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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- Move Descriptions:
- Add missing frame data.
- Add hitboxes to the move images.
- Add descriptions to the moves, specify how they function, cite their uses, add captions where helpful, etc.
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- Additional Ressources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
- Add damage, meter gain/given numbers and video links to combos as you add them.
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Additional Resources
H-NAC Match Video Database
Players to watch/ask
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
Skeleton (Skeleton#6953) |
|
North America |
Next Level, Netplay |
Active |
I am the only H-NAC player. Don't ask me for advice, I will just tell you to play someone else.
|
Overview
Strengths / Weaknesses
Strengths
|
- Not largely used, can knowledge check opponents
- Has command grabs
- 5[B](1) jump cancellable on block
- Decent air-to-ground zoning
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Weaknesses
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- Tiny, minus on block, non-active neco normals with worse frame data
- Air dash provides no mobility outside of stalling
- Terrible backdash
- Non-existent defensive options
- Awful shield counter
- Minimal health pool
- Unsafe pressure
- People will hate you if you pick this character
- No, seriously
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General Gameplan
Playing H-NAC effectively (and playing against H-NAC effectively) requires a good understanding of fundamental game mechanics (primarily ground teching) and your opponent's habits. Go for safer options in mixup scenarios and see how your opponent reacts, evolving your gameplan accordingly.
Neutral
Most of your neutral will be spent zoning as far away from your opponent as possible. Air beams are an effective way to slow your opponent's advance, and can be used up to 4 times before landing if you have all of your movement options. Crows can also be useful zoning tools for opponents who prefer to stick close to the ground. If your opponent is directly above you in the air, using NAC's run to get distance can be a big help. H-NAC excels when he has annoyed his opponents enough with his subpar zoning tools that they try to get in on him, as he has decent anti-approach tools in a decently fast, somewhat active, disjointed and actionable-on-whiff j.A, an air throw hitbox with high vertical reach, and a very strong anti air in the form of 623A.
Pressure
All of your normals are minus on block. Reverse beating 2C into 2A is +0. 623A and B can be plus if you're close enough, but also give your opponent a ton of meter. 5{B} and 5{C} move you forward a bit, and 2B moves you forward quite a lot. 5[B](1) is jump-cancelable on block. 22B and 22A are decent command grabs.
Okizeme
People generally do not like to respect NAC's oki, and for good reasons. Most of his normals have incredibly short active durations, making them difficult to meaty with. One of the best options against a NAC performing meaty is low shield, as all of his best meaty tools are low shieldable. As such, a well timed 5C (it has 2 active frames) can be very useful in deterring this behavior. He also has a very hard time dealing with backdashes, and must usually be called out with 22B, dash 2B, or delayed 5[C].
Defense
Being a half-moon character, H-NAC lacks the best defensive options in the game and has to make do with what he has. Unfortunately, his shield is very bad (in addition to being an H-moon shield, the counter will often whiff or be blocked against jump-ins due to how short the character is and how far forward it moves him). Shield bunker, dodge, and holding up are some of your better options.
Combos
Combo Notation Help
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Starter
Condition
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Notation
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Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
He is an H-moon character, so you are technically allowed to do this. Not advisable. |
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Normal starter, grounded opponent
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- (2A/5A >) 2B > 2C > dl.5C > etc.
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
A simple, but rather low launcher. |
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Normal starter, grounded opponent
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- 5A6AA > dl.2C > dl.5C > etc.
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Your best starter on the portion of the cast on which the following combo drops, or is too unreliable for you. |
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Normal starter, grounded opponent
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- 5A6AA > dl.2C > dl.5B > 5C > etc.
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Your best starter. Drops on Riesbyfe, Warc, Len, Ryougi, and Wlen. Also rather difficult (but not impossible) on Nanaya, Hime, and to a lesser extent, Satsuki. |
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Normal starter, grounded opponent
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
A starter that you'd use if you expected a low shield on wakeup or something. Low launch. |
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Normal starter, grounded opponent
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
A starter that you'd use if you expected a low shield on wakeup or something. High launch. |
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|
Air counter hit starter
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|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
A very high damage route if you counterhit with j.B or j.C. 2B prorates better if it hits during the last 4 active frames, so shoot for those. |
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Air counter hit starter
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
A marginally better, but much more difficult air counterhit pickup off of j.A. Strictly worse off j.B and j.C if you can hit the 4-frame window in the above combo instead. |
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Air throw starter
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Fairly reliable launcher after an air throw starter. |
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|
Air throw starter
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Optimized, more difficult version of the above. |
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|
Air Strings
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
After Launch
|
|
text
|
|
Meter Gained: text |
Meter Given (vs C-Moon): text |
Probably the easiest air string. |
|
|
After Normal Launch
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- j.BC > (delay jump) j.BC > ender
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text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Simple air string that keeps proration very low. |
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|
After Low Launch
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|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Picks up best after a low launch thanks to j.B's lower hitbox. |
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After High Launch
|
|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Best conversion after 6C |
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Enders
Condition
|
Notation
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Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Air throw. Gives untechable KD and a bit of damage. |
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Normal starter, grounded opponent
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|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Light rocket. Active quickly so can end combos where j.214B would drop. Sometimes it's nice to keep your opponent above you, especially if they do best on the ground. |
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Normal starter, grounded opponent
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|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Medium rocket. Active a bit later so will drop if the opponent is too high. Sometimes it's nice to keep your opponent above you, especially if they do best on the ground. Consistently better damage than air throw. |
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Normal starter, grounded opponent
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|
text
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Meter Gained: text |
Meter Given (vs C-Moon): text |
EX rocket. Active a bit later so will drop if the opponent is too high. Sometimes it's nice to keep your opponent above you, especially if they do best on the ground. Your highest damage ender. |
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Normal starter, grounded opponent
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|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
A techable ground bounce. This is your main yomi tool. When done in the corner, and properly spaced (easiest done by delaying an upward double jump), 2b will catch all techs, which can then lead into another combo, or you can re-jump and continue the combo for extra damage (but more importantly, meter). Try to hit the very bottom of their hurtbox to give you the biggest window to catch techs. |
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|
OTG Pick ups
Condition
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Notation
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Damage vs V.Sion
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Notes
|
|
Normal starter, grounded opponent
|
|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Your go-to OTG. Gives untechable KD. |
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Normal starter, grounded opponent
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|
text
|
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Meter Gained: text |
Meter Given (vs C-Moon): text |
Metered OTG. Gives a more damage than 22A, but way slower and harder to utilize. Also gives untechable KD. |
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Move Descriptions
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).
