Melty Blood/MBAACC/Neco-Arc: Difference between revisions

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==Introduction==
==Introduction==
A joke character that could mean real business if she ever gets in. Neco Arc specializes in punishing techs with huge damage. You just need to play Crescent Moon to actually do anything. All three moons have 63214C, which on a successful hit, forces both you and the opponent to have all directional inputs flipped (down becomes up, left becomes right, etc.) for a short period of time. For opponents not familiar with the situation, this character is a true menace.
A joke character that could mean real business if she ever gets in. Neco Arc specializes in punishing techs with huge damage. Cresent is by far the best moon and there's no situation to use half or full moon over cresent as they lack too much. All three moons have 63214C, which on a successful hit, forces both you and the opponent to have all directional inputs flipped (down becomes up, left becomes right, etc.) for a short period of time. For opponents not familiar with the situation, this character is a true menace.


'''Stage:''' Great Cats Village
'''Stage:''' Great Cats Village
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==Moon Overview==
==Moon Overview==
{{Navigation-MB
{{Navigation-MB
|Crescent=*The only one you want to play, she’s almost a real character.  
|Crescent=*The only one you really want to play, as the rest of the moons are missing key tools without anything to make up for it.  
*Legitimately no range, but once she gets in, it might be over. Her corner combo route involves a 50/50 situation from the j.2C ender: no tech and it bounces the foe back up, allowing you to continue the air combo for two more reps (~5000dmg) or if you tech, she can read the tech with 421C, which allows her to react to tech directions with 2B or charged 2B.
*Legitimately no range, but once she gets in, it might be over. She has good situations off her combos, especially in the corner.
*Oh, sometimes she summons Neco Hime with 421C. Unlike Hime’s pillars, Neco’s are air unblockable.
*Her 421C super is interesting as it doesn't have a hitbox and can be used to canceled into from specials to reduce their end lag to make yourself safe or combo, can be used to react to options and has a chance to randomly summon an air-unblockable Hime air pillar than can be confirmed from.
|Half=*You lose j.2C and the cell phone super in exchange for the universal Half Moon 5A6AA series and an air version of the laser beam series.  
|Half=*You lose Warc's air blood rings and the 421C in exchange for the universal Half Moon 5A6AA series, a long j.C that stretches diagonally downwards and an air version of the laser beam series.  
*Overall, a much weaker and less complete character, but having two laser beam series isn’t so bad. You also get a good jump-in j.C that stretches downward, but you really should just play Crescent.
*Having j.2C with the range it has is very convenient, however losing 421C and blood rings is difficult. The air lasers may seem good and they fill the same niche as cresent's j.236B. However cresent's j.236A doesn't stop Neco in mid air, which gives Neco a mixup of where they'll be to anti-air when using bloodring, which doesn't exist in half moon.
|Full=*This moon has a special air dash where Neco Arc rockets either forward or back, giving her some real aerial mobility.  
*Additionally, Neco loses j.236C to combo from and to. As j.236C ender gives very good hard knockdown, it's definitely missed here.
*Her j.C is similar to Half’s but goes upward, and her 5C is an all-purpose move.  
*5A is also slower, but generally not significant.
*She can also burrow underground for some reason.
*Half moon ends up being a general downgrade of cresent, enough so to be probably not be viable.
|Full=*This moon has a special air dash where Neco Arc rockets either forward or back, at the cost of the other moons's ability to airdash stall. Generally good.
*This moon is also missing 421C, which isn't as big a loss since this moon doesn't have 236B, but is still a notable loss.
*Loses ground laser series in exchange for air laser, where once the special is inputted, Neco jumps up and performs air laser. Very slow and losing 236B is a big loss.
*Her j.C is similar to Half’s but goes upward and becomes an unusually good air-to-air.
*The change to 5C to be a large ground move can be good for ground-to-ground interactions, but lowers combo damage. j.B is also larger, but in a way that doesn't add to neutral in the way that the 5C changes do and is slower in a way that also notcieably lowers combo damage.
*She trades the ability to burrow behind the opponent when in the corner for a single spot or advancing burrow that immerges with a hitbox. This isn't very strong however as they have long startups with no real mix. The only version that can be said to have mix is 214B as an ambiguous crossup, but needs a specific knockdown in midscreen and it doesn't combo even if it hits.
*Along with half moon, full moon is much weaker than cresent in a way that makes full probably not viable.
}}
}}



