Melty Blood/MBAACC/Neco-Arc/Half Moon

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Additional Resources

H-Neco-Arc Match Video Database

Players to watch/ask

JP:

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

NA:

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

Overview

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

General Gameplan

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Neutral

Place text here*

Pressure

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Okizeme

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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.

Starter

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


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

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal ender, midair opponent
  • 2C
???


Meter Gained: text Meter Given (vs C-Moon): text
text
Normal ender, midair opponent
  • j.214B
???


Meter Gained: text Meter Given (vs C-Moon): text
Best meterless ender
Normal ender, midair opponent
  • j.214C
???


Meter Gained: text Meter Given (vs C-Moon): text
Best metered ender.
Normal ender, grounded opponent
  • j.214B > j.214C
???


Meter Gained: text Meter Given (vs C-Moon): text
mostly user when you need to build meter for j.214C when you don't already have the sufficient meter. Shouldn't be used outside of this situation as it results in less damage 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
  • 5A6AA > 2{B} > 5C > j.ABC > dj. ABC > ender
text


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

Corner Combos

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


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


Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBHNeco5A.png
MBHNeco5A6A.png
MBHNeco5A6AA.png
Damage Red Damage Proration Cancel Guard
350 192 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 6 2 2.4% -

A short range punch.

Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

Moves forward.

Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 5 17 -4 7.0% -

Moves forward.

5B
5B
5[B]
MBHNeco5B.png
MBHNeco5XB.png
5B Damage Red Damage Proration Cancel Guard
850 528 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 2 16 -6 4.9% -

Moves slightly forward and launches the opponent on hit. Can be partially charged to move farther forward.

5[B] Damage Red Damage Proration Cancel Guard
1350 960 50% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
28 4 15 -4 2.4% -

Moves forward more and has a much larger hitbox than 5B. Launches into a techable knockdown.

5C
5C
5[C]
MBHNeco5C.png
MBHNeco5XC.png
5C Damage Red Damage Proration Cancel Guard
1200 720 100% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 2 14 -4 5.6% -

Moves slightly forward. Can be partially charged to move farther forward.

5[C] Damage Red Damage Proration Cancel Guard
800 1152 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -10 7.0% -

Moves farther forward than 5C, but launches into a wall bounce on hit. Also does less damage, has worse proration, and no cancel options.

Crouching Normals

2A
MBHNeco2A.png
Damage Red Damage Proration Cancel Guard
350 192 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
3 2 9 1 2.4% -

Tied for fastest normal in the game. Not a low and whiffs airborne opponents. Very useful for rebeats.

2B
MBHNeco2B.png
2B / 2{B}
2B / 2{B}
MBHNeco2XB.png
2[B]
2[B]
2B Damage Red Damage Proration Cancel Guard
750 528 80% (O) / 100% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 12 8 -8 ~ 3 5.6% -

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

2{B} Damage Red Damage Proration Cancel Guard
900 / 750 720 / 528 70% (O) ~ 100% (O) N, SP, EX, (J) LH / LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 ~ 28 24 8 -16 ~ 3 7.0% / 5.6% -

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

2[B] Damage Red Damage Proration Cancel Guard
1050 816 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
29 24 8 -14 ~ 9 8.4% -

Wallbounces airborne opponents (5[B] > 2[B])

2C
MBHNeco2C.png
Damage Red Damage Proration Cancel Guard
1000 528 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 2 20 -4 2.4% -

Sweeps the opponent into a hard knockdown.

Aerial Normals

j.A
MBHNecojA.png
Damage Red Damage Proration Cancel Guard
250 144 75% (O) -N-, -SP-, -EX-, -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 10 - 2.1% -

Fast air normal. Good for adjusting height in combos.

j.B
MBHNecojB.png
Damage Red Damage Proration Cancel Guard
600 384 100% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 3 - - 5.6% -

Has a bit of downward disjoint.

j.C
MBHNecojC.png
Damage Red Damage Proration Cancel Guard
800 576 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 4 - - 5.6% -

Better downward hitbox at distance than j.B but a good bit slower and lacking disjoint. Can be used to convert off rising j.B fuzzies with frame perfect timing.

Command Normals

j.2B
MBHNecoj2B.png
Damage Red Damage Proration Cancel Guard
900 576 100% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 - 16 ~ 69 0 7.0% -

Has a bit of downward disjoint. Has limitted use in catching opponents offguard with a CH.

j.2C
MBHNecoj2C.png
Damage Red Damage Proration Cancel Guard
1100 720 100% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
4 2 - - 9.1% -

Good combo ender in the corner leading to Neco's trademark 50/50 between catching techs or continuing the combo on no tech.

Universal Mechanics

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

Neco uppercuts the opponent away for an untechable knockdown.

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

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

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

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

Shield Counter
Shield Counter
Auto after a successful Shield
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as 5[B]

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same hitboxes as 2C.

Air Damage Red Damage Proration Cancel Guard
500 (303) 174 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 2 - 3.5% -

Same animation as C-Moon j.C


Shield Bunker
Shield Bunker
214D in neutral or blockstun
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Small hitbox, but good forward movement.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 2 23 -6 -100.0% -

H-moon specific bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 12 - removes all Full
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Full

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

Grounded Specials

236X
True Ancestor Beam
(EX: Opuba!!)

236A/B/C
Mbaacc neco 236a.png
A
A
Mbaacc neco 236b.png
B
B
Mbaacc neco 236c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
250*8 (1589) 120*8 (729) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 16 22 -9 1.4%*8 (11.2%) -

Primarily a zoning tool. Very slow startup. Significant pushback means it's generally safe on block. Must shield each hit individually.

B Damage Red Damage Proration Cancel Guard
300*7 (1705) 120*7 (651) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 14 34 -21 1.4%*7 (9.8%) -

Neco's strongest anti-air option. Use in conjunction with 236A when zoning with beams if they're approaching from the air. Very minus on block, potentially punishable if the opponent is close enough.

EX Damage Red Damage Proration Cancel Guard
250*26 (3410) 150*26 (1949) 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 negligible.

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

623A/B/C
Mbaacc neco 623x.png
A/B
A/B
Mbaacc neco 623c.png
EX
EX
A Damage Red Damage Proration Cancel Guard
80*30 (1305) 50*6, 32*24 (546) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 13 5 5 0.7%*6 (4.2%) -

Very fast forward disjoint.

B Damage Red Damage Proration Cancel Guard
80*48 (1344) 50*6, 32*42 (587 - 629) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 13 3 7 0.7%*6 (4.2%) -

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

EX Damage Red Damage Proration Cancel Guard
150*15, 160*105 (2731) 120*15, 40*105 (834) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+3 30 12 -2 -100.0% -

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

214X
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

Neco burrows under the ground and reappears alongside 2 fakes. 214A places Neco 216 pixels behind the center of the camera (left of center if facing right, right of center if facing left). The fake Necos appear 64 and 320 pixels in front of the camera's center. Note that all of these positions are relative to where the camera is immediately before the teleport takes place.

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

214B places Neco at the center of the camera. The fake Necos appear 192 pixels behind and 320 pixels in front of the camera's center. Note that all of these positions are relative to where the camera is immediately before the teleport takes place.

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

214C places Neco 216 pixels in front of the center of the camera (right of center if facing right, left of center if facing left). The fake Necos appear 192 pixels behind and 64 pixels in front of the camera's center. Note that all of these positions are relative to where the camera is immediately before the teleport takes place.

22X
Abaddon Flare
Abaddon Force
(EX: Elite Neco Corps Abaddon Paris☆Beret)

22A/B/C
A Damage Red Damage Proration Cancel Guard
300*11 (555-1270) 120*11 (212-485) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
23 44 20 -17 ~ -5 1.4%*11 (2.8%-7.0%) -

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

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

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

EX Damage Red Damage Proration Cancel Guard
250*24 (250-2594) 150*24 (144-1492) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9+9 40 2 -11 ~ 29 -100.0% -

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

63214C
Nyampsey Roll AC
63214C during HEAT
Mbaacc neco 63214c.png
Damage Red Damage Proration Cancel Guard
200*17 (2302) 120*17 (1317) 90% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+10 66 76 -60 removes all Full 1-128

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

Aerial Specials

j.236X
Air to Ground Opuba
(EX: That was too fast...!)

j.236A/B/C
A Damage Red Damage Proration Cancel Guard
250*4 (865) 120*4 (397) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 14 10 -8 1.4*4 (5.6%) -

Neco-Arc shoots her eye beams diagonally down at the ground. Stalls Neco in the air and can be used 4 times before landing between her 2 jumps and 2 airdashes. A staple of her ability to play keepaway.

B Damage Red Damage Proration Cancel Guard
250*7 (1418) 120*7 (651) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
21 14 10 -11 1.4*7 (9.8%) -

Same as A version but slower for more damage and more stalling.

EX Damage Red Damage Proration Cancel Guard
250*15 (2594) 150*15 (1492) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+26 3 (3) 80 10 -22 ~ 0 -100.0% 5-34

Neco-Arc shoots her beams in an arc underneath her, starting behind and moving forward.

j.214X
I Want to Go to Crocodile Country
(EX: Six Segment God Cat)

j.214A/B/C
Mbaacc neco j214x.png
A Damage Red Damage Proration Cancel Guard
200*8 (1422) 100*8 (684) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 40 8 -1 1.4*8 (11.2%) -

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

B Damage Red Damage Proration Cancel Guard
250*10 (1910) 120*10 (876) 100% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 50 8 -1 1.7*10 (17.5%) -

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

EX Damage Red Damage Proration Cancel Guard
120, 300*16 (3178) 120, 230*16 (2343) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 (3) 80 8 -9 -100.0% 5-34

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


Arc Drive

Dawn of the Cat
41236C during HEAT
Mbaacc neco 41236c.png
Damage Red Damage Proration Cancel Guard
400*9, 450 (3315) 350*9, 380 (2753) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
10+4 2 129 / 208 -102 removes all Full 1-137 / 1-147, 152-219

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

MBAACC Navigation

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RyougiCrescentHalfFull
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Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
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KohakuCrescentHalfFull
Neco-MechCrescentHalfFull