Melty Blood/MBTL/Neco-Arc/Combos: Difference between revisions

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* '''''(Air Ender) {{input|j.A > j.B > j.2B(1) > j.214A~8X > jc8 > j.C(2) > j.2B(1) > j236C}}''''' (Far HKD)
* '''''(Air Ender) {{input|j.A > j.B > j.2B(1) > j.214A~8X > jc8 > j.C(2) > j.2B(1) > j236C}}''''' (Far HKD)
* '''''(Air Ender) {{input|j.A > j.B > j.2B(1) > j.214B~8X > jc8 > j.C(2) > j.B > j214C}}''''' (Damage)
* '''''(Air Ender) {{input|j.A > j.B > j.2B(1) > j.214B~8X > jc8 > j.C(2) > j.B > j214C}}''''' (Damage)
* The damage values for corner combos includes corner extensions from the relevant [[{{PAGENAME}}#Combo_Enders|Combo Enders]] section. This typically means using '''''{{input|j.A > j.2B(1) > j.236A > j.B}}''''' instead of just '''''{{input|j.A > j.B}}'''''.


Other notes
Other notes:
* The damage values for corner combos includes corner extensions from the relevant [[{{PAGENAME}}#Combo_Enders|Combo Enders]] section. This typically means using '''''{{input|j.A > j.2B(1) > j.236A > j.B}}''''' instead of just '''''{{input|j.A > j.B}}'''''.
* '''''{{input|j.C}}''''' may need to hit either 1 or 2 times for a combo to work.
* {{input|623A}} and {{input|3B+C}} are interchangable when juggling an airborne opponent, with the latter being timed to whiff its second hit. The damage and proration are identical, but {{input|3B+C}} is preferred as it damages the opponent's recoverable life and builds 12-13% more Magic Circuit.
** '''''{{input|j.C(1)}}''''' means 1 hit '''must''' be used. Using 2 hits causes the combo to drop.
** '''''{{input|j.C(2)}}''''' means 2 hits '''should''' be used. Using 1 hit may be possible but is inferior.
** '''''{{input|j.C}}''''' with no hit count specified means either 1 or 2 hits can be used. 1 hit results in slightly more damage due to better damage scaling. 2 hits builds slightly more meter and is usually a little easier to execute.
* '''''{{input|623A}}''''' and '''''{{input|3B+C}}''''' are interchangable when juggling an airborne opponent, with the latter being timed to whiff its second hit. The damage and proration are identical, but {{input|3B+C}} is preferred as it damages the opponent's recoverable life and builds 12-13% more Magic Circuit.


