Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
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- Write about em!:
- Dunno, someone has gotta play her if you want there to be a resource. Just write about some videos you've seen and it'll be okay for now.
- More importantly, someone needs to prove her worth, she sucks right now and there's potential combos and work to be done.
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- Additional Ressources/Players to watch/ask
- Add any external links to ressources such as video guides or articles.
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
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Additional Resources
H-NecoMech Match Video Database
Notable Players
Name |
Color
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Region |
Common Venues |
Status |
Details
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Art/Hwlen
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North America |
Netplay |
Active |
Has lots of old footage for the character, constantly claims he is being ducked.
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Opinions may differ between players and not all may agree on the same topic.
Name |
Discord username |
Languages |
Servers
|
Teadbub |
teadbub |
English |
Meltycord, MBCS.
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Overview
Playstyle
H-NecoMech is a hit and run setplay character that has a lot of trouble getting started. |
Pros |
Cons |
- Movement: Airdash gives H-NecoMech strong ways to manuver through the screen and find some breathing room while hitting Neco.
- Arc Drive: Has one of the best Arc Drive's in the game without needing to activate heat.
- Pressure: H-NecoMech can loop her okizeme quite well with her throw and 22A, making her pressure somewhat threatening.
- Screen Control: Has far reaching normals with meaningful tools to force an opponent to approach, as well as AUB Neco hitboxes and 22A.
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- Neutral: With awkward ground normals and very slow specials, she has trouble protecting her own space and often relys on Neco being her lifeline.
- Neco Reliance: Alongside AUB Neco hitboxes, H-Necomech's specials except for 623X and Arc Drive all require Neco to be up, and buttons such as 2B, 2C and 5C are heavily prone to disrupting her placement in general.
- Defense: Without meter, which can be hard to come by, she can find herself unable to escape offense without taking a solid risk. Her smaller health pool and questionable shield counter doesn't do her any favors either.
- Lack of reward: H-Necomech can't get much reward off of hits from further ranges, and she has trouble maintaining an advantage off of her air throw. Her damage is also underwhelming save for a few rare starters.
- Character specific combos: H-Necomech's best routes for oki and damage require a 2 frame link with a plink and character/spacing specific adjustments, this makes her routing very inconsistent.
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General Gameplan
Your main goal is to blow up and then act like you don't know nobody.
H-NecoMech's plan is to setup neutral control, and once opponent shows weakness, initiate tick throw mind games.
Note that her plan requires VERY precise movement and deep understanding of the game's system and strategies. Beginners should not use this character.
Neutral
Setup and hit cat around to get stray hits if you're given the breathing room.
Using j.[C] to get Neco up in the air can get you some grab opportunities if they respect it falling and block.
Use 5C > 5A rebeat to prevent ground approaches.
6C is a good button vs air approaches, especially when Neco can get hit with it.
Neco is homing, so even if opponent jumps behind you, Neco will always go towards them, even if you press 6C in a "wrong" direction.
6[C] into Neco hit can beat ground and super jump forward approaches. 6[C] itself is air unblockable, so doing this will cover a lot of ground.
Running away is important for H-NecoMech. Use her fast airdash to move around the screen and approach from directions where your buttons do best.
When far away, poke with your big buttons.
Do not stand on the Neco when she is down. She won't get back up.
Pressure
H-NecoMech pressure using normal buttons is weak. It is very short, and there are no simple ways to reset it.
However, her tick throw game is actually quite good. Nets meter and good damage over time.
Before tick throws, you have to establish some respect from the opponent (because believe me, you will not get any) and make opponent block for a slightly extended period.
You can achieve this by doing frame traps. Luckily, H-NecoMech has an easy one. 2A > 5[C]. It even leads to her main combo on 5[C] hit, and it is easy to confirm.
Once opponent stops jumping out, or pressing buttons, you can move to stage 2, which is tick throws.
2A > Throw vs 2A > 2A > Throw is good enough. You can also start charging j.[C] a little late, then land before it coming out and do a throw or 2A.
Once you have thrown them, you can start your after-throw okizeme.
Okizeme
After-throw okizeme is H-NecoMech's forte. She has 3 main tools for it, and they are both good.
First is 22A which puts Neco down she would spit fire. You should do 22A late, to make it ambiguous between fire hitting and you throwing.
Lab this timing. Note it's not easy, and don't forget about character specific wake up timings.
