Melty Blood/MBAA/Neco-Arc Chaos: Difference between revisions

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=== Normal Moves ===
=== Normal Moves ===
'''3''': Cigarette jab while crawling forward. Clearly the most versatile move in the game, as you don't even need to press a button to do it.
'''3''': Cigarette jab while crawling forward. Will hit low and cause the FIRE animation. Clearly the most versatile move in the game, as you don't even need to press a button to do it.


'''5A''': Pokes with a cigarette. FEEL THE BURN
'''5A''': Pokes with a cigarette. Mid attack. FEEL THE BURN


'''2A''': Rapid 3 kicks.
'''2A''': Rapid 3 kicks. Will hit low, terrible recovery on whiff.


'''j.A''': A tiny poke with piss poor range.
'''j.A''': A tiny poke with piss poor range.


'''5B''': A chargable uppercut punch.
'''5B''': A chargeable uppercut punch.


'''5B (charged)''': Unleashes a claw. Does less knockback than uncharged.
'''5B (charged)''': Lobster claw. Will launch and you can press the button for multiple hits (don't do this).


'''2B''': Nero's 2B. LOLWUT
'''2B''': Centipede. Hits low.


'''j.B''': A wierd tail grows out of under Neco Arc Chaos's skirt thing.
'''j.B''': A weird tail grows out of under Neco Arc Chaos's skirt thing. Hits high.


'''5C''': A short ranged kick. Chargable.
'''5C''': A short ranged kick. Not useful.


'''5C (charged)''': A giant beast grows out of his legs and bites.
'''5C (charged)''': A giant beast grows out of his legs and bites. Will launch.


'''2C''': Nero's 2C. Chargable. Primary launcher for combos (lol).
'''2C''': Horn. Chargable. Primary launcher for combos (lol).


'''j.C''': Nero's j.C. So cash.
'''j.C''': Nightmare. Although this is an air move and combos into itself it will not hit high.


'''6C''': Some wierd dinosaur grows out of the tail. Long-ass startup.
'''6C''': Needlenose. Large startup but is the only ground overhead NAC has.


'''3C''': Nero's 4C. Gigantic vertical range.  
'''3C''': Mantis leg. Gigantic vertical range.  


'''Throw''': Nero's centipede eats the opponent, and craps them out from the sky.
'''Throw''': Throws the opponent similar to an A snake, causing them to fall out of the sky. NAC is also knocked down but recovers before (barely) the opponent.


'''Air Throw'''
'''Air Throw''': Air throw happen.


=== Special Moves ===
=== Special Moves ===


'''236''': EYE BEAMS with more dark.  
'''236''': EYE BEAMS.  


'''623''': ORAORAORAORAORAORAORA with cigarette.  
* A has significant delay and shoots horizontally and has little recovery.
* B has little delay, and shoots vertically but has more recovery.
* EX shoots between where A and B would be.


'''623C''' (EX): So useless it gets its own subsection. Hitting with it causes Circuit Break for like 3 seconds, except it does 0 damage and gives them TONS of Magic Circuit. If it's blocked, IT HEALS RED DAMAGE.
'''623''': Poke.


'''22A''': Damages the enemy with your bad smoker breath.
* A does a hideously low amount of damage and can be comboed off of 2a? Don't do this.
* B does a hideously low amount of damage and takes a longer time to come out.
* EX will cause a circuit break on hit, but will HEAL the opponent.


'''22B''': Summons animals or NACs to do something whatever. Animals work like Nero's, NACs works like Neco Arc's (i.e. useless).
All of these moves generate a huge amount of meter for your opponent on block.


'''22C''' (EX): Throws up some giant NAC heads that travel across the stage. Each hit does knockback, and it's possible to hit with it more than once.
'''22''': Mouth stuff.


'''214''': Same as Neco Arc's, except it leaves Nero illusions.
* A will breathe out a stream of gas. Will launch the enemy, so won't get all the hits in if it manages to hit. Will not push NAC back if blocked.
* B will summon a random summon that looks like Nero's animals. Unfortunately if NAC gets hit these summons go away. The possibilities are:
** Deer: Jumps forward and hits like a Nero A deer. Takes a while to summon.
** Floating Crow: Floats a while and descends at a 45 degree angle.
** Crow: Shoots like an A crow extremely low to the ground.
** Neco Arc Chaos Clone: Can summon the clones that perform the following actions, sometimes backwards.
*** NAC 5B: Summons a Neco Arc Chaos clone that performs 5B.
*** NAC Reverse 5C: Summons a Neco Arc Chaos clone that performs 5C.
*** NAC Runner: Summons a Neco Arc Chaos clone that runs forward. Will hit.
*** NAC Crawler: Summons a Neco Arc Chaos clone that crawls forward.
*** NAC Rocket: Summons a Neco Arc CHaos clone that performs 214A.
* EX throws up some giant NAC heads that travel across the stage. Each hit does knockback, and it's possible to hit with it more than once.


