Melty Blood/MBAACC/Neco & Mech/Full Moon

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This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Move Descriptions:
    • Expand upon the move descriptions, cite their uses, add captions where helpful, etc.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
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  • Combos:
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Additional Resources

F-NecoMech Match Video Database
CancerisR's guide, on which this page is based upon (Spanish)

Notable Players

Name Color Region Common Venues Status Details
naminori
(波乗り)

NecoMech Colour5.png

Japan A-cho,
Big One 2nd,
KorewaMelty
Inactive The best FNecoMech there was and ever will be. Understands the character on a different level. Watching naminori VODs is one of the best ways to find out what to do as FNecoMech in all types of situations and will allow you to apply that to your own gameplay.
Rau
(rau#6829)

NecoMech Colour30.png

South America Netplay Active Former F-Kouma main, the most active F-Necomech player right now. Found in Melty Sud.
Teadbub
(Teadbub)

NecoMech Colour24.png

North America Netplay Inactive No longer playing F-NecoMech, but you can still ask me questions about the character on discord.

Overview

Playstyle
MBAACC Mech Head.webp F-NecoMech focuses on controlling the screen and setting up strong okizeme thanks to her Neco projectile.
Pros Cons
  • Screen presence: Neco projectile + long range buttons provide good screen control.
  • Corner carry: Almost every confirm can lead into full corner carry.
  • Mixup capability: Can loop strike / throw situation backed by j.[C] Neco hit, set up a iad jA fuzzy that works on a large portion of the cast, or set up a left/right midscreen with 623C ender.
  • Risky defensive options: 22C can be easily interrupted once your opponent understands how it works combined with low health, a slow backdash, and weak antiair options means you're often relegated to blocking.
  • Reliant on Neco's positioning: Unlike her other two moons, F-NecoMech does not have access to a special that can reposition Neco Arc from anywhere on the screen, relying on better control of where do you send Neco with your attacks.
  • Weak pressure resets: Extending pressure requires either proper Neco positioning in order to hit her with a well spaced 6C / j.[C] or the opponent respecting the very slow Neco-reliant specials.
  • Committal Neco options: All of F-NecoMech's Neco actions have extremely high total duration, it can be extremely committal to use them in neutral, even from fullscreen.
  • Weak anti air options: Situational or prone to be hit/blocked, F-NecoMech may be suceptible to jump ins at unfavorable spacings.

General Gameplan

F-Necomech is a character that likes to play midrange with pokes such as 2B, rising JA, 6C, and of course, J[C]. Once she gets a hit, she takes you corner to corner into strike/throw setplay. Neco is extremely important to your gameplan, as using her properly will create a wall in front of you.

Due to F-necomech not having the easy Neco repositioning options that C-necomech has, you will need to be very aware of Necos position and where your opponent is. Doing J[C] or 6[C] without looking at whats happening will get you killed.

Neutral

Spacing the Neco

Due to not having easy access to a Neco reposition option like C and even H-necomech, you need to be a lot more careful and sparing with Neco usage. However, this does not mean it is not strong in certain cases. Due to Neco constantly following you, She is usually an available option in neutral. the only issue is that she stops following you once she's a certain range behind you. You want to play your neutral around being able to easily fade back into Neco in the air or present 6C on the ground. Just the threat of Neco can cause your opponent to hang themselves.

Using Neco

Due to Neco essentially having a cooldown due to the time it takes for Neco to get up and come back, and the pretty high commitment of all of the moves involving Neco, you have to make it count. 6C is a stop sign in midrange and can anti air due to being air unblockable. 6[C] is a slow projectile that's your only real option fullscreen along with 214B. the issue with these is that you completely lose Neco as a resource for and become much more vulnerable in midrange. An okay strategy is to use these fullscreen options and dash or jump in. This makes it so Neco doesn't have to travel to you, but rather you travel to Neco. This is a little risky, but 214B and 6[C] force them in weird spots if they want to avoid either of them. 214C is another option if you have meter, the issue being that it is quite inconsistent. its usually best when Neco is behind the opponent

Learning to not be predictable with Neco

All of this Neco stuff sounds great, however, there is one very big issue.

it is very easy to call out.

