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
Tiny: NAC has a Small hurtbox meaning that many optimized combos won't work on him. This has other ramifications in matchups such as 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.
Pop Quiz!: Most players have very limited knowledge and matchup experience against this character due to how rare he is.
Glass Bones and Paper Skin: NAC has health so low that it is rivaled only by C-VAkiha, but he might as well be worse off than her because of his absolutely atrocious damage modifier. 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.
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.
One-Dimensional Neutral: C-NAC's good button in neutral is j.C, and by being limited to such a liner option, savvy opponents can avoid and abuse NAC's neutral.
Limited Mobility: Because his air dash is designed for stalling, it cannot be used to cover space quickly like a traditional air dash. Furthermore, NAC's grounded dash falls into the category of slow runs at 6f of startup.
What Mixups?: Opening up opponents is incredibly hard as C-NAC, not just because his actual options for mixups are weak, but also because it is very hard to get an opponent to respect his offense. Expect opposing players to play aggressively on defense and to disrespect your options.
Poor Conversions: C-NAC has very limited combo starters, and he struggles to do meaningful damage without his best starters or meter.
Joke Moves: Being a joke character, C-NAC obviously has moves that are intentionally flawed. Moves such as 623C, and 22B exist for few reasons other than to be funny.
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). Green: Hurt Boxes. Red: Hit(/Grab) Boxes. Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.) Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually). Blue: Reflectable Projectile Boxes.
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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
Circuit
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
Cancel
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
Guard
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
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.
±x~±y denotes a range of possible advantages.
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:
Strike = Strike invincible.
Throw = Throw invincible.
Hurtbox-Based Properties:
Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.
Miscellaneous Properties
Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.
Moves you a bit forward, a bit moreso when half-charged, so has some applications in pressure, but not a good move to start a combo with, since most of your damage is going to come from your ground string.
5[B]
Damage
Red Damage
Proration
Cancel
Guard
500, 1000 (1351)
300, 800 (961)
100%, 50%
J(1), N, SP, EX
LH
Impact
Active
Recovery
Frame Adv
Circuit
Invuln
19
2 (4) 2
19
-6 +11
5.0%, 8.0%
None
Hitbox is the same for both hits. Useful in pressure because the first hit is jump cancellable on hit, shield, and block.
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.
5[C]
Damage
Red Damage
Proration
Cancel
Guard
500,500,500 (917)
(538)
50%
N,SP,EX,(J), Backdash
LH
Impact
Active
Recovery
Frame Adv
Circuit
Invuln
20
11
26
-14
15.0%
None
Charged, multi-hitting version of 5C. Terrible combo scaling, but has decently long range and can be converted pretty easily at most ranges.
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. 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.
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.
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. Usable as a grounded anti-air, though flawed in its lack of disjoint, its pre-emptive hurtbox and its recovery. Good at catching airdashes.
2[C]
Damage
Red Damage
Proration
Cancel
Guard
1250
882
80%
N,SP,EX,(J), Backdash
LH
Impact
Active
Recovery
Frame Adv
Circuit
Invuln
32
5
22
-
12.0%
None
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.
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. Doesn't look like much but a rather impressive button.
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.
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. Outside of counterhits or situations where only 3C(2) connects, not very rewarding on hit: only leads to j.8 dj.8 j.C.
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.
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
Standard NECO bunker, significantly smaller hitbox than what the animation suggests. 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.
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. 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.
A
Damage
Red Damage
Proration
Cancel
Guard
3x800 (1305)
(561)
100%
-
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
8
13
4
5
6.0%
-
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.
B
Damage
Red Damage
Proration
Cancel
Guard
640x5 (1328)
(595)
100%
-
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
14
13
2
7
6.0%
-
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.
EX
Damage
Red Damage
Proration
Cancel
Guard
0
0
100%
-
LHA
First Active
Active
Recovery
Frame Adv
Circuit
Invuln
10
3/6
28/31
-20
-100%
-
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. 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.
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. Beware, if your opponent manages to use invulnerability through the hit, you are vulnerable during the entire recovery.
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