Melty Blood/MBAACC/Neco-Arc Chaos/Full Moon: Difference between revisions
(→623X: Added move summary) |
m (→Move Descriptions: Thrice erasure) |
||
Line 189: | Line 189: | ||
|frameAdv=-10 | |frameAdv=-10 | ||
|invuln= | |invuln= | ||
|description=NAC turns his arm into a claw and pinches at an angle of 35° upwards, hits | |description=NAC turns his arm into a claw and pinches at an angle of 35° upwards, hits three times and launches on hit. Mostly used as a pressure tool, its first hit being jump cancellable on block opens up interesting possibilities. Unlike C/H-Nac's 5[B], F-Nac is unable to repeatedly pinch by mashing B after the initial attack. However, this is not a huge loss given the limited utility of 5[B]~B(N). </br>Despite apparences, 5B does not work very well as a grounded anti-air: it's too slow, it will often trade or downright lose to a jump-in due to its extended hurtbox, it doesn't reach high enough and whiffing it leaves you open for ages. | ||
}} | }} | ||
}} | }} | ||
Line 242: | Line 242: | ||
|frameAdv=0 | |frameAdv=0 | ||
|invuln= | |invuln= | ||
|description=Three adorable small kicks, hits low | |description=Three adorable small kicks, hits low three times. Tied with 5A for F-NAC's fastest attack but has a slightly longer range. Your main combo starter, really easy to hitconfirm. Key button for your 50/50 and fuzzies out of j.B. Would be an all-around amazing normal if not for NAC's size, still really good by NAC's standards.</br>While rather slow for a 2A, NAC's 2A is the most active 2A in the game with a total of 9 active frames. This means pressing 2A is at least a 17f commitment, which is significantly more than most of the cast. Thankfully, 2A can be backdash cancelled even on whiff, giving you full invincibility as soon as the active frames end. | ||
}} | }} | ||
}} | }} | ||
Line 272: | Line 272: | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln= | |invuln= | ||
|description=Centipede, hits low | |description=Centipede, hits low three times. The first hit knocks the opponent down, the two other hits launch. An overall really important button for F-NAC, it recovers quite fast and has decent horizontal range making it one of your most usable button in neutral. Used in blockstrings and in most combos. 2B's first hit is the only reliable way for F-NAC to get okizeme access outside of Ground/Air Throw. While a 2B(1) ender gives you the best possibilities for oki (either a 22A crow or more time for a mixup) it comes with a tradeoff in damage as it means completely forgoing your air combo. | ||
}} | }} | ||
}} | }} |
Revision as of 18:09, 27 December 2022
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 |
---|---|
|
|
Additional Resources
Players to watch/ask
JP:
- Text goes here after asterisk
- Text goes here after asterisk
NA:
- Text goes here after asterisk
- Text goes here after asterisk
Overview
F-NAC is a joke character who accomplishes nothing. | |
Pros | Cons |
|
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
Combo Notation Help | |
---|---|
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.
|
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:
|
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
Corner Combos
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). |
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
|
Normal Moves
Standing Normals
5A
5B
5C
Crouching normals
2A
2B
2C
2C
[2C] |
---|
Jumping Normals
j.A
j.B
j.C
Command Normals
3C
6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Blood Heat
Blood Heat
A+B+C during MAX |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Grounded Specials
236X
623X
214X
22X
Aerial Specials
j.236X
Nero Chaos Theater "Bird"
j.236A/B/C |
---|
j.214X
Arc Drives
624C
Meowsey Roll JC
63214C |
---|
426C
Dusk of the Cat
41236C |
---|
Another Arc Drive
Cat's Repayment Super Curse
41236C during Blood Heat |
---|
Last Arc
Summoning! Kaleidostick Strike
Grounded EX Shield during Blood Heat |
---|