Second is 236A. Neco does her ground covering beams towards opponent.
Doing 236A immediately after last throw hit is guaranteed to whiff, allowing you for easy throw setup. However there is not much reward.
Third is 22C. its pretty risky, but it gets you much higher reward on throw or strike
against Hime, Nero, and Wara, you can go for an IOH setup in the corner with 22C JB(the timing for this overhead is a 1F link against Hime and Wara.)
If they hit you can deal heavy damage with j.[C] starter. For 236A, this requires a hard read on opponent attempting throw tech.
To even get to this point you have to throw at least a couple of times. Keep in mind that people usually will try other reversals before attempting to tech.
Also, both of those options leave you very plus on block, you can try to do an air approach, or j.[C] the Neco into some scramble.
Defense
Shield, dodge, 623C, 236C and Half moon bunker and Arc Drive are your options.
H-NecoMech shield counter is good and reaches high. But it's only a half moon shield, so it has its own limitations.
Dodge moves her forward, that's good and bad. Those types of sliding/rolling dodges have more recovery, but also more iframes.
The forward movement can get you out of the corner sometimes, or some other setups.
623C is H-NecoMech's dedicated reversal. It's problem is that it's very slow, and first hitbox is vulnerable so it can trade.
13 frames of startup is bad, but it will likely beat whatever setup opponent is trying to do.
Another good point for this reversal is that it leaves H-NecoMech on the ground, and it pushes opponent away a little.
This, and the fact that it's only -11 means it could be somewhat difficult to punish.
236C is an extremely slow reversal, but it comes with a lot of iframes, and full screen coverage vs standing opponents.
This can be useful vs a number of setups. E.g. Aoko 236B charged laser, Nero 5[C] etc.
Other than that, it's not very useful.
Half moon bunker should be your go-to way to get out of the bad situation.
It is very difficult to punish. On successful hit it will allow you to get some kind of oki.
Recommended to j.[C] the cat and jump at opponent. This could push opponent in some direction and might make you not crossup, giving you some kind of left/right mix.
Arc Drive is a super good reversal. Not only does it completely turn the momentum, it can net you a big chunk of damage.
Opponent can be caught in the air blocking the mech parade, in which case you should use 6[C] to guard crush them. 6C is air blockable, so it wont help you.
You MUST use arc drive when you get into heat.
If you get into heat and opponent hits you and you burst the hit without letting Arc Drive reap, you have blundered big time.
In general, try to block more. Building meter while blocking non-threatening pressure is important.
Combos
Combo Notation Help
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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.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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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.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Normal Combos
Condition
|
Notation
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Damage vs V.Sion
|
Notes
|
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Normal starter
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- 2AA > 2B > 5C > 2C > 6C > sj8.BC > j.BC > AT
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4129
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Meter Gained: 46.6% |
Meter Given (vs C-Moon): 19.9% |
Easy starter out of stray 2A.
You can swap 5C and 2C around. You will lose a bit of damage but 6C will hit from further confirms.
The main problem with this combo is the poor meter gain. You should use better combos if you want to win with this character. |
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Normal starter
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- 2B > 2C > 623A > j.BC > j.BC > AT
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3388
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Meter Gained: 42% |
Meter Given (vs C-Moon): 18% |
Long range confirm.
You should use this when 6C would whiff. |
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Normal starter
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- 2AA > 2B > 2C > 5A(w) > 6A > delay 6A > j.[C] > (j.[C]) > (2C) > 5A6AA > 2A(w) > j.AB > j.BC > AT
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4475
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Meter Gained: 79.5% |
Meter Given (vs C-Moon): 34% |
The real combo. Corner carry. It is a hard combo. Decent damage and meter even relative to other half moon characters!
The delay is very important, you have to hit last 6A at opponent's highest point so that j.[C] links to it.
With proper delay timing, j.[C] becomes a 2f link. Worse timing, the harder it is (or even impossible).
Optional 2C can be used vs some characters with great consistency, but not with all.
Damage is calculated using 2x j.[C] but without the optional 2C. |
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Air throw starter
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- Raw AT > 2C > 6C > sj8.BC > j.BC > AT
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3128
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Meter Gained: 33.6% |
Meter Given (vs C-Moon): 14.4% |
2C is a link. |
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Air throw starter
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- Raw AT > (2C or dash) > 5A(w) > 6A > delay 6A > j.[C] > (2C) > 5A6AA > 2A(w) > j.AB > j.BC > AT
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3266
|
|
Meter Gained: 60.2% |
Meter Given (vs C-Moon): 25.8% |
Proper air throw starter combo that carries to corner.
