Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon: Difference between revisions
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*'''Pop Quiz!''': Most players have very limited knowledge and matchup experience against this character due to how rare he is. | *'''Pop Quiz!''': Most players have very limited knowledge and matchup experience against this character due to how rare he is. | ||
|cons= | |cons= | ||
*'''Glass Bones and Paper Skin''': NAC has health so low that it is rivaled only by {{Character Label|MBAACC|Melty Blood/MBAACC|C-VAkiha}}. He is afforded very few mistakes. | *'''Glass Bones and Paper Skin''': NAC has health so low that it is rivaled only by {{Character Label|MBAACC|Melty Blood/MBAACC|C-VAkiha}}, but he might as well be worse off than her because of his absolutely atrocious damage modifier. He is afforded very few mistakes. | ||
*'''Awful Defense''': C-NAC's reversal options are virtually non-existent. His heat activation is woefully small, and his true reversal, 63214C, is slow and easy to punish. To compound this issue, C-NAC has buttons that are some combination of pitifully tiny, painfully slow, and that have massive hurtboxes. | *'''Awful Defense''': C-NAC's reversal options are virtually non-existent. His heat activation is woefully small, and his true reversal, 63214C, is slow and easy to punish. To compound this issue, C-NAC has buttons that are some combination of pitifully tiny, painfully slow, and that have massive hurtboxes. | ||
*'''Extended Hurtboxes''': The moves borrowed from Nero, such as j.C and 3C, have enormous hurtboxes which make them easy to counter-poke or clip with projectiles. | *'''Extended Hurtboxes''': The moves borrowed from Nero, such as j.C and 3C, have enormous hurtboxes which make them easy to counter-poke or clip with projectiles. | ||
Line 23: | Line 23: | ||
*'''Limited Mobility''': Because his air dash is designed for stalling, it cannot be used to cover space quickly like a traditional air dash. Furthermore, NAC's grounded dash falls into the category of slow runs at 6f of startup. | *'''Limited Mobility''': Because his air dash is designed for stalling, it cannot be used to cover space quickly like a traditional air dash. Furthermore, NAC's grounded dash falls into the category of slow runs at 6f of startup. | ||
*'''What Mixups?''': Opening up opponents is incredibly hard as C-NAC, not just because his actual options for mixups are weak, but also because it is very hard to get an opponent to respect his offense. Expect opposing players to play aggressively on defense and to disrespect your options. | *'''What Mixups?''': Opening up opponents is incredibly hard as C-NAC, not just because his actual options for mixups are weak, but also because it is very hard to get an opponent to respect his offense. Expect opposing players to play aggressively on defense and to disrespect your options. | ||
*'''Poor Conversions''': C-NAC has very limited combo starters, and he | *'''Poor Conversions''': C-NAC has very limited combo starters, and he struggles to do meaningful damage without his best starters or meter. | ||
*'''Joke Moves''': Being a joke character, C-NAC obviously has moves that are intentionally flawed. Moves such as 623C, and 22B exist for few reasons other than to be funny. | *'''Joke Moves''': Being a joke character, C-NAC obviously has moves that are intentionally flawed. Moves such as 623C, and 22B exist for few reasons other than to be funny. | ||
|border=no|tablewidth=102 | |border=no|tablewidth=102 | ||
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== Players to watch/ask == | == Players to watch/ask == | ||
{| class="wikitable" | {| class="wikitable" | ||
!width=" | !width="170"|Name!! width="44"|Color | ||
!width="125"|Region !! Common Venues !! Status !! Details | !width="125"|Region !! Common Venues !! Status !! Details | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=Qaenyin Qaenyin<br>( | | [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=Qaenyin Qaenyin<br>(qaenyin)]|| style="text-align:center;"| | ||
[[File: | [[File:MBAACC_NAC_Color_20.png|Color|64px]] | ||
| North America || Netplay || Active || The original C-NAC player and the only C-NAC main to actually get good. | | North America || Netplay || Active || The original C-NAC player and the only C-NAC main to actually get good. | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=Skeleton Skeleton<br>(Skeleton#6953)]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=Skeleton Skeleton<br>(Skeleton#6953)]|| style="text-align:center;"| | ||
[[File: | [[File:MBAACC_NAC_Color_21.png|Color|64px]] | ||
| North America || Next Level,<br>Netplay || Active || haha cool smoking cat | | North America || Next Level,<br>Netplay || Active || haha cool smoking cat | ||
|- | |||
| [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=ESU%20(%E3%82%A8%E3%82%B9) エス (Esu)]|| style="text-align:center;"| | |||
[[File:MBAACC_NAC_Color_28.png|Color|64px]] | |||
| Japan || Unknown || Unknown || | |||
|- | |- | ||
|} | |} | ||
==Additional Resources== | |||
[http://mbaacc.melty.games/?p1moon=c&p1char=nac C-NAC Match Video Database]<br> | |||
[https://www.youtube.com/watch?v=mj2uqxEEJNc NAC Combo Video for All Moons] | |||
