Melty Blood/MBAACC/Neco-Arc Chaos/Half Moon

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In Progress To-do
  • Move Descriptions:
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    • Add hitboxes to the move images.
    • Add descriptions to the moves, specify how they function, cite their uses, add captions where helpful, etc.
  • Additional Ressources/Players to watch/ask
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    • 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.
  • Overview/General Gameplan:
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  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Add damage, meter gain/given numbers and video links to combos as you add them.


Additional Resources

H-NAC Match Video Database

Players to watch/ask

Name Color Region Common Venues Status Details
Skeleton
(Skeleton#6953)

H-NAC Color21 5A.png

North America Next Level,
Netplay
Active I am the only H-NAC player.
Please do not pick this character.

Overview

Strengths / Weaknesses
Strengths
  • Not largely used, can knowledge check opponents
  • Surprisingly decent pressure
  • Decent keepaway game
  • Bunker is kara cancellable
Weaknesses
  • Tiny, minus on block, non-active neco normals with worse frame data
  • Air dash provides no mobility outside of stalling
  • Worst backdash in the game
  • Non-existent defensive options
  • Awful shield counter
  • Minimal health pool
  • People will hate you if you pick this character
  • No, seriously

General Gameplan

Playing H-NAC effectively (and playing against H-NAC effectively) requires a good understanding of fundamental game mechanics (primarily ground teching) and your opponent's habits. Go for safer options in mixup scenarios and see how your opponent reacts, evolving your gameplan accordingly.

Neutral

Most of your neutral will be spent zoning as far away from your opponent as possible. Air beams are an effective way to slow your opponent's advance, and can be used up to 4 times before landing if you have all of your movement options. Crows can also be useful zoning tools for opponents who prefer to stick close to the ground. If your opponent is directly above you in the air, using NAC's run to get distance can be a big help. H-NAC excels when he has annoyed his opponents enough with his subpar zoning tools that they try to get in on him, as he has decent anti-approach tools in a decently fast, somewhat active, disjointed and actionable-on-whiff j.A, an air throw hitbox with high vertical reach, and a very strong anti air in the form of 623A.

Pressure

All of your normals are minus on block. Reverse beating 2C into 2A is +0. 623A and B can be plus if you're close enough, but also give your opponent a ton of meter. 5{B} and 5{C} move you forward a bit, and 2B moves you forward quite a lot. 5[B](1) is jump-cancelable on block. 22B and 22A are decent command grabs. 2C is your only low, and you have pretty much no reason not to spam low shields vs this character, as 5C should never be used in pressure, and 5B is a terrible combo starter.

Okizeme

People generally do not like to respect NAC's oki, and for good reasons. Most of his normals have incredibly short active durations, making them difficult to meaty with. One of the best options against a NAC performing meaty is low shield, as all of his best meaty tools are low shieldable. As such, a well timed 5C (it has 2 active frames) can be very useful in deterring this behavior. He also has a very hard time dealing with backdashes, and must usually be called out with 22B, dash 2B, or delayed 5[C].

Defense

Being a half-moon character, H-NAC lacks the best defensive options in the game and has to make do with what he has. Unfortunately, his shield is very bad (in addition to being an H-moon shield, the counter will often whiff or be blocked against jump-ins due to how short the character is and how far forward it moves him). Shield bunker, dodge, and holding up are some of your better options.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starter

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A/5A >) 2B > 2C > dl.5C > etc.
2169 (5A Starter)


Meter Gained: 20.6 Meter Given (vs C-Moon): 8.8
A simple, but rather low launcher.
Normal starter, grounded opponent
  • (2B > dl.) 5A6AA > dl.2C > dl.5C > etc.
2971 (2B Starter)


Meter Gained: 31.8 Meter Given (vs C-Moon): 13.6
Your best starter on the portion of the cast on which the following combo drops, or is too unreliable for you.
Normal starter, grounded opponent (optimal)
  • (2B > dl.) 5A6AA > dl.2C > dl.5B > 5C > etc.
3329 (2B Starter)


Meter Gained: 36.7 Meter Given (vs C-Moon): 15.7
Your best starter. Drops on Riesbyfe, Warc, Len, Ryougi, and Wlen. Also rather difficult (but not impossible) on Nanaya, Hime, and to a lesser extent, Satsuki.
Normal starter, grounded opponent
  • 5C > 2C > 2B > etc.
2538


Meter Gained: 18.2 Meter Given (vs C-Moon): 7.8
A starter that you could use if you expected a low shield on wakeup or something. Low launch.
Normal starter, grounded opponent
  • 5C > 2C > dl.5B > etc.
2587


Meter Gained: 17.5 Meter Given (vs C-Moon): 7.5
A starter that you'd use if you expected a low shield on wakeup or something. High launch.
Air counter hit starter
  • 2B > 5C > etc.
1682 (unprorated)


Meter Gained: 11.2 Meter Given (vs C-Moon): 4.8
A route that keeps proration high for if you counterhit with j.B or j.C. 2B prorates better if it hits during the last 4 active frames, so shoot for those.
Air counter hit starter
  • 5B > 5C > etc.
1667 (unprorated)


Meter Gained: 10.5 Meter Given (vs C-Moon): 4.5
A marginally better, but much more difficult air counterhit pickup off of j.A. Strictly worse off j.B and j.C if you can hit the 4-frame window in the above combo instead.
Air throw starter
  • AT > 2C > 5[B] > etc.
2024


Meter Gained: 23.1 Meter Given (vs C-Moon): 9.9
Fairly reliable launcher after an air throw starter. You will be getting these a lot if you are playing well.
Air throw starter
  • AT > 2C > dl.5B > 5C > etc.
2158


Meter Gained: 24.5 Meter Given (vs C-Moon): 10.5
Optimized, more difficult version of the above.

Air Strings

Condition Notation Damage
vs V.Sion
Notes
After Launch
  • j.ABC > dj.ABC > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Probably the easiest air string.
After Normal Launch
  • j.BC > (delay jump) dj.BC > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Simple air string that keeps proration very low.
After Low Launch
  • j.BCAA > dj.ABC > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Picks up best after a low launch thanks to j.B's lower hitbox.
After High Launch
  • j.C > dj.BC > ender
text


Meter Gained: text Meter Given (vs C-Moon): text
Best conversion after 6C

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • AT
text


Meter Gained: text Meter Given (vs C-Moon): text
Air throw. Gives untechable KD and a bit of damage.
Normal starter, grounded opponent
  • j.214A
text


Meter Gained: text Meter Given (vs C-Moon): text
Light rocket. Active quickly so can end combos where j.214B would drop. Sometimes it's nice to keep your opponent above you, especially if they do best on the ground.
Normal starter, grounded opponent
  • j.214B
text


Meter Gained: text Meter Given (vs C-Moon): text
Medium rocket. Active a bit later so will drop if the opponent is too high. Sometimes it's nice to keep your opponent above you, especially if they do best on the ground. Consistently better damage than air throw.
Normal starter, grounded opponent
  • j.214B
text


Meter Gained: text Meter Given (vs C-Moon): text
EX rocket. Active a bit later so will drop if the opponent is too high. Sometimes it's nice to keep your opponent above you, especially if they do best on the ground. Your highest damage ender.
Normal starter, grounded opponent
  • j.2C
text


Meter Gained: text Meter Given (vs C-Moon): text
A techable ground bounce. This is your main yomi tool. When done in the corner, and properly spaced (easiest done by delaying an upward double jump), 2b will catch all techs, which can then lead into another combo, or you can re-jump and continue the combo for extra damage (but more importantly, meter). Try to hit the very bottom of their hurtbox to give you the biggest window to catch techs.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 22A
text


Meter Gained: text Meter Given (vs C-Moon): text
Your go-to OTG. Gives untechable KD.
Normal starter, grounded opponent
  • 22C
text


Meter Gained: text Meter Given (vs C-Moon): text
Metered OTG. Gives a more damage than 22A, but way slower and harder to utilize. Also gives untechable KD, but fewer frames with which to perform oki.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
MBAACC HNAC 5A.png
MBAACC HNAC 5A6A.png
MBAACC HNAC 5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 192 75% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 12 -4 2.45% -

NAC burns the enemy with his cigarette. Terrible range.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 15 -4 4.2% -

Second hit of 5A chain. Moves NAC forward pretty far, so has utility in pressure.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 18 -4 7.0% -

Launches on hit. Moves NAC forward even further, but pushes him out significantly on block.

5B
5B
5[B]
MBAACC HNAC 5B.png
5B
5B
MBAACC HNAC 5B1.png
5[B]
5[B]
5B Damage Red Damage Proration Cancel Guard
850 528 80% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 2 16 -6 4.9% -

An upward punch with a bit of forward momentum. Launches on hit. Can be partially charged to keep NAC in during pressure..

5[B] Damage Red Damage Proration Cancel Guard
500, 1000 (1351) 311, 654 (942) 100% / 50% (2nd hit) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
19 9 19 -12 / -5 3.5% + 5.6% (9.1%) -

Charged version of 5B. Hits twice, moves NAC forward and has pretty nice reach. The first hit can be jump canceled even block, so is useful for pressure resets. Can spam B after the second hit for more hits which can catch some slower options if the move is dodged.

5C
5C
5[C]
MBAACC HNAC 5C.png
5C
5C
MBAACC HNAC 5C1.png
MBAACC HNAC 5C2.png
5[C]
5[C]
5C Damage Red Damage Proration Cancel Guard
1200 720 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 2 14 -4 5.6% -

NAC does a kick with his left leg, moving him very slightly forward. Can be partially charged to move NAC a bit further forward. Pushes NAC out too far on block to be useful in pressure.

5[C] Damage Red Damage Proration Cancel Guard
500*3, 1000 (1315) (834) 50% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
20 11 26 -22 ~ -14 3.5%*3 + 7.0% (17.5%) -

Charged, multi-hitting version of 5C. Terrible combo scaling, but has decently long range and can be converted pretty easily at most ranges.

6C
MBAACC HNAC 6C.png
Before the active frames
Before the active frames
MBAACC HNAC 6C1.png
MBAACC HNAC 6C2.png
6C Damage Red Damage Proration Cancel Guard
1000 573 75% (N), (SP), (EX), (J) H
First Active Active Recovery Frame Adv Circuit Invuln
33 5 16 -6 5.6% -

A slow and telegraphed overhead with a lot of range and large hurtboxes. Difficult or impossible to convert at longer ranges.

Crouching normals

2A
MBAACC HNAC 2A.png
Damage Red Damage Proration Cancel Guard
350 192 75% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 2.45% -

A small poke used in blockstrings. Hits mid, despite its animation.

2B
MBAACC HNAC 2B.png
NYA NYA!
NYA NYA!
Damage Red Damage Proration Cancel Guard
750 528 80% N, SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 16 16 -20 5.6% -

NAC slides forward, covering quite a bit of distance. Extremely active but very unsafe if whiffed or left uncancelled on block, can be used to frametrap with 2C due to its long recovery. Hits mid. Extremely useful in pressure, but is air blockable and will not catch jumpouts. Because of how active the move is and its forward movement, 2B is NAC's most important pressure tool and ground tech catch.

2C
MBAACC HNAC 2C.png
Damage Red Damage Proration Cancel Guard
1000 528 60% N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 2 20 -4 7.0 -

NAC's main launcher and his only low. Moves NAC forward a bit, but pushes him pretty far out. Most useful in pressure when rebeat into 2A to cancel some of the pushback.

3C
MBAACC HNAC 3C.png
SEXY!
SEXY!
MBAACC HNAC 3C1.png
The green boxes
The green boxes
Damage Red Damage Proration Cancel Guard
700, 500 (955) (530) 60% (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 12 17 -3 4.9%+3.5% (8.4%) -

A two hitting copy of Nero's 4C, except it has a huge hurtbox before its active frames and can be blocked in the air. Can only combo into immediate double jump air throw on normal hit, but can be picked up with j.C on counterhit. Most useful after crow to condition against mash.

Universal Mechanics

Mechanic
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Special Moves

236X
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Arc Drive

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Another Arc Drive

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


Last Arc

Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text


MBAACC Navigation

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