Only one j.[C] allowed as air throw causes one bounce.
Damage is calculated without the 2nd optional 2C. |
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Standing shield counter starter
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- 5D > 5A6A6A > j.[C] > j.[C] > (2C) > 5A6AA > 2A(w) > j.AB > j.BC > AT
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3374
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Meter Gained: 58.9% |
Meter Given (vs C-Moon): 24.1% |
Proper shield starter combo that carries to corner.
Very good meter gain and damage even relative to other characters!
Does not need delay in 5A6AA due to the required prerequisite timing. You should hit last 6A so that the opponent is up as high as possible.
Damage is calculated without the optional 2C. |
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Rare Combos
Condition
|
Notation
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Damage vs V.Sion
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Notes
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Neco Hime starter
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- 22C > j.[C] > j.[C] > dash > 5A6AA > 2A(w) > j.AB > j.BC > AT
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6144
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Meter Gained: -100% + 22.1% |
Meter Given (vs C-Moon): 29.9% |
You can now act smug in front of your opponent. |
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Arc Drive starter
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- AD(blocked) > 5A(guard crush) > j8.[C] > j.[C] > dash > 5A6AA > 2A(w) > j.AB > j.BC > AT
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~5400
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
If you catch someone landing with AD and if they block, 5A would guard crush them as it is air unblockable. |
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Heat starter, far from corner
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- 2AA > 214C > 214C > super jump forward
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0
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Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Does big chip damage and big guard damage due to the 214C bug.
Super jump forward to keep last 214C on screen for as long as possible. |
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Move Descriptions
Frame Data Help
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Header
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Tooltip
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Move Box Colors
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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.
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Damage
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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Proration
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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.
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Circuit
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Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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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.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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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.
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Recovery
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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.
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Advantage
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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.
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Invul
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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.
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Normal Moves
Standing Normals
Standard H-Moon 5A6AA chain Standard H-Moon 5A6AA chain
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5A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300
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192
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78% (O)
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-SE-, -N-, -SP-, -CH-, -EX-, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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3
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8
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1
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2.1%
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-
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Short poke. Her fastest normal.
Easily low-profiled, despite being one of your best combo starters.
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5A~6A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600
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384
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80% (M)
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N, SP, -CH-, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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7
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4
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17
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-6
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4.2%
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-
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Drill followup. Moves Mech-Hisui forward.
Doesn't launcher, so it leads into other buttons nicely.
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5A~6A~6A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
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768
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60% (O)
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(N), SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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10
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7
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12
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-1
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7.0%
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-
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Launching 5A6AA ender.
Following up requires a slightly tricky 2C delay timing.
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mexican long finger (DEEP IN-JOKE) mexican long finger (DEEP IN-JOKE)
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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850
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576
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100%
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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11
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5
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19
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-6
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5.95%
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-
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One of H-Mech's signature long-range B normals. Can be low-profiled by most crouchers.
Not very useful, but it's still a good poke to have.
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"I've covered wars, ya know." "I've covered wars, ya know."
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5C
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300*2, 600 (981)
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(703)
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80% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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12
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8
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21
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-5
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2.8%*2, 2.1% (7.7%)
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-
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Multi-hit chainsaw swing.
Leads into 2C>6C for a nice launcher.
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5[C]
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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400, 500, 600 (1236)
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(799)
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80%*2 (O), 70% (O)
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N, SP, EX, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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15
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18
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21
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-5
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2.8%*2, 4.2% (9.8%)
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-
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Charged version gives you a lot of forward momentum.
Very plus on block if done with proper spacing, you can 2C>6C if it hits for a free launcher.
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Crouching Normals
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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320
|
153
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78% (O)
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N, SP, EX, (J)
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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6
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4
|
6
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2
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1.96%
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-
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Low poke.
Not very good, but 5A is often low-profiled so you will have to rely on it.
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|
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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300*2 (532)
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(425)
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80% (O)
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N, SP, EX, (J)
|
L
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First Active
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Active
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Recovery
|
Frame Adv
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Circuit
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Invuln
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11
|
9
|
18
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-8
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2.1%*2 (4.2%)
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-
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Long-range low arm extend. 2 hits.
