Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon: Difference between revisions
(Copied some shared moves' descriptions from the H and F pages) |
(Descriptions for all the moves) |
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|invuln=None | |invuln=None | ||
|description=Hits low three times. Tied with 5A for | |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. | ||
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|invuln=none | |invuln=none | ||
|description=*Hurtbox extends before the hitbox comes out | |description=*Hurtbox extends before the hitbox comes out | ||
Hits low three times. The first hit knocks the opponent down, the other two hits launch. | 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. | ||
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|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) | ||
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|invuln= | |invuln= | ||
|description= | |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). Since it's not technically an attack, it can be "cancelled" into anything. | ||
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|invuln= | |invuln= | ||
|description= | |description=Back crawl has a wider but shorter hurtbox than forward crawl. | ||
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|frameAdv=-9 | |frameAdv=-9 | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-21 | |frameAdv=-21 | ||
|invuln= | |invuln= | ||
|description= | |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). | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv=-32 | |frameAdv=-32 | ||
|invuln=Full 1-8 | |invuln=Full 1-8 | ||
|description= | |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. | ||
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|invuln=Full 13-52 | |invuln=Full 13-52 | ||
|description= | |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. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|invuln=Full 13-52 | |invuln=Full 13-52 | ||
|description= | |description= B version appears in the middle of the screen. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|invuln=Full 13-52 | |invuln=Full 13-52 | ||
|description= | |description= C version appears on the right side of the screen. | ||
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|invuln= | |invuln= | ||
|description= | |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. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|invuln= | |invuln= | ||
|description= | |description=B Deer has longer recovery, but hits twice. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|circuit=-100% | |circuit=-100% | ||
|cancel= | |cancel= | ||
|guard=LHA/ | |guard=LHA/H | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|invuln= Full 22-Variable | |invuln= Full 22-Variable | ||
|description= | |description= HEY, TAXI! Neco-Arc Chaos summons a deer to ride it. After a long and vulnerable startup, NAC becomes invincible and 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, 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. | |||
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|frameAdv=-13 | |frameAdv=-13 | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv={{Tooltip | text=-2| hovertext=Crow Projectile }} | |frameAdv={{Tooltip | text=-2| hovertext=Crow Projectile }} | ||
|invuln= | |invuln= | ||
|description= | |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. | |||
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|frameAdv=-32 | |frameAdv=-32 | ||
|invuln= | |invuln= | ||
|description= | |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. | ||
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|frameAdv=-60 | |frameAdv=-60 | ||
|invuln=Full 1-129 | |invuln=Full 1-129 | ||
|description= | |description= NAC's only true reversal outside of Heat. Circuit Breaks the 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. | ||
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|invuln= | |invuln= | ||
|description= | |description=Spits out a crow projectile at a 45 degrees angle, useful for zoning. | ||
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|invuln= | |invuln= | ||
|description= | |description=Shoots at the same angle as A, but completly halts NAC's momentum beforehand. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|invuln=Full 1-5 | |invuln=Full 1-5 | ||
|description= | |description=Stays in place, and shoots a barrage of projectiles. | ||
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|invuln= | |invuln= | ||
|description= | |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. | ||
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|invuln= | |invuln= | ||
|description= | |description=Deals more damage and travels faster and further than the A version, making it prefered for combos. | ||
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{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= Full 7-106 | |invuln= Full 7-106 | ||
|description= | |description=Your best move to EX cancel into in the air, adds good damage to air combos. | ||
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|frameAdv=+51 | |frameAdv=+51 | ||
|invuln=Full 1-18 | |invuln=Full 1-18 | ||
|description= | |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. | ||
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|invuln= | |invuln= | ||
|description= | |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. | ||
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|frameAdv=+39 | |frameAdv=+39 | ||
|invuln=Full 1-17 | |invuln=Full 1-17 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} |
Revision as of 23:59, 2 February 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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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 | |
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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]
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5C
5[C]
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2A
2B
2C
2[C]
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Air Normals
jA
jB
jC
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
63214C
Nyampsey Roll JC
63214C |
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Aerial Specials
j.236X
Nrvnqsr Chaos Theatre (Bird)
j.236A/B/C |
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j.214X
Arc Drive
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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