The real star here is the B version, that provides tons of meter as a finisher and can anti-air for a fatal starter.
Melty Blood/MBTL/Neco-Arc/Combos: Difference between revisions
(7 intermediate revisions by the same user not shown) | |||
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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: | ||
* | * '''''{{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=== | ||
Line 175: | Line 179: | ||
* 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 | ||
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}} | }} | ||
{{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 = | ||
Line 358: | Line 363: | ||
|data= | |data= | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2B > 2C > 6C~C > 623A > 5B > j.C | | 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 | | 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}}: | | 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 = | ||
Line 379: | Line 384: | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = 2B > 2C > 623A > 6C > 3B+C > 5B > j.C | | 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 | | combo = 2B > 5B > 6C > 3B+C > 2C > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2 | ||
| damage = {{input|623C}}: | | 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 = | | 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 | ||
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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 = | | cost = 1 {{P-MBTL|mc}} | ||
| metergain = ±0 | | metergain = ±0 | ||
| oppmetergain = | | 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 | * 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 | * 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 = | | cost = 2 {{P-MBTL|mc}} | ||
| metergain = +2% | | metergain = +2% | ||
| oppmetergain = | | 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 | | 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 | * {{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 > | | combo = j.A > j.B > j.2B(2) > 236B > 236B+C | ||
| damage = +650 | | damage = +650 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 3 {{P-MBTL|mc}} | ||
| metergain = + | | metergain = +11% | ||
| oppmetergain = | | 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 = | | cost = 4 {{P-MBTL|mc}} | ||
| metergain = + | | metergain = +5% | ||
| oppmetergain = | | 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- | | cost = 0-1 {{P-MBTL|mc}} | ||
| metergain = +11% | | metergain = +11% | ||
| oppmetergain = | | 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 | | combo = j.A > sj > j.2B > Ender | ||
| damage = | | 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 = | | cost = | ||
| metergain = + | | metergain = +10% | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | 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) > | | combo = j.A > (sj) > j.2B > j.236A > 5C > RB1 > RB2(6) > 623A > 623C/236B+C | ||
| damage = - | | 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 = | | cost = 1 {{P-MBTL|mi}}<br>1 {{P-MBTL|mc}} | ||
| metergain = | | metergain = +17% | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = * Unlike {{input|236B > 421C}}, this results in a frame advantage. Air recovery is extremely vulnerable to {{input|3C}}. | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = j.A | | combo = j.A > j.B > j.2B(2) > 6B+C > 236C/236B+C | ||
| damage = + | | damage = {{input|236C}}:-70<br>{{input|236B+C}}:+650 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 1 {{P-MBTL|mi}}<br>1-3 {{P-MBTL|mc}} | ||
| metergain = + | | metergain = +47% | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = * Holy crap that's a lot of meter. | ||
}} | }} | ||
{{ComboData-MBTL | {{ComboData-MBTL | ||
| combo = j.A > | | combo = j.A > j.2B > j.236A > j.B > j.2B(2) > 623A > dl.623C | ||
| damage = - | | damage = -2 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 1 {{P-MBTL|mc}} | ||
| metergain = - | | metergain = -1% | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = * Has a 2 frame timing window to pull the opponent out of the corner for crossup options. | ||
* | * 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. | |
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.
|
(...) 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:
- Starter. Can be almost anything from a grounded normal, a fatal counter into 2B pickup, or random Neco hit.
- Launcher. Any of 2C, 623A, 6C~C~C, or a combination of each to pop the opponent into the air.
- 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.
- 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.
- 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.
