Melty Blood/MBAACC/Neco-Arc/Crescent Moon

From Mizuumi Wiki
Jump to navigation Jump to search

Character Page Progress

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:
    • Add frame data to the remaining moves.
    • Add descriptions to those moves, specify how they function, cite their uses, add memes in captions, etc.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
  • Overview/General Gameplan:
    • Add a short summary of this character (Expand the Strengths/Weaknesses list if necessary.)
    • 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 OTG pickup and corner combo sections.)
  • Move Descriptions:
    • Add images with hitboxes to the moves.


Additional Resources

C-Neco Match Video Database

Players to watch/ask

JP:

NA:

  • Nobody notable yet

Overview

Strengths Weaknesses
Strengths
  • Tied for the fastest 2A in the game with Neco-Arc Chaos at 3 frames
  • Generally fast frame data
  • Amazing backdash
  • Very safe normals due to being able to cancel her grounded normals into backdash
Weaknesses
  • Very short range, often struggling to approach and to punish certain moves

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



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.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A/5A >) (2B >) 2C > 5C
2169
Meter Gained: 29.5% Meter Given (vs C-Moon): 8.8%
The combo starter that one would use the most since 2A and 5A are fast and + on block.
Normal starter, grounded opponent
  • 5B
850
Meter Gained: 7.0% Meter Given (vs C-Moon): 2.1%
A quite simple starter. It's quite quick and this can be used with 5[B] to apply some pressure.
Normal starter, grounded opponent
  • 5[B]
1350
Meter Gained: 12.0% Meter Given (vs C-Moon): 3.6%
This is the charged starter. The combos off this starter do less damage outside the corner compared to 5B.
Normal starter, grounded opponent
  • 5C > 2C > 2B
2538
Meter Gained: 25.0% Meter Given (vs C-Moon): 7.8%
A very damaging combo starter. Outside of the j.C > j.2C > 2C > 5C starter, it's Neco-Arc's most damaging launcher.
Normal starter, grounded opponent
  • (j.C >) (j.2C >) 2C > 5C
3174
Meter Gained: 42.0% Meter Given (vs C-Moon): 12.6%
This is the most damaging launcher. While this notation is a double overhead into a low, it can be adjusted on block so that there is only one overhead, or straight into empty low. If done in the corner, j.C > j.2C > 2A > 2B > 2C > 5C can be used instead, but it is tighter.
Normal starter, grounded opponent
  • 6A~6B~6C
1349
Meter Gained: 20.0% Meter Given (vs C-Moon): 6.0%
While 6A is not that great and the charged version is reactable, it is here for completion.
Normal starter, grounded opponent
  • 6[A]~6B > 2C > 5C
2367
Meter Gained: 36.0% Meter Given (vs C-Moon): 10.8%
This is an overhead starter but it is reactable and won't be used at a higher level and is also here for completion.
Corner starter, grounded opponent
  • 5[B] > 2C > 5C
2269
Meter Gained: 30.0% Meter Given (vs C-Moon): 9.0%
5[B] has enough hitstun to catch the opponent on the way down with 2C > 5C to relaunch. 2C > 5C needs to hit right before the opponent hits the ground.
Corner starter, grounded opponent
  • 5[C]
800
Meter Gained: 10.0% Meter Given (vs C-Moon): 3.0%
5[C] wallbounces and a combo can be started there.
Metered starter, grounded opponent
  • 236B > 421C
1705
Meter Gained: -86.0% Meter Given (vs C-Moon): 4.2%
421C is used here as a poor man's Roman Cancel for 236B's recovery. Must be done right next to the opponent.
Metered starter, grounded opponent
  • 236A > 421C
1589
Meter Gained: -84.0% Meter Given (vs C-Moon): 4.8%
Like the previous starter, but with 236A.
Metered starter, grounded opponent
  • (j.236A >) j.236C
1080
Meter Gained: -97.0% Meter Given (vs C-Moon): 2.0%
While it's a combo starter, you can only really do OTG in midscreen.
Metered corner starter, grounded opponent
  • (j.236A >) j.236C > 2C > 5C
1968
Meter Gained: -89.3% Meter Given (vs C-Moon): 7.4%
This is the non-OTG combo starter off j.236C.
Neco Packet 2008, grounded opponent
  • Himme Pillar
3046
Meter Gained: 10.0% Meter Given (vs C-Moon): 10.7%
421A and 241C have a chance to summon a Neco Himme who summons an air-unblockable version of Hime's pillar.
Abaddon Force/Neco Packet 2008, grounded opponent
  • Neco doing 5B
1250
Meter Gained: 0.0% Meter Given (vs C-Moon): 1.1%
When using Abaddon Force, a Neco-Arc may spawn which uses 5B. The same 5[B] combo can be used, but this has slightly different properties. The other attacks from Abaddon force can be simply linked into 2A/5A. Neco Packet 2008 may spawn a Neco-Arc using Abaddon Force.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, airborne opponent
  • j.2C
1100
Meter Gained: 13.0% Meter Given (vs C-Moon): 3.9%
Usually the preferred non-metered ender as it gives good oki.
Normal starter, airborne opponent
  • AT
1408
Meter Gained: 10.0% Meter Given (vs C-Moon): 3.0%
Also can be written as 6/4A+D. Has worse oki than the j.2C in exchange for a little bit of damage.
Normal starter, airborne opponent, 100% meter
  • j.214C
3163
Meter Gained: -100.0% Meter Given (vs C-Moon): 18.8%
Max damage metered ender. While it seems to do a ridiculous amount of damage, it is a multihit and scales quite heavily at the end of a combo.
Normal starter, airborne opponent, 100% meter
  • (j.214B >) j.236C
2272
Meter Gained: -75.0% Meter Given (vs C-Moon): 8.6%
Does less damage than raw j.214C ender, but gives much better oki. It can be hard to gain enough height for make j.214B connect into j.236C, so if one has enough meter without j.214B, they can drop it and go straight into j.236C.
Normal starter, airborne opponent, 100% meter
  • j.214B > j.214C
3030
Meter Gained: -75.0% Meter Given (vs C-Moon): 26.3%
This can be used if one wants to use j.214C but is 25.0% short on meter. Does less damage than raw j.214C due to scaling.

