Melty Blood/MBTL/Neco-Arc
Gameplay
Neco-Arc is a returning character to Melty Blood, released as free DLC alongside Mash Kyrielight on August 19, 2022. She is a small gimmicky zoner/rushdown hybrid character with laser beams, summon-based setplay, and unconventional movement. Neco-Arc's gameplan involves controlling the screen with a combination of her aformentioned projectiles and summoning moves, only to then find opportunities to get in or to capitalize off of an advantageous summon. Once within range, it can be hard to shrug her off due to her excellent rebeat blockstrings that uniquely leave her at +0 advantage and plethora of frame traps. These factors combined allow her to run a highly confusing hit-and-run nightmare for those who aren't used to her size, movement style, and speed.
Neco-Arc has three major flaws to work around, though, which can potentially make her a challenging pick against experienced opponents: she has the lowest health in the game, meaning that characters with high damage output or good conversions can and will punish her mistakes very harshly if they can catch her. As a secondary effect of her small size, her normals are also incredibly short-ranged, kneepcapping her neutral and defensive game. Finally, the randomness of her summons, even with some understanding of the underlying mechanics of them, can make it difficult for her to get the tools she needs on demand.
Pick if you like | Avoid if you dislike |
---|---|
|
|
Lumi-Arc, a cat awakened to the new power of "Re:make" descends on Souya!
A mysterious creature that is a cat, yet also is not.
She looks a bit similar to Arcueid, but no one knows if she has any connection to the real Arcueid.
She sometimes appears in the mortal world as a sort of personal pastime.
She doesn't get along with Miyako's spirit realm, claiming she views it with rivalry, and vanished with the unsettling words "The Cat Strikes Back!"
But none of that has any bearing on the current situation.
Now, she has appeared on the fighting stage again in an invasion of the Melty Blood universe, accompanied by powerful characters from parallel worlds, drawn inevitably by her destiny.
A playful cat that abides by no rules, regardless of what anyone has to say about it. Souya's destiny, and that of the entire Melty Blood universe...
Main Weapon/Skill
Wandering Punch, True Ancestor Beam
Basic Info
Height: 60cm
Weight: 7kg
Blood Type: Calico
Birthday: April 1st
Voiced by...
Neco Arc: Ikumi Hasegawa
Neco Ciel: Kaede Hondo
Neco Akiha: Shino Shimoji
Neco Hisui: Kana Ichinose
Neco Kohaku: Yuuki Kuwahara
Luck
Contrary to popular belief, Neco-Arc's summons and items are not completely random, but instead have different "rarities" (referred to as Ranks E-A) that are dictated by an unseen statistic called Luck. This variable starts at its lowest every round and can be raised or reduced by utilizing summoning moves and incurring certain modifiers. Typically, Neco-Arc will produce lower Rank summons at the start of the round and gradually improve her own Luck gradient as it progresses to dish out higher Rank summons at its end. A more detailed explanation of this mechanic can be found at the bottom of this page.
Unique movement options
Different from other characters in the game, Neco-Arc has two eccentric mobility quirks: Crawling and Float.
Crawling can be performed by holding down 1 or 3, causing Neco-Arc to drag herself along the ground while the corresponding button is held down. Crawling gives Neco-Arc infinite crossup protection, meaning that moves that naturally crossup such as Dead Apostle Noel's 236A~X and Miyako's 236B will be blocked as if it they were same-side. It's also worth noting that Neco-Arc is never truly crouching, as her crouching hurtbox is the same as her standing hurtbox (lmao).
Float is Neco-Arc's exclusive airdash. Albeit dreadfully slow, it can be used to safejump opponents or to air stall, which can be annoying if used in tandem with her j236X or if other cats are on screen. She can block while floating and can stay airborne for up to 180 frames, or 13 seconds, if the button (4 or 6) is held. Pressing any other button will end her floating state. Moon Driving after floating gives Neco-Arc another airjump and another 13 seconds of floating.
