Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon: Difference between revisions
(Descriptions for all the moves) |
(Added informations given by Qaenyin on discord) |
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!width="125"|Region !! Common Venues !! Status !! Details | !width="125"|Region !! Common Venues !! Status !! Details | ||
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| [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=Qaenyin Qaenyin<br>( | | [http://mbaacc.melty.games/?p1moon=c&p1char=nac&p1name=Qaenyin Qaenyin<br>(qaenyin)]|| style="text-align:center;"| | ||
[[File:MBAACC_NAC_Color_20.png|Color|64px]] | [[File:MBAACC_NAC_Color_20.png|Color|64px]] | ||
| North America || Netplay || Active || The original C-NAC player and the only C-NAC main to actually get good. | | North America || Netplay || Active || The original C-NAC player and the only C-NAC main to actually get good. | ||
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|frameAdv=-6<br>{{Tooltip | text=+11| hovertext=On jump cancel}} | |frameAdv=-6<br>{{Tooltip | text=+11| hovertext=On jump cancel}} | ||
|invuln=None | |invuln=None | ||
|description=Hitbox is the same for both hits. Useful in pressure because the first hit is jump cancellable on hit, shield, and block. | |description=Hitbox is the same for both hits. Useful in pressure because the first hit is jump cancellable on hit, shield, and block.<br/>You can mash B after to keep the attack out, with at least an 8-frames gap between each successive attack. The additional hits can be delayed up to 18(?) frames. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln=None | |invuln=None | ||
|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. | |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. NAC's most damaging combo starter if you can connect, can punish moves like C-Ciel's 236C. Lots of pushback on block makes it hard to use in pressure. | ||
}} | }} | ||
{{AttackData-MB-Mod | {{AttackData-MB-Mod | ||
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|circuit=12.0% | |circuit=12.0% | ||
|cancel=N,SP,EX,(J), Backdash | |cancel=N,SP,EX,(J), Backdash | ||
|guard= | |guard=LA | ||
|startup=10 | |startup=10 | ||
|active=6 | |active=6 | ||
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|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv= | |frameAdv=-5 | ||
|invuln=Clash 1-10 | |invuln=Clash 1-10 | ||
|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. | |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. | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=+12 | ||
|invuln= | |invuln= | ||
|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. | |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), and leaves you up to +12 on hit. Since it's not technically an attack, it can be "cancelled" into anything. | ||
}} | }} | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=EX | |version=EX | ||
|damage= | |damage=-940 | ||
|reddamage=0 | |reddamage=0 | ||
|proration=100% | |proration=100% | ||
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|frameAdv=-20 | |frameAdv=-20 | ||
|invuln= | |invuln= | ||
|description=Joke move and an overall waste of meter. Slower than 623A, almost three times the recovery, | |description=Joke move and an overall waste of meter. Actually deals negative damage, giving your opponent 940 HP back. Slower than 623A, almost three times the recovery, 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. | ||
}} | }} | ||
}} | }} | ||
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|recovery=Variable | |recovery=Variable | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= Summon 22-Variable | ||
|description= HEY, TAXI! Neco-Arc Chaos summons a deer to ride it. After a long and vulnerable startup, NAC | |description= HEY, TAXI! Neco-Arc Chaos summons a deer to ride it. After a long and vulnerable startup, NAC hurtbox and collision box disappear from the screen, allowing opponent to go through, and are replaced with the deer summon's hurtbox. Because the deer is a summon, it cannot be thrown. Hitting the deer will unsummon it and teleport NAC's boxes back on the screen in an unique hitstun state, with no damage, completly independent of what attack caused the Deer to disappear. The opponent can juggle NAC out of this hitstun.<br/>You 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 A performs a short jumping attack. The deer will always jump toward the opponent. This attack launches into an untechable knockdown on hit, can hit opponents OTG 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 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. | * 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. | 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.<br/>If the deer is hit before NAC can mount on it, the Deer will stay on screen and behave like a 421A summon. | ||
}} | }} | ||
}} | }} | ||
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|invuln= | |invuln= | ||
|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. | |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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|startup=12 | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery=Until landing | ||
|frameAdv= | |frameAdv=-31 (TK) | ||
|invuln= | |invuln= | ||
|description=Spits out a crow projectile at a 45 degrees angle, | |description=Spits out a crow projectile at a 45 degrees angle, while retaining NAC's aerial momentum and not allowing any further action until landing. Useful for zoning. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|startup=22 | |startup=22 | ||
|active= | |active= | ||
|recovery= | |recovery=Until landing | ||
|frameAdv= | |frameAdv=-21 (TK) | ||
|invuln= | |invuln= | ||
|description=Shoots at the same angle as A, but completly halts NAC's momentum beforehand. | |description=Shoots at the same angle as A, but completly halts NAC's momentum beforehand. | ||
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|startup=12 | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery=Until landing | ||
|frameAdv= | |frameAdv=-35 (TK) | ||
|invuln=Full 1-5 | |invuln=Full 1-5 | ||
|description=Stays in place, and shoots a barrage of projectiles. | |description=Stays in place, and shoots a barrage of projectiles. | ||
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|active=40 | |active=40 | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv=-1 (TK) | ||
|invuln= | |invuln= | ||
|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. | |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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|active=50 | |active=50 | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv=-1 (TK) | ||
|invuln= | |invuln= | ||
|description=Deals more damage and travels faster and further than the A version, making it prefered for combos. | |description=Deals more damage and travels faster and further than the A version, making it prefered for combos. | ||
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|active=3(3)80 | |active=3(3)80 | ||
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=8| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv=-9 (TK) | ||
|invuln= Full 7-106 | |invuln= Full 7-106 | ||
|description=Your best move to EX cancel into in the air, adds good damage to air combos. | |description=Your best move to EX cancel into in the air, adds good damage to air combos. | ||
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=== Arc Drive === | === Arc Drive === | ||
===== <span class="invisible-header">63214C</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Nyampsey Roll JC | |||
|linkname=63214C | |||
|input=63214C during MAX/Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=200x17 (2302) | |||
|reddamage=(1341) | |||
|proration=90% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LHA | |||
|startup=15 | |||
|active=66 | |||
|recovery=75 | |||
|frameAdv=-60 | |||
|invuln=Full 1-129 | |||
|description= NAC's only true reversal outside of Heat. Circuit Breaks you and your 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. | |||
}} | |||
}} | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=-34 to +24 | ||
|invuln= | |invuln= | ||
|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. | |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. |
Revision as of 04:02, 10 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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![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) |
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] 1st Charged Hit 1st Charged Hit
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5C
5[C]
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2A
2B
Earliest Hitbox Earliest Hitbox
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2C
2[C]
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Air Normals
jA
jB
jC
Early Hitbox Early Hitbox Late Hitbox Late Hitbox
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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
Aerial Specials
j.236X
Nrvnqsr Chaos Theatre (Bird)
j.236A/B/C |
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j.214X
Arc Drive
63214C
Nyampsey Roll JC
63214C during MAX/Heat |
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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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