Melty Blood/MBAACC/Neco & Mech/Full Moon: Difference between revisions
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== General Gameplan == | == General Gameplan == | ||
Given her lackluster defense and health pool, and being very very dependent on Neco Arc's placement, precision in movement is very much required to play this character. | |||
=== Neutral === | === Neutral === | ||
F-NecoMech has quite some decent buttons for Abare, so mastering the use of her ground buttons is really key; her two best ground buttons, '''5B''' and '''2B''', both provide quite a more than decent disjoint to try and control your grounded neutral game. | |||
* '''5B''' is +1 on block, covers a very good area, but do not spam it. As soon as you see your opponent jumping it, use it less frequently. | |||
* '''2B''' is slightly faster than 5B, making hitconfirms easier, but it leaves you wide open on whiff. Can work as an Abare option thanks to its range. | |||
* '''j.A''' is your best air to air option, fast 3f startup with a very good hitbox. | |||
* '''j.C''': whenever you're in a good range from your opponent, j.C is quite a good button to air to air, and it can also work for air to ground approaches. | |||
Now, for buttons you will use to hit Neco Arc: | |||
* '''j.[C]''': basically, the reason to play this character. It's your best tool to control space and force favorable situations. Against a cornered opponent, you can jail them by covering the air with j[C] Neco projectile while Mech holds the ground. Once your opponent begins to respect it, you can begin converting to strike / throw situations. Use this all day unless you face a character that could zone you out. Keep Neco close to you and your opponent will be scared to approach you, which can let you start charging meter to force a reaction out of them and make them deal with Neco. | |||
* '''6C''': Also a very useful projectile, but less active than j[C] projectile. You also have considerably more recovery from "whiffing" 6C. Used mainly to catch airborne opponents, mainly after air techs or jump-out attempts in corner, if you happen to have Neco close to you. | |||
* '''6[C]''': Used mostly to play fullscreen, but due to 6[C]'s higher startup, you're likely to lose any projectile fight. If you manage to get the hit or trade, you can get some time to approach since this Neco projectile wallbounces. Also launches Neco the furthest away from you, which is not a good position to be in. | |||
=== Pressure === | === Pressure === | ||
Pressure with F-Necomech isn't the best in the game, but it's still pretty decent and simple strike / throw pressure.<br> | |||
She has a suprisingly fast forward walk, which means she can stagger effectively without having to rely on her slow startup dash. A basic example of this would be 2AA or 2A > 5B into forward walk 2A/5A or throw. 5C is +6 on block which gives you plenty of time to go for strike / throw as well.<br> | |||
Her reward from landing a throw is generally good. If you happen to have Neco close by after a successful throw, hit her with a slightly delayed j[C] to set up another strike / throw situation. If Neco is slightly further away, you can do meaty 236A and proceed to setup the jC > IAD jA fuzzy guard mixup. Best of all, these setups work anywhere on the screen, so performing them properly and looping them correctly will make your opponent regret not teching that throw.<br> | |||
Take advantage of max range 5B, as many characters struggle trying to challenge it directly. If they do try to challenge it, you can try going above their options with AID jC, which should go above most grounded normals thanks to F-Necomech's airdash trajectory. When your opponent starts jumping out of your pressure, it can be dangerous as your grounded options aren't immediately effective against airborne approaches.<br> | |||
< | If your opponent remains airborne for too long, remember you can use Neco 6C projectile to clip their landing. Just be careful if they land from too high an angle relative to Neco, the projectile may whiff. If the opponent tries to get out of the corner by double jumping, Neco 6C projectile is also a solid option since it autocorrects to the side your opponent is, in case they happen to have gone behind you.<br> | ||
Be very mindful of Neco's position in the corner so as to not hit her immediately. Keep tabs of which normals you use in your pressure string so the pushback leaves you close to Neco. Keeping this proper Neco spacing in mind lets you reset pressure with her in two ways: | |||
First is by taking advantage of 5B or 5C plus frames to jump and hit Neco with j[C]. Second, doing a chain of normals that allows you to hit Neco with a spaced 6C. At the best spacing possible, you should be plus on block enough to get back in with forward walk / dash.<br> | |||
That's as far as your best pressure options go. 623X are negative on block but can be used as safe pressure enders since they're practically unpunishable at the max range they can hit from. 214x and 236A/B are very plus on block, but your opponent has no reason to respect you due to the very high startup they have, giving them plenty time to mash or get out. | |||
<u>'''Combos/Okizeme'''</u> | |||
Off any clean hit or air CH, there's only one combo you should go for. Omit the 5C from the optimal combo and instead perform a dashjump after j[C]. If done properly and you don't SJ, the dash momentum should carry throughout the air combo and into the air throw, leaving you much closer to your opponent compared to a regular air throw ender. Usually, the position you're left at after airthrow ender is abysmal, since it leaves Mech far away from the opponent, meaning they can jump away without much to fear.<br> | |||
It's a bit tight but after an air CH, you can land 5B/5C into 6[C] which lets you follow up with j[C]. You want 5B/5C to hit as low as possible so j[C] won't whiff after 6C. | |||
If you reach the corner, You can omit the later air series portion of the combo and simply end in 2C delay 236A after the last j[C] in order to set up the fuzzy guard mixup. If Neco happens to be too close to corner from either already being their or being knocked into it from your combo, end the combo in a third j[C] and quickly hit Neco with another j[C] in order to set up a strike / throw mixup. If you're very lucky and Neco hits behind the opponent, this vacuums your opponent away from corner, letting you set up a cheeky left / right mixup<br> | |||
In order to manage meter, you can end the ground portion of the combo early with 5C (623A) 623C, which deals an absurd amount of damage. If you're close to corner and would rather extend the combo a little further, you can do j[C] dj9 j[C] 2C > 214C, which lets you set up the fuzzy guard mixup. If your opponent happens to block it but you manage to land a throw after and since Neco is behind your opponent due to 214C, you can set up a left / right mixup with 236A > neutral jump drift. | |||
<u>''' Fuzzy guard video example:'''</u> | |||
<youtube>yVGBCAwKxsg</youtube> | |||
Doesnt work on: Miyako, Len, White Len, Aoko, Satsuki, PCiel, Tohno, Nanaya Neco Arc, NAC. <br> | |||
Only doable from neutral jump & tight: Hime, Arcueid, Warc, Roa, Hisuis, Ryougi.<br> | |||
Works easily on: Rest of the cast. | |||
=== Defense === | |||
'''Just block.''' If you don't block, you'll explode.<br> | |||
All the full moon specific universal options are on the mediocre end. It's very important that you manage your meter properly and stay close to Max in order to recover health in case something goes wrong. Your normals are good to challenge grounded pressure but not forward jump or IAD, specially against characters with strong air to ground options.<br> | |||
Since her shield counter moves you forward, you're prone to having air approaches go behind you, meaning you'll get whiff punished. 22A / 22B are too slow to be properly used as parries, and the extra hitbox is air blockable, as well as having very high recovery. Meanwhile, 22C has full invul on startup, but it is easy to OS, punishable on block (although -5 is rather tight to punish) and Neco will jump out early if Mech is pushed during the startup of the move. | |||
== Combos == | == Combos == |
Revision as of 11:36, 5 November 2021
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
F-NecoMech Match Video Database
CancerisR's guide, on which this page is based upon (Spanish)
Players to watch/ask
Name | Color | Region | Common Venues | Status | Details |
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naminori (波乗り) |
Japan | A-cho, Big One 2nd, KorewaMelty |
Inactive | The best FNecoMech there was and ever will be. Understands the character on a different level. Watching naminori VODs is one of the best ways to find out what to do as FNecoMech in all types of situations and will allow you to apply that to your own gameplay. | |
Darko | North America | Netplay | Inactive | Can be found in the main Melty Blood server. | |
Aurro | North America | Netplay | Active | FNecoMech enjoyer and will help anyone who wants to learn or know more about the character. Found in the Melty Blood Community server. |
Overview
F-NecoMech, barely functional, but fun. | |
Pros | Cons |
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F-Necomech is a barely functional, bad character in CC due to a combination of mostly mediocre to bad buttons, risky defensive options, and paper thin defense, which means you'll die constantly from any interaction, all in exchange for a character with several risks and mediocre reward Even then, if you're willing to fight hard and suffer for your victories, F-Necomech will offer just about enough tools for you to make it.
General Gameplan
Given her lackluster defense and health pool, and being very very dependent on Neco Arc's placement, precision in movement is very much required to play this character.
Neutral
F-NecoMech has quite some decent buttons for Abare, so mastering the use of her ground buttons is really key; her two best ground buttons, 5B and 2B, both provide quite a more than decent disjoint to try and control your grounded neutral game.
- 5B is +1 on block, covers a very good area, but do not spam it. As soon as you see your opponent jumping it, use it less frequently.
- 2B is slightly faster than 5B, making hitconfirms easier, but it leaves you wide open on whiff. Can work as an Abare option thanks to its range.
- j.A is your best air to air option, fast 3f startup with a very good hitbox.
- j.C: whenever you're in a good range from your opponent, j.C is quite a good button to air to air, and it can also work for air to ground approaches.
Now, for buttons you will use to hit Neco Arc:
- j.[C]: basically, the reason to play this character. It's your best tool to control space and force favorable situations. Against a cornered opponent, you can jail them by covering the air with j[C] Neco projectile while Mech holds the ground. Once your opponent begins to respect it, you can begin converting to strike / throw situations. Use this all day unless you face a character that could zone you out. Keep Neco close to you and your opponent will be scared to approach you, which can let you start charging meter to force a reaction out of them and make them deal with Neco.
- 6C: Also a very useful projectile, but less active than j[C] projectile. You also have considerably more recovery from "whiffing" 6C. Used mainly to catch airborne opponents, mainly after air techs or jump-out attempts in corner, if you happen to have Neco close to you.
- 6[C]: Used mostly to play fullscreen, but due to 6[C]'s higher startup, you're likely to lose any projectile fight. If you manage to get the hit or trade, you can get some time to approach since this Neco projectile wallbounces. Also launches Neco the furthest away from you, which is not a good position to be in.
Pressure
Pressure with F-Necomech isn't the best in the game, but it's still pretty decent and simple strike / throw pressure.
She has a suprisingly fast forward walk, which means she can stagger effectively without having to rely on her slow startup dash. A basic example of this would be 2AA or 2A > 5B into forward walk 2A/5A or throw. 5C is +6 on block which gives you plenty of time to go for strike / throw as well.
Her reward from landing a throw is generally good. If you happen to have Neco close by after a successful throw, hit her with a slightly delayed j[C] to set up another strike / throw situation. If Neco is slightly further away, you can do meaty 236A and proceed to setup the jC > IAD jA fuzzy guard mixup. Best of all, these setups work anywhere on the screen, so performing them properly and looping them correctly will make your opponent regret not teching that throw.
Take advantage of max range 5B, as many characters struggle trying to challenge it directly. If they do try to challenge it, you can try going above their options with AID jC, which should go above most grounded normals thanks to F-Necomech's airdash trajectory. When your opponent starts jumping out of your pressure, it can be dangerous as your grounded options aren't immediately effective against airborne approaches.
If your opponent remains airborne for too long, remember you can use Neco 6C projectile to clip their landing. Just be careful if they land from too high an angle relative to Neco, the projectile may whiff. If the opponent tries to get out of the corner by double jumping, Neco 6C projectile is also a solid option since it autocorrects to the side your opponent is, in case they happen to have gone behind you.
Be very mindful of Neco's position in the corner so as to not hit her immediately. Keep tabs of which normals you use in your pressure string so the pushback leaves you close to Neco. Keeping this proper Neco spacing in mind lets you reset pressure with her in two ways:
First is by taking advantage of 5B or 5C plus frames to jump and hit Neco with j[C]. Second, doing a chain of normals that allows you to hit Neco with a spaced 6C. At the best spacing possible, you should be plus on block enough to get back in with forward walk / dash.
That's as far as your best pressure options go. 623X are negative on block but can be used as safe pressure enders since they're practically unpunishable at the max range they can hit from. 214x and 236A/B are very plus on block, but your opponent has no reason to respect you due to the very high startup they have, giving them plenty time to mash or get out.
Combos/Okizeme
Off any clean hit or air CH, there's only one combo you should go for. Omit the 5C from the optimal combo and instead perform a dashjump after j[C]. If done properly and you don't SJ, the dash momentum should carry throughout the air combo and into the air throw, leaving you much closer to your opponent compared to a regular air throw ender. Usually, the position you're left at after airthrow ender is abysmal, since it leaves Mech far away from the opponent, meaning they can jump away without much to fear.
It's a bit tight but after an air CH, you can land 5B/5C into 6[C] which lets you follow up with j[C]. You want 5B/5C to hit as low as possible so j[C] won't whiff after 6C.
If you reach the corner, You can omit the later air series portion of the combo and simply end in 2C delay 236A after the last j[C] in order to set up the fuzzy guard mixup. If Neco happens to be too close to corner from either already being their or being knocked into it from your combo, end the combo in a third j[C] and quickly hit Neco with another j[C] in order to set up a strike / throw mixup. If you're very lucky and Neco hits behind the opponent, this vacuums your opponent away from corner, letting you set up a cheeky left / right mixup
In order to manage meter, you can end the ground portion of the combo early with 5C (623A) 623C, which deals an absurd amount of damage. If you're close to corner and would rather extend the combo a little further, you can do j[C] dj9 j[C] 2C > 214C, which lets you set up the fuzzy guard mixup. If your opponent happens to block it but you manage to land a throw after and since Neco is behind your opponent due to 214C, you can set up a left / right mixup with 236A > neutral jump drift.
Fuzzy guard video example:
Doesnt work on: Miyako, Len, White Len, Aoko, Satsuki, PCiel, Tohno, Nanaya Neco Arc, NAC.
Only doable from neutral jump & tight: Hime, Arcueid, Warc, Roa, Hisuis, Ryougi.
Works easily on: Rest of the cast.
Defense
Just block. If you don't block, you'll explode.
All the full moon specific universal options are on the mediocre end. It's very important that you manage your meter properly and stay close to Max in order to recover health in case something goes wrong. Your normals are good to challenge grounded pressure but not forward jump or IAD, specially against characters with strong air to ground options.
Since her shield counter moves you forward, you're prone to having air approaches go behind you, meaning you'll get whiff punished. 22A / 22B are too slow to be properly used as parries, and the extra hitbox is air blockable, as well as having very high recovery. Meanwhile, 22C has full invul on startup, but it is easy to OS, punishable on block (although -5 is rather tight to punish) and Neco will jump out early if Mech is pushed during the startup of the move.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > 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 period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit 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:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as 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 Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Starter
Enders
OTG Pick ups
Normal Combos
Misc. Combos
Shield Counter Confirm
Raw Air Throw Confirms
Aerial CH Confirms
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also 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, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
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 move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5C
Crouching Normals
2A
2B
2C
Jumping Normals
j.A
j.B
j.C
Command Normals
6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
236X
No laser sprites, framedisplay is bugged. No laser sprites, framedisplay is bugged. EX EX
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623X
Fingerbritt
623A/B/C |
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214X
22X
A/B A/B (Clash) (Clash) EX EX
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Arc Drive
L.S.O (Superhuman Sister Alliance)
41236C during Max/Heat |
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Another Arc Drive
L.S.O (Superhuman Sister Alliance)
41236C during Blood Heat |
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Last Arc
Saturday Night Forever
Aerial EX Shield during Blood Heat |
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