Melty Blood/MBAACC/Neco-Arc Chaos/Full Moon: Difference between revisions
(→236X) |
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|frameAdv=-14 | |frameAdv=-14 | ||
|invuln= | |invuln= | ||
|description=NAC changes his leg into a monstrous mouth, hits 4 times and launches on hit. This move's ability to [[Melty_Blood/Glossary#Frame_Trap|frametrap]] after 2B and into 3C makes it a cornerstone of F-NAC's blockstrings. Also used in post-airthrow corner okizeme as it catches jump outs and beats low shield. Important to 214C combos when too far for the standard 5A 2C followup. Rarely | |description=NAC changes his leg into a monstrous mouth, hits 4 times and launches on hit. This move's ability to [[Melty_Blood/Glossary#Frame_Trap|frametrap]] after 2B and into 3C makes it a cornerstone of F-NAC's blockstrings. Also used in post-airthrow corner okizeme as it catches jump outs and beats low shield. Important to 214C combos when too far for the standard 5A 2C followup. Rarely seen in combos otherwise due to its high proration and low damages.</br>Outside of blockstrings, 5C is a really risky button: if whiffed you'll be unable to act for almost a full second with an extended hurtbox out. On a hard read, 5C can be used in neutral to catch people jumping or airdashing at F-NAC, but be mindful of how risky this is. | ||
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|circuit=5.9%, 6.3% (12.2%) | |circuit=5.9%, 6.3% (12.2%) | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard= | |guard=HA | ||
|startup=9 | |startup=9 | ||
|active=7 | |active=7 | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Tentacle, hits high twice. | |description=Tentacle, hits high twice. Your only jumping overhead and consequently your best jump-in, overall one of F-NAC's most important button: used in combos, neutral, as an air-to-air and the closest thing this character gets to a high-low mixup. On some occasion can crossup.</br>Like almost every F-NAC normal it extends his hurtbox before the hitboxes appear which means j.B will rarely trade positively and you'll often get counterhit of its startup both by air-to-airs and by grounded move with a decent vertical hitbox (whether they have upper-body invulnerability or not). | ||
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|circuit=2.7%*3, 4.5% (12.6) | |circuit=2.7%*3, 4.5% (12.6) | ||
|cancel=SP, EX, J | |cancel=SP, EX, J | ||
|guard= | |guard=LHA | ||
|startup=9 | |startup=9 | ||
|active={{Tooltip | text=8| hovertext=4 hits. 3, 2, 2, 1}} | |active={{Tooltip | text=8| hovertext=4 hits. 3, 2, 2, 1}} | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=Same animation as 5B. Terrible against jump-ins, will often just straight-up whiff. | |description=Same animation as 5B. Terrible against jump-ins, will often just straight-up whiff. In most situations 623A is a better shield follow-up than this. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB |
Latest revision as of 14:38, 10 May 2024
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
Players to watch/ask
JP:
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NA:
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Overview
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Pros | Cons |
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General Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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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
Corner Combos
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
3 first hits 3 first hits Final hit Final hit Recovery hurtbox Recovery hurtbox
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Crouching normals
2A
2B
1st hit 1st hit 2nd and 3rd hit 2nd and 3rd hit Recovery hurtbox Recovery hurtbox
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2C
2C
[2C] |
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Jumping Normals
j.A
j.B
j.C
Recovery green Recovery green
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Command Normals
3C
Green boxes Green boxes (Pre-1st hit/Pre-2nd hit/Post-hit) (Pre-1st hit/Pre-2nd hit/Post-hit)
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6C
Before the active frames Before the active frames
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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
Grounded Specials
236X
A/B A/B EX EX
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623X
A/B A/B EX EX EX Circuit Break hitbox EX Circuit Break hitbox
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214X
A/B's spew hitboxes (hits low) A/B's spew hitboxes (hits low) A/B A/B EX EX EX wallslam hit EX wallslam hit
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22X
A/B A/B EX EX EX A/B EX A/B
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Aerial Specials
j.236X
Nero Chaos Theater "Bird" j.236A/B/C A/B A/B EX EX
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j.214X
A/B A/B EX EX
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Arc Drives
624C
Meowsey Roll JC 63214C Sole true reversal Sole true reversal Final hit Final hit
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426C
Dusk of the Cat
41236C |
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Another Arc Drive
Cat's Repayment Super Curse
41236C during Blood Heat |
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Last Arc
Summoning! Kaleidostick Strike
Grounded EX Shield during Blood Heat |
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