===A Starter===
===A Starter===
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* The {{input|3C}} route deals more damage while the Rapid Beat route builds slightly more meter.
* The {{input|3C}} route deals more damage while the Rapid Beat route builds slightly more meter.
* {{input|(5B)}} must only be used once in the combo.
* {{input|(5B)}} must only be used once in the combo.
* While these all work using {{input|3B+C}} in place of {{input|623A}}, there are better Moon Skill routes detailed below.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
Line 291: Line 296:
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2A > 2B > (2C) > 3B+C > 5B > RB1 > RB2 > j.A > j.C > j.2B > dl.j.236A > sj > j.B > j.A > j.2B > j.236A > j.214C<br> > (6A > j.A > j.2B(2) > Ground Ender) OR (6A > j.A > j.4A > j.4A > j.B > Air Ender)
   | combo        = 2A > 2B > (2C) > 3B+C > 5B > RB1 > RB2 > j.A > j.C > j.2B(1) > dl.j.236A > sj > j.B > j.A > j.2B > j.236A > j.214C<br> > (6A > j.A > j.2B(2) > Ground Ender) OR (6A > j.A > j.4A > j.4A > j.B > Air Ender)
   | damage        = {{input|623C}}:4052({{Tooltip|text=2885|hovertext=Vital Source damage}})<br>{{input|j236C}}:4037({{Tooltip|text=2897|hovertext=Vital Source damage}})<br>{{input|j214C}}:4114({{Tooltip|text=2900|hovertext=Vital Source damage}})
   | damage        = {{input|623C}}:4052({{Tooltip|text=2885|hovertext=Vital Source damage}})<br>{{input|j236C}}:4037({{Tooltip|text=2897|hovertext=Vital Source damage}})<br>{{input|j214C}}:4114({{Tooltip|text=2900|hovertext=Vital Source damage}})
   | bonusdamage  =  
   | bonusdamage  =  
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|data=
|data=
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2B > 2C > 6C~C > 623A > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2
   | combo        = 2B > 2C > 6C~C > 623A > 5B > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2
   | damage        = {{input|623C}}:3913({{Tooltip|text=2058|hovertext=Vital Source damage}})<br>{{input|j236C}}:3846({{Tooltip|text=2055|hovertext=Vital Source damage}})<br>{{input|j214C}}:3983({{Tooltip|text=2080|hovertext=Vital Source damage}})
   | damage        = {{input|623C}}:3913({{Tooltip|text=2058|hovertext=Vital Source damage}})<br>{{input|j236C}}:3846({{Tooltip|text=2055|hovertext=Vital Source damage}})<br>{{input|j214C}}:3983({{Tooltip|text=2080|hovertext=Vital Source damage}})
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2B > (5B) > 2C > 623A > 6C~C~C > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (j.A > sj > j.2B)
   | combo        = 2B > (5B) > 2C > 623A > 6C~C~C > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2 > (j.A > sj > j.2B)
   | damage        = {{input|623C}}:3937({{Tooltip|text=2058|hovertext=Vital Source damage}})<br>{{input|j236C}}:3880({{Tooltip|text=2055|hovertext=Vital Source damage}})<br>{{input|j214C}}:4017({{Tooltip|text=2080|hovertext=Vital Source damage}})
   | damage        = {{input|623C}}:3958({{Tooltip|text=2164|hovertext=Vital Source damage}})<br>{{input|j236C}}:3899({{Tooltip|text=2075|hovertext=Vital Source damage}})<br>{{input|j214C}}:4036({{Tooltip|text=2100|hovertext=Vital Source damage}})
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2B > 2C > 623A > 6C > 3B+C > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2
   | combo        = 2B > 2C > 623A > 6C > 3B+C > 5B > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2
   | damage        = {{input|623C}}:4010({{Tooltip|text=2758|hovertext=Vital Source damage}})<br>{{input|j236C}}:3943({{Tooltip|text=2755|hovertext=Vital Source damage}})<br>{{input|j214C}}:4080({{Tooltip|text=2780|hovertext=Vital Source damage}})
   | damage        = {{input|623C}}:4010({{Tooltip|text=2758|hovertext=Vital Source damage}})<br>{{input|j236C}}:3943({{Tooltip|text=2755|hovertext=Vital Source damage}})<br>{{input|j214C}}:4080({{Tooltip|text=2780|hovertext=Vital Source damage}})
   | bonusdamage  =  
   | bonusdamage  =  
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  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = 2B > 5B > 6C > 3B+C > 2C > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2
   | combo        = 2B > 5B > 6C > 3B+C > 2C > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2
   | damage        = {{input|623C}}:4067({{Tooltip|text=3032|hovertext=Vital Source damage}})<br>{{input|j236C}}:4000({{Tooltip|text=3029|hovertext=Vital Source damage}})<br>{{input|j214C}}:4092({{Tooltip|text=3054|hovertext=Vital Source damage}})
   | damage        = {{input|623C}}:4079({{Tooltip|text=3041|hovertext=Vital Source damage}})<br>{{input|j236C}}:4010({{Tooltip|text=3038|hovertext=Vital Source damage}})<br>{{input|j214C}}:4147({{Tooltip|text=3063|hovertext=Vital Source damage}})
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1 {{P-MBTL|mi}}
   | cost          = 1 {{P-MBTL|mi}}
   | metergain    = 110%<br>122%<br>120%
   | metergain    = 111%<br>122%<br>121%
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = * More optimal Moon Skill route off a non-launching confirm.
   | notes        = * More optimal Moon Skill route off a non-launching confirm.
* Using 2 hits of j.C builds a tiny bit more meter at the cost of a tiny amount of damage.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
Line 652: Line 658:


Advantages over an air combo ender:
Advantages over an air combo ender:
* 623C leaves the opponent right next to you with a longer knockdown time than j.236C, leading to better setups.
* {{input|623C}} leaves the opponent right next to you with a longer knockdown time than {{input|j.236C}}}, leading to better setups.
* Can combo into Arc Drive.
* Can combo into Arc Drive.