Character Summary
- Moon Skills
- 6B+C - True Ancestor Beam
- 3B+C - Neco Sidestep
- 4B+C - Ressurection Cat RR (Double Returns)
- 1B+C - Neco Packet 2022
- 2B+C - Abaddon Force
- j.6B+C - I Want to Go to Bird Garden
- j.4B+C - I Want to Go to Crocodile Garden
- Special Attacks
- 236A/B/C (EX OK) - True Ancestor Beam
- 623A/B/C (EX OK) - Neco Sidestep
- 214A/B/C - Ressurection Cat RR (Double Returns)
- 421A/B/C (EX OK) - Neco Packet 2022
- 22A - Abaddon Flare
- 22B/C (EX OK) - Abaddon Force
- j.236A/B/C (EX OK) - I Want to Go to Bird Garden
- j.214A/B/C (EX OK) - I Want to Go to Crocodile Garden
- > 4X/6X/8X/2X - Additional input
- Arc Drive
- 236B+C - Sword of Promised Vacuum
- 214B+C - Nyampsey Roll~! TL
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Angolmois Hammer
- Unique Attacks
- 6A, 3C, 4C, j.2B, j.2C
- 6C>C>C - Neco One Two Three
- Blowback Edge Moves
- 5[B], 2[B], 6[A], j.[C], [A+D], 22[A]
Health: 10,000 (Glass)
Backdash:
- 1-10 Full Invul - 1-13 Strike Invul - 14-18 Projectile/Air Invul - N/A Airborne - 27 Total
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 35
Strategy Page
On the fence about learning a joke character and got 5 minutes to spare? Check out this nifty video!
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | LH | -SE-, -N-, -RB-, -SP-, -EX-, -MD-, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 2 | 11 | 16 | -1 | - |
Neco-Arc points towards the nearest trashcan she can find.
- Has the honor of being the fastest abare normal in the game.
- Has the dishonor of being the shortest abare move in the game.
- Her rebeat normal of choice, it uniquely leaves her -2 from B normals and +0 from C normals/5[B]
- Funny move to hit them with at roundstart, since it will beat throw and even some DPs
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, RB, SP, EX, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 15 | 25 | -3 | - |
A kick to the shins.
- Neco-Arc walks forward before kicking the opponent.
- Somehow not a low.
- Pretty mediocre overall besides serving a role in her optimal bnb and some niche pickups. Otherwise, it can be used in blockstrings after 2B to unremarkable effect.
5[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | LH | N, RB, SP, EX, MD, (J) | Launch, Wall Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 3 | 18 | 38 | -4 | Clash 13-17 |
A kick to the gut.
- Fatal counter versus low shield
- Travels more distance and has way more range than 5B
- Sends the opponent flying back on hit, often allowing for a 4BC followup given enough height.
- Wallbounces if done near the corner. Can then combo into laser or another normal if close enough.
- Does good blockstun and leaves Neco safe against moves such as Shiki's 7-frame slide and some DPs if rebeated after.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | LH | N, RB, SP, EX, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | 18 | 32 | -6 | - |
Neco claw swipe. Moves her forward a lot.
- Premier normal for extending combos and blockstrings after a rebeat 5A, as well as for hitting falling opponents.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
120 | L | -SE-, -N-, -RB-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
The lowest of jabs.
- Slightly longer range than her 5A, making it more reliable as abare in spite of being the generic 5F.
- Useful as a mixup tool because of the speed.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | N, RB, SP, EX, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10-30 | 11 | 12 | 32 | -8 | - |
Neco slides along the ground with considerable speed. Arguably her most important normal due to its versatility: can pick up, be used in combos, used for pressure, mobility, you name it.
- Can be partially charged by holding B, but releasing it before triggering 2[B].
- A longer charge time makes 2B travel faster and further. The frame data remains the same.
- Startup after releasing the charge is 3 frames.
2[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1600 | U | - | Launch, Hard Knockdown, No Followup | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
42 | 9 | 96 | 146 | -2 (on hit) | - |
Instead of sliding, Neco-Arc rockets herself into the opponent for an Unblockable tackle. Pretty bad damage for the risk and no oki, but easily set up if the opponent is caught blocking the Train, Saber or even 22[A] and rapid beat neco.
- Knocks her down even on hit, though the opponent is also knocked down. In this case, Neco is at -2 disadvantage. Your best bet at that range, assuming nothing is on screen, is either backdashing or 2147A.
- Despite Neco-Arc knocking herself down, it does not actually count as a downed state, so the opponent gets a full combo punish should she whiff this move.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | L | N, RB, SP, EX, MD, (J) | Launch, Hard Knockdown | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 29 | -5 | - |
Claw sweep. 'Choose your own adventure' kind of move.
- Also moves Neco forward a lot.
- Knocks opponents upward, can be followed up by a 623A, rekka, or 5[B] into 4BC.
- Pretty good for pressure, has decent speed and hits low, not to mention the 5A rebeat.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
110 | HA | SE, N, SP, EX, MD, J | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
A really stubby aerial jab.
- Annoyingly spammable, makes for a fast overhead and jump-in stuffer in a pinch. You can also use it to lock people down in air block together with summons in order to attempt an unblockable 3C.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320 | HA | N, SP, EX, MD, J | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | - | - | - | - |
Neco-Arc performs a Jackie Chan flying kick.