6C can get airdashed over with the proper spacing , J[C] can get called out with rising air button, 236X and 214B/A are too slow to use at midrange, and 214C can get shielded or hit out of before it starts. All of this means that you have to constantly switch up what you do around neco to keep your opponent on their toes. For some examples, if the opponent is trying to beat your J[C] with a rising button, you can do immediate JC, airdash back JB, or just air block. Changing timings on when you do 6C or just fading back into Neco and doing dash 2B can be strong.

There is a million things you can do but the main point is to not be predictable.

When learning F-Necomech you absolutely need to learn to play without Neco. It is strong, but you will not always have access to it and it can be extremely easy to call out if you are up against a competent player that can punish your bad habits.


Normals

  • 5B Strong disjoint, +1 on block, and pretty good startup + recovery on whiff. Best used to control the ground game, but doesn't hit too high up, so stop using it when your opponent goes airborne
  • 2B Slightly faster than 5B and multihit can make hitconfirming it easier. Be careful as it has very high recovery on whiff, hitting even lower than 5B. Prone to getting IADed
  • j.A 3F startup and a very good hitbox makes it your strongest air to air option.
  • j.B 8F startup and a hitbox high above mech making it a strong air to air for people above you. has a large hurtbox, so be careful
  • j.C: Used mainly when your opponent is out of range from j.A. Solid air to air and air to ground due to its three hitboxes (The attack hits once but hits in different points).

Regarding the buttons you hit Neco Arc with:

  • j.[C]: Arguably F-NecoMech's best tool and the reason she is not bottom of the barrel. It's your best option to control space and force favorable situations. Against a cornered opponent, you can jail them by covering the air with j[C] Neco projectile while Mech holds the ground. Once your opponent begins to respect it, you can begin converting to strike / throw situations. Be careful of doing j.[C] carelessly as the opponent can counterhit you during the startup.
  • 6C: Also a very useful projectile, but less active than j[C] projectile. You also have considerably more recovery from "whiffing" 6C. Used mainly to catch airborne opponents after air techs or jump-out attempts in corner, if you happen to have Neco close to you.
  • 6[C]: Least useful option due to 6[C]'s higher startup, mainly used to fight fullscreen. The high startup means you'll likely lose any projectile battle. If you manage to get the hit or trade, you can get some time to approach since this Neco projectile wallbounces. Also launches Neco the furthest away from you, which is not a good position to be in.

Pressure

Pressure with F-Necomech isn't the best in the game, but it's still pretty decent and simple strike / throw pressure. She has a suprisingly fast forward walk, which means she can stagger effectively without having to rely on her slow startup dash. A basic example of this would be 2AA or 2A > 5B into forward walk 2A/5A or throw. 5C is +6 on block which gives you plenty of time to go for strike / throw or reset pressure with IAD jump-in as well. Her reward from landing a throw is generally good if you happen to have Neco close to you. After landing a throw, hit Neco with a slightly delayed j.[C] to set up another strike / throw situation. If Neco is slightly further away, you can do meaty 236A and proceed to setup the jC > IAD jA fuzzy guard mixup. Best of all, these setups work anywhere on the screen, so performing them properly and looping them correctly will make your opponent regret not teching that throw.

Take advantage of max range 5B, as many characters struggle trying to challenge it directly. If they do try to challenge it, you can try going above their pokes with IAD jC, which should beat most grounded normals thanks to F-Necomech's airdash trajectory. When your opponent starts jumping out of your pressure, it can be dangerous as your grounded options aren't immediately effective against airborne approaches. If your opponent remains airborne for too long, remember you can use Neco 6C projectile to clip their landing. Just be careful if they land from too high an angle relative to Neco, the projectile may whiff. If the opponent tries to get out of the corner by double jumping away, Neco 6C projectile is also a solid option since it autocorrects to the side your opponent is, in case they happen to have gone behind you.