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
  • (2A/5A >) (2B >) 2C > 5C > j.ABC > dj.ABC > j.2C
3836
Meter Gained: 86.5% Meter Given (vs C-Moon): 25.9%
This is the standard combo starter for Neco-Arc. 2A/5A > 2B > 2C can be used as a hit confirm.
Normal starter, grounded opponent
  • 5B > delay j.BC > dj.BC > j.2C
3311
Meter Gained: 58.0% Meter Given (vs C-Moon): 17.4%
A late jump cancel is needed for j.B to connect. j.214CB cannot be linked into j.236C with this route.
Normal starter, grounded opponent, 100% meter
  • 5B > j.A > dj.B > j.214B > j.236C
2803
Meter Gained: -59.5% Meter Given (vs C-Moon): 13.2%
This is the j.214B > j.236C route.
Normal starter, grounded opponent
  • 5B > j.C > dj7.BC > j.2C
2976
Meter Gained: 50.0% Meter Given (vs C-Moon): 15.0%
This is a crossunder 5B combo.
Normal starter, grounded opponent
  • 5[B] > j.BC > dj.BC > j.2C
2889
Meter Gained: 63.0% Meter Given (vs C-Moon): 18.9%
The midscreen 5[B] combo. Can get more from being done in the corner.
Normal starter, grounded opponent
  • 5C > 2C > 2B > j.AC > dj.ABC > j.2C
4245
Meter Gained: 83.0% Meter Given (vs C-Moon): 24.9%
Drop the j.As to gain enough height to end with j.214B > j.236C.
Normal starter, grounded opponent
  • (j.C >) (j.2C >) 2C > 5C > j.ABC > dj.ABC > j.2C
4777
Meter Gained: 99.0% Meter Given (vs C-Moon): 29.7%
Drop the j.As to gain enough height to end with j.214B > j.236C.
Normal starter, grounded opponent
  • 6A~6B~6C > j.BC > dj.ABC > j.2C
3388
Meter Gained: 74.0% Meter Given (vs C-Moon): 22.2%
Drop the j.As to gain enough height to end in j.214B > j.236C. Cannot connect j.214B into j.236C
Normal starter, grounded opponent, 100% meter
  • 6A~6B~6C > j.A > dj.B > j.214B > j.236C
3016
Meter Gained: -46.5% Meter Given (vs C-Moon): 17.1%
This is the j.214B j.236C route.
Normal starter, grounded opponent,
  • 6[A]~6B > 2C > 5C > j.ABC > j.ABC > j.2C
4034
Meter Gained: 93.0% Meter Given (vs C-Moon): 27.9%
Once 6[A] is charged, the 6B followup can be cancelled into 2C > 5C, leading to higher damage.

