Melty Blood/MBAACC/Neco-Arc/Full Moon

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In Progress To-do
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    • Add any external links to ressources such as video guides or articles.
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  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
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    • 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

F-Neco-Arc Match Video Database

Players to watch/ask

JP:

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NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths / Weaknesses
Strengths
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Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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Combos

Combo Notation Help
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.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X 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.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] 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.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starter

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text


Meter Gained: text Meter Given (vs C-Moon): text
text

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text


Meter Gained: text Meter Given (vs C-Moon): text
text

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text


Meter Gained: text Meter Given (vs C-Moon): text
text


Move Descriptions

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

5A
MBAACC FNECO 5a.png
Damage Red Damage Proration Cancel Guard
350 200 75% - LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 6 2 3.5% -

-

5B
5B
5[B]
MBAACC FNECO 5b.png
MBAACC FNECO 5-b-.png
Damage Red Damage Proration Cancel Guard
850 550 80% - LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 12 -1 7.0% -

-

Damage Red Damage Proration Cancel Guard
1350 1000 50% - LH
First Active Active Recovery Frame Adv Circuit Invuln
28 4 15 -4 12.0% -

-


5C
MBAACC FNECO 5c.png
Damage Red Damage Proration Cancel Guard
1000 650 75% - LH
First Active Active Recovery Frame Adv Circuit Invuln
9 2 20 -4 10.0% -

-


Crouching Normals

2A
MBAACC FNECO 2a.png
Damage Red Damage Proration Cancel Guard
350 200 75% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3 2 9 1 3.5% -

-

2B
MBHNeco2B.png
2B / 2{B}
2B / 2{B}
MBHNeco2XB.png
2[B]
2[B]
2B Damage Red Damage Proration Cancel Guard
750 555 80% (O) / 100% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 12 8 -8 ~ 3 7.2% -

Long active frames. Important for post j.2C tech traps.

2{B} Damage Red Damage Proration Cancel Guard
900 / 750 757 / 555 70% (O) ~ 100% (O) N, SP, EX, (J) LH / LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 ~ 28 24 8 -16 ~ 3 9.0% / 7.2% -

One of the most active normals in the game. Can be used instead of 2B to catch all techs as well as no tech after j.2C, although the tech catch itself, as well as pickups on no tech are very finnicky.

2[B] Damage Red Damage Proration Cancel Guard
1050 858 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
29 24 8 -14 ~ 9 10.8% -

-

2C
MBAACC FNECO 2c.png
Damage Red Damage Proration Cancel Guard
1000 550 60% - L
First Active Active Recovery Frame Adv Circuit Invuln
8 2 20 -4 10.0% -

-

Aerial Normals

j.A
MBAACC FNECO ja.png
Damage Red Damage Proration Cancel Guard
250 150 75% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 3.0% -

-

j.B
MBAACC FNECO jb.png
Damage Red Damage Proration Cancel Guard
500 350 90% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 5.0% -

-

j.C
MBAACC FNECO jc.png
Damage Red Damage Proration Cancel Guard
800 600 90% - HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 11.0% -

-


Command Normals

j.2B
j.2B
Mbaacc neco j2b.png
Damage Red Damage Proration Cancel Guard
900 606 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 - 16-69 0 (TK) 9.0% -

Neco Arc body slams straight downward from wherever she is in the air. Fully active until she hits the ground. Hold B to extend recovery up to 69 frames for no reason other than because it's funny to see Neco face down on the ground for a full second. This move is bad and has little to no practical use. You can try to catch your opponent pushing a button, but chances are their hitbox will be better than Neco's j.2B.

j.2C
j.2C
Mbaacc neco j2c.png
Damage Red Damage Proration Cancel Guard
1100 757 100% - HA
First Active Active Recovery Frame Adv Circuit Invuln
4 2 - - 11.7% -

Spikes airborne opponents to the ground at an angle. They can tech when they hit the ground, but if they don't, you can follow up for a combo. Use after j.C when going in on a grounded opponent for a silly double overhead starter that deals decent damage.

Universal Mechanics

Ground Throw
Ground Throw
4/6A+D
MBAACC FNECO 6ad.png
Damage Red Damage Proration Cancel Guard
1200 672 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 22 - 0.0% -

Neco uppercuts the opponent away for an untechable knockdown.

Air Throw
Air Throw
j.4/6A+D
MBAACC FNECO j6AD.png
Raw Damage Red Damage Proration Cancel Guard
1600 506 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 13 - 7.0% -

Neco slams the opponent against the ground using up one ground bounce.

Combo Damage Red Damage Proration Cancel Guard
1300 506 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 13 - 7.0% -

Neco slams the opponent into the ground for an untechable knockdown. Gives pretty good frame advantage.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBAACC FNECO 236d.png
MBAACC FNECO j236d.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 249 50% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% Strike 1-12

Same animation as 5[B]

Air Damage Red Damage Proration Cancel Guard
500 (345) 249 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% Strike 1-12

Same animation as C-Moon j.C

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBAACC FNECO 214d.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Small hitbox, but good forward movement.