Be very mindful of Neco's position in the corner so as to not hit her immediately. Pay attention to which normals you use in your pressure string so the pushback leaves you close to Neco. Keeping this proper Neco spacing in mind lets you reset pressure with her either by taking advantage of 5B or 5C plus frames to jump and hit Neco with j[C] or doing a sequence of normals that allows you to hit Neco with a spaced 6C. At the best spacing possible, you should be plus on block enough to get back in with forward walk / dash. 623A/B are -6 on block but can be used as safe pressure enders since they're practically unpunishable at the max range they can hit from. 214x and 236A/B are very plus on block, but your opponent has no reason to respect you due to the very high startup they have, giving them plenty time to mash or get out.

Combos/Okizeme

Off any clean hit or air CH, there's only one combo you should go for in order to get decent okizeme. Omit the 5C from the optimal combo and instead perform a dashjump after j[C]. If done properly and you don't super jump cancel, the dash momentum should carry throughout the air combo and into the air throw ender, leaving you much closer to your opponent compared to a regular air throw ender. Usually, the position you're left at after airthrow ender is abysmal, since it leaves Mech far away from the opponent, meaning they can jump away without much too fear.

It's a bit tight but after an air CH, you can land 5B/5C into 6[C] which lets you follow up with j[C]. You want 5B/5C to hit as low as possible so j[C] won't whiff after 6C. If you reach the corner, You can omit the later air series portion of the combo and simply end in 2C delay 236A after the last j.[C] in order to set up the fuzzy guard mixup. If Neco happens to be too close to corner from either already being their or being knocked into it from your combo, end the combo in a third j[C] and quickly hit Neco with another j.[C] in order to set up a strike / throw mixup. If you're very lucky and Neco j.[C] hits behind the opponent, it vacuums them away from corner, letting you set up a cheeky left / right mixup

In order to manage meter, you can end the ground portion of the combo early with 5C (623A) 623C, which deals an absurd amount of damage. If you're close to corner and would rather extend the combo a little further, you can do ... j[C] dj9 j[C] 2C > 214C, which lets you set up the fuzzy guard mixup. If your opponent happens to block it but you manage to land a throw after and since Neco is behind your opponent after214C, you can set up a left / right mixup with 236A > neutral jump drift.

623C ender

623C ender gives you a couple options. 236A/B is a consistent oki option, its an autotimed meaty and gives a lot of blockstun due to it being pretty early in the active frames, consistently strong. J[C] is the other(and usually preferred option). While it doesn't hit meaty, it leaves a gap for you to throw while being safe to mashing due to neco J[C] and beating most reversals. Its possible for Neco J[C] to force the opponent to block even after teching a throw, but this is only if they tech it early. if you want to go for a strike, dash 5C and 2A are both viable, although 5C is less prone to getting thrown if you do it at range while still being +6 and continuing your pressure. Regardless, this oki is semi-safe and lets you get extremely oppressive strike/throw. 214B and even 214A is another option, although its a bit weaker than the other 2 listed above. it doesn't hit meaty and isnt air unblockable, but it can still force someone to block it if the opponent attempts to upback on wakeup. however, you cannot sneak in a throw like J[C] and the neco postioning can be a little inconsistent but it can usually setup a J[C] if you land a throw.

623C left/right

If you land a 623C midscreen and they are somewhat far away, you can go for a left/right mixup by doing SJ9 dlJC. Its quite spacing dependent but delaying the JC will get you crossup and delaying it not as much will get you sameside.

Video example:

J[C] ender

Arguably the most important ender, and you can do virtually anything after it. 236B/A oki is quite consistent, although it can be hard to time it to hit meaty and early in the active frames due to the sheer amount of time you have after J[C] ender, but still not a bad option. J[C] is very strong here. A setup you can do in the corner is during the triple J[C] combo, jump back on the 2nd and neutral jump on the 3rd(or neutral jump on the 2nd and 3rd if you're approaching the corner). with this specific spacing, you can consistently get meaty neco J[C] with a decent amount of leniency on the neco spacing. It gives you a lot of room to adjust depending on where Neco is. One strong reversal safe setup that Fnecomech can do is after the 3rd J[C] do 214B and dash up spaced 5C. if you do it right and you're on the right part of the screen, this will be reversal safe while still hitting meaty and 214B being a way to follow up after the 5C. because of Fnecomech's slow backdash/backwalk and the high total duration on 214B, this only really works if you're doing the midscreen bnb from corner to corner or very far from the corner.

Throw ender

After throw, theres a million different things you can do due to the extremely strong knockdown that throw gives. Depending on neco's position, you have to change what you do for oki. But even with that in mind, F-NecoMech can have some variety in her oki options. throw 2A(W) 236A/B or J[C] is a really strong framekill. It will meaty 236A and leave a gap in J[C](refer to the 623C section for the non-meaty J[C])

Fuzzy guard video example:

Doesnt work on: Miyako, Len, White Len, Aoko, Satsuki, PCiel, Tohno, Nanaya Neco Arc, NAC.
Only doable from neutral jump & tight: Hime, Arcueid, Warc, Roa, Hisuis, Ryougi.
Works easily on: Rest of the cast.

Defense

Just block. If you don't block, you'll explode. All the full moon specific universal options are on the mediocre end. It's very important that you manage your meter properly and stay close to Max in order to recover health in case something goes wrong. Your normals are good to challenge grounded pressure but not forward jump or IAD, specially against characters with strong air to ground options. Since her shield counter moves you forward, you're prone to having air approaches go behind you, meaning you'll get whiff punished. 22A / 22B are too slow to be properly used as parries, and the extra hitbox is air blockable, as well as having very high recovery. Meanwhile, 22C has full invul on startup, but it is easy to OS, punishable on block (although -5 is rather tight to punish) and Neco will jump out early and you lose the invulnerability frames if Mech is pushed during the startup of the move.

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.

Its worth noting that you can start most of these with 5C > 2A, although this is a 1 frame link.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 6C > j.[C] > dj.[C] > land 66 > 5C, j.ABC > dj.ABC > AT
4664
Meter Gained: 89.8% Meter Given (vs C-Moon): 29.9% Link (Video)
This is the staple combo, you will be wanting to go for this every time you don't plan to use meter for a 623C ender.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 6C > j.[C] > dj.[C] > land > j.[C]
3847
Meter Gained: 59.2% Meter Given (vs C-Moon): 19.7% Link (Video)
Standard okizeme combo. The trick to hitting this combo is to instantly double jump but delay the 2nd j.[C]. Alternatively you can replace the final j.[C] with 2C but you get less damage.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > 6C > j.[C] > dj.[C] > land 66 > j.ABC >AT
4218
Meter Gained: 64.6% Meter Given (vs C-Moon): 21.5% Link (Video)
Oki route, be sure to dash for a good amount of time to get the dash momentum. Lets you get a throw or a meaty. Full corner carry.
Normal starter, grounded opponent, 100 Meter
  • 2A > 5B > 2B > 5C > 623C
4390
Meter Gained: -100% +28.6% Meter Given (vs C-Moon): 20.6% Link (Video)
This ender gives hard knockdown or an otg combo as well as a lot of damage for minimal effort.
Normal starter, grounded opponent, 100 Meter
  • 5B > 5C > 623C
4860
Meter Gained: -100% +17.1% Meter Given (vs C-Moon): 16.8% Link (Video)
5B Starter knockdown combo, you want to omit the 2B from the combo above because it scales the combo more.
Normal starter, grounded opponent, MAX mode
  • (2A >) 5B > 2B > 2C > IH > slight delay 5B > 6[C] > j.[C] > sdj.[C] > land 66 > 5C, j.ABC > dj.ABC > AT
4899
Meter Gained: -300% Meter Given (vs C-Moon): 32.0% Link (Video)
Standard IH Combo.
214B starter, grounded opponent
  • 214B > j.BC > dj.BC > AT
4358
Meter Gained: 32.4% Meter Given (vs C-Moon): 10.8% Link (Video)
You most likely will be getting a combo like this if 214B hits.
214B CH starter, grounded opponent
  • 214B > j.[C] > j.[C] > land 66 > 5B > 6[C] > j8.BC > dj.ABC > AT
5510
Meter Gained: 64.8% Meter Given (vs C-Moon): 28.2% Link (Video)
Normal 214B counter hit combo. Common off of dp baits after throw.
6C CH starter, grounded or air opponent
  • CH 6C > dl.5B > 6[C] > J.[C] > J.[C] > land J.[C]
3465