<big>Move List</big> | <big>Move List</big> | ||
Line 69: | Line 76: | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
|damage=350 | |damage=350 | ||
|reddamage= | |reddamage=196 | ||
|proration=75% | |proration=75% | ||
|circuit= 3.5% | |circuit= 3.5% | ||
|cancel= | |cancel=-N-, -SP-, -CH-, -EX-, (J), Backdash | ||
|guard= | |guard=LH | ||
|startup= | |startup=5 | ||
|active=2 | |active=2 | ||
|recovery=8 | |recovery=8 | ||
|frameAdv= | |frameAdv=2 | ||
|invuln= | |invuln=None | ||
|description=Adorable little poke, but fast by C-NAC standards. | |description=Adorable little poke, but fast by C-NAC standards. | ||
*Hurtbox extends before the hitbox comes out | *Hurtbox extends before the hitbox comes out | ||
Line 88: | Line 95: | ||
|image=MBAACC_CNAC_5B1.png | |image=MBAACC_CNAC_5B1.png | ||
|image2=MBAACC_CNAC_5B2.png | |image2=MBAACC_CNAC_5B2.png | ||
|caption= | |caption= | ||
|caption2=1st | |caption2=1st Charged Hit | ||
|name=5B | |name=5B | ||
|name2=5[B] | |name2=5[B] | ||
Line 99: | Line 104: | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
|version=5B | |version=5B | ||
|damage= | |damage=850 | ||
|reddamage= | |reddamage=539 | ||
|proration= | |proration=80% | ||
|circuit= | |circuit=7.0% | ||
|cancel= | |cancel=N,SP,EX,(J), Backdash | ||
|guard= | |guard=LH | ||
|startup= | |startup=7 | ||
|active= | |active=2 | ||
|recovery= | |recovery=16 | ||
|frameAdv= | |frameAdv=-6 | ||
|invuln= | |invuln=None | ||
|description=Moves you a bit forward, a bit moreso when half-charged, so has some applications in pressure, but not a good move to start a combo with, since most of your damage is going to come from your ground string. | |description=Moves you a bit forward, a bit moreso when half-charged, so has some applications in pressure, but not a good move to start a combo with, since most of your damage is going to come from your ground string. | ||
}} | }} | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
|version=5[B] | |version=5[B] | ||
|damage= | |damage=500, 1000 (1351) | ||
|reddamage= | |reddamage=300, 800 (961) | ||
|proration= | |proration=100%, 50% | ||
|circuit= | |circuit=5.0%, 8.0% | ||
|cancel= | |cancel={{Tooltip | text=J(1), N, SP, EX| hovertext=Can only jump cancel the first hit}} | ||
|guard= | |guard=LH | ||
|startup= | |startup=19 | ||
|active= | |active=2 (4) 2 | ||
|recovery= | |recovery=19 | ||
|frameAdv= | |frameAdv=-6<br>{{Tooltip | text=+11| hovertext=On jump cancel}} | ||
|invuln= | |invuln=None | ||
|description=Useful in pressure because the first hit is jump cancellable on hit, shield, and block. | |description=Hitbox is the same for both hits. Useful in pressure because the first hit is jump cancellable on hit, shield, and block.<br/>You can mash B after to keep the attack out, with at least an 8-frames gap between each successive attack. The additional hits can be delayed up to 18(?) frames. | ||
}} | |||
}} | |||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData | |||
|image=MBAACC_CNAC_5C1.png | |||
|image2=MBAACC_CNAC_5C2.png | |||
|caption= | |||
|caption2= | |||
|name=5C | |||
|name2=5[C] | |||
|input= | |||
|linkname=5C | |||
|data= | |||
{{AttackData-MB-Mod | |||
|version=5C | |||
|damage=1200 | |||
|reddamage=735 | |||
|proration=100% | |||
|circuit=8.0% | |||
|cancel=N,SP,EX,(J), Backdash | |||
|guard=LH | |||
|startup=5 | |||
|active=2 | |||
|recovery=14 | |||
|frameAdv=-4 | |||
|invuln=None | |||
|description=NAC does a kick with his left leg, moving him very slightly forward. Can be partially charged to move NAC a bit further forward. NAC's most damaging combo starter if you can connect, can punish moves like C-Ciel's 236C. Lots of pushback on block makes it hard to use in pressure. | |||
}} | |||
{{AttackData-MB-Mod | |||
|version=5[C] | |||
|damage=500,500,500 (917) | |||
|reddamage=(538) | |||
|proration=50% | |||
|circuit=15.0% | |||
|cancel=N,SP,EX,(J), Backdash | |||
|guard=LH | |||
|startup=20 | |||
|active=11 | |||
|recovery=26 | |||
|frameAdv=-14 | |||
|invuln=None | |||
|description=Charged, multi-hitting version of 5C. Terrible combo scaling, but has decently long range and can be converted pretty easily at most ranges. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2A</span> ===== | |||
{{MoveData | |||
|image=MBAACC_CNAC_2A.png | |||
|caption= | |||
|name=2A | |||
|input= | |||
|linkname=2A | |||
|data= | |||
{{AttackData-MB-Mod | |||
|damage=200,200,200(495) | |||
|reddamage=(241) | |||
|proration=78% | |||
|circuit=6.0% | |||
|cancel=N,SP,EX,(J), Backdash | |||
|guard=L | |||
|startup=5 | |||
|active=6(4)3 | |||
|recovery=9 | |||
|frameAdv=0 | |||
|invuln=None | |||
|description=Hits low three times. Tied with 5A for C-NAC's fastest attack but has a slightly longer range. Your main combo starter, really easy to hitconfirm. 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 138: | Line 210: | ||
|data= | |data= | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
|damage= | |damage=300,400,450 (782) | ||
|reddamage= | |reddamage=(319) | ||
|proration= | |proration=68% | ||
|circuit= | |circuit=12.0% | ||
|cancel= | |cancel=N,SP,EX,(J), Backdash | ||
|guard= | |guard=LA | ||
|startup= | |startup=10 | ||
|active= | |active=6 | ||