'''421''': Nero's deer. Works like Nero's.
'''Deer 214''': Nero's deer.


'''421C''' (EX): DEER JOUSTING. Add 1 part DEER JOUSTING and 2 parts alcohol, and you have yourself a party. Also it beats most Last Arcs.
* A will launch a deer that hits once.
* B will launch a deer that hits twice.
* EX will summon a deer that NAC will ride. If time passes and NAC is still attacking with the deer, it will disappear and he will be knocked down Here is what the deer does.
** A: Short jump forward.
** B: Long jump forward.
** C: Early dismount.


'''j.236''': Barfs up a crow. Works similarly to Neco Arc's. EX throws up dozens of crows.
'''Air Crows 236'''


'''j.421''': Same as Neco Arc's.
* A will spit a crow while continuing air momentum. There is a large recovery on landing.
* B will cause NAC to hesitate a moment before spitting out the same crow.
* EX will spit a lot of A crows.


'''63214C''' (Heat): Like Neco Arc's, except it causes Circuit Break.
'''Teleport 214'''
 
* A will teleport NAC to the opposite end of the screen. Unlike Neco Arc's teleport, NAC will instead appear with two Nero clones, making it obvious where he is.
* B will teleport NAC to the middle of the screen. Unlike Neco Arc's teleport, NAC will instead appear with two Nero clones, making it obvious where he is.
* A will teleport NAC close to the opponent. Unlike Neco Arc's teleport, NAC will instead appear with two Nero clones, making it obvious where he is.
 
'''j.214''': NECO ROCKET
* A version moves slowly and travels a short distance, but keeps the opponent grounded if it hits.
* B version goes quite far quite fast, but knocks the opponent into the air if it hits (techable)
* can be tiger knee'd quite close to the ground, so it's pretty good for pressure.
* can work as a substitute air dash in a pinch, but sparingly.
* EX splits Neco Arc Chaos into pieces, doing a Rocket Punch/Kick/Chest simultaneously.
 
'''63214C''' (Heat): Will cause circuit break on both NAC and the opponent. Knocks both players down.


'''2222C''' (Heat): Neco Arc's 22C, except with flying Neros. Shitty damage for a Heat move.
'''2222C''' (Heat): Neco Arc's 22C, except with flying Neros. Shitty damage for a Heat move.
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=== Combos and Strategies ===
=== Combos and Strategies ===


# Pick C NAC
Get used to not using a lot of your moves. If you want to be able to beat your opponent you will have to rely on your long reaching normals and your opponents lack of skill. Properly placed lasers are a source of surprise damage
# Feel embarrassed at voluntarily playing NAC
 
# DEER JOUSTING
Your blockstrings will usually look like this.
# ???
 
# PROFIT!
2a -> 2b -> 5[b] -> 5[c] -> 6c
 
The objective  of this is to hope your opponent forgets what your blockstring is and gets hit by one of these moves. If they successfully block all of them you are kind of stuck.
 
Other than that you can use j.C in the air a lot. Be aware that this move does not hit high, so you can't even trick people with it.


==Half Moon==
==Half Moon==

Revision as of 09:51, 3 February 2012

Name:   Neco Arc Chaos (ネコ アルク カオス)  —  Nicknames:    Pachineko <br\><br\> Voiced by:   Joji Nakata (中田 譲治)  —  Type:    Neco   —  Gender:   Male <br\><br\> Birthday:   ...  —  Height:   ...  —  Weight:   ... <br\><br\> Eye Color:   ...  —  Hair Color:   Gray

Introduction

Eh, what exactly is this character? It seems a mixture of Nrvnqsr Chaos and Neco Arc, but how exactly that happened is unclear... and unimportant.

This character is a complete gimmick character. Players that choose this NAC will be able to annoy everyone with funny movement moves and one of the smallest hit boxes.

Stage: NECO no you may

NECO No You May.PNG

BGM: GCV2007-Another Episode-

Crescent Moon

  • Can crawl forwards and backwards.

Normal Moves

3: Cigarette jab while crawling forward. Will hit low and cause the FIRE animation. Clearly the most versatile move in the game, as you don't even need to press a button to do it.

5A: Pokes with a cigarette. Mid attack. FEEL THE BURN

2A: Rapid 3 kicks. Will hit low, terrible recovery on whiff.

j.A: A tiny poke with piss poor range.

5B: A chargeable uppercut punch.

5B (charged): Lobster claw. Will launch and you can press the button for multiple hits (don't do this).

2B: Centipede. Hits low.

j.B: A weird tail grows out of under Neco Arc Chaos's skirt thing. Hits high.

5C: A short ranged kick. Not useful.

