The real star here is the B version, that provides tons of meter as a finisher and can anti-air for a fatal starter.
Melty Blood/MBTL/Neco-Arc/Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl | There should be delay before inputting "X". |
w.X or Xw | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards. |
sj | Perform a superjump, which is performed by inputting 2~8. |
sjc | Superjump cancel the previous action. |
IAD | Instant Air Dash. |
AT | Air throw, often used as a combo ender that leads to knockdown. |
md.X | Perform a micro-dash before performing "X". Unused in favor of writing "microdash." |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X~Y | This notation has two meanings.
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(...) OR (...) | Use only one between the two alternative routes. |
RB1/2 | The first or second hit of Rapid Beat auto combo. |
CH | The first attack must be Counter Hit. |
FC | The first attack must be Fatal Counter. |
MD | Perform a Moon Drive, which is inputted by pressing 5B+C. |
Heat | Perform Heat, which is performed by inputting A+B+C. |
AD | Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input. |
LA | Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat. |
Getting Started
Combo Theory
Neco-Arc's typical combos tend to follow a certain pattern:
- Starter. Can be almost anything from a grounded normal, a fatal counter into 2B pickup, or random Neco hit.
- Launcher 1. 2C, 623A, 6C~C~C, or a combination of all three to pop the opponent into the air.
- Jump cancel into j.C j.2B j.236A or j.C j.2C dl j.236A to bring yourself back down to the ground.
- j.C can be 1 or 2 hits. It's sometimes necessary to cancel after 1 hit to keep proration low for the combo ender.
- j.2C usually leads to more damage, but j.2B is more consistent.
- Launcher 2 with 5C RB RB, or 5C 3C, or just straight 3C.
- Using 3C keeps the proration low, making it easier to bring the opponent down into 623C or Arc Drive.
- Rapid Beat deals more damage and builds more meter, but can cause combos to drop at high proration.
- Combos should ideally be kept short enough to use Rapid Beat, with 3C being used in situations where Rapid Beat may not work.
- It may also be worth using 3C when 5C was already used in the combo, to avoid Same Move Proration.
- Finisher. Neco-Arc must choose between attaining meter, a hard knockdown or a situation that can yield an unblockable 3C for her enders.
Individual breakdown of combo tools (WIP):
Starts, extends, and finishes combos, most of Neco-Arc's combos will use at least one version of this move.
Moon and A rings can extend combos, with A ring being mandatory for her BNB, while the C version provides a knockdown.
Invincible starter, therefore receiving huge damage reduction, but hits fullscreen and launches for a combo into oki. Can sometimes be followed up from a laser or 2C > 5[B]
to forego the damage reduction and provide corner carry.
Neco-Arc can knockdown from combos initiated by her 421A items, though they are usually heavily prorated or shorter than her usual combos. Still, the furthered access to oki or more setplay cannot be overlooked.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
421A > (FLASHLIGHT ) > 2B > 6CC > 623A > 5B > j.C > j.2C > dl.j.236A > RB1 > j.A > j.B > j.2B > 236B | 3402 | 90% | Anywhere
| |
421A > (BLACK KEYS ) > 6B+C(1) > MD > 4B+C > j.C > j.2C > dl.j.236A > RB1 > j.A > j.B > j.2B > 623C | 4221 | Moon Drive activation + 1 bar | ~150% (before 623C) | Anywhere |
Cancel the beam VERY early for max damage (on the first hit, actually). You can keep all the meter by ending on jA jA jB airthrow instead. |
Combos
Optimal BNB
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 6CC > 623A > 5B > j.C > j.2C > dl.j.236A > 5C > RB1 > j.AAA > j.B > AT | 3279 | Nothing! | 90% | Anywhere |
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2B > 2C > 6CC > 623A > 5B > j.C > j.2C > dl.j.236A > 5C > RB1 > j.A > j.B > j.2B > 623B > 623C | 3913 | 1 Magic Circuit | 93% | Anywhere |
Metered variant of the combo above. Essentially your most important route. |
Custom Combo Trial series by Kurii
Novice
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
(j.A/j.B > )2A/6A/j.C > 2B > 2C > 6C~C > 623A > 5B > RB1 > j.A > j.B > j.2B > 623B > 623C > 1B+C | 3619 | 1 Magic Circuit | 78% | Anywhere |
An easy way to get good oki from a variety of starters. Best done at the start of the match to maximize the chances of rolling tire neco or the squadron from 1BC. | ||||
2A > 2A > 2B > 2C > 6C~C > 623A > 5B > RB1 > j.A > j.B > AT > Doublejump > dl.j.236A | 2820 | Nothing! | 74% | Anywhere |
In case you mashed. Gives ring oki for zero resource, but also zero damage. |
Rookie
Intermediate
Advanced
Expert
Stratified combos (will likely be removed soon) Since Neco-Arc has a million ways of ending a combo after the launcher, the combo enders have been split into their own section. Damage values here taken from the following typical 1 bar enders.