|recovery=15 | |||
|frameAdv=-2 | |||
|invuln=none | |||
|description=*Hurtbox extends before the hitbox comes out | |||
Hits low three times. The first hit knocks the opponent down, the other two hits launch. The launch allows it to combo into 5[B], making it an important combo piece. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2C</span> ===== | |||
{{MoveData | |||
|image=MBAACC_CNAC_2C1.png | |||
|image2=MBAACC_CNAC_2C2.png | |||
|caption= | |||
|caption2= | |||
|name=2C | |||
|name2=2[C] | |||
|input= | |||
|linkname=2C | |||
|data= | |||
{{AttackData-MB-Mod | |||
|version=2C | |||
|damage=1000 | |||
|reddamage=588 | |||
|proration=80% | |||
|circuit=10% | |||
|cancel=N,SP,EX,(J), Backdash | |||
|guard=LH | |||
|startup=14 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=None | |||
|description=NAC turns his lower body into a horn and strikes with it, hits mid. Reaches decently far and high. However, significantly extends your hurtbox before becoming active and has a rather long recovery. <br/> Usable as a grounded anti-air, though flawed in its lack of disjoint, its pre-emptive hurtbox and its recovery. Good at catching airdashes. | |||
}} | |||
{{AttackData-MB-Mod | |||
|version=2[C] | |||
|damage=1250 | |||
|reddamage=882 | |||
|proration=80% | |||
|circuit=12.0% | |||
|cancel=N,SP,EX,(J), Backdash | |||
|guard=LH | |||
|startup=32 | |||
|active=5 | |||
|recovery=22 | |||
|frameAdv= | |||
|invuln=None | |||
|description=Charged version of 2C, still hits mid but now launches. Awfully slow with almost no benefits over regular 2C, minimally increases 2C's horizontal reach with a small disjoint and slightly more damages. Even improper as a CH pickup because of how high it launches your opponent, making the following air combo awkward. You probably should avoid using this button altogether. | |||
}} | |||
}} | |||
=== Air Normals === | |||
===== <span class="invisible-header">jA</span> ===== | |||
{{MoveData | |||
|image=MBAACC_CNAC_jA.png | |||
|caption= | |||
|name=j.A | |||
|input= | |||
|linkname=jA | |||
|data= | |||
{{AttackData-MB-Mod | |||
|damage=250 | |||
|reddamage=147 | |||
|proration=75% | |||
|circuit=3.0% | |||
|cancel=-SE-,N,SP,EX,(J), Backdash | |||
|guard=LHA | |||
|startup=5 | |||
|active=4 | |||
|recovery= | |||
|frameAdv= | |||
|invuln=none | |||
|description=An adorable aerial little poke that doesn't hit high. Has an impressive disjoint for a fast j.A that cancels into itself. Shines when used as a rising button to anti-air. Harder to utilize as an air-to-air because of its poor range due to NAC's size, although it can totally do the job if the situation is right. Like j.C workable for air tick throws in the right situation.<br/>Doesn't look like much but a rather impressive button. | |||
}} | |||
}} | |||
===== <span class="invisible-header">jB</span> ===== | |||
{{MoveData | |||
|image=MBAACC_CNAC_jB.png | |||
|caption= | |||
|name=j.B | |||
|input= | |||
|linkname=jB | |||
|data= | |||
{{AttackData-MB-Mod | |||
|damage=600, 500 (987) | |||
|reddamage=(619) | |||
|proration=72% | |||
|circuit=13.6% | |||
|cancel=N,SP,EX,(J), Backdash | |||
|guard=HA | |||
|startup=11 | |||
|active=7 | |||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln=none | |invuln=none | ||
|description= | |description= Your only high-hitting aerial. Hits 2 times. Can hit a grounded, standing opponent while rising (except Necos) | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">jC</span> ===== | ===== <span class="invisible-header">jC</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 166: | Line 329: | ||
|data= | |data= | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
|damage= | |damage=250,250,250,700(1194) | ||
|reddamage= | |reddamage=(967) | ||
|proration= | |proration=90% | ||
|circuit= | |circuit=14.0% | ||
|cancel= | |cancel=N,SP,EX,(J), Backdash | ||
|guard= | |guard=LHA | ||
|startup= | |startup=9 | ||
|active= | |active=8 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln=none | |invuln=none | ||
Line 182: | Line 345: | ||
}} | }} | ||
== | === Command Normals === | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">6C</span> ===== | ||
{{MoveData | |||
|image=MBAACC_CNAC_6C.png | |||
|caption= | |||
|name=6C | |||
|input= | |||
|linkname=6C | |||
|data= | |||
{{AttackData-MB-Mod | |||
|damage=1000 | |||
|reddamage=588 | |||
|proration=75% | |||
|circuit=8.0% | |||
|cancel=(N),(SP),(EX),(J), (Backdash) | |||
|guard=H | |||
|startup=33 | |||
|active=5 | |||
|recovery=16 | |||
|frameAdv=-6 | |||
|invuln=None | |||
|description=Needlefish, slow standing overhead. Its good reach makes it rather safe on block. Really easy to shield if the opponent is looking for it. Extends your hurtbox before the active frames making it possible for an opponent to mash a fast normal during its startup to get a CH. Overall mediocre move but still one of C-NAC's best option to try to open up an opponent. | |||
}} | |||
}} | |||
===== <span class="invisible-header">3C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBAACC_CNAC_3C1.png | ||
|image2=MBAACC_CNAC_3C2.png | |||
|caption= | |caption= | ||
|name= | |name=3C | ||
| | |input= | ||
| | |linkname=3C | ||
|data= | |data= | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