5C (charged): A giant beast grows out of his legs and bites. Will launch.

2C: Horn. Chargable. Primary launcher for combos (lol).

j.C: Nightmare. Although this is an air move and combos into itself it will not hit high.

6C: Needlenose. Large startup but is the only ground overhead NAC has.

3C: Mantis leg. Gigantic vertical range.

Throw: Throws the opponent similar to an A snake, causing them to fall out of the sky. NAC is also knocked down but recovers before (barely) the opponent.

Air Throw: Air throw happen.

Special Moves

236: EYE BEAMS.

  • A has significant delay and shoots horizontally and has little recovery.
  • B has little delay, and shoots vertically but has more recovery.
  • EX shoots between where A and B would be.

623: Poke.

  • A does a hideously low amount of damage and can be comboed off of 2a? Don't do this.
  • B does a hideously low amount of damage and takes a longer time to come out.
  • EX will cause a circuit break on hit, but will HEAL the opponent.

All of these moves generate a huge amount of meter for your opponent on block.

22: Mouth stuff.

  • A will breathe out a stream of gas. Will launch the enemy, so won't get all the hits in if it manages to hit. Will not push NAC back if blocked.
  • B will summon a random summon that looks like Nero's animals. Unfortunately if NAC gets hit these summons go away. The possibilities are:
    • Deer: Jumps forward and hits like a Nero A deer. Takes a while to summon.
    • Floating Crow: Floats a while and descends at a 45 degree angle.
    • Crow: Shoots like an A crow extremely low to the ground.
    • Neco Arc Chaos Clone: Can summon the clones that perform the following actions, sometimes backwards.
      • NAC 5B: Summons a Neco Arc Chaos clone that performs 5B.
      • NAC Reverse 5C: Summons a Neco Arc Chaos clone that performs 5C.
      • NAC Runner: Summons a Neco Arc Chaos clone that runs forward. Will hit.
      • NAC Crawler: Summons a Neco Arc Chaos clone that crawls forward.
      • NAC Rocket: Summons a Neco Arc CHaos clone that performs 214A.
  • EX throws up some giant NAC heads that travel across the stage. Each hit does knockback, and it's possible to hit with it more than once.

Deer 214: Nero's deer.

  • A will launch a deer that hits once.
  • B will launch a deer that hits twice.
  • EX will summon a deer that NAC will ride. If time passes and NAC is still attacking with the deer, it will disappear and he will be knocked down Here is what the deer does.
    • A: Short jump forward.
    • B: Long jump forward.
    • C: Early dismount.

Air Crows 236

  • A will spit a crow while continuing air momentum. There is a large recovery on landing.
  • B will cause NAC to hesitate a moment before spitting out the same crow.
  • EX will spit a lot of A crows.

Teleport 214

  • A will teleport NAC to the opposite end of the screen. Unlike Neco Arc's teleport, NAC will instead appear with two Nero clones, making it obvious where he is.
  • B will teleport NAC to the middle of the screen. Unlike Neco Arc's teleport, NAC will instead appear with two Nero clones, making it obvious where he is.
  • A will teleport NAC close to the opponent. Unlike Neco Arc's teleport, NAC will instead appear with two Nero clones, making it obvious where he is.

j.214: NECO ROCKET

  • A version moves slowly and travels a short distance, but keeps the opponent grounded if it hits.
  • B version goes quite far quite fast, but knocks the opponent into the air if it hits (techable)
  • can be tiger knee'd quite close to the ground, so it's pretty good for pressure.
  • can work as a substitute air dash in a pinch, but sparingly.
  • EX splits Neco Arc Chaos into pieces, doing a Rocket Punch/Kick/Chest simultaneously.

63214C (Heat): Will cause circuit break on both NAC and the opponent. Knocks both players down.

2222C (Heat): Neco Arc's 22C, except with flying Neros. Shitty damage for a Heat move.

Arc Drive: Copies Mech-Hisui's Arc Drive. Note that Neco Arc Chaos is much shorter than Mech-Hisui.

Last Arc: KALEIDO STICK

Combos and Strategies

Get used to not using a lot of your moves. If you want to be able to beat your opponent you will have to rely on your long reaching normals and your opponents lack of skill. Properly placed lasers are a source of surprise damage

Your blockstrings will usually look like this.

2a -> 2b -> 5[b] -> 5[c] -> 6c

The objective of this is to hope your opponent forgets what your blockstring is and gets hit by one of these moves. If they successfully block all of them you are kind of stuck.

Other than that you can use j.C in the air a lot. Be aware that this move does not hit high, so you can't even trick people with it.

Half Moon

Normal Moves

Special Moves

Combos and Strategies

Full Moon

Normal Moves

Special Moves

Combos and Strategies

Win Quotes

Colors

MBAACC Navigation

General
FAQ
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