Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon: Difference between revisions
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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. | 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. | ||
|intro={{Character Label| | |intro={{Character Label|MBAACC|Melty Blood/MBAACC|C-NAC}} | ||
is a joke character who aims to annoy the opponent, run out the timer, play evasively, and look cool doing it. | |||
|pros= | |pros= | ||
*'''Tiny''': NAC has a Small hurtbox meaning that many optimized combos won't work on him. This has other ramifications in matchups such as {{Character Label|Melty Blood | *'''Tiny''': NAC has a Small hurtbox meaning that many optimized combos won't work on him. This has other ramifications in matchups such as {{Character Label|MBAACC|Melty Blood|C-Roa}}. | ||
*'''Stalling''': NAC's unique air dash which is especially useful for stalling out the clock and non-interaction. This pairs well with his good back dash and back dash cancels. | *'''Stalling''': NAC's unique air dash which is especially useful for stalling out the clock and non-interaction. This pairs well with his good back dash and back dash cancels. | ||
*'''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|Melty Blood/MBAACC| | *'''Glass Bones and Paper Skin''': NAC has health so low that it is rivaled only by {{Character Label|MBAACC|Melty Blood/MBAACC|V.Akiha}}. 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. |
Revision as of 18:06, 18 November 2022
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 |
---|---|---|---|---|---|
Qaenyin (Qaenyin#4488) |
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 |
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 hit 1st hit 2nd hit 2nd hit
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2B
Earliest Hitbox Earliest Hitbox
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Air Normals
jC
Early Hitbox Early Hitbox Late Hitbox Late Hitbox
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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
Additional Resources
C-NAC Match Video Database
NAC Combo Video for All Moons
Players to Learn From
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
エス (Esu) | ![]() Japan |
Unknown | ||
Qaenyin | ![]() United States |
Unknown |
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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