Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon

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Revision as of 07:45, 26 January 2024 by BlueFoxyLeMage (talk | contribs) (Full C-NAC Frame Data)
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Overview
Overview

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.

Playstyle

C-NAC

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.
Neco-Arc Chaos
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)

Color

North America Netplay Active The original C-NAC player and the only C-NAC main to actually get good.
Skeleton
(Skeleton#6953)

Color

North America Next Level,
Netplay
Active haha cool smoking cat
エス (Esu)

Color

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).
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.

Normal Moves

Ground Normals

5A
MBAACC CNAC 5A.png
Damage Red Damage Proration Cancel Guard
350 196 75% -N-, -SP-, -CH-, -EX-, (J), Backdash LH
Impact Active Recovery Frame Adv Circuit Invuln
5 2 8 2 3.5% None

Adorable little poke, but fast by C-NAC standards.

  • Hurtbox extends before the hitbox comes out
5B
MBAACC CNAC 5B1.png
5[B]
MBAACC CNAC 5B2.png
1st Charged Hit
1st Charged Hit
5B Damage Red Damage Proration Cancel Guard
850 539 80% N,SP,EX,(J), Backdash LH
Impact Active Recovery Frame Adv Circuit Invuln
7 2 16 -6 7.0% None

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.

5C
5[C]
5C Damage Red Damage Proration Cancel Guard
1200 735 100% N,SP,EX,(J), Backdash LH
Impact Active Recovery Frame Adv Circuit Invuln
5 2 14 -4 8.0% None
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
2A
Damage Red Damage Proration Cancel Guard
200,200,200(495) (241) 78% N,SP,EX,(J), Backdash L
Impact Active Recovery Frame Adv Circuit Invuln
5 6(4)3 9 0 6.0% None
2B
MBAACC CNAC 2B1.png
Earliest Hitbox
Earliest Hitbox
Damage Red Damage Proration Cancel Guard
300,400,450 (782) (319) 68% N,SP,EX,(J), Backdash L
Impact Active Recovery Frame Adv Circuit Invuln
10 6 15 -2 12.0% none
  • Hurtbox extends before the hitbox comes out
2C
2[C]
2C Damage Red Damage Proration Cancel Guard
1000 588 80% N,SP,EX,(J), Backdash LH
Impact Active Recovery Frame Adv Circuit Invuln
14 4 19 -5 10% None
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

Air Normals

jA
Damage Red Damage Proration Cancel Guard
250 147 75% -SE-,N,SP,EX,(J), Backdash LHA
Impact Active Recovery Frame Adv Circuit Invuln
5 4 - - 3.0% none
jB
Damage Red Damage Proration Cancel Guard
600, 500 (987) (619) 72% N,SP,EX,(J), Backdash HA
Impact Active Recovery Frame Adv Circuit Invuln
11 7 - - 13.6% none
jC
MBAACC CNAC jC1.png
Early Hitbox
Early Hitbox
MBAACC CNAC jC2.png
Late Hitbox
Late Hitbox
Damage Red Damage Proration Cancel Guard
250,250,250,700(1194) (967) 90% N,SP,EX,(J), Backdash LHA
Impact Active Recovery Frame Adv Circuit Invuln
9 8 - - 14.0% none

C-NAC's main button

  • The hurtbox on j.C lingers for a significant amount of time after the move ceases to be active.

Command Normals

6C
Damage Red Damage Proration Cancel Guard
1000 588 75% (N),(SP),(EX),(J), (Backdash) H
Impact Active Recovery Frame Adv Circuit Invuln
33 5 16 -6 8.0% None
3C
Damage Red Damage Proration Cancel Guard
700,500 (955) (541) 60% (J) LHA
Impact Active Recovery Frame Adv Circuit Invuln
13 6(2)4 17 -3 12.0% None

Universal Mechanics

Ground Throw
Damage Red Damage Proration Cancel Guard
1200 686 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -
Air Throw
Air Throw
j.6/4A+D
Damage Red Damage Proration Cancel Guard
1600 (1408) (517) 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 10.0% -
Heat
Heat
A+B+C
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 6 26 - -100.0% (min) Full 1-14
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