- 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):
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 |
---|---|---|---|---|
421A > (FLASHLIGHT ) > 2B > 6CC > 623A > 5B > j.C > j.2C > dl.j.236A > RB1 > j.A > j.B > j.2B > 236B | 3402 | 90% | Anywhere
| |
421A > (BLACK KEYS ) > 6B+C(1) > MD > 4B+C > j.C > j.2C > dl.j.236A > RB1 > j.A > j.B > j.2B > 623C | 4221 | Moon Drive activation + 1 bar | ~150% (before 623C) | Anywhere |
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 |
---|---|---|---|---|
(j.A/j.B/j.C) > 2A > 2B > 2C > 6C~C > 623A > 5B > 5C > RB1 > RB2 > j.A > j.B > j.2B > 623B > 623C > 1B+C | 3619 | 1 Magic Circuit | 78% | Anywhere |
| ||||
2A > 2A > 2B > 2C > 6C~C > 623A > 5B > 5C > RB1 > RB2 > j.A > j.B > AT > Doublejump > dl.j.236A | 2820 | Nothing! | 74% | Anywhere |
|
BnB Combos
Combos that are absolutely essential if you want to seriously(lol) play Neco-Arc.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 6C~C > 623A/3B+C > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 > j.A > j.B > j.C(1) > AT | 3337 | 0-1 Moon Icons | 89%/101% | Anywhere |
| ||||
2B > 2C > 6C~C > 623A/3B+C > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 > j.A > j.B > j.2B > 623B > 623C | 3913 | 0-1 Moon Icons 1 Magic Circuit |
91%/103% | Anywhere |
|
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 |
---|---|---|---|---|
2A > 2B > (5B) > 2C > 6C~C > 623A > (5B) > 5C > RB1 > RB2 | 623C:3634(1890) | 78% | Anywhere | |
| ||||
(2A > 2A) > 2A > 2B > 2C > 6C > 623A > 5B > j.C(2) > j.2C > dl.j.236A > 5C > 3C | 623C:3709(1956) | 75% | Anywhere | |
| ||||
(2A > 2A) > 2A > 2B > 5B > 2C > 6C > 623A > 5C > j.C(2) > j.2C > dl.j.236A > 3C | 623C:3686(2099) | 75% | Anywhere | |
| ||||
(2A > 2A) > 2A > 2B > 5B > 2C > 623A > 6C > 3B+C > 5C > RB1 > RB2 | 623C:3729(2555) | 1 Moon Icons | 93% | Anywhere |
| ||||
(2A > 2A) > 2A > 2B > 2C > 623A > 5B > 3B+C > 5C > RB1 > RB2 | 623C:3732(2577) | 1 Moon Icons | 91% | Anywhere |
| ||||
2A > 2B > 2C > 623A/3B+C > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:3778(1992/2735) | 0-1 Moon Icons | 85%/98% | Anywhere |
| ||||
2A > 2B > 2C > 6C > 623A/3B+C > 5B > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (j.A > sj > j.2B) | 623C:3788(1995/2710) | 0-1 Moon Icons | 87%/99% | Anywhere |
| ||||
(2A > 2A) > 2A > 2B > (5B) > 2C > 623A/3B+C > (5B) > 6C~C~C > j.C(2) > j.2B(1) > j.236A > 5C > RB1 > RB2 > (Air Ender) | j.236C:3749(1993/2705) j.214C:3886(2018/2730) |
0-1 Moon Icons | 108%/120% 106%/118% |
Anywhere |
| ||||
(2A) > 2A > 2B > 2C > 5[B] > 4B+C > j.C(2) > j.2C > dl.j.236A > 5C > 3C | 623C:3686(2641) | 1 Moon Icons | 88% | Anywhere |
| ||||
(2A) > 2A > 2B > 2C > 5[B] > 4B+C > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (j.A > sj > j.2B) | 623C:3780(2688) j.236C:3724(2691) j.214C:3861(2716) |
1 Moon Icons | 99% 113% 111% |
Anywhere |
| ||||
2A > 2B > 3B+C > 2C > 5B > j.C(2) > j.2C > dl.j.236A > 5C > 3C | 623C:3813(2964) | 1 Moon Icons | 98% | Anywhere |
| ||||
2A > 2B > 3B+C > 2C > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (j.A > sj > j.2B) | 623C:3871(2993) | 1 Moon Icons | 107% | Anywhere |
| ||||
(2A > 2A) > 2A > 2B > 3B+C > 2C > 5B > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (Air Ender) | j.236C:3868(3022) j.214C:4005(3047) |
1 Moon Icons | 123% 121% |
Anywhere |
| ||||
(2A > 2A) > 2A > 2B > 3B+C > 2C > 5[B] > 4B+C > jc > j.B > j.2B(1) > dl.j.236A > 66 > 5C > RB1 > RB2 > (Air Ender) | j.236C:3909(3235) j.214C:4046(3260) |
2 Moon Icons | 142% 140% |
Anywhere |
| ||||
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 > (6A > j.A > j.2B(2) > Ground Ender) OR (6A > j.A > j.4A > j.4A > j.B > Air Ender) |
623C:4052(2885) j.236C:4037(2897) j.214C:4114(2900) |
0-1 Moon Icons 1 Magic Circuit |
98% 102% 93% |
Anywhere |
| ||||
2A > 2B > 3B+C > 2C > 5[B] > 4B+C > jc > j.B > j.2B(1) > dl.j.236A > sj > j.B > j.A > j.2B > j.236A > j.214C > (6A > j.A > j.2B(2) > Ground Ender) OR (6A > 3C > Air Ender) |
623C:4214(3184) j.236C:4203(3199) j.214C:4280(3202) |
2 Moon Icons 1 Magic Circuit |
106% 111% 110% |
Anywhere |
| ||||
2A > 2C > 2{B} > dl.5B > 6C~C > 623A/3B+C > (6A) > 5C > RB1 > RB2 | 623C:3626(1959/2600) | 0-1 Moon Icons | 78%/89% | Anywhere |
| ||||
(2A > 2A) > 2A > 2B > 2C > 5[B] > 6C~C > 623A > 5C > RB1 > RB2 | 623C:3981(2082) | 93% | Corner | |
| ||||
(2A) > 2A > 2B > 2C > 5[B] > 623A > dl.6A > 3B+C > 5C > RB1 > RB2 | 623C:4041(2734) | 1 Moon Icons | 106% | Corner |
| ||||
(2A) > 2A > 2B > 2C > 5[B] > 623A/3B+C > 6C~C~C > j.C(2) > j.2B(1) > j.236A > 5C > RB1 > RB2 > (Air Ender) | 623C:3967(2107/2814) j.214C:4104(2132/2839) |
0-1 Moon Icons | 112%/124% 110%/122% |
Corner |
|
B Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 6C~C > 623A > 5B > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:3913(2058) j.236C:3846(2055) j.214C:3983(2080) |
91% 103% 101% |
Anywhere | |
| ||||
2B > (5B) > 2C > 623A > 6C~C~C > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2 > (j.A > sj > j.2B) | 623C:3958(2164) j.236C:3899(2075) j.214C:4036(2100) |
95% 108% 107% |
Anywhere | |
| ||||
2B > 2C > 623A > 6C > 3B+C > 5B > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4010(2758) j.236C:3943(2755) j.214C:4080(2780) |
1 Moon Icons | 106% 118% 116% |
Anywhere |
| ||||
2B > 5B > 6C > 3B+C > 2C > j.C > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4079(3041) j.236C:4010(3038) j.214C:4147(3063) |
1 Moon Icons | 111% 122% 121% |
Anywhere |
| ||||
2B > 2C > 6C~C > 623A > 6A > 5[B] > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4057(2132) j.236C:4016(2141) j.214C:4153(2166) |
106% 120% 118% |
Corner | |
| ||||
