Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon: Difference between revisions
(Full C-NAC Frame Data) |
(Copied some shared moves' descriptions from the H and F pages) |
||
Line 158: | Line 158: | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|invuln=None | |invuln=None | ||
|description= | |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. Pushes NAC out too far on block to be useful in pressure. | ||
}} | }} | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
Line 173: | Line 173: | ||
|frameAdv=-14 | |frameAdv=-14 | ||
|invuln=None | |invuln=None | ||
|description= | |description=Charged, multi-hitting version of 5C. Terrible combo scaling, but has decently long range and can be converted pretty easily at most ranges. | ||
}} | }} | ||
}} | }} | ||
Line 197: | Line 197: | ||
|frameAdv=0 | |frameAdv=0 | ||
|invuln=None | |invuln=None | ||
|description= | |description=Hits low three times. Tied with 5A for F-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 221: | Line 221: | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=none | |invuln=none | ||
|description= | |description=*Hurtbox extends before the hitbox comes out | ||
*Hurtbox extends before the hitbox comes out | Hits low three times. The first hit knocks the opponent down, the other two hits launch. An overall really important button for C-NAC, it recovers quite fast and has decent horizontal range making it one of your most usable button in neutral. Used in blockstrings and in most combos. 2B's first hit is the only reliable way for C-NAC to get okizeme access outside of Ground/Air Throw. | ||
}} | }} | ||
}} | }} | ||
Line 250: | Line 250: | ||
|frameAdv=-5 | |frameAdv=-5 | ||
|invuln=None | |invuln=None | ||
|description= | |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 | {{AttackData-MB-Mod | ||
Line 265: | Line 265: | ||
|frameAdv= | |frameAdv= | ||
|invuln=None | |invuln=None | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 290: | Line 290: | ||
|frameAdv= | |frameAdv= | ||
|invuln=none | |invuln=none | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 366: | Line 366: | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|invuln=None | |invuln=None | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 390: | Line 390: | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|invuln=None | |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. | ||
}} | }} | ||
}} | }} | ||
Line 415: | Line 415: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description=Standard ground throw. Gives a hard knockdown, your most common source of oki. | ||
}} | }} | ||
}} | }} | ||
Line 439: | Line 439: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 463: | Line 463: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-14 | |invuln=Full 1-14 | ||
|description= | |description=Fastest Heat Activation startup in the game, ridiculously small hitbox however. | ||
}} | }} | ||
}} | }} | ||
Line 530: | Line 530: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Clash 1-10 | |invuln=Clash 1-10 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 649: | Line 649: | ||
|input=623A/B/C | |input=623A/B/C | ||
|data= | |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 | {{AttackData-MB | ||
|version=A | |version=A | ||
Line 662: | Line 665: | ||
|frameAdv=5 | |frameAdv=5 | ||
|invuln= | |invuln= | ||
|description= | |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 | {{AttackData-MB | ||
Line 677: | Line 680: | ||
|frameAdv=7 | |frameAdv=7 | ||
|invuln= | |invuln= | ||
|description= | |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 | {{AttackData-MB | ||
Line 693: | Line 696: | ||
|frameAdv=-20 | |frameAdv=-20 | ||
|invuln= | |invuln= | ||
|description= | |description=Joke move and an overall waste of meter. Slower than 623A, almost three times the recovery, deals no damage and 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,108: | Line 1,111: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1 | |invuln=Full 1 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} |
Revision as of 07:36, 28 January 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 |
|
|
![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 | |
エス (Esu) | Japan | Unknown | Unknown |
Additional Resources
C-NAC Match Video Database
NAC Combo Video for All Moons
Move List
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). |
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
|
Normal Moves
Ground Normals
5A
5B
5[B] 1st Charged Hit 1st Charged Hit
|
---|
5C
5[C]
|
---|
2A
2B
Earliest Hitbox Earliest Hitbox
|
---|
2C
2[C]
|
---|
Air Normals
jA
jB
jC
Early Hitbox Early Hitbox Late Hitbox Late Hitbox
|
---|
Command Normals
6C
3C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Heat
Heat
A+B+C |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Special Moves
Special Movement
3
1
Grounded Specials
236X
Chaos Beam (EX: Opuba 666!)
236A/B/C |
---|
623X
214X
421X
22X
63214C
Nyampsey Roll JC
63214C |
---|
Aerial Specials
j.236X
Nrvnqsr Chaos Theatre (Bird)
j.236A/B/C |
---|
j.214X
Arc Drive
Dusk of the Cat 41236C during MAX/Heat [[File: | 175x250px | center|class=lazyimg]]
|
---|
2222C
???
2222C during MAX/Heat/Blood Heat |
---|
Another Arc Drive
Cat's Returning of a Favor
41236C during Blood Heat |
---|
Last Arc
Recall! Kaleidostick Strike EX Shield during Blood Heat [[File: | 175x250px | center|class=lazyimg]]
|
---|
Character Page Progress
This page is awaiting renovation. Please consider joining as an editor to help expand it.
In Progress | To-do |
---|---|
|