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.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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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.
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Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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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.
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Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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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.
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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.
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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.
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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.
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Normal Moves
Standing Normals
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5A
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Damage
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Red Damage
|
Proration
|
Cancel
|
Guard
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350
|
192
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75%
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-SE-, -N-, -SP-, -CH-, -EX-, (J)
|
LH
|
First Active
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Active
|
Recovery
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Frame Adv
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Circuit
|
Invuln
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4
|
4
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12
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-4
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2.45%
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-
|
NAC burns the enemy with his cigarette. Terrible range.
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5A~6A
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Damage
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Red Damage
|
Proration
|
Cancel
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Guard
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600
|
384
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80%
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N, SP, -CH-, EX, (J)
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LH
|
First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
|
7
|
4
|
15
|
-4
|
4.2%
|
-
|
Second hit of 5A chain. Moves NAC forward pretty far.
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5A~6A~6A
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Damage
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Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
768
|
60%
|
(N), SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
7.0%
|
-
|
Launches on hit. Moves NAC forward even further. Can only be cancelled into special moves on block.
|
|
5B 5B 5[B] 5[B]
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5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
850
|
528
|
80%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
2
|
16
|
-6
|
4.9%
|
-
|
An upward punch with a bit of forward momentum. Launches on hit. Can be partially charged to move you a bit further forward.
|
5[B]
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500+1000 (1351)
|
311+654 (942)
|
100% / 50% (2nd hit)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
9
|
19
|
-12 / -5
|
3.5% + 5.6% (9.1%)
|
-
|
Charged version of 5B. Hits twice, moves NAC forward and has pretty nice reach. The first hit can be jump canceled even on block. Can spam B after the second hit for more hits.
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|
5C 5C 5[C] 5[C]
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5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
720
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
2
|
14
|
-4
|
5.6%
|
-
|
NAC does a kick with his left leg, moving him very slightly forward. Can be partially charged to move NAC a bit further forward.
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500x3 + 1000 (1315)
|
(834)
|
50%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
11
|
26
|
-22 ~ -14
|
3.5%x3 + 7.0% (17.5%)
|
-
|
Charged, multi-hitting version of 5C. Moves NAC forward and has a very big hitbox, especially for a NAC move. Useful for frametrapping after 2C or 5A rebeat after you've pushed yourself far enough away from your opponent.
|
|
Before the active frames Before the active frames
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
573
|
75%
|
(N), (SP), (EX), (J)
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
32
|
5
|
16
|
-6
|
5.6%
|
-
|
NAC shakes violently for a bit before striking the enemy with his dragon head tail (?). An overhead with a lot of range, has a big hurtbox before the active frames. Only cancelable on hit. Safe if done at a sufficient distance.
|
|
Crouching normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
192
|
75%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
2.45%
|
-
|
A short, fast poke used in blockstrings. Hits mid.
|
|
NYA NYA! NYA NYA!
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
528
|
80%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
16
|
16
|
-20
|
5.6%
|
-
|
NAC slides forward, covering quite a bit of distance. Very active and very unsafe on block, can be used to frametrap with 2C due to its long recovery. Hits mid.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
528
|
60%
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
2
|
20
|
-4
|
7.0
|
-
|
NAC's main combo starter and his only low. Pushes NAC forward a bit. Very few active frames making it hard to use as a tech punish.
|
|
SEXY! SEXY!
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700+500 (955)
|
(530)
|
60%
|
(J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
12
|
17
|
-3
|
4.9%+3.5% (8.4%)
|
-
|
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. Huge range for a NAC move. Can't be canceled into anything except a jump cancel on hit, can't really combo off of it.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Special Moves
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
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Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
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Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
Text
|
Text
|
Text
|
Text
|
Text
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
Text
|
|
MBAACC Navigation