2B > 2C > 5[B] > 623A > 6C~C~C > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4061(2132) j.236C:4020(2141) j.214C:4157(2166) |
108% 122% 120% |
Corner | |
| ||||
2B > 2C > 5[B] > 623A > 6C > 3B+C > 6A > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4116(2775) j.236C:4075(2784) j.214C:4212(2809) |
1 Moon Icons | 121% 135% 120% |
Corner |
| ||||
2B > dl.6[A](9) > 623A > 5A > 2C > j.C(2) > j.2C > j.236A > 5C > RB1 > RB2 | 623C:3503 j.236C:3458 j.214C:3595 |
96% 108% 106% |
Anywhere | |
| ||||
2B > dl.6[A](8) > 3B+C > 2C > 5B > j.C(2) > j.2C > j.236A > 5C > RB1 > RB2 | 623C:3602(2590) j.236C:3557(2598) j.214C:3694(2623) |
1 Moon Icons | 116% 127% 126% |
Anywhere |
| ||||
2B > 2C > 6C~C > 623A > 5B > 5C > RB1 > RB2 > j.A > j.C(1) > j.2B(1) > dl.j.236A > sj > j.Bj.A > j.2B(1) > j.236A > j.214C > (6A > j.A > j.2B(2) > Ground Ender) OR (6A > j.A > j.4A > j.4A > j.B > Air Ender) |
623C:4249(2214) j.236C:4234(2226) j.214C:4311(2229) |
1 Magic Circuit | 88% 91% 91% |
Anywhere |
| ||||
2B > 5B > 6C > 3B+C > 2C > 5C > RB1 > RB2 > j.A > j.C(1) > j.2B(1) > dl.j.236A > sj > j.B > j.A > j.2B(1) > j.236A > j.214C > (6A > j.A > j.2B(2) > Ground Ender) OR (6A > j.A > j.4A > j.4A > j.B > Air Ender) |
623C:4364(3168) j.236C:4349(3180) j.214C:4426(3183) |
1 Moon Icons 1 Magic Circuit |
107% 91% 91% |
Anywhere |
|
C Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 2B > Combo | ||||
| ||||
2C > 5[B] > Combo | ||||
| ||||
3C > j.B > j.2C > dl.j.236A > Dash > 6C > 623A > 2C > dl.2B > (dl.5B) > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.A > j.B > j.2B(1) > j.236A > sj > j.B > j.AAA > j.2B(1) > j.214B~8X > jc8 > j.C(2) > (j.2B(1) > j.236C/j.B > j.214C) | j236C:3328 / j214C:3466 | 1MC | 108% / 107% Opp: 84% / 98% |
Anywhere |
| ||||
3C > j.B > j.2C > dl.j.236A > Dash > 6C > 623A > 2C > dl.2B > (dl.5B) > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.A > j.B > j.2B(2) > 623B > 623C | 3352 | 1MC | 83% Opp: 72% |
Anywhere |
| ||||
3C > j.B > j.2C > dl.j.236A > Dash > 6C > 623A > 2C > dl.2B > (dl.5B) > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.B > j.A > j.2B(1) > j.236A > j.214C > 6A > (623A) > 623C | 3769 | 2MC | 79% Opp: 109% |
Anywhere |
|
Special Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.214X~8X > jc8 > j.C(1) > j.2B(2) > dl.623A > 5B > 5C > RB1 > RB2 | 3839 | 1-4MC | 85% Opp: 72% |
Anywhere
|
j.214X~8X > jc8 > j.C(1) > j.2B(2) > dl.623A > 2C > 5[B] > RB1 > RB2 | 3967 | 1-4MC | 98% Opp: 82% |
Corner |
| ||||
j.214X~8X > jc8 > j.C(1) > j.2B(2) > dl.623A > 5B > (dl.2B) > dl.2C > dl.5C > RB1 > RB2 > (Air Ender) | j236C:3848 / j214C:3985 | 1MC | 101% Opp: 93% |
Anywhere |
| ||||
(236A)/(6BC) > 236C > MD > 4BC > 9 > j.A > j.2B(1) > j.236A > (3C > Air Ender/sj > Ground Ender) | 623C:3132 / j236C:3118 / j214C:3195 / 236BC:3976 | 1-4MC | Anywhere | |
|
IAD Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.X |
Shield Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
D~A > j.B > j.2C > dl.j.236A > dl.623A > 5B/2B > dl.6C~C~C > j.C(2) > j.2B(1) > j.236A > sj > j.B > j.AAA > j.2B(1) > j.214B~8X > jc8 > j.C(2) > (j.2B(1) > j.236C/j.B > j.214C) | j236C:3628 / j214C:3765 | 1MC | 100% / 98% Opp: 78% / 92% |
Anywhere |
| ||||
D~A > j.B > j.2C > dl.j.236A > dl.623A > 5B/2B > dl.6C~C~C > j.C(2) > j.2B(1) > j.236A > sj > j.A > j.B > j.2B(2) > 623B > 623C | 3675 | 1MC | 87% Opp: 74% |
Anywhere |
| ||||
D~A > j.B > j.2C > dl.j.236A > dl.623A > 5B > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.B > j.A > j.2B(1) > j.236A > j.214C > 6A > (623A) > 623C | 3984 | 2MC | 74% Opp: 96% |
Anywhere |
|
CH Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
CH 5X |
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 |
---|---|---|---|---|
j.A > j.B > j.2B(2) > 623B > 623C | ±0 | 1 Magic Circuit | ±0 | Anywhere |
| ||||
j.A > j.B > j.2B(2) > 623A(1) > dl.22C > sj > j.B > j.2B > 623B > 623C | +300 | 2 Magic Circuit | +2% | Anywhere |
| ||||
j.A > j.B > j.2B(2) > 236B > 236B+C | +650 | 3 Magic Circuit | +11% | Anywhere |
| ||||
j.A > j.B > j.2B(2) > 623A(1) > dl.22C > sj > j.B > j.2B > 236B > 236B+C | +1100 | 4 Magic Circuit | +5% | Anywhere |
| ||||
j.A > j.B > j.2B(2) > 236B > (421C) | -550 | 0-1 Magic Circuit | +11% | Anywhere |
| ||||
j.A > sj > j.2B > Ender | -20 | -2% | Midscreen | |
| ||||
j.A > j.2B > j.236A > j.B > j.2B > Ender | ±0 | +10% | Corner | |
| ||||
j.A > (sj) > j.2B > j.236A > 5C > RB1 > RB2(6) > 623A > 623C/236B+C | 623C:±0 236B+C:+650 |
1-3 Magic Circuit | +14% | Anywhere |
| ||||
j.A > j.2B > j.236A > j.B > j.2B(2) > 2B+C > 421C | -550 | 1 Moon Icons 1 Magic Circuit |
+17% | Corner |
| ||||
j.A > j.B > j.2B(2) > 6B+C > 236C/236B+C | 236C:-70 236B+C:+650 |
1 Moon Icons 1-3 Magic Circuit |
+47% | Corner |
| ||||
j.A > j.2B > j.236A > j.B > j.2B(2) > 623A > dl.623C | -2 | 1 Magic Circuit | -1% | Corner |
|
Air Enders
These combo enders will always work after 3C or Rapid Beat.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.A > j.B > j.2B(1) > j.214A~8X > jc8 > j.C(2) > j.2B(1) > j.236C | ±0 | 1MC | ±0 Opp: ±0 |
Anywhere |
| ||||
j.A > j.B > j.2B(1) > j.214B~8X > jc8 > j.C(2) > j.A > j.2B(1) > j.236C | +1 | 1MC | +1% Opp: +1% |
Anywhere |
| ||||
j.A > j.B > j.2B(1) > j.214B~8X > jc8 > j.C(2) > j.B > j.214C > (MD > j.2C > j.6BC > jc > j.6BC > j.214C) | +135 / +590 | 1MC / MD+2MC | -2% / +20% Opp: +14% / +100% |
Anywhere |
| ||||
j.A > j.B > j.2B(1) > j.214B~8X > jc8 > j.6BC > (j.236C)/(j.214C) | +12% Opp: +19% |
Anywhere | ||
| ||||
j.A > j.B > AT | -480 | Anywhere | ||
| ||||
j.A > j.2B(1) > j.236A > j.B > j.A > j.4A > j.4A > Combo | +20 | Corner | ||
|
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