Heat
Heat
A+B+C
MBAACC FNECO HEAT.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
9 6 26 - -100.0% (min) Full 1-14

Tied for fastest Heat in the game along with NAC.

Special Moves

Grounded Specials

236X
MBAACC FNECO 236a.png
A/B
A/B
MBAACC FNECO 236c(v2).png
EX
EX
A Damage Red Damage Proration Cancel Guard
250*4 (865) 417 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
39 14 10 -8 / -34 1.8%*4 (7.2%) -

Neco jumps off the ground and shoots beams downward.

B Damage Red Damage Proration Cancel Guard
250*7 (1418) 684 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
39 14 10 -11 / -37 1.8%*7 (12.6%) -

Similar to 236A but with more hits.

EX Damage Red Damage Proration Cancel Guard
250*15 1562 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
54 30 10 -22 ~ 0 / -48 ~ -26 -100.0% -

Neco jumps up and sweeps her beams across the ground in a wide arc.

623X
EM Wave Ultimate Attack - Necoesthetics
(EX: Super EM Wave Ultimate Attack - Necoesthetics - Stamp Rally East Japan)

623A/B/C
Mbaacc neco 623x.png
A/B
A/B
Mbaacc neco 623c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
80*30 (1305) 50*6, 32*24 (588) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 13 5 +5 0.9%*6 (5.4%) -

Very fast forward disjoint.

B Damage Red Damage Proration Cancel Guard
80*48 (1344) 50*6, 32*42 (588) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 13 3 +7 0.9%*6 (5.4%) -

A bit slower than 623A, but almost no recovery.

EX Damage Red Damage Proration Cancel Guard
150*15, 160*105 (2731) 120*15, 40*105 (879) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+3 30 12 -2 -100.0% -

Causes Circuit Break for 179 frames on hit. Grounded opponents will be pushed out of the move's hitbox halfway through, making it punishable both on block and on hit.

214X
MBAACC FNECO 214a.png
A/B/C (No EX)
A/B/C (No EX)
A Damage Red Damage Proration Cancel Guard
1000 808 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
41 26 30 -38 9.0% Full 13-40

Neco burrows underground before popping up in the same spot

B Damage Red Damage Proration Cancel Guard
1000 808 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
44 ~ 133 26 30 -38 9.0% Full 13 - 43 ~ Full 13 - 132

Similar to 214A but can be held to make Neco move forward before popping out.

C Damage Red Damage Proration Cancel Guard
1000 808 100% -EX- U
First Active Active Recovery Frame Adv Circuit Invuln
85 26 37 - 9.0% Full 13 - 84

Similar to 214A but the hit is unblockable in exchange for Neco staying burrowed for much longer.

22X
MBAACC FNECO 22a.png
A
A
MBAACC FNECO 22b.png
B
B
MBAACC FNECO 22c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
300*11 (555-1270) 120*11 (223-509) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
23 44 20 -17 ~ -5 2.0%*11 (3.6%-9.0%) -

Yet another mostly useless move.

B Damage Red Damage Proration Cancel Guard
Varies Varies 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 1 29 Varies - -

Spits out a Neco-Arc a set distance away that will walk around, crawl, kick, do a launcher, run with a constant hitbox, or jump and turn into a rocket. They'll perform these moves in a random direction, and perform the rocket move at a random height.

EX Damage Red Damage Proration Cancel Guard
250*24 (250-2594) 150*24 (151-1562) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9+9 40 2 -11~+29 -100.0% -

Shoots out 3 majestic rocket-ing Necos in cone-like pattern. Not useful

63214C
Nyampsey Roll AC
63214C during MAX, HEAT or BLOOD HEAT
Mbaacc neco 63214c.png
Damage Red Damage Proration Cancel Guard
200*17 (2302) 120*17 (1387) 90% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+10 66 76 -60 removes all Full 1-128

Confuses (reversed controls) the opponent on hit, but also always confuses Neco. Fully unburstable.

6ABC
Neco One Two Three
6A/[A]~6B~6C
Mbaacc neco 6abc.png
6A Damage Red Damage Proration Cancel Guard
400 252 100% SP LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 16 -8 6% -

A small forward punch, and the starter for the Neco One Two Three rekka. It's like Aoko's One Two Three, but smaller and much harder to land. Usually comes out on accident when you try to dash 5A/2A. You can't cancel 6A into anything but 6B, and only on hit or block.

6[A] Damage Red Damage Proration Cancel Guard
1000 808 60% N, SP, EX H
First Active Active Recovery Frame Adv Circuit Invuln
28 4 16 -8 12% -

Charged version of 6A that makes it an air unblockable overhead. You can cancel this into Normals, Specials, or EX moves, as well as continuing the rekka on hit or block, so landing this can get you some nice combo potential (if you can spare 27 frames of charging at point blank). Would be really good if Neco was normal size, but she's not, so that's the price you pay. Also interesting to note, cancelling this move into a Normal will count as a Reverse Beat.