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.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 - 0.0%
(-50.0% in blockstun)
Clash 1-10

Special Moves

Special Movement

3
Damage Red Damage Proration Cancel Guard
10 0 80% - LA
First Active Active Recovery Frame Adv Circuit Invuln
13 - - - - -
1
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - - -

Grounded Specials

236X
A Damage Red Damage Proration Cancel Guard
250x8 (1589) (742) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
27 18 18 -9 16.0% -
B Damage Red Damage Proration Cancel Guard
7x300 (1705) (662) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 15 33 -21 14.0% -
EX Damage Red Damage Proration Cancel Guard
250x26 (3410) (1988) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 47 42 -32 -100% Full 1-8
623X
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% -
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% -
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% -
214X
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 58 - - Full 13-52
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 58 - - Full 13-52
C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 58 - - Full 13-52
421X
A Damage Red Damage Proration Cancel Guard
600 (392) 75% - LH
First Active Active Recovery Frame Adv Circuit Invuln
- - 44 - 5.0% -
B Damage Red Damage Proration Cancel Guard
- - - - LH
First Active Active Recovery Frame Adv Circuit Invuln
- - 51 - - -
EX Damage Red Damage Proration Cancel Guard
1000/600 686/392 75% - LHA/LH
First Active Active Recovery Frame Adv Circuit Invuln
- - Variable - -100% Full 22-Variable
22X
A Damage Red Damage Proration Cancel Guard
300x5 (1270) (493) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
25 44 19 -13 10.0% -
B Damage Red Damage Proration Cancel Guard
Variable Variable Variable - Variable
First Active Active Recovery Frame Adv Circuit Invuln
13 - 41/42/59 -2 Variable -
EX Damage Red Damage Proration Cancel Guard
666x3 (1672) (1363) 75% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 2 (24) 2 (23) 2 9 -32 -100% -


63214C
Damage Red Damage Proration Cancel Guard
200x17 (2302) (1341) 90% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 66 75 -60 -150.0% Full 1-129

Aerial Specials

j.236X
A Damage Red Damage Proration Cancel Guard
210 (98) 90% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 - 18 - 2.0% -
B Damage Red Damage Proration Cancel Guard
210 (98) 90% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
22 - 18 - 2.0% -
EX Damage Red Damage Proration Cancel Guard
300x17 (2337) (1521) 37% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 - 18 - -100.0% Full 1-5
j.214X
A Damage Red Damage Proration Cancel Guard
200x8 (1248) (606) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 40 8 - 16.0% -
B Damage Red Damage Proration Cancel Guard
250x10 (1880) (876) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 50 8 - 25.0% -
EX Damage Red Damage Proration Cancel Guard
120, 300x16 (3163) (2377) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 3(3)80 8 - -100.0% Full 7-106

Arc Drive

Dusk of the Cat
41236C during MAX/Heat
[[File:‎ | 175x250px | center|class=lazyimg]]
Damage Red Damage Proration Cancel Guard
390x16, 800 (3334) - - - LHA
First Active Active Recovery Frame Adv Circuit Invuln
69 Until offscreen Total: 116 +51 removes all Full 1-18
2222C
???
2222C during MAX/Heat/Blood Heat
EX Damage Red Damage Proration Cancel Guard
250x26? (?) (?) 100% - -
First Active Active Recovery Frame Adv Circuit Invuln
18 - - - removes all -

Another Arc Drive

Cat's Returning of a Favor
41236C during Blood Heat
Damage Red Damage Proration Cancel Guard
555x10, 666x9, 800 (4591) (3687) 25% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
64 Until offscreen Total: 115 +39 removes all Full 1-17

Last Arc

Recall! Kaleidostick Strike
EX Shield during Blood Heat
[[File:‎ | 175x250px | center|class=lazyimg]]
Damage Red Damage Proration Cancel Guard
7000 (3500 ~ 7000) 2323 ~ 4260 50% + 50% * Remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 68 - Removes all Full 1

Character Page Progress

This page is awaiting renovation. Please consider joining as an editor to help expand it.

In Progress To-do
  • 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.
  • Move Descriptions:
    • Add hitboxes to the move images.


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