- You will use this for the IAD safejump post 623C knockdown.
- Outside of that, it's mostly combo filler.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
235*2 (458) | HA | N, SP, EX, MD, J | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 6,2 | - | - | - | - |
Happy feet kicks. Your primary jump-in normal.
- Can cross-up.
- Useful in combos due to the long untechable time which allows following up with j.2C.
- Too slow to come out after an IAD, which you can use to your advantage by following the whiff up with 2A.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180*5 (826) | HA | N, SP, EX, MD, J | 15-21 Clash | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 6,6,6,6,8 | 6L | - | - | Clash 15-21 |
Neco-Arc charges briefly and unleashes a longer volley of kicks.
- Changes Neco-Arc's jump arc, delaying her landing. This makes it useful for a high-low mixup.
- Can be chained into other air normals to shorten its recovery time.
Command Normals
6A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | LH | N, CH, SP, EX, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5 | 11 | 21 | +2 | - |
Neco-Arc performs her Full Moon 5A from Current Code.
- Not as good of an abare normal as 5A due to being slower, or 2A due to being shorter.
- Outside of going into 6[A], this normal sees use as a substitute to 5A in order to avoid SMP in links such as 623A > 5A > 5C.
- It has a good frame advantage, but its poor range makes it difficult to connect in blockstrings. The only normal move it works after is 2B with a delayed cancel.
6[A]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*6, 510*2, 520, 780, ???*7 (2825) | LH | SP, EX, MD | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5(6)5(9)4(7)4(6)4(6)4(7)4(10)5(19)2(30)5 | 22 + 20L | 189 | -47 | - |
Neco-Arc goes full Tekken and performs an incredibly long extension during the would-be recovery of her 6A.
- The first 9 hits are a true blockstring.
- When blocked, the 10th hit misses. Make sure to cancel it into something before that.
- The 8th hit goes behind the opponent even if the opponent is in the corner. Cancel that hit into a special to stay there.
Neco One Two Three
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330 | LH | CH, SP, EX, MD | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 17 | 27 | -3 | - |
The Neco Rekka. As combo filler, a decent chunk of your midscreen damage is found here.
- Special cancelable, but you probably want to wait until rekka 2 for that. One good use of this is canceling into 421B as it is whiff-cancelable, or 22B if they're sleeping.
6CC
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*2 (306) | LH | CH, SP, EX, MD | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 2,4 | 17 | 33 | -4 | - |
- Middle Neco rekka.
- Has 2 hits.
6CCC
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660 | LH | EX, MD, (J) | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 20 | 32 | -6 | - |
- Jump-cancellable launch.
- In spite of the framedata, it actually pushes her back far enough to be safe from jabs.
4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | H | SP, EX, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 4 | 24 | 58 | -11 | - |
Neco-Arc jerks backwards before delivering a sucker punch.
- A very slow overhead, but can get the job done in tandem with the rest of her gimmicks.
- Special cancellable on hit and block. Go into 623A to get a combo started or 214X to prevent punishment.
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 300 (861) | LH | SP, EX, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | X,3 | 22L | - | -2 | - |
Neco-Arc performs a silly belly flop while announcing "E-sports".
- Both the air hit and the ground hit are special cancellable.
- Arguably one of Neco's most versatile normals, usable in pressure, as combo filler, and surprise mobility option.
- Has greater pushback in the corner.
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | (SP), (EX), (MD) | Ground Bounce | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 4 | 6L | - | - | - |
Neco-Arc performs a rocket blast below her skirt.
- The direction of the recovery can be controlled by holding left/right.
- Not an overhead (?)
- Knocks the opponent downwards and can be special canceled into an onion ring for a combo.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350 | LH | CH, SP, EX, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 14 + 17L | 42 | -6 | - |
- Despite its appearance, it can't be cancelled into an aerial special.
- Moves Neco-Arc forward a lot.
Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
220*6, 1000 (1665) | LH | CH, SP, EX, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4,4,4,4,4,4(5)4 | 23 | 64 | -10 | Air 9-14,17-22,25-30 |
- Does not work after a long combo, but otherwise one of the best Rapid Beats in the game.
- Racks up lots of damage in her combos.
- Generates a noticeable amount of meter.
- Any hit can be cancelled into a special move, making it usable in blockstrings.
- The long animation can be used to stall for time.
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | LH | SP, EX, MD, (J) | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
Neco-Arc performs an angled donkey kick that hits above her.
- Universal launcher.
- Mostly used as an (rather unreliable) anti-air, as Neco's Rapid Beat 2 adds much more damage by itself than 3C. As such, use Rapid Beats instead of this for combos unless scaling dictates otherwise.