Disadvantages:
Disadvantages:
* Noticably less meter gain.
* Noticably less meter gain.
* Must manage the scaling of the combo so the opponent doesn't tech out during j.2B, leading to less damage from heavily prorated starters.
* Must manage the scaling of the combo so the opponent doesn't tech out during {{input|j.2B}}, leading to less damage from heavily prorated starters.


{{ComboTable-MBTL
{{ComboTable-MBTL
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   | damage        = ±0
   | damage        = ±0
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1MC
   | cost          = 1 {{P-MBTL|mc}}
   | metergain    = ±0
   | metergain    = ±0
   | oppmetergain = ±0
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = * Standard route into 623C. Damage values in the main combo table use this ender (unless an air ender is required).
   | notes        = * Standard route into {{input|623C}}. Damage values in the main combo table use this ender (unless an air ender is required).
* Whiff 5C and jump upwards for a mixup between left/right empty low, a high j.[C], or a safe meaty j.236A.
* Whiff {{input|5C}}, {{input|2B}} or {{input|2C}} and jump upwards for a mixup between left/right empty low, a high {{input|j.[C]}}, or a safe meaty {{input|j.236A}}.
* Or alternatively use 421X / 22X to fill the screen with crap. It's a good opportunity to try for a tire Neco.
* Or alternatively use {{input|421X}} or {{input|22X}} to fill the screen with cats. It's a good opportunity to try for a tire Neco.
* Safe heat with time to meaty afterwards. Blockstring into 22C 214BC for a very cost efficient unblockable.
* Safe heat with time to meaty afterwards. Blockstring into {{input|22C > 214B+C}} for a very cost effective unblockable.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
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   | damage        = +300
   | damage        = +300
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 2MC
   | cost          = 2 {{P-MBTL|mc}}
   | metergain    = +2%
   | metergain    = +2%
   | oppmetergain = +29%
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = * 22C allows Neco-Arc to dump an extra meter in the middle of a combo. It can be looped multiple times, but is not worth doing more than once as 236BC deals more damage for the same meter.
   | notes        = * {{input|22C}} allows Neco-Arc to dump an extra meter in the middle of a combo. It can be looped multiple times, but is not worth doing more than once as {{input|236B+C}} deals more damage for the same meter.
* 22C hits more times when done further from the opponent, but not too far or it won't combo. On the other hand if 22C is done early it can be recovered by using a regular jump instead of super jump.
* {{input|22C}} hits more times when done further from the opponent, but not too far or it won't combo. On the other hand if {{input|22C}} is done early the combo can still be recovered by using a regular jump instead of super jump.
* Alternatively after 22C do sj j.A into an air ender.
* Alternatively after {{input|22C}} do {{input|sj > j.A}} into an air ender.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = j.A > j.B > j.2B(2) > 236B > 236BC
   | combo        = j.A > j.B > j.2B(2) > 236B > 236B+C
   | damage        = +650
   | damage        = +650
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 3MC
   | cost          = 3 {{P-MBTL|mc}}
   | metergain    = +12%
   | metergain    = +11%
   | oppmetergain = +6%
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = * While it is possible to get all 8 hits of 236B, timing the cancel that late is risky.
   | notes        = * While it is possible to get all 8 hits of {{input|236B}}, timing the cancel that late is risky.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
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   | damage        = +1100
   | damage        = +1100
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 4MC
   | cost          = 4 {{P-MBTL|mc}}
   | metergain    = +4%
   | metergain    = +5%
   | oppmetergain = +38%
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = * Combining the 22C route with Arc Drive for a full meter dump.
   | notes        = * Combining the {{input|22C}} route with Arc Drive for a full meter dump.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
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   | damage        = -550
   | damage        = -550
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0-1MC
   | cost          = 0-1 {{P-MBTL|mc}}
   | metergain    = +11%
   | metergain    = +11%
   | oppmetergain = -21%
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = * Builds a decent chunk of meter and allows the opponent to recover in the air for a potential anti-air setup.
