Melty Blood/MBAACC/Neco & Mech/Half Moon

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In Progress To-do
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  • Combos:
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Additional Resources

H-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
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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
5A
5A~6A~6A
MBFMech5A.png
MBHNecoMech5A6A.png
MBHMech5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 300 192 78% (O) 2.1% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 4 3 8 1 -

Short poke. Her fastest normal.

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 6 4 17 -6 -

Drill followup. Moves Mech-Hisui forward.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 7 12 -1 -

Launching 5A6AA ender.

5B
MBHMech5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
850 576 100% 5.95% N, SP, EX, (J) LH 10 5 19 -6 -

One of H-Mech's signature long-range B normals. Can be low-profiled by most crouchers.

5C
5C
5[C]
MBCMech5C.png
Cnecomech 5C 1.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 300*2, 600 (981) (703) 80% (O) 2.8%*2, 2.1% (7.7%) N, SP, EX, (J) LH 11 8 21 -5 -

Multi-hit chainsaw swing.

5[C] 400, 500, 600 (1236) (799) 80%*2 (O), 70% (O) 2.8%*2, 4.2% (9.8%) N, SP, EX, (J) LH 14 18 21 -5 -

Charged version gives you a lot of forward momentum.

Crouching Normals

2A
MBFMech2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
320 153 78% (O) 1.96% N, SP, EX, (J) L 5 4 6 2 -

Low poke.

2B
MBHMech2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300*2 (532) (425) 80% (O) 2.1%*2 (4.2%) N, SP, EX, (J) L 10 9 18 -8 -

Long-range low arm extend. 2 hits.

2C
Cnecomech 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 672 60% (O) 7.0% N, SP, EX, (J) L 12 3 28 -13 -

Laser sword sweep.

Jumping Normals

j.A
MBFMechjA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 192 75% (O) 2.1% SE, N, J LHA 5 4 11 - -

Standard air jab.

j.B
MBHMechjB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 432 80% (O) 5.6% N, J HA 12 4 - - -

A long range downward poke.

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 900 624 90% (M) 4.2% N, J HA 10 7 - - -

Jump-in hammer swing type attack.

j.[C] 1600 1056 100% 9.8% N, J HA 26 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 800 480 70% (O) 4.2% 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 480 70% (O) 4.2% 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) (783) 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 480 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
Auto after a successful Shield (Air OK)
MBFMechSC.png
MBFMech2XC.png
MBFMechSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 6C.

Crouching 1500 (1117) 714 50% 10.5% (SP), (EX) LA 8 4 18 -4 -

Same animation as 2C.

Aerial 500 (345) 198 50% 3.5% - HA 8 4 - - -

Same animation as C-Moon's j.B.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBFMech214D.png
MBHMech214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 4 19 -5 Strike 1-7

Performs an attack similar to 623A/B. Moves Mech-Hisui forward.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
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
MBCNecoMech236A.png
MBCNecoMech236B.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 250*8 (1589) (728) 100% 0.0% - LHA 50 16 48 33 -

Neco shoots a fullscreen beam.

B 300*7 (1705) (651) 100% 0.0% - LHA 42 14 38 31 -

Neco shoots a 45° angled beam.

EX 300*8 245*8 90% (O) -100.0% - HA
(Whiffs vs. Crouch)
1+24 16 29 -17 Full 1-19
(Neco-Arc) 250*10 (1705) 147*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
MBHNecoMech623AB.png
MBHMech214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 200*7 (1266) (912) 100% 1.4%*7 (9.8%) (J) LHA 10 14 21 -11 -

Obligatory Gurren Lagann reference. Mech-Hisui charges forward with a drill. Jump cancelable on hit.

B 200*7 (1266) (912) 100% 1.4%*7 (9.8%) (J) LHA 24 14 17 -7 -

B version has more forward momentum.

EX 300*10 (2574) (1650) 100% -100.0% - LH 1+12 26 28 -11 Full 1-13

Gigadrill. Fully invulnerable during startup. Wallslams on hit.

214X
MBHNecoMech214AB.png
MBHNecoMech214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 1100 960 75% (O) 11.0% - LHA 20 X 29 -3 -

Mech-Hisui shoots a spinning Neco projectile that launches on hit. A's trajectory curves upwards while B's is downwards.

EX 800*N 384*N 75% (O) -100.0% - LHA 11+1 X 37 -16 -

EX Horizontal version of the above. The projectile has multi-hit properties, which will cause a huge amount of pushback on blocking opponents as long as this isn't done at point-blank range.

22X
MBHNecoMech22A.png
MBHNecoMech22B.png
MBHNecoMech22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 300*11 115*11 100% 1.4%*11 (15.4%) - LH 59 44 41 77 Full 18-20

Places Neco-Arc in front of Mech-Hisui, who spews flames out of her mouth.

B - - - 50.0% - - 230 1 41 - Full 18-20

The Neco Dance. Neco-Arc enters a state where she can't be hit by Mech-Hisui and the only special that can be used is 623X. This gives you 50% meter on finish, but the opponent can interrupt this move by hitting Neco-Arc.

EX 400*7 (2278) (1913) 100% -100.0% - LH 18+81 1 (1) x9 18+40 85 Full 23-25

The Neco-Hime. Spawns an air-unblockable multi-hit pillar of light on the opponent.

Arc Drive

MBFMechAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500*13 (4143) (2363) 90% (O) removes all - LHA 17+7 X 21 45 ~ 72 Full 1-29

A train of Mech-Hisuis come out and covers the bottom of the screen. Invulnerable on startup, and greatly advantageous on block.



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