Melty Blood/MBAACC/Neco-Arc Chaos/Half Moon: Difference between revisions
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{{AttackData-MB/Infobox}} | {{AttackData-MB/Infobox}} | ||
=== Normal Moves === | === Normal Moves === | ||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=MBMoonCharacterInput.png | |image=MBMoonCharacterInput.png | ||
|image2=MBMoonCharacterInput.png | |||
|image3=MBMoonCharacterInput.png | |||
|caption= | |caption= | ||
|name=5A | |name=5A | ||
|linkname=5A | |linkname=5A | ||
|input=5A~6A~6A | |||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |version=5A | ||
|reddamage= | |damage=350 | ||
|proration= | |reddamage=192 | ||
|circuit= | |proration=75% | ||
|cancel= | |circuit=2.45% | ||
|guard= | |cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | ||
|startup= | |guard=LH | ||
|active= | |startup=4 | ||
|recovery= | |active=4 | ||
|frameAdv= | |recovery=12 | ||
|invuln= | |frameAdv=-4 | ||
|description= | |invuln= | ||
|description=NAC burns the enemy with his cigarette. Terrible range. | |||
}} | |||
{{AttackData-MB | |||
|version=5A~6A | |||
|damage=600 | |||
|reddamage=384 | |||
|proration=80% | |||
|circuit=4.2% | |||
|cancel=N, SP, -CH-, EX, (J) | |||
|guard=LH | |||
|startup=7 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Second hit of 5A chain. Moves NAC forward pretty far. | |||
}} | |||
{{AttackData-MB | |||
|version=5A~6A~6A | |||
|damage=1000 | |||
|reddamage=768 | |||
|proration=60% | |||
|circuit=7.0% | |||
|cancel=(N), SP, EX, (J) | |||
|guard=LH | |||
|startup=9 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Launches on hit. Moves NAC forward even further. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | |||
|image=MBMoonCharacterInput.png | |||
|caption=5B | |||
|image2=MBMoonCharacterInput.png | |||
|caption2= | |||
|image3=MBMoonCharacterInput.png | |||
|caption3=5[B] | |||
|name=5B | |||
|input=5[B] | |||
|linkname=5B | |||
|data= | |||
{{AttackData-MB | |||
|version=5B | |||
|damage=850 | |||
|reddamage=528 | |||
|proration=80% | |||
|circuit=4.9% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=6 | |||
|active=2 | |||
|recovery=16 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=An upward punch with a bit of forward momentum. Launches on hit. Can be partially charged to move you a bit further forward. | |||
}} | |||
{{AttackData-MB | |||
|version=5[B] | |||
|damage=500+1000 (1351) | |||
|reddamage=311+654 (942) | |||
|proration=100% / 50% (2nd hit) | |||
|circuit=3.5% + 5.6% (9.1%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=18 | |||
|active=9 | |||
|recovery=19 | |||
|frameAdv=-12 / -5 | |||
|invuln= | |||
|description=Charged version of 5B. Hits twice, moves NAC forward and has pretty nice reach. The first hit can be jump canceled even on block. Can spam B after the second hit for more hits. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData | |||
|image=MBMoonCharacterInput.png | |||
|caption=5C | |||
|image2=MBMoonCharacterInput.png | |||
|caption2= | |||
|image3=MBMoonCharacterInput.png | |||
|caption3=5[C] | |||
|name=5C | |||
|input=5[C] | |||
|linkname=5C | |||
|data= | |||
{{AttackData-MB | |||
|version=5C | |||
|damage=1200 | |||
|reddamage=720 | |||
|proration=100% | |||
|circuit=5.6% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=2 | |||
|recovery=14 | |||
|frameAdv=-4 | |||
|invuln= | |||
|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. | |||
}} | |||
{{AttackData-MB | |||
|version=5[C] | |||
|damage=500x3 + 1000 (1315) | |||
|reddamage=(834) | |||
|proration=50% | |||
|circuit=3.5%x3 + 7.0% (17.5%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=19 | |||
|active=11 | |||
|recovery=26 | |||
|frameAdv=-22 ~ -14 | |||
|invuln= | |||
|description=Charged, multihitting version of 5C. Moves NAC forward and has a very big hitbox, especially for a NAC move. Useful for frametrapping after 2C or 5A rebeat after you've pushed yourself far enough away from your opponent. | |||
}} | |||
}} | |||
=== Universal Mechanics === | === Universal Mechanics === |
Revision as of 18:49, 9 November 2021
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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Additional Resources
Players to watch/ask
Name | Color | Region | Common Venues | Status | Details |
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Skeleton (Skeleton#6953) |
North America | Next Level, Netplay |
Active | I am the only H-NAC player. Don't ask me for advice, I will just tell you to play someone else. |
Overview
Strengths |
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Weaknesses |
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General Gameplan
Playing H-NAC effectively (and playing against H-NAC effectively) requires a good understanding of fundamental game mechanics (primarily ground teching) and your opponent's habits. Go for safer options in mixup scenarios and see how your opponent reacts, evolving your gameplan accordingly.
Neutral
Most of your neutral will be spent zoning as far away from your opponent as possible. Air beams are an effective way to slow your opponent's advance, and can be used up to 4 times before landing if you have all of your movement options. Crows can also be useful zoning tools for opponents who prefer to stick close to the ground. If your opponent is directly above you in the air, using NAC's run to get distance can be a big help. H-NAC excels when he has annoyed his opponents enough with his subpar zoning tools that they try to get in on him, as he has decent anti-approach tools in a decently fast, somewhat active, disjointed and actionable-on-whiff j.A, an air throw hitbox with high vertical reach, and a very strong anti air in the form of 623A.
Pressure
All of your normals are minus on block. Reverse beating 2C into 2A is +0. 623A and B can be plus if you're close enough, but also give your opponent a ton of meter. 5{B} and 5{C} move you forward a bit, and 2B moves you forward quite a lot. 5[B](1) is jump-cancelable on block. 22B and 22A are decent command grabs.
Okizeme
People generally do not like to respect NAC's oki, and for good reasons. Most of his normals have incredibly short active durations, making them difficult to meaty with. One of the best options against a NAC performing meaty is low shield, as all of his best meaty tools are low shieldable. As such, a well timed 5C (it has 2 active frames) can be very useful in deterring this behavior. He also has a very hard time dealing with backdashes, and must usually be called out with 22B, dash 2B, or delayed 5[C].
Defense
Being a half-moon character, H-NAC lacks the best defensive options in the game and has to make do with what he has. Unfortunately, his shield is very bad (in addition to being an H-moon shield, the counter will often whiff or be blocked against jump-ins due to how short the character is and how far forward it moves him). Shield bunker, dodge, and holding up are some of your better options.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Starter
Air Strings
Enders
OTG Pick ups
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5B 5[B] 5B 5B 5[B] 5[B]
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5C
5C 5[C] 5C 5C 5[C] 5[C]
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Universal Mechanics
Mechanic
(Mechanic)
Text |
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Special Moves
236X
(Example Special)
236A/B/C |
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Arc Drive
Another Arc Drive
Last Arc