~6B Damage Red Damage Proration Cancel Guard
400 146 / 244 60 / 100% [N], [SP], [EX], [(J)] LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 19 -9 6% -

The second hit of the rekka. 6B can only be cancelled into Normals, Specials, EX, or (Jump) if 6[A] was used to start the rekka. Unlike 6[A], cancelling this move into a Normal will NOT count as a Reverse Beat.

~6C Damage Red Damage Proration Cancel Guard
600 255 / 425 60 / 70% N, SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 2 16 -6 8% -

The third hit of the rekka. Launches into an easy-to-confirm combo. Cancelling this move into a Normal will count as a Reverse beat if 6A was used to start the rekka, but will NOT count as a Reverse Beat if 6[A] was used to start the rekka.

Aerial Specials

j.236X
MBAACC FNECO j236a.png
A/B
A/B
MBAACC FNECO j236c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
500 303 60% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 19 18 +10 3% -

Neco Arc's own version of Warc's Air Alte Schule, which means it's worse. The ring's hitbox grows in size the longer it stays active, and disappears on hit, block, or when it hits the ground. Use this in neutral if you want to annoy your opponent, and cancel into a super if you catch a stray hit. The hitboxes are kind of small when they first start, but give them time to grow and they can get really annoying.

The projectile is created on frame 8 of startup. Neco Arc has 18 frames of landing recovery, and she can recover while the ring is still active. Frame advantage is calculated using Neco Arc's Lowest Height Falling.

B Damage Red Damage Proration Cancel Guard
500 505 50% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
22 19 4 -12~+2 8% -

The B version is very similar to the A version, but with a few small changes. The major difference Neco Arc is held in place from frame 1-17 of this move's startup before creating the ring.

The projectile is created on frame 18 of startup. Neco Arc can recover in the air after using this move, so it's best used higher up (-12 TK, -10 Lowest Height Falling, +2 Airborne Recovery.).

EX Damage Red Damage Proration Cancel Guard
1000 1010 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+19 - 6 +4 - -

Bigger version of the other rings. Hitbox size is consistent, and the ring will continue until it hits, gets blocked, or collides with the ground. Use this to end air combos.

The projectile is created on frame 15 of this move's post-flash startup. Frame advantage is calculated from TK height or Lowest Height Falling.

j.214X
MBAACC FNECO j214a.png
A/B
A/B
MBAACC FNECO j214c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
200*8 (1422) 100*8 (716) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 40 8 -1 2.0*8 (16.0%) -

Neco-Arc turns into a rocket and flies roughly halfway across the screen.

B Damage Red Damage Proration Cancel Guard
250*10 (1910) 120*10 (920) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 50 8 -1 2.5*10 (25.0%) -

Neco-Arc travels faster and farther, almost fullscreen. May also function as a pseudo-airdash.

EX Damage Red Damage Proration Cancel Guard
120, 300*16 (3178) 120, 230*16 (2471) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 (3) 80 8 -9 -100.0% 5-34

Neco-Arc splits into 6 parts before flying fullscreen. Common combo ender for damage. Can also be used when landing a stray j.214A/B.

Arc Drives

MBAACC FNECO 426c.png
Initial Hitbox
Initial Hitbox
MBAACC FNECO AD.png
On Hit
On Hit
Damage Red Damage Proration Cancel Guard
400*9, 450 (3315) 350*9, 380 (2888) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
10+4 2 129 / 208 -102 removes all Full 1-137 / 1-147, 152-219

Full screen air unblockable hitgrab. Even on whiff or block, some opponents might fail to punish as only the final 6 frames of recovery are vulnerable.

Another Arc Drive

Delinquent Cat Gang Leader's Mansion
41236C during Blood Heat
MBAACC FNECO 426c.png
Initial Hitbox
Initial Hitbox
MBAACC FNECO AAD.png
Final Hit
Final Hit
Damage Red Damage Proration Cancel Guard
450*10, 2000 (4705) 380*10, 1800 (4041) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
10+4 2 129 / 208 -102 removes all Full 1-137 / 1-147, 152-219

After the regular Dawn of the Cat, Neco Arc summons this at the end instead of just doing nothing.

Last Arc

Angolmois Hammer
Grounded EX Shield during Blood Heat
MBAACC FNECO LA.png
Damage Red Damage Proration Cancel Guard
7000 4663 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
0+0 1 68 - removes all Full 1-77, 135-148

Can only be avoided by being invulnerable the frame Neco shields.


MBAACC Navigation

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KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
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MaidsCrescentHalfFull
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Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
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RyougiCrescentHalfFull
White LenCrescentHalfFull
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NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull