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Melty Blood/MBAACC/Neco-Arc/Crescent Moon

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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 captions where helpful, 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:)
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  • Move Descriptions:
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Additional Resources

C-Neco Match Video Database



Notable Players

Name Color Region Common Venues Status Details
KFL

Color

North America Netplay Active? No footage, but has sharked the waters of LFG-NA plenty with this character. Can be found in Meltycord.
nishiogineko
(西荻猫)

Color

Japan KorewaMelty, Play Spot BIG ONE 2nd Active
ouba-
(オーバー)

Color

Japan Play Spot BIG ONE 2nd Inactive
sakura乃nyan
(桜乃にゃん)

Color

Japan A-cho Inactive
yoshiyumenyan
(由夢にゃん)

Color

Japan Inactive

Overview

Playstyle
C-Neco-Arc needs to work as hard as a grappler to get in, and needs to press as many buttons as a rushdown once she does get in, but her post-combo positioning and ability to punish techs can threaten to take rounds from even one successful approach.
Pros Cons
  • Frame data: Neco-Arc boasts the fastest 2A in the game at 3 frames, and her three slowest normals are frames 11, 8, and 6.
  • Backdash: It has 16 frames of invincibility with only 5 frames of recovery, its teleporting nature makes it hard to punish on reaction, and her already-fast grounded normals can be all canceled into it, making them very safe.
  • Tiny: Neco-Arc's hitbox is so small that her opponents require unique blockstrings and combos just to prevent her from falling out, which are both always less optimal than their universal options, and require extra effort to learn. Combined with the difficulty of switching between the two in a bracket setting, it's common for her to slip through the cracks and reverse into her own combo.
  • Range of a rat: Neco-Arc "boasts" some of the worst range in the entire genre, making it difficult to punish certain moves, or to even approach close enough to start pressing buttons.
  • Limited mobility: Her airdash is designed for air-stalling rather than covering distance, and her dash startup is relatively slow at 6 frames. Her great backdash also doesn't help in this regard. Expect to use 214X liberally against foes who refuse to approach.

General Gameplan

Please keep in mind that this section is mostly a WIP.

Neutral

Stick to zoning with 236A/B in conjunction with 421C, use 214x and incredible backdash to evade your opponent and keep up zoning.

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
  • Hime 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.ABC > 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.
Raw AT Starter
  • AT > delay j.236A > land > j.BC > j.ABC > j.214B
2645


Meter Gained: 79.0% Meter Given (vs C-Moon): ???
Can carry to the corner. To help with the j.236A delay, input 236A when Neco and the opponent are at the same height after the AT. Might be character specific.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 5[B] > 2[B] > 2C > 5[C] > j.ABC > dj.ABC > j.214C
4416


Meter Gained: -12% Meter Given (vs C-Moon): text
Good damage by Neco standards. Good luck getting a 5[B] starter though.

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 neco 5a.png
Damage Red Damage Proration Cancel Guard
350 196 75% -SE-, N, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 2 9 +1 3.5% -

A literal poke. Very fast button, but incredibly small. You can only get one or two 5As in a row before you're pushed out of range for any other buttons.


5B
Mbaacc neco 5b.png
Mbaacc neco 5bhold.png
B Damage Red Damage Proration Cancel Guard
850 539 80% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 2 16 -6 7.0% -

A small uppercut. Moves Neco Arc slightly forward. Launches opponent.

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

A bigger uppercut. Moves Neco Arc forward for as long as you hold B. Also launches opponent.


5C
5c.png
Mbaacc neco 5chold.png
5C Damage Red Damage Proration Cancel Guard
1200 735 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 2 14 -4 8.0% -

A small front kick. Moves Neco Arc forward slightly.

5[C] Damage Red Damage Proration Cancel Guard
800 1176 50% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -10 10.0% -

Neco Arc extends her foot for a bigger kick. Moves Neco Arc forward for as long as you hold C. Sends your opponent to the wall.