- j.A j.B j.2B(2) 623B 623C (Close HKD)
- (Air Ender) j.A j.B j.2B(1) j.214A ~8X ~8 j.C(2) j.2B(1) j236C (Far HKD)
- (Air Ender) j.A j.B j.2B(1) j.214B ~8X ~8 j.C(2) j.B j214C (Damage)
Other notes
- The damage for corner combos includes damage from corner extensions in the relevant Combo Enders section.
- 623A juggling an airborne opponent can be universally replaced with 3BC, whiffing the 2nd hit. The damage and proration are identical but it builds 13% more Magic Circuit.
A Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
(2A) > 2A > 2B > (5B) > 2C > 6C > 623A > (5B) > 5C > j.C(2) > j.2C > dl.j.236A > 3C | 3686 | 1-4MC | 73% Opp: 63% |
Anywhere
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(2A) > 2A > 2B > (5B) > 2C > j.C(2) > j.2C > dl.j.236A > (Dash > 5B) > 5C > RB1 > RB2 | 3641 | 1-4MC | 78% Opp: 65% |
Anywhere |
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2A > 2B > 2C > 623A > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 3778 | 1-4MC | 85% Opp: 73% |
Anywhere |
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2A > 2B > 2C > 6C > 623A > 5B > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (Air Ender/j.A > sj > j.2B > Ground Ender) | 623C:3788 / j236C:3742 / j214C:3879 | 0-4MC | 87% / 100% / 99% Opp: 74% / 77% / 91% |
Anywhere |
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(2A) > 2A > 2B > 2C > 623A > 6C~C~C > j.C(1) > j.2B(1) > j.236A > 5C > RB1 > RB2 > (Air Ender) | j236C:3719 / j214C:3856 | 0-1MC | 103% / 101% Opp: 79% / 93% |
Anywhere |
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(2A2A) > 2A > 2B > 3B+C > 5B > 2C > j.C(2) > j.2B(1) > j.236A > 5C > RB1 > RB2 > (Air Ender) | j236C:3812 / j214C:3949 | 0-1MC + 1MS | 120% Opp: 102% |
Anywhere |
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2A > 2B > 3B+C > 5B > 2C > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 > (Air Ender/j.A > sj > j.2B > Ground Ender) | 3857 | 1-4MC + 1MS | 107% Opp: 85% |
Anywhere |
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2A > 2C > 2{B} > dl.5B > 6C~C > 623A > (6A) > 5C > RB1 > RB2 | 3626 | 1-4MC | 78% Opp: 70% |
Anywhere |
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(2A) > 2A > 2B > 2C > 5[B] > 623A > (6A/3BC) > 5C > RB1 > RB2 | 3907 / 4083 | 1-4MC + 0-1MS | 87% / 106% Opp: 74% / 92% |
Corner |
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2A > 2B > 2C > 5[B] > 6C~C~C > j.C(1) > j.2B(1) > j.236A > 5C > RB1 > RB2 > (Air Ender) | j236C:3888 / j214C:4025 | 0-1MC | 102% / 99% Opp: 78% / 92% |
Corner |
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B Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 6C~C > 623A > 5B > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:3913 / j236C:3846 / j214C:3983 | 0-4MC | 91% / 103% / 101% Opp: 77% / 78% / 92% |
Anywhere |
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2B > (5B) > 2C > 623A > 6C~C~C > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:3869 / j236C:3880 / j214C:4017 | 0-4MC | 93% / 108% / 107% Opp: 79% / 82% / 96% |
Anywhere |
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2B > 2C > 6C~C > 623A > 6A > 5[B] > j.C(2) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4057/ j236C:4016 / j214C:4153 | 0-4MC | 106% / 120% / 118% Opp: 88% / 91% / 105% |
