Melty Blood/MBAACC/Neco & Mech/Full Moon

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In Progress To-do
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  • Combos:
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Additional Resources

F-NecoMech Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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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 starter, grounded opponent
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

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
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
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
MBFMech5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 202 78% (O) 2.7% -SE-, -N-, -SP-, -EX-, (J) LH 5 4 7 2 -

Short poke.

5B
MBFMech5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 505 100% 6.3% N, SP, EX, (J) LH 8 4 10 1 -

Downward arm-extending attack.

5C
MBFMech5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 505 100% 6.3% N, SP, EX, (J) LH 8 4 10 1 -

Downward arm-extending attack.

Crouching Normals

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

Low poke.

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

Low arm-extending attack. 2 hits.

2C
Cnecomech 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 707 60% (O) 9.0% N, SP, EX, (J) L 12 3 16 -1 -

Laser sword sweep.

Jumping Normals

j.A
MBFMechjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 202 75% (O) 2.7% SE, N, J HA 3 4 11 - -

Fast air jab.

j.B
MBFMechjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 363 100% 4.5% N, J HA 7 4 - - -

Air-to-air laser swipe.

j.C
j.C
j.[C]
([C] Launches Neco)
MBFMechjC.png
MBFMechjXC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 1100 707 90% (M) 7.2% J HA 8 7 - - -

Jump-in hammer swing type attack.

j.[C] 1300 1010 80% (M) 9.0% J HA 24 8 - - -

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6C 800 505 70% (O) 5.4% SP, EX, (J) LHA 9 4 22 -8 -

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

6[C] 1000 505 70% (O) 5.4% SP, EX, (J) LH 20 4 22 -8 -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*6, 300 (1680) (805) 50% 0.0% - U 2 1 20 - -

Mech-Hisui electrocutes the opponent. Untechable knockdown.

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

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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 202 50% 4.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 6C.

Air 500 (345) 202 50% 4.5% - HA 8 4 - - -

Same animation as C-Moon j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBFMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% uses all - U 17 4 24 - Full 1-21

Same as solo Mech Heat.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBFMechCSpark.png
MBFMechCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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.
MBCNecoMech236C.png
MBCNecoMech236CNeco.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 250*7 (1418) (684) 100% 1.8%*7 (12.6%) - LHA 54 14 48 36 -

Neco-Arc jumps forward and fires a downard eye beam. B version makes Neco-Arc jump higher.

EX 300*8 252*8 90% (O) -100.0% - HA
(Whiffs vs. Crouch)
1+24 16 29 -17 Full 1-19
(Neco-Arc) 250*10 (1705) 151*10 100% 0.0% - LHA 1+23 20 29 -13 -

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

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

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

B 400*6 (2211) (1115) 100% 3.6%*6 (21.6%) -EX- LH
(Whiffs vs Air.)
24 21 14 -6 -

A longer version.

EX 400*10 (3409) (2559) 100% -100.0% - LH
(Whiffs vs Air.)
1+6 37 14 -12 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 808 100% 9.0% - LHA 44 22 48 24 -

Neco-Arc burrows into the ground and jumps out. Launches the opponent on hit.

B 1000 808 100% 9.0% - LHA 45* 22 48 25* -

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

EX 1000 808 100% -100.0% - LHA 15+10 83 48 5 ~ 66 -

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
MBFNecoMech22ABClash.png
(Clash)
MBFNecoMech22C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 404 75% (O) 4.5% - LHA 37 7 10 11 Clash 17-36
B 700 404 75% (O) 4.5% - LHA 32 7 28 -7 Clash 12-31
(Clash) 350*6 (1742) (1003) 100% 1.8%*6 (10.8%) - U 2 1 (5) 1 (5) 1 (7)
1 (5) 1 (5) 1
28 - 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.

EX 450*6 (2238) (1452) 100% -100.0% - LHA 22+2 1 (5) 1 (5) 1 (7)
1 (5) 1 (5) 1
20 -5 Full 1-64

EX version is a stronger but blockable variant of the 22A/B followup on clash. Invulnerable though lenghty startup.

Arc Drive

MBFMechAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*13 (4143) (2487) 90% (O) removes all - LHA 17+7 X 21 45 ~ 72 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*29 (5969) (3570) 90% (O) removes all - LHA 1+22 X 22 42 ~ 68 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2100*4 (3250~6500) (2600~5100) 50% + 50% * remaining BH time removes all - U 1+2 13 (23) 13 (21) 13 (23) 13 111 - Full

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


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