Will disrupt cat placement if thrown out in neutral, very bad because of it.
Although, this is the only long-ranged poke that can't be low-profiled so you'll have to rely on it every once in awhile.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
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1000
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672
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60% (O)
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N, SP, EX, (J)
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L
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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13
|
3
|
28
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-13
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7.0%
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-
|
Fast and reliable laser sword sweep.
Can hit cat if you're not careful, severely stunting your neutral.
|
|
Jumping Normals
poke poke
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Damage
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Red Damage
|
Proration
|
Cancel
|
Guard
|
300
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192
|
75% (O)
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SE, N, J
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LHA
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First Active
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Active
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Recovery
|
Frame Adv
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Circuit
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Invuln
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6
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4
|
11
|
-
|
2.1%
|
-
|
Standard air jab.
Very very very "fast", easily spammed in the air, can be a very bad habit if overdone.
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|
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Damage
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Red Damage
|
Proration
|
Cancel
|
Guard
|
800
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432
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80% (O) / 50% (O)
|
N, J
|
HA
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
|
Invuln
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13
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4
|
-
|
-
|
5.6%
|
-
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A long range downward poke.
Its janky hitbox makes the standard air series of j.BC > dj.BC difficult and will often drop.
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j.Cj.[C] ([C] Launches Neco) dunk hammer, play f-necomech if you wanna use this dunk hammer, play f-necomech if you wanna use this
|
j.C
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Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
624
|
90% (M)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
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Invuln
|
11
|
7
|
-
|
-
|
4.2%
|
-
|
Jump-in hammer swing type attack.
Good hitbox and a swiss-army knife of sorts for H-Necomech.
|
j.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1056
|
100%
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27
|
8
|
-
|
-
|
9.8%
|
-
|
Charged version ground bounces on aerial hit. Launches Neco in an upward arc, in which she is air unblockable.
Neco commands a lot of neutral and j.[C] is the main damaging combo button, forces you to rely on this hard, landing you in situations where you can ONLY spam j.[C] and have no other options for your blockstring.
Keep in mind that this is easily shielded and will be called out if done too often.
|
|
Command Normals
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
480
|
70% (O)
|
SP, EX, (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
4
|
22
|
-8
|
4.2%
|
-
|
Hammer swing. Acts as a launcher for both the opponent and Neco. The Neco hit is air unblockable.
Very safe "get off me!" tool when things get rough as Neco usually pokes right through everything and disrupts the opponent.
ASSUMING YOU HIT THE CAT THAT IS, if not you're often left as a sitting duck.
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
480
|
70% (O)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
4
|
22
|
-8
|
4.2%
|
-
|
Charged version becomes air unblockable. Launches Neco much farther, which will wallslam the opponent on hit.
A pseudo-fullscreen punish for projectiles, the disruption from Neco usually gives you some time to approach, but it's not too good.
In some rare cases, Neco's hit can be extended off of into the j.[C] combos.
Also the charged hit of the hammer being air unblockable comes up more often than not, very potent anti-air and can even work against some nasty air moves like FRoa's j.C.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*6, 300 (1680)
|
(783)
|
50%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
Mech-Hisui electrocutes the opponent. Untechable knockdown.
Your main source of okizeme.
|
|
dunk dunk
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw)/1200
|
480
|
30%
|
(Any if Raw)
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
0.0%
|
-
|
Standard air throw. Ground bounces if done raw, causes an untechable knockdown otherwise.
Your main combo ender.
|
|
|
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 6C.
|
Crouching
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500 (1117)
|
714
|
50%
|
(SP), (EX)
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
10.5%
|
-
|
Same animation as 2C.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
198
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
3.5%
|
-
|
Same animation as C-Moon's j.B.
|
|
home depot power drill home depot power drill
|
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
|
Performs an attack similar to 623A/B. Moves Mech-Hisui forward.
|
Blockstun
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0
|
0
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
3
|
22
|
-7
|
-100.0%
|
-
|
H-Moon specific reversal bunker.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15
|
-
|
removes all
|
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
No laser sprites, framedisplay is bugged. No laser sprites, framedisplay is bugged. EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*8 (1589)
|
(728)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
51
|
16
|
48
|
33
|
0.0%
|
-
|
Neco shoots a fullscreen beam.
Pew pew, your BEST cat launcher and j.[C] combo starter.
Is secretly funny, if done when Neco is off-screen the laser is ambiguous and can often catch opponents off-guard.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*7 (1705)
|
(651)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
43
|
14
|
38
|
31
|
0.0%
|
-
|
Neco shoots a 45° angled beam.
Big call-out anti-air, reserved for when people are not respecting you at all. (Assuming you SOMEHOW have the space to pull it off.)
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*8
|
245*8
|
90% (O)
|
-
|
HA (Whiffs vs. Crouch)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+25
|
16
|
29
|
-17
|
-100.0%
|
Full 1-19
|
(Neco-Arc)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250*10 (1705)
|
147*10
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+24
|
20
|
29
|
-13
|
0.0%
|
-
|
Kinda sucks.
The lasers and invuln are consistent and it's your best reversal because of it, you will be relying on the cat to hit her mark though and she's very good at completely missing.
Often times, your reversal or anti-air will COMPLETELY WHIFF because cat just decided not to face the right direction at that moment. Extremely infuriating.
If cat hits her lasers, this is the BEST reversal H-Necomech has. If not? Very bad, I'd spend some time getting used to where the cat decides to aim so you can make proper use of this move.
|
|
home depot power drill home depot power drill
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*7 (1266)
|
(912)
|
100%
|
(J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
14
|
21
|
-11
|
1.4%*7 (9.8%)
|
-
|
Obligatory Gurren Lagann reference. Mech-Hisui charges forward with a drill. Jump cancelable on hit.
Leads into an OTG pickup, situationally good if you can't convert into anything better.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*7 (1266)
|
(912)
|
100%
|
(J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
14
|
17
|
-7
|
1.4%*7 (9.8%)
|
-
|
B version has more forward momentum.
Has almost no use, it's a great call-out if you do hit it though. You can OTG pickup like 623A, but there's not really any reason to.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*10 (2574)
|
(1650)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+13
|
26
|
28
|
-11
|
-100.0%
|
Full 1-13
|
Gigadrill. Fully invulnerable during startup. Wallslams on hit.
Seems to be the most potent and potentially leads into j.[C], no research has been done on it though.
Leads into 5A 1 frame link in the corner, easier to do if Neco "absorbs" one of the hits while getting up.
Probably your best reversal from a pure consistency stand-point, in terms of usefulness though it's pretty easy to call-out and deal with.
Don't get me wrong, the invuln and move is great, but this move can and will be read if done as compared to 236C which when cat works out will consistently anti-air and leave you plus even on block.
|
|
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
960
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
X
|
29
|
-3
|
11.0%
|
-
|
Mech-Hisui shoots a spinning Neco projectile that launches on hit. A's trajectory curves upwards while B's is downwards.
Your best option for ending blockstrings to potentially catch opponents, especially the B version which calls out jumps. No follow-ups afterwards though so you're back to where you started.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*N
|
384*N
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11+2
|
X
|
37
|
-16
|
-100.0%
|
-
|
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.
Potentially useful as a combo starter if it could be done during any of the Neco specials, cannot be done however because the cat has to do a funny lil' animation where she dials up another one.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*11
|
115*11
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
60
|
44
|
41
|
77
|
1.4%*11 (15.4%)
|
Full 18-20
|
Places Neco-Arc in front of Mech-Hisui, who spews flames out of her mouth.
Main okizeme tool with a dodge mix-up and potentially a combo-starter if the opponent for some reason decides not to block.
Has a lot of pushback on block
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
230
|
1
|
41
|
-
|
50.0%
|
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.
Very funny, kinda useful, assuming you had a use for meter to begin with. Usually just thrown out during neutral because she cannot setup or do much of anything else.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*7 (2278)
|
(1913)
|
100%
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18+82
|
1 (1) x9
|
18+40
|
85
|
-100.0%
|
Full 23-25
|
The Neco-Hime. Spawns an air-unblockable multi-hit pillar of light on the opponent.
Main TOD starter and far too slow to work for anything, Neco can be hit out of this and the start-up making it almost useless. Very weak Okizeme tool since it goes away on hit, block, and tech.
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*13 (4143)
|
(2363)
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17+8
|
X
|
21
|
45 ~ 72
|
removes all
|
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.
Hits Neco, so you cannot setup anything during this. Will usually just be blocked if done raw as you don't have block mix-ups despite your advantage.
Useless unless the opponent was already in animation or in the air? Maybeeee??
|
|
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