Melty Blood/MBAACC/Neco-Arc Chaos/Crescent Moon/Strategy

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Neutral

j.C. That's your button. The one button you have that is worth a dime. You're constantly gonna be trying to get a move in to make sure your life is bigger than the opponents. j.236A/B do nearly no damage and 236X have very long startups, though they can be useful from time to time. Your j.C is just Nero's j.C but worsened but not to the point it's not usable so make sure that in any situation that you're in neutral, the first thing you should think about is "would pressing j.C here be a good idea". If yes, press j.C. If not, run away, reposition, and ask if j.C is a good idea again.

Pressure & Okizeme

Your normals are backdash-cancellable for a reason. Do some string and finish it with a backdash, and play keepaway again. That or you can try to do pressure with Reverse Beats and your charged buttons, namely 5[B](1), which is jump cancellable on block, and 5[C], which deals a reasonable amount of guard damage. Your only option for mixing up, however, is universal strike/throw situations and 6C, which is a slow overhead option that can catch people who don't know NAC.

After a knockdown, you still have nothing. You don't have any good meaties or good mixup options. Besides, who in their right mind would respect Neco Arc Chaos?

Defense

All versions of NAC, including C, have terrible defensive options. Don't try to do anything funny. You don't have any reversals, so just block and watch out for a gap to jump away, or to mash 2A, though that's ill advised because of it's 5 frames of startup.

Fighting NAC

Taking Advantage of Hurtboxes

F-Aoko pre-emptively hitting C-NAC out of j.C's startup frames

NAC's tiny size make him hard to pin down in neutral for people inexperienced in the matchup. Moves which have poor vertical reach will whiff over his head if he's standing, so it's worth your time to try to either cover the ground space, or counter poke his extended hurtboxes on his normals, the latter being one of his most easily exploitable weaknesses. Because his hurtboxes extend considerably before and after the active frames of his attacks, he is especially susceptible to both okiwaza and whiff punishes.

Okiwaza

Early Hitbox of C-NAC's 2B

Okiwaza is to pre-emptively put out an attack with the intent to hit the opponent if they move into it. This can be done when closer to NAC to snipe his startup frames without having to play reactively. Due to the nature of MBAACC's counter-hit system, this can be very rewarding if you catch him pressing a jumping button.

Whiff Punish

Whiff punishing is in many ways the opposite of okiwaza, but is just as effective in this matchup for punishing NAC's best neutral tools. NAC's hurtboxes usually linger after the move stops being active, allowing you to hit them after they stop being dangerous. Whiff Punishing carries less risk than okiwaza, but requires you to play reactively and respect the other player, so there's a give and take between these options.

Combos and Pressure

Due to NAC's tiny size, a lot of more optimized combos are at risk of dropping. It can be worth it to keep combos simple to avoid having to catch him again if he falls out. Generally, you should stick to crouching normals, or normals with tall vertical reach in order to avoid whiffing over his head. This can limit your pressure somewhat if your character relies on unique tools such as xMBAACC_Aoko_Head.png F-Aoko's orbs, but it's ultimately not a huge loss. NAC has incredibly low health, and poor defensive options to boot, so even the most basic of pressure is rewarding against him.