Meter Gained: 44.1% Meter Given (vs C-Moon): 14.7%
You have to delay 5B more depending on how high up the 6C hit. go for land 5C > JABC > JABC > AT for damage and meter gain at the cost of oki.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
After Ender #2
  • 2AA(A) > 5B > 2B
3851


Meter Gained: 8.7% Meter Given (vs C-Moon): 6.7%
The damage here includes the 623C. Omit the 3rd 2A if you are not in the corner. The second hit of 2B will whiff midscreen.

Misc. Combos

Shield Counter Confirm

Condition Notation Damage
vs V.Sion
Notes
Shield Counter Starter
  • D~236D, 5B > 6[C] > j.[C] > dj.[C] > land 66 > 5C, j.ABC > dj.ABC > AT
3155
Meter Gained: 74.3% Meter Given (vs C-Moon): 24.6% Link (Video)
Delay the 5B so that they are as low to the ground as possible. You can also go for the okizeme ender.

Raw Air Throw Confirms

Condition Notation Damage
vs V.Sion
Notes
Raw Air Throw
  • Raw AT, land walk forward 5B > 6[C] > j.[C] > dj.[C]
2608
Meter Gained: 29.7% Meter Given (vs C-Moon): 9.9% Link (Video)
Standard oki combo off of raw AT. Hit them as low as possible with the 5B so that the j.[C] wont whiff.
Raw Air Throw
  • Raw AT, land walk forward 5B > 6[C] > j.B > sdj.BC > AT
2854
Meter Gained: 27.9% Meter Given (vs C-Moon): 9.3% Link (Video)
Standard damage raw AT combo. Hit them as low as possible with the 5B.

Aerial CH Confirms

Condition Notation Damage
vs V.Sion
Notes
Counter hit starter, airborne opponent
  • Air CH > 5B > 6[C] > j.[C] > dj.[C] > land 66 > 5C, j.ABC > dj.ABC > AT
4146
Meter Gained: 72% Meter Given (vs C-Moon): 24% Link (Video)
Hit them as low as possible with 5B. Can also go for oki route.

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

Standing Normals

5A
MBFMech5A.png
Damage Red Damage Proration Cancel Guard
300 202 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 4 7 2 2.7% -

Short poke. hits crouchers.

5B
MBFMech5B.png
Damage Red Damage Proration Cancel Guard
700 505 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 10 1 6.3% -

Downward arm-extending attack.

5C
MBFMech5C.png
Damage Red Damage Proration Cancel Guard
500*3 (1452) (880) 100% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (2) 2 (2) 2 10 6 3.6%*3 (10.8%) -

A downward machine gun attack that hits low and is +6 on block. has more pushback than Fmech's identical 5C.

Crouching Normals

2A
MBFMech2A.png
Damage Red Damage Proration Cancel Guard
320 161 78% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 5 3 2.52% -

Low poke.

