Melty blood react neko arc patch
It also works on many of the mid height characters. If you can still do combos and basic pressure and mixups while in the Dizzy state which reverses your inputs you can usually get a free combo after this as your opponent will have poor reactions as they need to compensate for the switched inputs.
Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. Eye Color Navigation menu Personal tools Log in. Do your best to describe how to play this character, change or add subsections based on what you would write as a guide. Combos: Add tech in the OTG pickup and corner combo sections.
Move Descriptions: Add images with hitboxes to the moves. Powerd Ciel. Red Arcueid. White Len. Navigation menu Personal tools Log in. Namespaces Page Discussion. Views Read View source View history. Main Page Recent changes. Move Descriptions: Add frame data to the remaining moves. C-Neco-Arc needs to work as hard as a grappler to get in, and needs to press as many buttons as a rushdown once she does get in, but her post-combo positioning and ability to punish techs can threaten to take rounds from even one successful approach.
Frame data : Neco-Arc boasts the fastest 2A in the game at 3 frames, and her three slowest normals are frames 11, 8, and 6. Backdash : It has 16 frames of invincibility with only 5 frames of recovery, its teleporting nature makes it hard to punish on reaction, and her already-fast grounded normals can be all canceled into it, making them very safe.
Tiny : Neco-Arc's hitbox is so small that her opponents require unique blockstrings and combos just to prevent her from falling out, which are both always less optimal than their universal options, and require extra effort to learn. Combined with the difficulty of switching between the two in a bracket setting, it's common for her to slip through the cracks and reverse into her own combo.
Range of a Rat : Neco-Arc "boasts" some of the worst range in the entire genre, making it difficult to punish certain moves, or to even approach close enough to start pressing buttons. Limited mobility : Her airdash is designed for air-stalling rather than covering distance, and her dash startup is relatively slow at 6 frames. Her great backdash also doesn't help in this regard.
Expect to use X liberally against foes who refuse to approach. Disclaimer : Combos are written by various writers, so the actual notation used in pages can differ from the standard one. 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. Applies to all air chain sections: Assume a forward jump cancel if no direction is given.
Air chains such as j. C can be shortened to j. X input is done after a super jump. Notated as sj8. X and sj9. X for neutral and forward super jumps respectively. Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible.
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. Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. Button X should only be held down briefly to get a partially charged version instead of the fully charged one. XYZ string must be performed N times.
Combos using this notation are usually referred to as loops. The first attack must be a Counter Hit. The first attack must be a Counter Hit on an airborne opponent. Performs an Instant AirDash. Performs an Initiative Heat. Performs an Arc Drive. Performs an Another Arc Drive. Normal starter, grounded opponent. Meter Gained : Meter Gained : 7. A quite simple starter. It's quite quick and this can be used with 5[B] to apply some pressure. This is the charged starter. The combos off this starter do less damage outside the corner compared to 5B.
A very damaging combo starter. Outside of the j. This is the most damaging launcher. While this notation is a double overhead into a low, it can be adjusted on block so that there is only one overhead, or straight into empty low.
If done in the corner, j. While 6A is not that great and the charged version is reactable, it is here for completion. This is an overhead starter but it is reactable and won't be used at a higher level and is also here for completion. Corner starter, grounded opponent. Metered starter, grounded opponent.
Must be done right next to the opponent. While it's a combo starter, you can only really do OTG in midscreen. Metered corner starter, grounded opponent.
Neco Packet , grounded opponent. Meter Gained : 0. The same 5[B] combo can be used, but this has slightly different properties. A joke character that could mean real business if she ever gets in. Neco Arc specializes in punishing techs with huge damage. Crescent is by far the best moon and there's no situation to use half or full moon over crescent as they lack too much. All three moons have C, which on a successful hit, forces both you and the opponent to have all directional inputs flipped down becomes up, left becomes right, etc.
For opponents not familiar with the situation, this character is a true menace. Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. Powerd Ciel. Red Arcueid. White Len. Navigation menu Personal tools Log in. Namespaces Page Discussion. Views Read View source View history.
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