|description=Neco-Arc jumps forward and fires a downard eye beam. B version makes Neco-Arc jump higher.
|description=Neco-Arc jumps forward and fires a downard eye beam. B version makes Neco-Arc jump higher. Primarily used for oki setups and a risky option in neutral.
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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.
Former F-Kouma main, the most active F-Necomech player right now. Found in Melty Sud.
Overview
Playstyle
F-NecoMech focuses on controlling the screen and setting up strong okizeme thanks to her Neco projectile.
Pros
Cons
Screen presence: Neco projectile + long range buttons provide good screen control.
Corner carry: Almost every confirm can lead into full corner carry.
Mixup capability: Can loop strike / throw situation backed by j.[C] Neco hit or set up a iad jA fuzzy that works on a large portion of the cast.
Knowledge-checky: Being an obscure character, most players will often initially fall for some of the faker gimmicks like the Neco specials.
Poor Health: Has the third lowest health and the game plus a decreasing health modifier at lower percentages.
Risky defensive options: 22C can be easily interrupted once your opponent understands how it works combined with low health, a slow backdash, and weak antiair options means you're often relegated to blocking.
Reliant on Neco's positioning: Unlike her other two moons, F-NecoMech does not have access to a special that can reposition Neco Arc from anywhere on the screen, relying on better control of where do you send Neco with your attacks.
Linear pressure: Aside from strike / throw, there is not much else to do in order to open up a blocking opponent. Extending pressure requires either proper Neco positioning in order to hit her with a well spaced 6C / j.[C] orthe opponent respecting the very slow Neco-reliant specials.
Committal neco options: Almost all of F-NecoMech's neco actions have extremely high total duration, it can be extremely committal to use them in neutral, even from fullscreen.
General Gameplan
F-Necomech is a barely functional character in MBAACC due to a combination of several mediocre buttons, risky defensive options, and paper thin defense (somehow there is a worse moon). However, if you're willing to put the blood, sweat, and tears, she happens to have some unique tools to keep her opponents in place. As F-NecoMech does not have any specials that can reposition Neco from anywhere on the screen, you will need to have extra awareness of her position as well as your opponent's in order to use Neco to the fullest extent possible.
Neutral
5B Strong disjoint, +1 on block, and pretty good startup + recovery on whiff. Best used to control the ground game, but doesn't hit too high up, so stop using it when your opponent goes airborne
2B Slightly faster than 5B and multihit can make hitconfirming it easier. Be careful as it has very high recovery on whiff, hitting even lower than 5B.
j.A 3F startup and a very good hitbox makes it your strongest air to air option.
j.C: Used mainly when your opponent is out of range from j.A. Solid air to air and air to ground due to its three hitboxes (The attack hits once but hits in different points).
Regarding the buttons you hit Neco Arc with:
j.[C]: Arguably F-NecoMech's best tool and the reason she is not bottom of the barrel. It's your best option 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. Be careful of doing j.[C] carelessly as the opponent can counterhit you during the startup.
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 after air techs or jump-out attempts in corner, if you happen to have Neco close to you.
6[C]: Least useful option due to 6[C]'s higher startup, mainly used to fight fullscreen. The high startup means you'll likely lose any projectile battle. 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 or reset pressure with IAD jump-in as well. Her reward from landing a throw is generally good if you happen to have Neco close to you. After landing a throw, hit Neco 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 pokes with IAD jC, which should beat 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 away, 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. Pay attention to 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 either by taking advantage of 5B or 5C plus frames to jump and hit Neco with j[C] or doing a sequence 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. 623A/B are -6 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 in order to get decent okizeme. Omit the 5C from the optimal combo and instead perform a dashjump after j[C]. If done properly and you don't super jump cancel, the dash momentum should carry throughout the air combo and into the air throw ender, 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 too 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 j.[C] hits behind the opponent, it vacuums them 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 after214C, you can set up a left / right mixup with 236A > neutral jump drift.
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 and you lose the invulnerability frames if Mech is pushed during the startup of the move.
Combos
Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
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.
Use attack X with Y follow-up input.
Input X then within a few frames, input Y. Usually used for option selects.
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:
Assume a forward jump cancel if no direction is given.
Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.
Standard okizeme combo. The trick to hitting this combo is to instantly double jump but delay the 2nd j.[C]. Alternatively you can replace the final j.[C] with 2C but you get less damage.
Hit them as low as possible with 5B. Can also go for oki route.
Move Descriptions
Frame Data Help
Header
Tooltip
Move Box Colors
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). Green: Hurt Boxes. Red: Hit(/Grab) Boxes. Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.) Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually). Blue: Reflectable Projectile Boxes.
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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
Circuit
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
Cancel
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
Guard
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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.
±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 move.
Invicibility:
Strike = Strike invincible.
Throw = Throw invincible.
Hurtbox-Based Properties:
Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.
Miscellaneous Properties
Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
Neco-Arc jumps forward and fires a downard eye beam. B version makes Neco-Arc jump higher. Primarily used for oki setups and a risky option in neutral.
EX
Damage
Red Damage
Proration
Cancel
Guard
300*8
252*8
90% (O)
-
HA (Whiffs vs. Crouch)
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
1+25
16
29
-17
-100.0%
Full 1-19
(Neco-Arc)
Damage
Red Damage
Proration
Cancel
Guard
250*10 (1705)
151*10
100%
-
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
1+24
20
29
-13
0.0%
-
Both Neco and Mech shoots beams from their eyes. Invulnerable during most of its startup.
Mech-Hisui shoots the ground at mid-range. All versions cannot hit airborne opponents.
B
Damage
Red Damage
Proration
Cancel
Guard
400*6 (2211)
(1115)
100%
-EX-
LH (Whiffs vs Air.)
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
25
21
14
-6
3.6%*6 (21.6%)
-
A longer version.
EX
Damage
Red Damage
Proration
Cancel
Guard
400*10 (3409)
(2559)
100%
-
LH (Whiffs vs Air.)
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
1+7
37
14
-12
-100.0%
Full 1-2
The EX version covers more space and causes an untechable knockdown on hit. If Neco-Arc is caught in the hitbox of this EX, she enters a dancing animation instead of being hit.
Mech-Hisui holds out a Neco in front of her. If the opponent hits this Neco while it's being held, a Clash effect will occur and Mech-Hisui will counter with an invincible, unblockable Neco electrocution. If the Neco isn't hit by the opponent, it will just jump out and become a hitbox.
The B version is a bit faster but has much longer recovery.
EX
Damage
Red Damage
Proration
Cancel
Guard
450*6 (2238)
(1452)
100%
-
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
22+3
1 (5) 1 (5) 1 (7) 1 (5) 1 (5) 1
20
-5
-100.0%
Full 1-64
EX version is a stronger but blockable variant of the 22A/B followup on clash. Invulnerable though lenghty startup. Very difficult to punish, however, this move has a flaw. If mech is moved during startup, the cat will jump out, and that is an easy punish.