|damage= | |damage=700,500 (955) | ||
|reddamage= | |reddamage=(541) | ||
|proration= | |proration=60% | ||
|circuit= | |circuit=12.0% | ||
|cancel= | |cancel=(J) | ||
|guard= | |guard=LHA | ||
|startup= | |startup=13 | ||
|active= | |active=6(2)4 | ||
|recovery= | |recovery=17 | ||
|frameAdv= | |frameAdv=-3 | ||
|invuln= | |invuln=None | ||
|description= | |description=A two hitting copy of Nero's 4C, except it has a huge hurtbox before its active frames and can be blocked in the air. However, neither hits of NAC's 3C whiff on crouchers.<br/>Outside of counterhits or situations where only 3C(2) connects, not very rewarding on hit: only leads to j.8 dj.8 j.C. | ||
}} | |||
}} | |||
=== Universal Mechanics === | |||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Ground Throw | |||
|linkname=Ground Throw | |||
|input=6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1200 | |||
|reddamage=686 | |||
|proration=100% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=3 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=Standard ground throw. Gives a hard knockdown, your most common source of oki. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Air Throw</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Air Throw | |||
|linkname=Air Throw | |||
|input=j.6/4A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1600 (1408) | |||
|reddamage=(517) | |||
|proration=30% | |||
|circuit=10.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Standard air throw. Ground bounces if done raw. As a combo ender, it causes an untechable knockdown. Most common combo ender, leaves you rather close to the opponent and plus enough to meaty with 2B or 5C. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Heat</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Heat | |||
|linkname=Heat | |||
|input=A+B+C | |||
|data= | |||
{{AttackData-MB | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% (min) | |||
|cancel= | |||
|guard=U | |||
|startup=10 | |||
|active=6 | |||
|recovery=26 | |||
|frameAdv= | |||
|invuln=Full 1-14 | |||
|description=Fastest Heat Activation startup in the game, ridiculously small hitbox however. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Circuit Spark</span> ===== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|name=Circuit Spark | |||
|linkname=Circuit Spark | |||
|input=A+B+C during hitstun/blockstun at MAX | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=Ground | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=11 | |||
|active=10 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln=Full 1-39 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=12 | |||
|active=10 | |||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Strike 1-30 | |||
|description=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. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Shield Bunker | |||
|linkname=Shield Bunker | |||
|input=214D in neutral or blockstun | |||
|data= | |||
{{AttackData-MB | |||
|version=Bunker | |||
|damage=500 | |||
|reddamage=196 | |||
|proration=100% | |||
|circuit=0.0%<br>(-50.0% in blockstun) | |||
|cancel= | |||
|guard=LHA | |||
|startup=26 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description=Standard NECO bunker, significantly smaller hitbox than what the animation suggests.<br/>NAC bunker has an unique oddity: when done outside blockstun, it's first frame can be cancelled into any multi-button input (grab, dash or meter charge). Due to how the game handles inputs, this is only usable if 214D clashes on its first frame as the cancel window is extended during clashstop. This allows NAC to cancel bunker into a strike invincibile dash and get a combo. Do note that getting a raw bunker to clash on its first frame can only reliably done on meaty attacks when waking up. | |||
}} | }} | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
==== Special Movement ==== | |||
===== <span class="invisible-header">3</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|linkname=3 | |||
|input=[3] | |||
|data= | |||
{{AttackData-MB | |||
|damage=10 | |||
|reddamage=0 | |||
|proration=80% | |||
|circuit= | |||
|cancel= | |||
|guard=LA | |||
|startup=13 | |||
|active= | |||
|recovery= | |||
|frameAdv=+12 | |||
|invuln= | |||
|description=Unique to Crescent, NAC can crawl along the ground, shrinking his hurtbox further than by simply crouching. Both crawls can go under things some projectiles or {{Character Label|MBAACC|Melty Blood|C-Roa}}'s orbs. <br/> Forward crawl also has a small hitbox on the cigarette that hits low (and must be shielded low), and leaves you up to +12 on hit. Since it's not technically an attack, it can be "cancelled" into anything. | |||
}} | |||
}} | |||
===== <span class="invisible-header">1</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|linkname=1 | |||
|input=[1] | |||
|data= | |||
{{AttackData-MB | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Back crawl has a wider but shorter hurtbox than forward crawl. | |||
}} | |||
}} | |||
==== Grounded Specials ==== | |||
===== <span class="invisible-header">236X</span> ===== | ===== <span class="invisible-header">236X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|image2= | |||
|caption= | |caption= | ||
|name=( | |caption2= | ||
|name=Chaos Beam (EX: Opuba 666!) | |||
|linkname=236X | |linkname=236X | ||
|input=236A/B/C | |input=236A/B/C | ||
|data= | |data= | ||
{{AttackData-MB- | {{AttackData-MB | ||
|version=A | |||
|damage=250x8 (1589) | |||
|reddamage=(742) | |||
|proration=100% | |||
|circuit=16.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=27 | |||
|active=18 | |||
|recovery=18 | |||
|frameAdv=-9 | |||
|invuln= | |||
|description=NAC shoots a beam from his eyes. Long startup makes it mainly a zoning tool. Heavy pushback on block can keep you safe, depending on the opponent. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=7x300 (1705) | |||
|reddamage=(662) | |||
|proration=100% | |||
|circuit=14.0% | |||
|guard=LHA | |||
|startup=17 | |||
|active=15 | |||
|recovery=33 | |||
|frameAdv=-21 | |||
|invuln= | |||
|description=Shoots the beams upward, with a lower recovery than the A version. Can only hit crouchers from very close (and totally whiffs on low-profiles like Len's catwalk). | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=250x26 (3410) | |||
|reddamage=(1988) | |||
|proration=100% | |||
|circuit=-100% | |||
|cancel= | |||
|guard=LHA | |||
|startup=28 | |||
|active=47 | |||
|recovery=42 | |||
|frameAdv=-32 | |||
|invuln=Full 1-8 | |||
|description=Shoots upward with much bigger hitboxes than the B version and some startup invincibility, covering a huge part of the aerial space in front of you. Can deal a lot of damage to the guard bar. Pushback and unsafety will depend on the position the opponent blocks it in the air. Will always be punishable if blocked on the ground, as opponents will quickly be pushed out of the grounded hitbox while the aerial ones can be avoided by crouching. | |||
}} | |||
}} | |||
===== <span class="invisible-header">623X</span> ===== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name=EM Wave Ultimate Attack - Necoesthetics (EX: Super EM Wave Ultimate Attack - Necoesthetics - Stamp Rally West Japan) | |||
|linkname=623X | |||
|input=623A/B/C | |||
|data= | |||
{{AttackData-MB-Simple | |||
|description=NAC unleashes a flurry of lightning fast blows with his cigarette. Has the unique property of having an incredibly high hitstun multiplier on counterhit, enough to follow it up with a full combo even on grounded opponents.</br>Outside of specific cases such as hitting an extended hurtbox or trading with another attack, 623X's extended CH hitstun often gets overwritten by its next hit. | |||
}} | |||
{{AttackData-MB | |||
|version=A | |||
|damage=3x800 (1305) | |||
|reddamage=(561) | |||
|proration=100% | |||
|circuit=6.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=8 | |||
|active=13 | |||
|recovery=4 | |||
|frameAdv=5 | |||
|invuln= | |||
|description=Overall most useful version. Fast and really active. Strong defensive move that shines in scramble situations, you'll want to use that move often. Surprisingly strong anti-air, but still loses to some of the more disjointed jump-ins. +5 on block when done point blank, however the pushback doesn't allow C-NAC to reliably frametrap into anything. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=640x5 (1328) | |||
|reddamage=(595) | |||
|proration=100% | |||
|circuit=6.0% | |||
|guard=LHA | |||
|startup=14 | |||
|active=13 | |||
|recovery=2 | |||
|frameAdv=7 | |||
|invuln= | |||
|description=Slower than the A version but has more hits and recovers even faster. No real reason to use it in neutral, due to 623A outclassing it. However, 623B is +7 on block if the last hit is blocked, this makes it an interesting option on okizeme to meaty with. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=-940 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100% | |||
|cancel= | |||
|guard=LHA | |||
|startup=10 | |||
|active=3/6 | |||
|recovery=28/31 | |||
|frameAdv=-20 | |||
|invuln= | |||
|description=Joke move and an overall waste of meter. Actually deals negative damage, giving your opponent 940 HP back. Slower than 623A, almost three times the recovery, might build the opponent a ton of meter. Can circuit break the opponent when hit point blank. When not hit point blank, might push the opponent enough for them to fall out of the move and punish you.</br>If not for the slower startup, 623C's more disjointed and larger hitbox would make for a great anti-air with good reward on CH. Significantly harder to confirm 623C's single hit CH on grounded opponents due to the move's much longer overall duration. | |||
}} | |||
}} | |||
===== <span class="invisible-header">214X</span> ===== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name=Cat Back From The Underworld P (Professor) | |||
|linkname=214X | |||
|input=214A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=58 | |||
|frameAdv= | |||
|invuln=Full 13-52 | |||
|description= NAC buries underground, becoming invincible for some frames before reappearing alongside two Neros, with the button used determining the location. All teleport locations are based on the camera's position.<br/>A version appears on the left side of the screen. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=58 | |||
|frameAdv= | |||
|invuln=Full 13-52 | |||
|description= B version appears in the middle of the screen. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=C | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=58 | |||
|frameAdv= | |||
|invuln=Full 13-52 | |||
|description= C version appears on the right side of the screen. | |||
}} | |||
}} | |||
===== <span class="invisible-header">421X</span> ===== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name=Undulating My Deer (EX: Berserk Special Express to Hell) | |||
|linkname=421X | |||
|input=421A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=600 | |||
|reddamage=(392) | |||
|proration=75% | |||
|circuit=5.0% | |||
|cancel= | |||
|guard=LH | |||
|startup= | |||
|active= | |||
|recovery=44 | |||
|frameAdv= | |||
|invuln= | |||
|description=NAC summons a deer from his mouth, similar to Nero. The deer persists if NAC is hit. Both meterless deers are air-unblockables.<br/>A Deer hits once and has the lowest recovery after summoning. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|guard=LH | |||
|startup= | |||
|active= | |||
|recovery=51 | |||
|frameAdv= | |||
|invuln= | |||
|description=B Deer has longer recovery, but hits twice. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=1000/600 | |||
|reddamage=686/392 | |||
|proration=75% | |||
|circuit=-100% | |||
|cancel= | |||
|guard=LHA/H | |||
|startup= | |||
|active= | |||
|recovery=Variable | |||
|frameAdv= | |||
|invuln= Summon 22-Variable | |||
|description= HEY, TAXI! Neco-Arc Chaos summons a deer to ride it. After a long and vulnerable startup, NAC hurtbox and collision box disappear from the screen, allowing opponent to go through, and are replaced with the deer summon's hurtbox. Because the deer is a summon, it cannot be thrown. Hitting the deer will unsummon it and teleport NAC's boxes back on the screen in an unique hitstun state, with no damage, completly independent of what attack caused the Deer to disappear. The opponent can juggle NAC out of this hitstun.<br/>You can control the deer with A, B and C. | |||
* Pressing A performs a short jumping attack. The deer will always jump toward the opponent. This attack launches into an untechable knockdown on hit, can hit opponents OTG and can combo into further A presses. This version is air-blockable. | |||
* Pressing B performs a longer jump. This version hits overhead, is air-unblockable and cannot be shielded. The much larger bounce on hit and block can make converting harder, but air hits can be followed with A attacks. | |||
* Pressing C will make NAC jump off the deer. When dismounting manually, you have access to your air options. | |||
If you perform a 6th attack, NAC will fall from the deer in a vulnerable animation, and as such you shouldn't use more than 5 attacks before manually dismounting. Not pressing any button for a moment will make you leave the deer just like if you pressed C.<br/>If the deer is hit before NAC can mount on it, the Deer will stay on screen and behave like a 421A summon. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">22X</span> ===== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name=Behemoth Burp <br> Damien Armies (EX: Elite Chaos Corps Damien Armies☆Beret) | |||
|linkname=22X | |||
|input=22A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=300x5 (1270) | |||
|reddamage= (493) | |||
|proration=100% | |||
|circuit=10.0% | |||
|cancel= | |||
|guard=LH | |||
|startup=25 | |||
|active=44 | |||
|recovery=19 | |||
|frameAdv=-13 | |||
|invuln= | |||
|description=NAC spits out green fire. On block, only the opponent will experience knockback, meaning using it in the corner is a lot more unsafe than midscreen. Long startup makes it hard to use in combos, but can connect after a Counterhit 2C and 5C, and gives a followup juggle when close. Can also be used to cover some horizontal space in neutral. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage={{Tooltip | text=Variable| hovertext=800: Crow Projectile / 210: Crow Summon / 600: Deer / 400: Run / 850: 5C / 1250: 5B / 704(800): Rocket }} | |||
|reddamage={{Tooltip | text=Variable| hovertext=(343): Crow Projectile / (98): Crow Summon / (392): Deer / (245): Run / (637): 5C / (1029):5B / (517): Rocket }} | |||
|proration={{Tooltip | text=Variable| hovertext=100%: Crow Projectile / 90%: Crow Summon / 75%: Deer / 100%: Any Neco Summon }} | |||
|circuit={{Tooltip | text=Variable| hovertext=8.0%: Crow Projectile / 0.0%: Crow Summon / 5.0%: Deer / 0.0%: Any Neco Summon }} | |||
|guard={{Tooltip | text=Variable| hovertext=LHA: Crow Projectile, Crow Summon, Any Neco Summon / LH: Deer}} | |||
|startup={{Tooltip | text=13| hovertext=Crow Projectile }} | |||
|active= | |||
|recovery=41/42/59 | |||
|frameAdv={{Tooltip | text=-2| hovertext=Crow Projectile }} | |||
|invuln= | |||
|description=NAC spits out one of the following random summons: | |||
* Another Neco-Arc Chaos that will do one of the followings: Perform 5B, 5C, j.236A, run with a hitbox, crawl on the ground (without hitboxes), or simply walk around. Any of these actions may be performed in the wrong direction. | |||
* A crow projectile similar to Nero's 236A | |||
* A crow that will fly for a moment before attacking | |||