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
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 196 75% 3.5% -SE-, N, -SP-, -EX-, (J) LH 4 2 9 +2 -

A small poke.


5B
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B 850 539 80% 7.0% N, SP, EX, (J) LH 6 2 16 -4 -

A small uppercut

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
[B] 1350 980 50% 12.0% (J) LH 28 4 15 -4 -

A bigger uppercut


5C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 1200 735 100% 8.0% N, SP, EX, (J) LH 4 2 19 -4 -

A small front kick

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5[C] 800 1176 50% 10.0% N, SP, EX, (J) LH 18 3 11 Text -

Neco Arc extends her foor for a bigger kick. Sends your opponent to the wall.


2A
Text
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 196 75% 3.5% -SE-, N, -SP-, -EX-, (J) LH 3 2 9 +3 -

A small poke in the feet


2B
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2B 750 539 80% (100% on active frames 9-12) 8.0% N, SP, EX, (J) LHA 5 12 8 -6 -

Neco Arc lunges forward.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2{B} 900-750 735-539 70-100% 10.0-8.0% N, SP, EX, (J) LA/LHA 5 12 8 -13~+4 -

Neco Arc lunges even farther forward.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2[B] 1050 833 70% 12.0% N, SP, EX, (J) L 17 12 8 -13 -

Maximum lunge.


2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 539 60% 10.0% N, SP, EX, (J) L 8 2 20 -3 -

Neco Arc claws the opponent's feet while crouching.


j.A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


j.B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


j.C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


j.2B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


j.2C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


Special Moves

True Ancestor Beam
236A/B
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B Text Text Text Text Text Text Text Text Text Text Text

Text

Opuba!
236C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


EM Wave Ultimate Attack - Necoesthetics
623A/B
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B Text Text Text Text Text Text Text Text Text Text Text

Text

Super EM Wave Ultimate Attack - Necoesthetics - Stamp Rally East Japan
623C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


Cat Back From The Underworld R (Returns)
214A/B/C (No EX)
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
C Text Text Text Text Text Text Text Text Text Text Text

Text


Neco Packet 2008
421A/B/C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX Text Text Text Text Text Text Text Text Text Text Text

Text


Abaddon Flare
22A
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

Abaddon Force
22B
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

Elite Neco Corps Abaddon Paris☆Beret
22C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


Flying Neco Battleship Gomoran
j.236A/B/C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
EX Text Text Text Text Text Text Text Text Text Text Text

Text


I Want to Go to Crocodile Country
j.214A/B
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
B Text Text Text Text Text Text Text Text Text Text Text

Text

Six Segment God Cat
j.214C
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text


Nyampsey Roll AC
63214C during MAX, HEAT or BLOOD HEAT
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

Neco One Two Three
6A/[A]~6B~6C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6A Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6[A] Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6A/6[A]~6B Text Text Text Text Text Text Text Text Text Text Text

Text

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6A/6[A]~6B~6C Text Text Text Text Text Text Text Text Text Text Text

Text


Arc Drive

Dawn of the Cat
41236C during MAX or HEAT
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

Another Arc Drive

Delinquent Cat Gang Leader's Mansion
41236C during BLOOD HEAT
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

Last Arc

Angolmois Hammer
Land an EX shield during BLOOD HEAT
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Text Text Text Text Text Text Text Text Text Text Text

Text

General
FAQ
Advanced
Characters
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull