|
|
Line 299: |
Line 299: |
| |active=12 | | |active=12 |
| |recovery=8 | | |recovery=8 |
| |frameAdv=<span style="color: purple; cursor:help" title="Landing an later active frame will inprove your advantage.">-13~+4</span> | | |frameAdv=<span style="color: purple; cursor:help" title="Landing on a later active frame will inprove your advantage.">-13~+4</span> |
| |invuln= | | |invuln= |
| |description=Neco Arc lunges even farther forward. | | |description=Neco Arc lunges even farther forward. |
Revision as of 16:28, 6 June 2020
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
|
|
- Additional Ressources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
- Add damage, meter gain/given numbers and video links to combos as you add them.
- Move Descriptions:
- Add frame data.
- Add images with hitboxes to the moves.
- Add descriptions to the moves, specify how they function, cite their uses, add captions where helpful, etc.
|
Additional Resources
Match Video Database
Players to watch/ask
JP:
- yoshiyumenyan (由夢にゃん)
- sakura乃nyan (桜乃にゃん)
- nishiogineko (西荻猫)
NA:
Overview
Strengths Weaknesses
Strengths
|
- Tied for the fastest 2A in the game with Neco Arc Chaos at 3 frames
- Generally fast frame data
- Amazing backdash
- Very safe normals due to being able to cancel her grounded normals into backdash
|
Weaknesses
|
- Very short range, often struggling to approach and to punish certain moves
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
/* template for combo notations */
Starters
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Enders
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
OTG Pick ups
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
text |
|
|
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
|
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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
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.
±x~±y denotes a range of possible advantages.
|
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:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
5A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
196
|
75%
|
-SE-, N, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
2
|
9
|
+2
|
3.5%
|
-
|
A small poke.
|
|
5B
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
850
|
539
|
80%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
2
|
16
|
-4
|
7.0%
|
-
|
A small uppercut
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1350
|
980
|
50%
|
(J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
28
|
4
|
15
|
-4
|
12.0%
|
-
|
A bigger uppercut
|
|
5C
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
735
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
2
|
19
|
-4
|
8.0%
|
-
|
A small front kick
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
1176
|
50%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
3
|
11
|
Text
|
10.0%
|
-
|
Neco Arc extends her foor for a bigger kick. Sends your opponent to the wall.
|
|
2A Text
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
196
|
75%
|
-SE-, N, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
2
|
9
|
+3
|
3.5%
|
-
|
A small poke in the feet
|
|
2B
|
2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
539
|
80% (100% on active frames 9-12)
|
N, SP, EX, (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
12
|
8
|
-6
|
8.0%
|
-
|
Neco Arc lunges forward.
|
2{B}
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900-750
|
735-539
|
70-100%
|
N, SP, EX, (J)
|
LA/LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
12
|
8
|
-13~+4
|
10.0-8.0%
|
-
|
Neco Arc lunges even farther forward.
|
2[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1050
|
833
|
70%
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17
|
12
|
8
|
-13
|
12.0%
|
-
|
Maximum lunge.
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
539
|
60%
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
2
|
20
|
-3
|
10.0%
|
-
|
Neco Arc claws the opponent's feet while crouching.
|
|
6A
|
6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
6[A]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
6A/6[A]~6B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
6A/6[A]~6B~6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
j.A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
j.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
j.2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
j.2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Special Moves
True Ancestor Beam 236A/B
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Opuba! 236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
EM Wave Ultimate Attack - Necoesthetics 623A/B
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Super EM Wave Ultimate Attack - Necoesthetics - Stamp Rally East Japan 623C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Cat Back From The Underworld R (Returns) 214A/B/C (No EX)
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Neco Packet 2008 421A/B/C
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Abaddon Flare 22A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Abaddon Force 22B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Elite Neco Corps Abaddon Paris☆Beret 22C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Flying Neco Battleship Gomoran j.236A/B/C
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
I Want to Go to Crocodile Country j.214A/B
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Six Segment God Cat j.214C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Nyampsey Roll AC 63214C during MAX, HEAT or BLOOD HEAT
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Arc Drive
Dawn of the Cat 41236C during MAX or HEAT
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Another Arc Drive
Delinquent Cat Gang Leader's Mansion 41236C during BLOOD HEAT
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Last Arc
Angolmois Hammer Land an EX shield during BLOOD HEAT
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
MBAACC Navigation