2B
MBFMech2B.png
Damage Red Damage Proration Cancel Guard
500*2 (887) (537) 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 6 18 -5 4.5%*2 (9.0%) -

Low arm-extending attack. 2 hits.

2C
Cnecomech 2C.png
Damage Red Damage Proration Cancel Guard
1000 707 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
13 3 16 -1 9.0% -

Laser sword sweep.

Jumping Normals

j.A
MBFMechjA.png
Damage Red Damage Proration Cancel Guard
300 202 75% (O) SE, N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 11 - 2.7% -

Fast air jab.

j.B
MBFMechjB.png
Damage Red Damage Proration Cancel Guard
600 363 100% N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.5% -

Air-to-air laser swipe.

j.C
j.C
j.[C]
([C] Launches Neco)
MBFMechjC.png
MBFMechjXC.png
Hit the cat, acquire setplay.
Hit the cat, acquire setplay.
j.C Damage Red Damage Proration Cancel Guard
1100 707 90% (M) J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 7 - - 7.2% -

Jump-in hammer swing type attack.

j.[C] Damage Red Damage Proration Cancel Guard
1300 1010 80% (M) J HA
First Active Active Recovery Frame Adv Circuit Invuln
25 8 - - 9.0% -

Charged version ground bounces on aerial hit. Launches Neco in an upward arc, in which she is air unblockable.

Command Normals

6C
6C
6[C]
(Launches Neco)
Cnecomech 6C.png
6C Damage Red Damage Proration Cancel Guard
800 505 70% (O) SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 22 -8 5.4% -

Hammer swing. Acts as a launcher for both the opponent and Neco. The neco hit is air unblockable.

6[C] Damage Red Damage Proration Cancel Guard
1000 505 70% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
21 4 22 -8 5.4% -

Charged version becomes air unblockable. Launches Neco much farther, which will wallslam the opponent on hit.

Universal Mechanics

Ground Throw
MBFMechThrow.png
Damage Red Damage Proration Cancel Guard
500*6, 300 (1680) (805) 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Mech-Hisui electrocutes the opponent. Untechable knockdown. Gives plenty of time for meaty 236X/J[C] neco hit.

Air Throw
Air Throw
j.6/4A+D
MBCNecoMechThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1200 505 30% (Any if Raw) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Standard air throw. Ground bounces if done raw, causes an untechable knockdown otherwise.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBFMechSC.png
MBFMechSCAir.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% -

Same animation as 6C.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% -

Same animation as C-Moon j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBFMech214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 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
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Performs an attack similar to H Moon's 623A/B. Moves Mech-Hisui forward.

Blood Heat
Blood Heat
A+B+C during MAX
MBFMechHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
18 4 24 - uses all Full 1-21

Same as solo Mech Heat.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBFMechCSpark.png
MBFMechCSparkAir.png
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.


Special Moves

236X
MBFNecoMech236AB.png
No laser sprites, framedisplay is bugged.
No laser sprites, framedisplay is bugged.
MBCNecoMech236C.png
MBCNecoMech236CNeco.png
EX
EX
A/B Damage Red Damage Proration Cancel Guard
250*7 (1418) (684) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
55 14 48 36 1.8%*7 (12.6%) -

Neco-Arc jumps forward and fires a downard eye beam. B version makes Neco-Arc jump higher. Primarily used for oki setups and a risky option in neutral.

EX Damage Red Damage Proration Cancel Guard
300*8 252*8 90% (O) - HA
(Whiffs vs. Crouch)
First Active Active Recovery Frame Adv Circuit Invuln
1+25 16 29 -17 -100.0% Full 1-19
(Neco-Arc) Damage Red Damage Proration Cancel Guard
250*10 (1705) 151*10 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+24 20 29 -13 0.0% -

Both Neco and Mech shoots beams from their eyes. Invulnerable during most of its startup.