Corner |
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2B > 2C > 5[B] > 623A > 6C~C~C > j.C(1) > j.2C > dl.j.236A > 5C > RB1 > RB2 | 623C:4061 / j236C:4020 / j214C:4157 | 0-4MC | 108% / 122% / 120% Opp: 88% / 91% / 106% |
Corner |
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2B > dl.6[A](9) > 623A > 5A > 2C > j.C(2) > j.2C > j.236A > 5C > RB1 > RB2 | 623C:3503 / j236C:3458 / j214C:3595 | 0-4MC | 96% / 108% / 106% Opp: 82% / 84% / 98% |
Anywhere |
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2B > 2C > 6C~C > 623A > 5B > 5C > RB1 > RB2 > j.A > j.C(1) > j.2B(1) > dl.j.236A > sj > j.Bj.A > j.2B(1) > j.236A > j.214C > (6A > j.A > j.2B(2)) OR (6A > j.A > j.4A > j.4A > j.B) | 623C:4249 / j236C:4233 / j214C:4310 | 1-4MC | 88% / 91% / 91% Opp: 119% / 123% / 135% |
Anywhere |
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C Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 2B > Ender | ||||
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3C > j.B > j.2C > dl.j.236A > Dash > 6C > 623A > 2C > dl.2B > (dl.5B) > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.A > j.B > j.2B(1) > j.236A > sj > j.B > j.AAA > j.2B(1) > j.214B~8X > jc > j.C(2) > (j.2B(1) > j.236C/j.B > j.214C) | j236C:3328 / j214C:3466 | 1MC | 108% / 107% Opp: 84% / 98% |
Anywhere |
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3C > j.B > j.2C > dl.j.236A > Dash > 6C > 623A > 2C > dl.2B > (dl.5B) > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.A > j.B > j.2B(2) > 623B > 623C | 3352 | 1MC | 83% Opp: 72% |
Anywhere |
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3C > j.B > j.2C > dl.j.236A > Dash > 6C > 623A > 2C > dl.2B > (dl.5B) > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.B > j.A > j.2B(1) > j.236A > j.214C > 6A > (623A) > 623C | 3769 | 2MC | 79% Opp: 109% |
Anywhere |
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Special Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.214X~8X > jc > j.C(1) > j.2B(2) > dl.623A > 5B > 5C > RB1 > RB2 | 3839 | 1-4MC | 85% Opp: 72% |
Anywhere
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j.214X~8X > jc > j.C(1) > j.2B(2) > dl.623A > 2C > 5[B] > RB1 > RB2 | 3967 | 1-4MC | 98% Opp: 82% |
Corner |
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j.214X~8X > jc > j.C(1) > j.2B(2) > dl.623A > 5B > (dl.2B) > dl.2C > dl.5C > RB1 > RB2 > (Air Ender) | j236C:3848 / j214C:3985 | 1MC | 101% Opp: 93% |
Anywhere |
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(236A)/(6BC) > 236C > MD > 4BC > 9 > j.A > j.2B(1) > j.236A > (3C > Air Ender/sj > Ground Ender) | 623C:3132 / j236C:3118 / j214C:3195 / 236BC:3976 | 1-4MC | Anywhere | |
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IAD Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.X |
Shield Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
D~A > j.B > j.2C > dl.j.236A > dl.623A > 5B/2B > dl.6C~C~C > j.C(2) > j.2B(1) > j.236A > sj > j.B > j.AAA > j.2B(1) > j.214B~8X > jc > j.C(2) > (j.2B(1) > j.236C/j.B > j.214C) | j236C:3628 / j214C:3765 | 1MC | 100% / 98% Opp: 78% / 92% |
Anywhere |
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D~A > j.B > j.2C > dl.j.236A > dl.623A > 5B/2B > dl.6C~C~C > j.C(2) > j.2B(1) > j.236A > sj > j.A > j.B > j.2B(2) > 623B > 623C | 3675 | 1MC | 87% Opp: 74% |