- It can also be used for unblockable setups, for when your opponent is busy blocking a summon in the air.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | CH | Launch | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | - | - |
- Does not give a hard knockdown in addition to being the weakest throw in the game.
- However, you can combo off of nearby Necos summoned with Neco Packet 2022.
- Throw into SOS or Train after 421A are particularly easy ways to get a combo started.
Charged Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | - | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
42 | 72 | 31 | 154 | -26 | Strike 40-113 |
Neco-Arc becomes frustrated over her throw whiff and turns into an angry whirring wheel of death.
- Completely invincible while running across the screen.
- The given startup is the total time from the start of the throw animation.
- Neco-Arc bounces away if she hits a wall or a blocking opponent.
- Punishable on hit as well as block.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | Hard Knockdown | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
- Universal meterless combo ender.
- Hits on frame 2 and has a shorter range when used outside of a combo. The difference is shown by the purple area of the attached hitbox image.
- Good range for Neco's size, making it a solid anti-air option.
- Follow up with a superjump or ring for strong oki.
Special Moves
True Ancestor Beam
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*8 (1664) | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 2*8 | 25 | 70 | -6 | - |
After a brief delay, Neco-Arc fires laser beams from her eyes.
- A strong zoning tool, but the long recovery makes it vulnerable to super jumps.
- Can be cancelled on whiff into MD or an EX in an attempt to make it safe.
- Can be confirmed easily by canceling into 236C.
- If Shielded into a B counter, Neco-Arc can turn around and Shield back.
- Can often hit OTG if an opponent gets combo'd by summons, giving Neco-Arc free meter at the expense of oki.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*8 (1664) | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 2*8 | 21 | 54 | -2 | - |
- Has a much faster startup, but only hits opponents that are in the air or very close to you.
- A huge anti-air, but the startup is still fairly slow so it must be used pre-emptively.
- On air hit, cancel into 22C for a combo.
- Whiff cancelable into MB or Ex.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*24 (2210) | LHA | AD, MD | Armor Break, Launch, Hard Knockdown | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 2*24 | 25 | 87 | -6 | - |
- Comes out at the same angle as 236A but is faster, does more damage and grants a hard knockdown.
- Effective as a zoning and anti-zoning tool in neutral, either on reaction or at random.
- Valuable for confirming off long range hits.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*8 (2046) | LHA | EX, MD | Launch | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 2*8 | 21 | 61 | -2 | MD Clash 1-11 |
236A, but in 3D.
- Similar to 236A, but has faster startup and does more damage.
- Gives Neco tons of meter on block or hit.
- Although it seems better than 236A in every way, Neco (for some reason) cannot turn around to Shield a B-Countering opponent like she can with her other projectiles, thus carrying more risk than that version vs Shield-happy opponents.
Neco Sidestep
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*2 (1128) | LH | -EX-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 6(20)13 | 15 | 61 | -1 | - |
Neco-Arc dances vigorously, swaying back and forth and hitting the opponent while traveling.
- Lacks invul like the other 2 versions.
- Whiff cancelable into MB or Ex.
- One of Neco's main combo tools.
- -1 with pushback makes it reasonably safe, making it possible to frametrap with 6C or 5C or even 623B.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LH | EX, MD | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | 8 | 32 | 64 | -13 | Strike 1-30 |
- Invincible all the way through the sway back until after it hits.
- Throwable.
- Cancellable into 22C for a scaled combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3, 1700 (2065) | LH | - | Armor Break, Hard Knockdown, No Followup | 1 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 2(14)8(8)8 | 28 | 74 | -9 | Throw 1-6, Strike 1-16 |
Your main source of oki, leaves you incredibly plus and enables several okizeme setups.
- No matter which hit connects, it locks the opponent in place and plays out the full 4 hit combo.
- Really long animation and wakeup time can stall the clock and opponent heat duration.
- Throwable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*3 (1590) | LH | EX, MD | - | 3 Moon Icons | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 2(14)8(8)5 | 15 | 59 | +7 | MD Clash 1-6 |
A frenetic version of 623A.
- The frame advantage makes this a good pressure reset tool.
- Neco cannot turn around to Shield a B-Countering opponent if this is Shielded.
- It's so fast and makes her so small that it may low profile certain moves.
Resurrection Cat RR (Double Returns)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | - | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
51 | X | - | 57 | +20 | Strike 16-26 |
Neco-Arc digs under the ground and reappears at a different location depending on the button used.
- 214B: The exact half way point between the Neco-Arc and the opponent.
- 214A: A fixed distance from 214B slightly further away from the opponent.
- 214C: A fixed distance from 214B towards the opponent. Usually behind them.