Revision as of 00:39, 28 December 2020

Necobanner.png

Introduction

A joke character that could mean real business if she ever gets in. Neco Arc specializes in punishing techs with huge damage. Cresent is by far the best moon and there's no situation to use half or full moon over cresent as they lack too much. All three moons have 63214C, which on a successful hit, forces both you and the opponent to have all directional inputs flipped (down becomes up, left becomes right, etc.) for a short period of time. For opponents not familiar with the situation, this character is a true menace.

Stage: Great Cats Village

Great Cats Village.PNG

BGM: GCV 2005

Moon Overview

Moon Style Description
Melty Blood Crescent Moon.png

Crescent

  • The only one you really want to play, as the rest of the moons are missing key tools without anything to make up for it.
  • Legitimately no range, but once she gets in, it might be over. She has good situations off her combos, especially in the corner.
  • Her 421C super is interesting as it doesn't have a hitbox and can be used to canceled into from specials to reduce their end lag to make yourself safe or combo, can be used to react to options and has a chance to randomly summon an air-unblockable Hime air pillar than can be confirmed from.
Melty Blood Half Moon.png

Half

  • You lose Warc's air blood rings and the 421C in exchange for the universal Half Moon 5A6AA series, a long j.C that stretches diagonally downwards and an air version of the laser beam series.
  • Having j.2C with the range it has is very convenient, however losing 421C and blood rings is difficult. The air lasers may seem good and they fill the same niche as cresent's j.236B. However cresent's j.236A doesn't stop Neco in mid air, which gives Neco a mixup of where they'll be to anti-air when using bloodring, which doesn't exist in half moon.
  • Additionally, Neco loses j.236C to combo from and to. As j.236C ender gives very good hard knockdown, it's definitely missed here.
  • 5A is also slower, but generally not significant.
  • Half moon ends up being a general downgrade of cresent, enough so to be probably not be viable.
Melty Blood Full Moon.png

Full

  • This moon has a special air dash where Neco Arc rockets either forward or back, at the cost of the other moons's ability to airdash stall. Generally good.
  • This moon is also missing 421C, which isn't as big a loss since this moon doesn't have 236B, but is still a notable loss.
  • Loses ground laser series in exchange for air laser, where once the special is inputted, Neco jumps up and performs air laser. Very slow and losing 236B is a big loss.
  • Her j.C is similar to Half’s but goes upward and becomes an unusually good air-to-air.
  • The change to 5C to be a large ground move can be good for ground-to-ground interactions, but lowers combo damage. j.B is also larger, but in a way that doesn't add to neutral in the way that the 5C changes do and is slower in a way that also notcieably lowers combo damage.
  • She trades the ability to burrow behind the opponent when in the corner for a single spot or advancing burrow that immerges with a hitbox. This isn't very strong however as they have long startups with no real mix. The only version that can be said to have mix is 214B as an ambiguous crossup, but needs a specific knockdown in midscreen and it doesn't combo even if it hits.
  • Along with half moon, full moon is much weaker than cresent in a way that makes full probably not viable.

Statistics

Stance 100% 75% 50% 25% Net Health
Jump 1.232 0.596 0.907 0.717 14,212
Stand 1.400 0.678 1.031 0.815 12,500
Crouch 1.512 0.732 1.113 0.880 11,577
Average 12,763

Palettes

Neco-colors.png

External Links

MBAACC Navigation

General
FAQ
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