Anywhere |
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D~A > j.B > j.2C > dl.j.236A > dl.623A > 5B > 5C > j.C(2) > j.2B(1) > j.236A > sj > j.B > j.A > j.2B(1) > j.236A > j.214C > 6A > (623A) > 623C | 3984 | 2MC | 74% Opp: 96% |
Anywhere |
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CH Starter
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
CH 5X |
Combo Enders
Ground Enders
These work with anything not labelled as requiring an Air Ender in the combo list. The idea is to use j.2B to bring the opponent back to the ground after 3C or Rapid Beat with the aim of going into 623C or Arc Drive.
Advantages over an air combo ender:
- 623C leaves the opponent right next to you with a longer knockdown time than j.236C, leading to better setups.
- Can combo into Arc Drive.
Disadvantages:
- Noticably less meter gain.
- Must manage the scaling of the combo so the opponent doesn't tech out during j.2B, leading to less damage from heavily prorated starters.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.A > j.B > j.2B(2) > 623B > 623C | ±0 | 1MC | ±0 Opp: ±0 |
Anywhere |
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j.A > j.B > j.2B(2) > 623A(1) > dl.22C > sj > j.B > j.2B > 623B > 623C | +300 | 2MC | +2% Opp: +29% |
Anywhere |
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j.A > j.B > j.2B(2) > 236B > 236BC | +650 | 3MC | +12% Opp: +6% |
Anywhere |
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j.A > j.B > j.2B(2) > 623A(1) > dl.22C > sj > j.B > j.2B > 236B > 236B+C | +1100 | 4MC | +4% Opp: +38% |
Anywhere |
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j.A > j.B > j.2B(2) > 236B > (421C) | -550 | 0-1MC | +11% Opp: -21% |
Anywhere |
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j.A > j.B > j.2B(2) > 2BC > 421C | -550 | 1MC + 1MS | +8% Opp: -17% |
Corner |
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j.A > j.B > j.2B(2) > 623A > dl.623C | -2 | 1MC | -1% Opp: ±0 |
Corner |
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j.A > j.2B > j.236A > j.B > j.2B > Ender | +0 | +10% Opp: +6% |
Corner | |
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j.A > sj > j.2B > Ender | -20 | -2% Opp: -2% |
Midscreen | |
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Air Enders
These combo enders will always work after 3C or Rapid Beat.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.A > j.B > j.2B(1)j.214A~8Xjcj.C(2)j.2B(1)j.236C | ±0 | 1MC | ±0 Opp: ±0 |
Anywhere |
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j.A > j.B > j.2B(1) > j.214B~8X > 9 > j.C(2) > j.B > j.214C > (5BC > j.2C > j.6BC > 9 > j.6BC > j.214C) | +135 / +590 | 1MC / MD+2MC | -2% / +20% Opp: +14% / +100% |
Anywhere |
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j.A > j.B > j.2B(1) > j.214B~8X > jc > j.6BC > (j.236C)/(j.214C) | +12% Opp: +19% |
Anywhere | ||
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j.A > j.B > AT | -480 | Anywhere | ||
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j.A > j.2B(1) > j.236A > j.B > j.A > j.4A > j.4A | +20 | Corner | ||
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