623X
Fingerbritt
623A/B/C
MBFMech623AB.png
MBFMech623C.png
A Damage Red Damage Proration Cancel Guard
400*4 (1524) (769) 100% -EX- LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
7 10 19 -6 4.5%*4 (18.0%) -

Mech-Hisui shoots the ground at mid-range. All versions cannot hit airborne opponents.

B Damage Red Damage Proration Cancel Guard
400*6 (2211) (1115) 100% -EX- LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
25 21 14 -6 3.6%*6 (21.6%) -

A longer version.

EX Damage Red Damage Proration Cancel Guard
400*10 (3409) (2559) 100% - LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
1+7 37 14 -12 -100.0% Full 1-2

The EX version covers more space and causes an untechable knockdown on hit. If Neco-Arc is caught in the hitbox of this EX, she enters a dancing animation instead of being hit.

214X
MBFNecoMech214AB.png
MBFNecoMech214C.png
A Damage Red Damage Proration Cancel Guard
1000 808 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
45 22 48 24 9.0% -

Neco-Arc burrows into the ground and jumps out. Launches the opponent on hit. Can hold the button to keep neco underground until release, can travel one full screen length.

B Damage Red Damage Proration Cancel Guard
1000 808 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
45* 22 48 25* 9.0% -

This version makes Neco-Arc advance underground until she reaches the opponent's position and attacks.

EX Damage Red Damage Proration Cancel Guard
1000 808 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15+11 83 48 5 ~ 66 -100.0% -

A wave of Necos come out of the ground starting from Neco-Arc's position. A total of 5 Necos come out.

22X
MBFNecoMech22AB.png
A/B
A/B
MBFNecoMech22ABClash.png
(Clash)
(Clash)
MBFNecoMech22C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
700 404 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
38 7 10 11 4.5% Clash 17-36
B Damage Red Damage Proration Cancel Guard
700 404 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 7 28 -7 4.5% Clash 12-31
(Clash) Damage Red Damage Proration Cancel Guard
350*6 (1742) (1003) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 (5) 1 (5) 1 (7)
1 (5) 1 (5) 1
28 - 1.8%*6 (10.8%) Full 1-42

Mech-Hisui holds out a Neco in front of her. If the opponent hits this Neco while it's being held, a Clash effect will occur and Mech-Hisui will counter with an invincible, unblockable Neco electrocution. If the Neco isn't hit by the opponent, it will just jump out and become a hitbox.

The B version is a bit faster but has much longer recovery.

Both of these are unfortunately pretty useless, aside from being a very gimmicky anti air.

EX Damage Red Damage Proration Cancel Guard
450*6 (2238) (1452) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
22+3 1 (5) 1 (5) 1 (7)
1 (5) 1 (5) 1
20 -5 -100.0% Full 1-64

EX version is a stronger but blockable variant of the 22A/B followup on clash. Invulnerable though lenghty startup.
Very difficult to punish, however, this move has a flaw. If mech is moved during startup, the cat will jump out, and that is an easy punish.

Arc Drive

MBFMechAD.png
Damage Red Damage Proration Cancel Guard
500*13 (4143) (2487) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17+8 X 21 45 ~ 72 removes all Full 1-29

Summons a train of Mech-Hisuis. Has startup invulnerability and very advantageous on block.


Another Arc Drive

L.S.O (Superhuman Sister Alliance)
41236C during Blood Heat
MBFMechAAD.png
Damage Red Damage Proration Cancel Guard
500*29 (5969) (3570) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+23 X 22 42 ~ 68 removes all Full 1

A bunch of flying Mech-Hisuis are added up, covering the majority of the screen. Does not have Arc Drive's startup invuln.


Last Arc

Saturday Night Forever
Aerial EX Shield during Blood Heat
MBFMechLA.png
Damage Red Damage Proration Cancel Guard
2100*4 (3250~6500) (2600~5100) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1+3 13 (23) 13 (21) 13 (23) 13 111 - removes all Full

Mech-Hisui transforms into a plane and impacts the opponent 4 times.


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