- Two Necos appear at a slightly random distance away from each of the other two locations. The opponent can identify the real Neco-Arc by paying attention to which one the camera follows.
- Each Neco has a 25% chance of appearing with their eyes wide open and rocketing into the sky, hitting the opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD, -J- | Launch | 3 Moon Icons | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 8 | 38 + 12L | 81 | +8 (jc) | MD Clash 1-11, Strike 21-23 |
Neco-Arc disappears for a bit before emerging from the foul depths of Tartarus directly in front of the opponent. One of the coolest moves in her kit.
- Is active on the first frame Neco-Arc comes out of the ground, making it difficult to counter hit.
- Can jump cancel on block, hit or whiff, making this an obnoxious move when not shielded.
- Jump cancelling from a hit leads to a full combo punish into knockdown.
- Useable as a starter and followup attack.
- Can punish a Heat activation from fullscreen.
Neco Packet 2022
"The Call." Neco Packet is arguably what defines Neco-Arc as a character. It pulls from a hidden luck statistic (That's still being researched) to determine what "Tier" of apps/necos are summoned.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | (38f) -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
34 | - | - | 52 / Vtuber:44 | - | Vtuber:14-44 |
Neco-Arc browses the apps of her phone absent-mindedly.
- 421A selects one of 7 apps that technically have no useless effects. In order from lowest to highest luck rank, these are:
- E: Train - Summons 3 Necos in a line skipping across the screen. Deals 130 damage per hit. Useful for throw combos.
- E: Light - Summons a Neco watchdog on a flying Neco ship. When hit by Neco-Arc, she falls to the floor and performs Neco-Arc's [A+D] without invul. The fall deals 510 damage while the wheel attack deals 800 and launches the opponent for a free combo.
- D: SOS - Summons 3 Neco rockets from above. Deals 760 damage per neco. Useful for throw combos.
- C: Neco-can - Summons a can of cat food from the sky. If it lands on the opponent or is hit at them by Neco-Arc it deals 100 damage. Collecting it gives 1 bar of Magic Circuit, or 0.5 bars to the opponent if they collect it.
- B: TMitter - Neco-Arc's phone catches ablaze due to twitter toxicity, giving her 5 seconds of super armor similar to Kouma's 22C. Can hit the opponent for 440 damage, or can be EX or MD cancelled even on whiff.
- B: FGO Summon Craft Essence - Neco-Arc fires up Fate/Grand Order does a gacha roll on the spot. Has one of 3 effects.
- E: First Curry - Heals 500 HP to whoever picks it up (Ciel and Powered Ciel both heal 1000 HP from this item.)
- E: Extremely Spicy Mapo Tofu - Gives 0.5 bar to whoever picks it up.
- D: The Azure Black Keys - Summons 3 black keys that fly horizontally across the screen for 1000 damage. Not again!!!
- E: First Curry - Heals 500 HP to whoever picks it up (Ciel and Powered Ciel both heal 1000 HP from this item.)
- A: FGO Summon Servant (Saber) - As above but instead summons Saber, who performs Excalibur, dealing 2984 base damage.
- A: Vtuber - Only possible once per round. Neco-Arc fires up the Great Cats Village Channel Livestream. This obscures both players' health bars and meter and randomly performs.
- 25%: Saint Quartz - The Neco Vtuber tosses out some Saint Quartz. This immediately maxes out magic circuit for whoever picks it up first.
- 25%: Pear - The Neco Vtuber tosses out a pear. Whoever picks it up immediately restores 1500 HP.
- 50%: Super-Chat. One of the livestream viewers does a YouTube style super chat. The type is chosen based on Neco-Arc's luck stat.
- B: Red Super-Cat (MC Up) - Immediately gives Neco-Arc 3 bars of magic circuit.
- E: Green Super-Cat (HP Up) - Immediately gives Neco-Arc 1,000 HP.
- B: Red Super-Cat (MC Up) - Immediately gives Neco-Arc 3 bars of magic circuit.
- 25%: Saint Quartz - The Neco Vtuber tosses out some Saint Quartz. This immediately maxes out magic circuit for whoever picks it up first.
- Note: Vtuber and Saber are replaced with Summon Craft if a previously summoned 22[A], Saber, Eco-Arc, or Vtuber is still active.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | - | - | 56 / Eco:27 | - | - |
This time, Neco-Arc summons the oomfies to help her out.