* A deer that attack onces, similar to 421A. Both this deer and the 421X can be on screen at the same time. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=666x3 (1672) | |||
|reddamage=(1363) | |||
|proration=75% | |||
|circuit=-100% | |||
|cancel= | |||
|guard=LHA | |||
|startup=18 | |||
|active=2 (24) 2 (23) 2 | |||
|recovery=9 | |||
|frameAdv=-32 | |||
|invuln= | |||
|description=Summons three giants NAC pillars. Covers a huge amount of space in neutral. Also a good combo extender, as you can followup midscreen hits with 236A/C if the opponent was launched beforehand. In the corner, not all hits may connect, but stronger conversions are possibles. | |||
}} | |||
}} | |||
== | ==== Aerial Specials ==== | ||
===== <span class="invisible-header">j.236X</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|image2= | |||
|caption= | |caption= | ||
|name= | |caption2= | ||
|linkname= | |name=Nrvnqsr Chaos Theatre (Bird) | ||
|input= | |linkname=j.236X | ||
|input=j.236A/B/C | |||
|data= | |data= | ||
{{AttackData-MB- | {{AttackData-MB | ||
|version=A | |||
|damage=210 | |||
|reddamage=(98) | |||
|proration=90% | |||
|circuit=2.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=12 | |||
|active= | |||
|recovery=Until landing | |||
|frameAdv=-31 (TK) | |||
|invuln= | |||
|description=Spits out a crow projectile at a 45 degrees angle, while retaining NAC's aerial momentum and not allowing any further action until landing. Useful for zoning. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=210 | |||
|reddamage=(98) | |||
|proration=90% | |||
|circuit=2.0% | |||
|guard=LHA | |||
|startup=22 | |||
|active= | |||
|recovery=Until landing | |||
|frameAdv=-21 (TK) | |||
|invuln= | |||
|description=Shoots at the same angle as A, but completly halts NAC's momentum beforehand. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=300x17 (2337) | |||
|reddamage=(1521) | |||
|proration=37% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=12 | |||
|active= | |||
|recovery=Until landing | |||
|frameAdv=-35 (TK) | |||
|invuln=Full 1-5 | |||
|description=Stays in place, and shoots a barrage of projectiles. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.214X</span> ===== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name=I Want To Go to Doggy Land (EX: Six Segment God Chaos) | |||
|linkname=j.214X | |||
|input=j.214A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=200x8 (1248) | |||
|reddamage=(606) | |||
|proration=100% | |||
|circuit=16.0% | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=7 | |||
|active=40 | |||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |||
|frameAdv=-1 (TK) | |||
|invuln= | |||
|description=NAC turns into a rocket, with a hitbox on his head. Both meterless versions are air combos tools, and can be EX cancelled for further extensions. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=B | |||
|damage=250x10 (1880) | |||
|reddamage=(876) | |||
|proration=100% | |||
|circuit=25.0% | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=10 | |||
|active=50 | |||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |||
|frameAdv=-1 (TK) | |||
|invuln= | |||
|description=Deals more damage and travels faster and further than the A version, making it prefered for combos. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=EX | |||
|damage=120, 300x16 (3163) | |||
|reddamage=(2377) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=13 | |||
|active=3(3)80 | |||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |||
|frameAdv=-9 (TK) | |||
|invuln= Full 7-106 | |||
|description=Your best move to EX cancel into in the air, adds good damage to air combos. | |||
}} | |||
}} | |||
== | === Arc Drive === | ||
===== <span class="invisible-header">63214C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=Nyampsey Roll JC | ||
|linkname= | |linkname=63214C | ||
|input= | |input=63214C during MAX/Heat | ||
|data= | |data= | ||
{{AttackData-MB- | {{AttackData-MB | ||
|damage=200x17 (2302) | |||
|reddamage=(1341) | |||
|proration=90% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=15 | |||
|active=66 | |||
|recovery=75 | |||
|frameAdv=-60 | |||
|invuln=Full 1-129 | |||
|description= NAC's only true reversal outside of Heat. Circuit Breaks you and your opponent on hit. Don't use this in juggles or on an airborne opponent, as you lose most hits and the opponent can tech out and punish you on hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Dusk of the Cat | |||
|linkname=Arc Drive | |||
|input=41236C during MAX/Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=390x16, 800 (3334) | |||
|reddamage= | |||
|proration= | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=69 | |||
|active=Until offscreen | |||
|recovery=Total: 116 | |||
|frameAdv=+51 | |||
|invuln=Full 1-18 | |||
|description=Summons a train of NACs, rushing at the opponent. Has some invincibility, but the extremly long startup makes it easy to avoid. The Neco-Arc has a separate hitbox, and more damage. | |||
}} | }} | ||
}} | }} | ||
== | ===== <span class="invisible-header">2222C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=??? | ||
|linkname= | |linkname=2222C | ||
|input= | |input=2222C during MAX/Heat/Blood Heat | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |header=no | ||
|reddamage= | |version=EX | ||
|proration= | |damage=250x26? (?) | ||
|circuit= | |reddamage=(?) | ||
|cancel= | |proration=100% | ||
|guard= | |circuit=removes all | ||
|startup= | |cancel= | ||
|active= | |guard= | ||
|recovery= | |startup=18 | ||
|frameAdv= | |active= | ||
|invuln= | |recovery= | ||
|description= | |frameAdv=-34 to +24 | ||
|invuln= | |||
|description=Secret super, not in the move list. Shoots out three Neros in the air that travel in a horizontal lines. Extremly hard to get all the hits. Can be comboed into after 6C on normal hit at close ranges, or after 5B, 5C (air hit) or 3C (second hit) on CH. | |||
}} | }} | ||
}} | }} | ||
== | === Another Arc Drive === | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Cat's Returning of a Favor | |||
|linkname=Another Arc Drive | |||
|input=41236C during Blood Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=555x10, 666x9, 800 (4591) | |||
|reddamage= (3687) | |||
|proration= 25% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=64 | |||
|active=Until offscreen | |||
|recovery=Total: 115 | |||
|frameAdv=+39 | |||
|invuln=Full 1-17 | |||
|description=Adds NAC rockets and Neros to the train. Covers everything bellow double-jump height can and allows you to rush in if your opponent blocks it. Can be avoided with a super double jump into an airdash. | |||
}} | |||
}} | |||
=== | === Last Arc === | ||
{{ | {{MoveData | ||
|image= | |||
|caption= | |||
|name=Recall! Kaleidostick Strike | |||
|linkname=Last Arc | |||
|input=EX Shield during Blood Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=7000 (3500 ~ 7000) | |||
|reddamage=2323 ~ 4260 | |||
|proration=50% + 50% * Remaining BH time | |||
|circuit=Removes all | |||
|cancel= | |||
|guard=U | |||
|startup=1 | |||
|active=1 | |||
|recovery=68 | |||
|frameAdv= | |||
|invuln=Full 1 | |||
|description=Giant Kaleidostick falls from the sky. Single hit last arc that hits everywhere on the screen, active on its very first frame but only for that single frame.<br/>Beware, if your opponent manages to use invulnerability through the hit, you are vulnerable during the entire recovery. | |||
}} | |||
}} | }} | ||
Latest revision as of 17:42, 12 June 2024
Of course the meme cat is just as viable as they are funny.
You're playing a joke character. So, your point is to be annoying. Keepaway and timerscams are the only viable way to play NAC, just make sure that the opponent doesn't have the lifelead. If you have to burn meter, try doing it with 22C or 421C, which are decent for it's cost.
is a joke character who aims to annoy the opponent, run out the timer, play evasively, and look cool doing it. | |
Pros | Cons |
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![MBAACC NAC Portrait.png](/images/b/bd/MBAACC_NAC_Portrait.png)
Net Health: | 11018 |
Wakeup Timings: | 22(Prone) 22(Supine) |
Dash Startup: | 6f |
Prejump: | 3f (Forwards & Neutral) 4f (Backwards) |
Superjump Prejump: | 7f (Forwards) 11f (Neutral) |
Players to watch/ask
Name | Color | Region | Common Venues | Status | Details |
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Qaenyin (qaenyin) |
North America | Netplay | Active | The original C-NAC player and the only C-NAC main to actually get good. | |
Skeleton (Skeleton#6953) |
North America | Next Level, Netplay |
Active | haha cool smoking cat | |
エス (Esu) | Japan | Unknown | Unknown |
Additional Resources
C-NAC Match Video Database
NAC Combo Video for All Moons
Move List
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
Ground Normals
5A
5B
5[B] 1st Charged Hit 1st Charged Hit
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5C
5[C]
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2A
2B
Earliest Hitbox Earliest Hitbox
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2C
2[C]
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Air Normals
jA
jB
jC
Early Hitbox Early Hitbox Late Hitbox Late Hitbox
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Command Normals
6C
3C
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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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Special Moves
Special Movement
3
1
Grounded Specials
236X
Chaos Beam (EX: Opuba 666!)
236A/B/C |
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623X
214X
421X
22X
Aerial Specials
j.236X
Nrvnqsr Chaos Theatre (Bird)
j.236A/B/C |
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j.214X
Arc Drive
63214C
Nyampsey Roll JC
63214C during MAX/Heat |
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Dusk of the Cat 41236C during MAX/Heat [[File: | 175x250px | center|class=lazyimg]]
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2222C
???
2222C during MAX/Heat/Blood Heat |
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Another Arc Drive
Cat's Returning of a Favor
41236C during Blood Heat |
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Last Arc
Recall! Kaleidostick Strike EX Shield during Blood Heat [[File: | 175x250px | center|class=lazyimg]]
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Character Page Progress
This page is awaiting renovation. Please consider joining as an editor to help expand it.
In Progress | To-do |
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