five.Akiha

Mech-Hisui Crescent Half Full

Mech-Hisui

Seifuku Crescent Half Full

Seifuku

Satsuki Crescent Half Full

Satsuki

Len Crescent Half Full

Len

Ryougi Crescent Half Full

Ryougi

White Len Crescent Half Full

White Len

Nero Crescent Half Full

Nero

NAC Crescent Half Full

NAC

Koha-Mech Crescent Half Full

Koha-Mech

Hisui Crescent Half Full

Hisui

Neco-Arc Crescent Half Full

Neco-Arc

Kohaku Crescent Half Full

Kohaku

Neco-Mech Crescent Half Full

Neco-Mech

fielderbantiong.blogspot.com

Source: https://wiki.gbl.gg/w/Melty_Blood/MBAACC/Neco-Arc/Crescent_Moon

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