   | notes        = * Builds a decent chunk of meter and allows the opponent to recover in the air for a potential anti-air setup.
* 236B 421C has a significant frame disadvantage that is punishable by neutral tech into a screen-clearing EX or AD.
* {{input|236B > 421C}} has a significant frame disadvantage that is punishable by neutral tech into a screen-clearing EX or AD.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = j.A > j.B > j.2B(2) > 2BC > 421C
   | combo        = j.A > sj > j.2B > Ender
   | damage        = -550
  | damage        = -20
  | bonusdamage  =
  | cost          =
  | metergain    = -2%
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = * High proration midscreen variant. Very difficult, but works after longer combos than {{input|j.A > j.B > j.2B}}.
* Simply replace {{input|j.A > j.B > j.2B}} in any of the above combos with this.
* Input as {{input|2A~8~2B}}. Make sure not to hit left or right, as this can trigger an accidental quarter circle special.
* Alternatively use a regular double jump by inputting {{input|A~9~2B}}.
}}
{{ComboData-MBTL
  | combo        = j.A > j.2B > j.236A > j.B > j.2B > Ender
   | damage        = ±0
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1MC + 1MS
   | cost          =  
   | metergain    = +8%
   | metergain    = +10%
   | oppmetergain = -17%
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = * Unlike 236B 421C, this results in a frame advantage. Air recovery is extremely vulnerable to 3C.
   | notes        = * High proration corner variant. Works after longer combos than {{input|j.A > j.B > j.2B}}.
* Simply replace {{input|j.A > j.B > j.2B}} in any of the above combos with this.
* Deals similar damage to the standard combo but builds significantly more meter. Basically just always do this when in the corner.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = j.A > j.B > j.2B(2) > 623A > dl.623C
   | combo        = j.A > (sj) > j.2B > j.236A > 5C > RB1 > RB2(6) > 623A > 623C/236B+C
   | damage        = -2
  | damage        = {{input|623C}}:±0<br>{{input|236B+C}}:+650
  | bonusdamage  =
  | cost          = 1-3 {{P-MBTL|mc}}
  | metergain    = +14%
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = * Meter building ender.
* In the corner, {{input|j.A > j.2B}} works naturally so the Super Jump isn't needed.
}}
{{ComboData-MBTL
  | combo        = j.A > j.2B > j.236A > j.B > j.2B(2) > 2B+C > 421C
   | damage        = -550
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 1MC
   | cost          = 1 {{P-MBTL|mi}}<br>1 {{P-MBTL|mc}}
   | metergain    = -1%
   | metergain    = +17%
   | oppmetergain = ±0
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = * Has a 2 frame timing window to pull the opponent out of the corner for crossup options.
   | notes        = * Unlike {{input|236B > 421C}}, this results in a frame advantage. Air recovery is extremely vulnerable to {{input|3C}}.
* If 623C is performed too early the opponent will remain the corner.
* If 623C is performed too late it will whiff. DO NOT allow this to happen.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = j.A > j.2B > j.236A > j.B > j.2B > Ender
   | combo        = j.A > j.B > j.2B(2) > 6B+C > 236C/236B+C
   | damage        = +0
   | damage        = {{input|236C}}:-70<br>{{input|236B+C}}:+650
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          = 1 {{P-MBTL|mi}}<br>1-3 {{P-MBTL|mc}}
   | metergain    = +10%
   | metergain    = +47%
   | oppmetergain = +6%
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = * Extended corner combo. Works with everything in this section. Simply replace j.A j.B j.2B with this.
   | notes        = * Holy crap that's a lot of meter.
* Works after slightly longer combos.
  }}
  }}
  {{ComboData-MBTL
  {{ComboData-MBTL
   | combo        = j.A > sj > j.2B > Ender
   | combo        = j.A > j.2B > j.236A > j.B > j.2B(2) > 623A > dl.623C
   | damage        = -20
   | damage        = -2
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          =  
   | cost          = 1 {{P-MBTL|mc}}
   | metergain    = -2%
   | metergain    = -1%
   | oppmetergain = -2%
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
   | notes        = * A more difficult variant that works after the same slightly longer combos as the above corner extension, but works midscreen.
   | notes        = * Has a 2 frame timing window to pull the opponent out of the corner for crossup options.
* A regular double jump can be used instead of super jump, but with stricter timing.
* If {{input|623C}} is performed too early the opponent will remain the corner.
* If {{input|623C}} is performed too late it will whiff. DO NOT allow this to happen.
  }}
  }}
}}
}}