2A
Mbaacc neco 2a.png
Damage Red Damage Proration Cancel Guard
350 196 75% -SE-, N, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
3 2 9 +1 3.5% -

A small poke in the feet. Fastest move in the game, but extends her hurtbox forward into the perfect "getting punched" range, so be careful when using this. Good for tick throws.


2B
Mbccaa neco 2b.png
2B Damage Red Damage Proration Cancel Guard
750 539 80% (100% on active frames 9-12) N, SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 12 8 -8~+3 8.0% -

Neco Arc lunges forward. Active for surprisingly long.

2{B} Damage Red Damage Proration Cancel Guard
900-750 735-539 70-100% N, SP, EX, (J) LA/LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 24 8 -16~+3 10.0-8.0% -

Neco Arc lunges even farther forward and now hits low during the early active frames.

2[B] Damage Red Damage Proration Cancel Guard
1050 833 70% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
29 24 8 -13 12.0% -

Maximum lunge. Doesn't look different in terms of hitboxes, but she moves much farther, roughly 1/3rd screen.


2C
Mbaacc neco 2c.png
Damage Red Damage Proration Cancel Guard
1000 539 60% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 2 20 -4 10.0% -

Neco Arc claws the opponent's feet while crouching. The pushback on block is enough to keep her safe from most 2As. You can also Reverse Beat while you're close enough, and you might be able to get away with cancelling into backdash, 236B, delay 623X, or 214X. Just be smart about it.


j.A
Mbaacc neco j5a.png
Damage Red Damage Proration Cancel Guard
250 147 75% SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 3% -

A small poke in the air. Small and hits mid but can be chained into more j.As for annoying pressure, but ultimately not great.


j.B
Mbaacc neco j5b.png
Damage Red Damage Proration Cancel Guard
600 392 100% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 8% -

Neco Arc kicks her little footsie at a downward angle. Use this in combos. You can use this to jump in, but if j.B will hit, j.C will probably hit too, and for more damage.


j.C
Mbaacc neco j5c.png
Damage Red Damage Proration Cancel Guard
800 588 90% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 11% -

Neco Arc kicks her little footsie at an upward angle. Same startup and active frames as j.B but more damage and hits much farther out in front of her. You can use this to catch people out of the air or jump in with this.


j.2B
Mbaacc neco j2b.png
Damage Red Damage Proration Cancel Guard
900 588 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 - 16-69 0 (TK) 10% -

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
Mbaacc neco j2c.png
Damage Red Damage Proration Cancel Guard
1100 735 100% - HA
First Active Active Recovery Frame Adv Circuit Invuln
4 2 - - 13% -

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.


Special Moves

True Ancestor Beam
236A/B
Mbaacc neco 236a.png
236A
236A
Mbaacc neco 236b.png
236B
236B
A Damage Red Damage Proration Cancel Guard
(1589) Text 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 16 22 -9 2.0%*8 (16.0%) -

Primarily a zoning tool. Using this up-close is practically asking to be counter hit.

B Damage Red Damage Proration Cancel Guard
(1705) Text 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 14 34 -21 2.0%*7 (14.0%) -

Neco's strongest anti-air option. Use in conjunction with 236A when zoning with beams if they're approaching from the air.

Opuba!
236C
Mbaacc neco 236c.png
Damage Red Damage Proration Cancel Guard
(3410) Text 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+22 52 42 -32 -100.0% Full 1-9

Mostly useless. While it does cover an angle 236A/B can't, it's a very small one which makes it neglible.


EM Wave Ultimate Attack - Necoesthetics
623A/B
Mbaacc neco 623x.png
A Damage Red Damage Proration Cancel Guard
(1305) Text 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 13 5 +5 1.0%*6 (6.0%) High 1-23
B Damage Red Damage Proration Cancel Guard
(1344) Text 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 13 3 +7 1.0%*6 (6.0%) High 1-27

Text

Super EM Wave Ultimate Attack - Necoesthetics - Stamp Rally East Japan
623C
Mbaacc neco 623c.png
Damage Red Damage Proration Cancel Guard
(2731) Text 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+3 30 12 -2 -100.0% Text

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.