- 421B Summons various set combinations of Necos which can range from godlike to worthless. Most necos summoned this way will either descend from the ceiling and deal 510 damage to the opponent and perform a subsequent random action, or burrow in and perform a subsequent random action. Using this move yields 2-3 necos at a time, unless you pull Eco Arc (in which case, she'll be the only summon you get). The available patterns are:
- E: (Burrow + Fall) / (Fall + Burrow)
- D: (Tire Pull + Burrow) / (Burrow + Fall) / (Fall x2)
- C: (Fall + Burrow) / (Fall x2)
- B: (Fall + Burrow)
- A: (Fall x3) / Dash / Eco Arc
- Falling Neco can hit the opponnet on the way down. After landing perform one of the actions as described under 22B.
- Burrowing Neco does not hit the opponent, but still performs a 22B action.
- The notorious Tire Neco appears behind Neco-Arc and tugs their predilected tire across the stage at a snail's pace. While in motion the tire can hit the opponent for 50 damage. It cannot be hit away by the opponent, and it does not disappear until it goes off the screen in the direction it is moving. Dangerous to have out against an opponent with 4 bars, as you must protect the tire to prevent the opponent from using it for blood heat into last arc.
- Dash Necos run in from both sides of the screen towards the middle. Each does around 70 damage on hit and hard knocks down the opponent along with themselves. They can collide with Neco-Arc herself, but she is unaffected.
- Eco-Arc - Summons Eco-Arc who fires a blast similar to Warc's Arc Drive, has 2294 base damage. Can't be active at the same time as Saber or Livestream.
- Note: Eco-Arc is replaced with a falling Neco if a previously summoned 22[A], Saber, Eco-Arc, or Vtuber is still active.
Whiff cancelable into MB or Ex.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+18 | - | - | 47 / Vtuber:29 | - | 1-7, Vtuber:23-29 |
Neco-Arc opens a bunch of apps in order to stand a chance against the opponent.
- 421C Summons various set combinations of 3 apps from 421A. These combinations are:
- E: (Train, SOS, Light) / (Light, Can, SOS)
- C: (Light, Tmitter, Train)
- B: (Light, FGO, SOS) / (SOS, FGO, Light) / (Can, FGO, Train)
- A: (Light, Saber, SOS) / (SOS, Saber, Light) / (Light, Saber, Train) / (SOS, Vtuber, Light)
- Note: Vtuber and Saber are replaced with Summon Craft if a previously summoned 22[A], Saber, Eco-Arc, or Vtuber is still active.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | - | - | 56 / Eco:27 | - | MD Clash 1-8 |
Oomfie call, in 3D.
- A version of 421B that summons an extra Neco. The available patterns are:
- E: (Burrow + Fall + Tire) / (Burrow + Fall + Dash)
- D: (Burrow + Fall + Dash) / (Fall + Burrow + Fall)
- C: (Dash + Fall + Burrow) / (Burrow + Fall + Fall) / (Dash + Fall + Burrow)
- B: (Fall + Burrow + Fall) / (Fall + Fall + Burrow)
- A: (Eco-Arc + Burrow) / (Eco-Arc + Fall) / (Eco-Arc + Dash)
- See the description of 421B for details on what each Neco does.
Abaddon Flare
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
100*12 (918) | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 36 | 7 | 63 | +2 / +7 / +12 | - |
Neco-Arc spits straight flames from her mouth.
- Hitboxes are split into 3 distances that appear and disappear in 5 frame intervals.
- Mid-range effectively adds 5 frames to the startup and 5 frames to block advantage. Long range adds 10 frames to each.
- Whiff cancelable into MB or Ex.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
100*12, 600, 100*9, 200*8 (918, 2228) | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 34(69)5(45)3*9,3*8 | 20 | 244 | +4 | - |
After a brief charge, Neco-Arc assaults the screen with some familiar looking lasers.
- The second half does not combo.
Abaddon Force
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | - | 24 | 44 | +3 (min) | - |
Neco-Arc spontaneously produces an oomfie and spits them in one of 5 arcs at random.
- The Neco directly hits the opponent, and after landing performs a random luck-based action:
- E: Walk / Pose / Crouch / Crawl / Turn - All useless
- D: 6A x3 / 5B / 5C / [A+D] without invul. / Mini 3C / Dash (random direction)
- C: 623A / Horizontal rocket (760 damage)
- B: 5[B] / 236B / Iron Fist. The latter is a unique charged punch that deals 2000 damage and considerable chip if blocked.
- A: Diagonal Beam / Rapid Beat 2 / 22[A]
- Note: 22[A] is replaced with Rapid Beat 2 if a previously summoned 22[A], Saber, Eco-Arc, or Vtuber is still active.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200*N | LHA | AD, MD | Armor Break, Launch, Hard Knockdown | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | - | 31 | 41 | - | - |
Spits 3 Neco rockets horizontally.
- Damage depends on how many times it hits, which varies wildly depending on distance and hurtboxes.
- Can be used in tandem with 214BC (Nyampsey Roll) during Heat for an Unblockable setup.
Abaddon Force
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510*2 (887) | LHA | EX, MD | Launch | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | - | 24 | 40 | +3 (min) | Clash 1-9 (MD) |
Like 22B but it throws out two Necos instead of one.
- Each Neco has 5 possible trajectories. One always lands closer than 22B, the other lands within the range of 22B towards the far end.
- The trajectory makes it a useful okizeme tool.
I Want to Go to Bird Garden
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | - | 12L | - | - | - |
Neco-Arc fires off an onion ring very similar to Warc's Alte Schule (air), however, it lacks the follow-ups.
- A version has Neco-Arc fire a ring from her current position without stalling her air movement.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | -EX-, -MD- | Launch | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | 12L | - | - | - |
- Has more startup, but stalls Neco's air movement.
- Neco is pushed back after firing the ring.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490*5 (2071) | LHA | AD, MD | Armor Break, Launch, Hard Knockdown | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | - | 12L | - | - | - |
- One of Neco's main combo enders.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750*2 (1365) | LHA | EX, MD, J | Launch | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | 12L | - | +14 (instant air) | - |
Fires the ring at the same angle as the B version, but has the A version's momentum.
- Moves way faster than the A and B versions of ring.
I Want to Go to Crocodile Garden
The Neco Rocket, now with motion controls. Crucial movement, combo, and neutral tool for Neco-Arc.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*8 (1072) | LHA | -CH-, -EX-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5*8 | 12L | - | -3 (instant air) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*8 (1072) | LHA | -CH-, -EX-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5*8 | 12L | - | -3 (instant air) | - |
- Travels faster and further than the A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*5 (704) | LHA | -EX-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5*5 | 12L | - | - | - |
- Left/Right followup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*5 (704) | LHA | -EX-, -MD-, -J- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5*5 | 12L | - | - | - |
- Up followup. Unlike the other versions this is jump cancellable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150*5 (704) | LHA | -EX-, -MD- | Launch | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5*5 | 12L / 29L | - | - | - |
- Down followup.
- On block or whiff, there is a 50% chance of getting a bad landing with a longer recovery time.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*14 (2487) | LHA | (MD) | Armor Break, Launch, Hard Knockdown | 1 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 3(2)5*12,4 | 12L | - | -2 (instant air) | Throw 1-6, Strike 1-15 |
- Neco-Arc's most damaging EX move.
- Doesn't provide a hard knockdown after a typical combo due to the opponent recovering before reaching the ground.
- Blows up air resets
- For reasons one can only describe as 'uncanny', the first hit can be canceled on block into Moon Drive.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1323) | LHA | EX, MD, -J- | Launch | 3 Moon Icons | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 5*5 | 12L | - | -3 (instant air) | - |
No motion controls, just like Current Code.
- Travels the distance between A and B dori.
- Faster than both A and B dori.
- Has A bigger hitbox than A and B dori.
Super Moves
Neco-Arc's summons and active items do not disappear during her Arc Drives, resulting in occasional situations in which they cannot be properly punished on whiff.
Sword of Promised Vacuum
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
100*9, 300*7 (3000) | LH | - | Armor Break, Hard Knockdown | 3 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+12 | 6*8,3(37)4,4,4,3,5,5,15 | 49 | 189 | -37 | Throw 1-31, Strike 1-140 |
Neco-Arc pulls out Exnyalibur and Neco's start forming around it, afterwards all the cats jump out and attack the opponent.
- The cats jumping out of the sword go full screen, but do very little damage on their own.
- This Arc Drive does 500 less damage than usual, making Neco's arc drive combos do less damage than the rest of the cast.
- Neco's big damage combo ender for 3 bars.
- Tall hitbox and AUB enables this to be used as an anti-air or as a funny "Gotcha" option if the opponent is air blocking a summon.
Nyampsey Roll~! TL
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*8 (2247) | U | - | Armor Break, Hard Knockdown | 3 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+31 | 45 | 81 | 157 | - | Throw 1-31, Strike 1-46 |
Neco-Arc poses before turning into a tornado and attacking the opponent, this move's main gimmick is that it is unblockable.
- Does incredibly low damage, about the same as an auto-combo in the best case scenario where you hit all 8 hits.
- Decently slow, it is easy to shield the move on reaction due to the superflash.
- Doesn't travel very far, you will only get all 8 hits if you are point blank in front of your opponent.
- Has the same knockdown effect as whiffing 2[B] even if the move does hit.
- Can be set up during Heat after a 22C for a true unblockable setup, though your opponent can Heat through it if they have meter.
Angolmois Hammer
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*30 (4800) | LH | - | Armor Break, Hard Knockdown | 4 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1-25 |
Neco-Arc kicks the opponent in the gut before becoming a Carnival Phantasm reference and rocketing into space. After grimacing to the player from her ship, a strangely large can of cat food obliterates the planet, Supernova style.
- Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
- Uses the animation of her 5[B] if done manually with 4 magic circuits.
- Can be combo'd into from a summon, though it receives tremendous proration if done that way (dealing upwards to 2000 less damage). Could be an option for closing out a round since Neco's meter building capabilities are quite good and the prorated damage is still higher than most of her combos anyways.
- If this connects, all summons and items except for the stream despawn. If a supercat takes place during the move's animation, their effect will still count (aka, you will still be healed/ receive meter).
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B / 2B | 5A | -2 |
5B / 2B | 2A | -3 |
5C / 2C / 5[B] | 5A | 0 |
5C / 2C / 5[B] | 2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Luck
Neco-Arc has a hidden luck stat that changes throughout the round and affects the possible results when using gacha moves. The basic way it works is that getting a bad draw increases the probability of getting a good draw next time, and vice versa.
Moves that use the gacha system are:
- 421A / 421C - One draw. Vtuber may make one extra draw to determine the type of Super-Cat.
- 421B / 1BC - One draw to determine Neco spawn types. One draw per Neco to determine their action.
- 22B / 2BC - One draw per Neco to determine their action.
Rank Calculation
There are 6 ranks or luck from 0-5, named from best to worst as EX = 5, A = 4, B = 3, C = 2, D = 1, and E = 0. In training mode any specific rank can be forced in the menu.
Neco-Arc's rank is calculated by taking a hidden base luck variable and adding modifiers to it. Her base luck starts at 0 in every round and can increase up to a maximum of 6. This value is halved and rounded down to give Neco-Arc a base rank from 0-3, or Rank E to Rank B.
Modifiers are added to the base rank depending on Neco-Arc's current status.
- 4500 HP or lower: +1 Rank
- 3000 HP or lower: +2 Ranks
- Heat active: +2 Ranks
- Moon Drive active: +1 Rank
e.g. Neco-Arc with 30% HP and Heat and Moon Drive active gets a +5 modifier, which guarantees EX Luck even with the lowest possible base luck.
Result Selection
When using a gacha based move, every possible result has a rank assigned to it that affects its weight, or in other words how many of it are placed in the lottery bag from which a result is randomly picked.
- Equal to Neco-Arc's rank: 100.
- One rank higher or lower: 50.
- Two ranks higher or lower: 20.
- Three ranks higher or lower: 0.
Restrictions apply to certain A-Rank draws. In a mirror match, these restrictions apply globally to both players.
- Only one of Saber, Eco-Arc, and Great Abaddon Flare can be active at a time. They also cannot be used during Vtuber. If drawn while restricted, they are replaced with a predefined alternative.
- Vtuber can only be used once per round.
When Neco-Arc's luck is rank EX, the lottery is bypassed and a predefined jackpot is selected. These are still restricted as above and may be replaced with the given alternative.
- 421A: Vtuber once, subsequently Saber (Alternative: Black Keys)
- 421B: Eco-Arc (Alternative: Falling Neco)
- 22B: Great Abaddon Flare (Alternative: Rapid Beat 2)
Neco-Arc's base luck value is then changed depending on the rank of the resulting draw.
- Base luck -4 (2 ranks) if the result is A-Rank. This still applies even if the A-Rank draw was replaced with a lower ranked alternative.
- Base luck -1 (0.5 ranks) if the result is ranked higher than Neco-Arc's base rank (i.e. ignoring modifiers).
- Base luck +1 (0.5 ranks) if the result is ranked equal to or less than Neco-Arc's base rank.
With no modifiers, Neco-Arc will on average make draws equal to her base rank, causing her luck to slowly increase until an A-Rank jackpot reduces it.
With at least one modifier active, Neco-Arc will frequently make draws higher than her base rank, reducing her base luck to zero. This means her overall luck will usually be equal to the modifier with rare fluctuations upwards. This can be a problem with a modifier of only +1 as it leaves you stuck mostly at Rank D where it is not possible to make A-Rank draws.
Customization
Palette options
Neco-Arc Roadmap
0% complete | |
|
Page | Completed | To-do | Score |
---|---|---|---|
Unstarted |
0/25 | ||
Strategy |
Unstarted |
0/25 | |
Combos |
Unstarted |
0/25 | |
Matchups |
Unstarted |
0/25 |