Latest revision as of 12:48, 14 May 2024

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X > Y X input is cancelled 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 Input "X" or "Y" can be used.
dl There should be delay before inputting "X".
w.X or Xw Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards.
sj Perform a superjump, which is performed by inputting 2~8.
sjc Superjump cancel the previous action.
IAD Instant Air Dash.
AT Air throw, often used as a combo ender that leads to knockdown.
md.X Perform a micro-dash before performing "X". Unused in favor of writing "microdash."
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. 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.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) OR (...) Use only one between the two alternative routes.
RB1/2 The first or second hit of Rapid Beat auto combo.
CH The first attack must be Counter Hit.
FC The first attack must be Fatal Counter.
MD Perform a Moon Drive, which is inputted by pressing 5B+C.
Heat Perform Heat, which is performed by inputting A+B+C.
AD Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input.
LA Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat.

Getting Started

Combo Theory

Neco-Arc's typical combos tend to follow a certain pattern:

  1. Starter. Can be almost anything from a grounded normal, a fatal counter into 2B pickup, or random Neco hit.
  2. Launcher. Any of 2C, 623A, 6C~C~C, or a combination of each to pop the opponent into the air.
  3. Moon Skill. Typically 3B+C, which can be done either before or after the above launcher. Builds meter and reduces the opponent's recoverable life.
  4. Jump cancel into j.C > j.2B > j.236A or j.C > j.2C > dl.j.236A to bring yourself back down to the ground.
    • j.C can be 1 or 2 hits. It's sometimes necessary to cancel after 1 hit to keep proration low for the combo ender.
    • j.2C usually leads to more damage, but j.2B is more consistent.
  5. Cinematic Launcher with 5C > RB1 > RB2, or 5C > 3C, or just straight 3C.
    • Using 3C keeps the proration low, making it easier to bring the opponent down into 623C or Arc Drive.
    • Rapid Beat deals more damage and builds more meter, but can cause combos to drop at high proration.
    • Combos should ideally be kept short enough to use Rapid Beat, with 3C being used in situations where Rapid Beat may not work.
    • It may also be worth using 3C when 5C was already used in the combo, to avoid Same Move Proration.
  6. Finisher. Neco-Arc must choose between one of several options.
    • j.A > j.B > j.2B > 623B > 623C is worth a specific mention because of just how good it is. It knocks down for a Very. Long. Time.
    • Hard knockdown into mixup using Air Throw to preserve meter, or 623C or j.236C to burn meter.
    • Fill the screen with cats. Either by doing any summon after 623C, or by hitting the opponent with 2B+C.
    • Allow the opponent to reset in the air for a potential 3C air-unblockable. 236B and 2B+C are particularly good for this.

Individual breakdown of combo tools (WIP):

The real star here is the B version, that provides tons of meter as a finisher and can anti-air for a fatal starter.

Starts, extends, and finishes combos, most of Neco-Arc's combos will use at least one version of this move.

Moon and A rings can extend combos, with A ring being mandatory for her BNB, while the C version provides a knockdown.

The greatest special move of all time. Both the A and B version will clash all the way through almost anything, and after hitting the opponent it leads directly into a combo with the ~2X followup near the ground, or ~8X jump cancel high up.

Invincible starter, therefore receiving huge damage reduction, but hits fullscreen and launches for a combo into oki. Can sometimes be followed up from a laser or 2C > 5[B] to forego the damage reduction and provide corner carry.