Cat Back From The Underworld R (Returns)
214A/B/C (No EX)
Mbaacc neco 214x.png
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 57 - - Full 12-51
B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 57 - - Full 12-51

Text

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 57 - - Full 12-51

Text


Neco Packet 2008
421A/B/C
Mbaacc neco moshi.png
Mbaacc neco moshi2.png
A Damage Red Damage Proration Cancel Guard
Varies Varies Varies - Varies
First Active Active Recovery Frame Adv Circuit Invuln
53 - - Varies Varies -

Neco-Arc calls up the homies to help her out. Will summon random Neco-Arcs that do a variety of mostly unhelpful things. The flying Neco-Arcs can be hit by the original, and have a hitbox while falling. This move has a chance of summoning Neco-Archetype-Earth, who does an air unblockable version of Hime's pillar. Neco-Hime is a very strong button if you can luck out.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
47 - - - - -

Always summons three Neco-Arcs that bravely charge into the enemy's shins, only to be defeated by the might of human sturdiness. These Neco-Arcs do no damage, hitstun, nor blockstun, but you can use them as a distraction while you do other things I guess.

EX Damage Red Damage Proration Cancel Guard
Varies Varies Varies - Varies
First Active Active Recovery Frame Adv Circuit Invuln
1+7 - - Varies -100.0% Full 1

GET 'EM, GIRLS! The EX version randomly summons two of 421A's summons, in addition to a Neco-Arc that performs 22B summon. The move is fast, and the super freeze lets you see what the opponent is doing, letting you check them accordingly. Can be used multiple times in succession, being able to get up to 12 summons on screen at once if you do this during MAX. Maybe you'll get lucky and summon 8 Neco-Himes!


Abaddon Flare
22A
Damage Red Damage Proration Cancel Guard
300*11 (555-1270) Text 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
23 44 20 -17~-5 2.0%*11 (4.0%-10.0%) -

Yet another mostly useless move. Slow start up, and doesn't carry the opponent like 236A.

Abaddon Force
22B
Damage Red Damage Proration Cancel Guard
Varies Varies 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
42 - - 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.

Elite Neco Corps Abaddon Paris☆Beret
22C
Damage Red Damage Proration Cancel Guard
250*? (250-2594) Text 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


Flying Neco Battleship Gomoran
j.236A/B/C
Mbaacc neco j236x.png
A Damage Red Damage Proration Cancel Guard
500 294 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
500 294 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 980 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.


I Want to Go to Crocodile Country
j.214A/B
Mbaacc neco j214x.png
A Damage Red Damage Proration Cancel Guard
200*8 (1422) (693) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 10 - - 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) (891) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 10 - - 2.5*10 (25.0%) -

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

Six Segment God Cat
j.214C
Mbaacc neco j214c.png
Damage Red Damage Proration Cancel Guard
120, 300*16 (3178) (2392) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 (3) 10 - - -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.


Nyampsey Roll AC
63214C during MAX, HEAT or BLOOD HEAT
Mbaacc neco 63214c.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Neco One Two Three
6A/[A]~6B~6C
Mbaacc neco 6abc.png
6A Damage Red Damage Proration Cancel Guard
400 245 100% 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 784 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.

6A/6[A]~6B Damage Red Damage Proration Cancel Guard
400 142-237 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.

6A/6[A]~6B~6C Damage Red Damage Proration Cancel Guard
600 247-413 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.


Arc Drive

Dawn of the Cat
41236C during MAX or HEAT
Mbaacc neco 41236c.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Another Arc Drive

Delinquent Cat Gang Leader's Mansion
41236C during BLOOD HEAT
Mbaacc neco aad.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

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

Last Arc

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

Text

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