Neco-Arc can knockdown from combos initiated by her 421A items, though they are usually heavily prorated or shorter than her usual combos. Still, the furthered access to oki or more setplay cannot be overlooked.

Combo Damage Cost Meter Gain Location

Cancel the beam VERY early for max damage (on the first hit, actually). You can keep all the meter by ending on jA jA jB airthrow instead.

Novice Combos

The simplest of the simple. Look here for combos that just plain work with minimal effort.

Combo Damage Cost Meter Gain Location
  • An easy way to get good oki from a variety of starters. Best done at the start of the match to maximize the chances of rolling tire neco or the squadron from 1B+C.
  • It is recommended to use 3B+C in place of 623A whenever possible to build more meter and deal damage to the opponent's recoverable life.
  • YT Short
  • In case you mashed. Gives ring oki for zero resource, but also zero damage.
  • It is recommended to use 3B+C in place of 623A whenever possible to build more meter and deal damage to the opponent's recoverable life.
  • YT Short

BnB Combos

Combos that are absolutely essential if you want to seriously(lol) play Neco-Arc.

Combo Damage Cost Meter Gain Location
  • Optimal meterless bnb. Grants you nearly enough meter for a full bar and grants a left/right or ring oki after the airthrow happens.
  • Using 3B+C instead of 623A builds more meter and deals significant damage to the opponent's recoverable life. This option is almost always available since hitting the opponent builds the required Moon Icon.
  • The 623A into 5B jump cancel j.C link can be rather unintuitive for a new player to learn, coupled with the delay required for the ring to land after. You can replace this link by performing 2C > 623A > 6C~C~C at the start of the combo to go straight into the j.C. This subtracts 39 damage and gives you about the same meter gain and same oki options. Both give the opponent roughly the same amount of meter, around 40%.
  • Video reference (Note: Old version of the game which required a slightly different air combo).
  • Metered variant of the combo above. Essentially your most important route.

Advanced Combos

Since Neco-Arc has a million ways of ending a combo after the launcher, the combo enders have been split into their own section. Values in the damage column are taken from the following typical 1 bar enders.

  • j.A > j.B > j.2B(2) > 623B > 623C (Close HKD)
  • (Air Ender) j.A > j.B > j.2B(1) > j.214A~8X > jc8 > j.C(2) > j.2B(1) > j.236C (Far HKD)
  • (Air Ender) j.A > j.B > j.2B(1) > j.214B~8X > jc8 > j.C(2) > j.B > j.214C (Damage)
  • The damage values for corner combos includes corner extensions from the relevant Combo Enders section. This typically means using j.A > j.2B(1) > j.236A > j.B instead of just j.A > j.B.

Other notes:

  • j.C may need to hit either 1 or 2 times for a combo to work.
    • j.C(1) means 1 hit must be used. Using 2 hits causes the combo to drop.
    • j.C(2) means 2 hits should be used. Using 1 hit may be possible but is inferior.
    • j.C with no hit count specified means either 1 or 2 hits can be used. 1 hit results in slightly more damage due to better damage scaling. 2 hits builds slightly more meter and is usually a little easier to execute.
  • 623A and 3B+C are interchangable when juggling an airborne opponent, with the latter being timed to whiff its second hit. The damage and proration are identical, but 3B+C is preferred as it damages the opponent's recoverable life and builds 12-13% more Magic Circuit.

A Starter

Combo Damage Cost Meter Gain Location
  • The above combos are basic and consistent routes that lead to 623C or Arc Drive.
  • The 3C route deals more damage while the Rapid Beat route builds slightly more meter.
  • (5B) must only be used once in the combo.
  • While these all work using 3B+C in place of 623A, there are better Moon Skill routes detailed below.
  • Basic Moon Skill routes. Used to build meter and reduce the opponent's recoverable life.
  • More optimal but also more difficult.
  • After j.2C, input 236 early to move forwards during the recovery of j.2C, then delay pressing A.
  • The delay timing window is about 4 frames. Too late causes 5C to whiff beneath the opponent. Too early means it whiffs in front of them.
  • Even more optimal and even more difficult.
  • Requires a difficult super jump into instant j.2B to bring the opponent to the ground mid-screen.
  • Combos that end in the air can be used to build significantly more meter.
  • (5B) must only be used once in the combo.
  • Alternate Moon Skill route with more corner carry.
  • Using all 3 hits of 3B+C to build more meter.
  • Double Moon Skill combo.
  • Post-EX combo setup. Using 2C makes the combo less efficient.
  • 2C > 623A works as a Moonless alternative to 3B+C.
  • Combining the double Moon Skill route with the post-EX setup.
  • Difficult crossunder combo using partially charged 2B.
  • The optional 6A is to catch the opponent if 623A hits too low to directly combo into 5C.
  • Wallbounce combo into grounded ender.
  • Wallbounce combo into grounded ender, Moon Skill edition.
  • Wallbounce into air combo.

B Starter

Combo Damage Cost Meter Gain Location
  • Basic route into any combo ender.
  • Using 2 hits of j.C builds a tiny bit more meter at the cost of a tiny amount of damage.
  • Comboing into 623C or another ground ender when mid-screen requires either skipping 5B or performing the the difficult Super-jump j.2B combo.
  • Moon Skill route.
  • More optimal Moon Skill route off a non-launching confirm.
  • Using 2 hits of j.C builds a tiny bit more meter at the cost of a tiny amount of damage.
  • Basic corner route into any combo ender.
  • A more blockstring friendly corner route.
  • Moon Skill corner route.
  • For when the meme blockstring actually hits someone.
  • Can switch sides by cancelling the 8th back-hit of 6[A] instead of the 9th.
  • Cancels the 8th back-hit of 6[A] to switch sides. Stay in front by canceling the 7th hit instead.
  • Post j.214C combo route with huge corner carry.
  • A very efficient way to use 2 meters in one combo.
  • j.236A is cancelled early into j.214C before it actually hits.
  • Moon Skill equals Damage.

C Starter

Combo Damage Cost Meter Gain Location
  • Leads into the same combos as 2B > 2C. See previous section.
  • May need to delay or partially charge 2B for it to hit correctly.
  • Leads into the same combos as 2B > 2C > 5[B]. See previous section.
  • The dash can be skipped by inputting j.236 early, holding 6, and delaying the A input. This causes j.2C recovery to move forwards and closer to the opponent.
  • Connecting 5B requires a very awkward delay. Skip it for consistency.
  • 3C to 623C variant. Builds significantly less meter.
  • 2 bar variant. The final 623A is very difficult to input so going straight into 623C is recommended.

Special Starter

Combo Damage Cost Meter Gain Location
  • Dori-dori confirm from any height if double jump is available.
  • A slight delay before 623A is needed to pop the opponent high enough to link 5B. If 623A is done too early, the combo can be recovered with 6A 5CCC.
  • As above, but being allowed to use more normals before the launcher when going for an air ender.
  • Somewhat difficult to get everything due to the awkward delays. Skipping 2B makes it easier. For consistency stick to 5B 5CCC.
  • Make sure to remember whether you started with j.214A or j.214B so you can use the other one in the combo ender to avoid Same Move Proration.
  • For converting 236C from anywhere on the screen into more damage or a mixup.
  • Especially powerful during heat to confirm random hits into Arc Drive. Even when low on time, it's possible to go into 236BC immediately after j.2B.
  • Does not work off raw 236C hitting a grounded opponent. Some sort of pop-up is required.

IAD Starter

Combo Damage Cost Meter Gain Location

Shield Starter

Combo Damage Cost Meter Gain Location
  • After j.2C, input 236 early and delay the A press to move forward during j.2C recovery and land close enough for 623A.
  • Not moving forwards during j.2C makes it required to dash before 623A, which runs the risk of an accidental crossunder.
  • Whether to use 5B or 2B depends on how 623A connects. If it pops them high up then use 2B for consistency.
  • 3C to 623C variant. Builds significantly less meter.
  • 2 bar variant. The final 623A is very difficult to input so going straight into 623C is recommended.

CH Starter

Combo Damage Cost Meter Gain Location

Combo Enders

Ground Enders

These work with anything not labelled as requiring an Air Ender in the combo list. The idea is to use j.2B to bring the opponent back to the ground after 3C or Rapid Beat with the aim of going into 623C or Arc Drive.

Advantages over an air combo ender:

  • 623C leaves the opponent right next to you with a longer knockdown time than j.236C}, leading to better setups.
  • Can combo into Arc Drive.

Disadvantages:

  • Noticably less meter gain.
  • Must manage the scaling of the combo so the opponent doesn't tech out during j.2B, leading to less damage from heavily prorated starters.
Combo Damage Cost Meter Gain Location
  • Standard route into 623C. Damage values in the main combo table use this ender (unless an air ender is required).
  • Whiff 5C, 2B or 2C and jump upwards for a mixup between left/right empty low, a high j.[C], or a safe meaty j.236A.
  • Or alternatively use 421X or 22X to fill the screen with cats. It's a good opportunity to try for a tire Neco.
  • Safe heat with time to meaty afterwards. Blockstring into 22C > 214B+C for a very cost effective unblockable.
  • 22C allows Neco-Arc to dump an extra meter in the middle of a combo. It can be looped multiple times, but is not worth doing more than once as 236B+C deals more damage for the same meter.
  • 22C hits more times when done further from the opponent, but not too far or it won't combo. On the other hand if 22C is done early the combo can still be recovered by using a regular jump instead of super jump.
  • Alternatively after 22C do sj > j.A into an air ender.
  • While it is possible to get all 8 hits of 236B, timing the cancel that late is risky.
  • Combining the 22C route with Arc Drive for a full meter dump.
  • Builds a decent chunk of meter and allows the opponent to recover in the air for a potential anti-air setup.
  • 236B > 421C has a significant frame disadvantage that is punishable by neutral tech into a screen-clearing EX or AD.
  • High proration midscreen variant. Very difficult, but works after longer combos than j.A > j.B > j.2B.
  • Simply replace j.A > j.B > j.2B in any of the above combos with this.
  • Input as 2A~8~2B. Make sure not to hit left or right, as this can trigger an accidental quarter circle special.
  • Alternatively use a regular double jump by inputting A~9~2B.
  • High proration corner variant. Works after longer combos than j.A > j.B > j.2B.
  • Simply replace j.A > j.B > j.2B in any of the above combos with this.
  • Deals similar damage to the standard combo but builds significantly more meter. Basically just always do this when in the corner.
  • Meter building ender.
  • In the corner, j.A > j.2B works naturally so the Super Jump isn't needed.
  • Unlike 236B > 421C, this results in a frame advantage. Air recovery is extremely vulnerable to 3C.
  • Holy crap that's a lot of meter.
  • Has a 2 frame timing window to pull the opponent out of the corner for crossup options.
  • If 623C is performed too early the opponent will remain the corner.
  • If 623C is performed too late it will whiff. DO NOT allow this to happen.

Air Enders

These combo enders will always work after 3C or Rapid Beat.

Combo Damage Cost Meter Gain Location
  • Standard route into j.236C for a hard knockdown.
  • Walk back slightly and super jump for an ambiguous left/right landing into 2B. Whiffing an air normal forces landing in front. It's also possible to go high with j.[C] or safe meaty with j.236A.
  • Alternatively, just air dash and change the release timing to go high or low.
  • A very finnicky variant that adds a tiny bit more damage and meter gain.
  • High damage ender. The second damage value in the main combo table refers to using this ender.
  • This is normally used to finish a round as it deals the most damage and doesn't lead to a hard knockdown.
  • If it doesn't kill you can aim to snipe the opponent's air recovery with 236B.
  • The Moon Drive extension is a good way of making sure they don't survive... and they better not because it gifts them a whole bar of meter.
  • A variation that uses j.6BC to build a little more meter right before the EX.
  • It's possible to do this combo with j.236A, but it's much harder and doesn't give you the meter gain.
  • Jump cancel the air throw recovery and j.236A for a safe meaty.
  • IAD with a delayed j.[C] to go high, or empty land to go low with 2A/2B/2C.
  • Extended corner combo. Works with everything in this section. Simply replace j.A > j.B with this.

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