Melty Blood Actress Again Current Code Character Guide

A quick guide on anybody wondering anything near Neco-Arc Chaos in his Half Moon style.

Buttons and Moves

For this guide, we volition be using the numeric system. Employ the epitome provided for reference.

Also, when a push button has (IC) beside it, I'm merely using the UNIST terminology for holding down the push button to charge information technology.

5A – It's your jab. You'll most likely never utilise this. Comes out the same fourth dimension as 2A and does the aforementioned amount of harm. You're doing this only to fire them with a cigarette which we will get into later.

2A – Information technology's your actual jab. You'll be using this a lot considering 2A out of pressure is super mutual. 4 frame jab btw. Eat your middle out.

5B – You punch people into the air. Good launcher just very stubby. You use this in the middle of combos to become them in the air specifically for damage.

2B – You slide in. Y'all need this for combos. You can't philharmonic without this. You have very brusk limbs.

(IC)5B – Your arm becomes a crab hook. This is not a true anti-air information technology does extend your hurtbox. It is air unblockable. You use this when they want to chicken block.

5C – You boot them. You'll never use this. Does expert damage though.

2C – Yous claw their feet. This is a depression. This is a sweep. You'll be using this sometimes but it is slow and stubby so beware.

6C – Y'all summon a large eldritch abomination out of your back. This is an overhead. You can do something after this actually but it depends on how far away you are.

3C – Your leg turns SEXY~ and turns into a big bug leg. Covers a large portion of the screen and good at keeping space. Information technology does extend your hurtbox. These are all important things.

(IC)5C – Your leg turns into a dragon(?) and hits the opponent. This is a mid. This is a good button for creating space. It does extend your hurtbox. These are also all important things.

j.A – You poke at the sky. You lot'll never use this button outside of a combo. Beyond super stubby.

j.B – Y'all kicking them. You'll never use this exterior of a combo. Across super stubby.

j.C – Yous strike an anime pose while you boot. You'll potentially use this outside of a philharmonic but not realistically.

j.2C – You smack the enemy down to the footing. You'll potentially use this outside of a combo but not realistically. This has a soft knockdown issue(rather than a hard knockdown which is what you want).

236x

  • 236A – Y'all spit out a bird in a direct line in front of you. Good to end a blockstring on every bit it tin can catch a push button and tin can brand the opponent play Touhou rather than Melty(not really though).
  • 236B – Yous spit out a bird in a direct line diagonally above you. Information technology's a quite shallow angle but information technology's nice to have to threaten someone from jumping(but it doesn't do that job well).
  • 236B – You spit out a ton of birds in a direct line in front of y'all. Nice pressure tool to contest projectiles. Takes 100% of your meter to apply.

214x

  • 214A – Y'all teleport backwards, leaving a black pool behind. If the opponent is close enough, the blackness pool volition damage them and hitting three times. This is one of your mix tools.
  • 214B – You teleport in place. While you are off-screen, a bull will appear out of the ground and strike. This is one of your defensive options and mix tools. If it counter hits, y'all can philharmonic later on.
  • 214C – Y'all teleport forwards, leaving a black puddle behind. If the opponent is close enough, the black puddle volition impairment them and hit three times. This is ane of your defensive options and mix tools.
  • 214D – Shield Special. You Armor ane hitting and then smack them with ya Face up… okay actually you just 5B with information technology but without being able to philharmonic afterwards.

623x

  • 623A – Yous jab out your cigarette with a flurry of blows. This will destroy your scaling but it's one of your combo and defensive tools with how quickly it comes out. 5 frames. No invuln.
  • 623B – You delay for a moment to jab out your cigarette with a flurry of blows. You use this in combos and nothing else. Still no invuln.
  • 623C – Y'all blast into them with a flurry of paws. Information technology doesn't do whatever damage, just if it hits, y'all pause their meter. Comes out frame 5. Not a lick of invuln. Don't use this in a combo btw, information technology GIVES THE OPPONENT AN INSANE Amount OF METER WHEN You lot DO. Takes 100% of your meter to employ.

22x

  • 22A – Command Take hold of. You catch hold of them and permit a flurry of birds loose from your sleeve. It gives you a hard knockdown for Oki. It'S MAGIC~!
  • 22B – Same Control Grab only instead you dash in for it.
  • 22C – Command Grab Super. You teleport behind the opponent and grab concord of them, then they get swallowed past the gator from Resident Evil two. Does super insane harm and gives y'all a hard knockdown for Oki. Takes 100% of your meter to utilise.

j.236x

  • j.236A – You shoot lasers out of them eyes downwardly towards the basis. Pretty squeamish zoning tool and after use, if yous have yet to jump or air dash, you may practice and then(you get ane DJC and 2 air dashes with this character).
  • j.236B – Y'all shoot lasers out of your optics again at the same angle, but you bargain out more than hits. You'll probably utilise this for zoning more than. Has the aforementioned backdrop as j.236A only comes out slightly afterward.
  • j.236C – You sweep across the arena with your centre lasers this time. Other than that, nothing different. Takes 100% meter to use.

j.214x

  • j.214A – Neco Rocket. You lot become a short distance. Pretty nice. Use this as you encounter fit as it's a good mobility tool, pressure level tool and damage tool.
  • j.214B – Neco Rocket once more. You lot get a very huge distance fairly quickly. The version you will e'er use because j.214A is completely inferior in every single fashion.
  • j.214C – SUPER Neco Rocket. You detach all of your limbs which also turn into rockets and increases the area covered by the Neco Rocket. Full Invuln during.

Combos

You're… not comboing with this dude. He can combo but yous most likely won't observe yourself in a situation where you can. But if you do, y'all use these:

If y'all desire to gain meter:

  • Harm: 2330
  • Meter Gained: 54.9%
  • basic beginner BnB. If you want a hard knockdown and a ton of meter, have this. Not a lot of damage compared to his damage philharmonic, but you take what y'all desire. You employ this combo for meter and Oki ready-upward.

    #2: 2A>2B>2C>623B>j.B>j.C>j.AA>djc>j.B>j.C>j.214B

  • Damage: 2336
  • Meter Gained: 63.three%
  • EXCLUSIVELY if you lot want meter. Bones Beginner BnB variant. Yous trade off your hard knockdown for going to a teleport mix and eight.iv% actress meter. Call back well-nigh your priorities.

    #iii: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>j.214B

  • Damage: 4108
  • Meter Gained: 64.vii%
  • Advanved BnB variant(listed in the Impairment department). You trade off your hard knockdown for 10.5% extra meter. Your decision(this can also btw be used to close off a circular pretty nicely).

If you desire damage:

  • Harm: 3766
  • Meter Gained: 44.four%
  • Decent damage(compared to the rest of the roster). Hard knockdown.

    #2: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>Air Throw

  • Damage: 3880
  • Meter gained: 54.2%
  • Avant-garde BnB. You have to delay 5C after 2C for only a couple of frames, otherwise you whiff, which isn't too bad as it does put them in hard knockdown land and you tin can Oki.

    #iii: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>j.214C

  • Damage: 4436
  • Meter gained: -52.8%
  • Advanced BnB variant with super ender. You need at to the lowest degree 52.8% of meter to employ this as you lot'll get the concluding pieces of meter you lot need by the time you reach the super ender. Employ this if y'all are desperate to close out a round.

If you catch the opponent with 6C overhead at close range:

  • Harm: 3510
  • Meter Gained: 37.i%
  • Yous exercise this if the opponent rushes while you're trying to space them out while they turtle. This doesn't work at max range, keep that in listen.

If y'all grab the opponent with (IC)5C at close range:

  • Harm: 2522
  • Meter gained: 44.one%
  • You exercise this if the opponent rushes while y'all are trying to infinite them out with (IC)5C. This doesn't work at max range, proceed that in listen.

And if you lot catch the opponent with counter-hit 214B:

  • Damage: 4448
  • Meter Gained: 53.ii%
  • You e'er go for this when 214B counter hits. No exceptions. Not even if you want meter. Use the time while they're knocked down to go the hell out of there.

So… What's the Plan, Boss?

Okay, allow's be real here, you aren't playing him because he'southward good. He can't grab people easily and his mobility in the air is beyond bad without Neco Rocket which, while good on block, is super punishable on whiff. His hitboxes are super stubby aside from his (IC)s and his 3C. You're probably picking him to meme on someone. Only… how can you win with him?

  • 1: Yous want to try your best to go on pressure off of you, yet that happens. Whenever y'all get a combo, you're looking to stop information technology in a way to relieve yourself of the opponent's presence in your face. Use your teleports wisely and try to catch the opponent off guard with them. Your best reversal choice is sadly 214B which is something you never want to hear, but it does have its uses. It is actually one of his highest damaging combos if 214B counter hits and gives yous a great reprieve when they are finally knocked down.
  • 2: If you go for the knockdown in your combos or control grab, always endeavour your all-time to super leap away from them and Oki with j.236B, then bound cancel out of it. Practise Non DOUBLE Jump AWAY, Only i SUPER JUMP. VERY Of import TO MAKE SURE YOUR OKI IS GUARANTEED Condom. Remember you tin always air dash out of your recovery on information technology also and go for a second center laser to take hold of them dashing in.
  • iii: If your opponent is turtling, don't try to get close with 6C, but if they endeavor to run in on you, employ the provided 6C combo starter in the previous section. Stay away from them and either 6C or run in with 22B. You more often than not don't want to apply 22C despite its large damage every bit its tracking is quite poor and with 22B, they'll be expecting a run in mix. If you striking 6C at a distance, you lot Tin combo with j.214B if you desire it but I guarantee you lot, yous won't be happy with the results on that, then information technology's overall meliorate to go out them with just the 6C or follow information technology up with a 214C. That being said, you can j.214B afterward 6C to see if they'll disrespect on wake-up because it mostly ends with a 214B teleport Counter Hit.
  • iv: Okay and then the Mizuumi wiki says that Neco-Arc Chaos'south gameplan in Half Moon is to get them in the corner and soft knock with j.2C and pressure level like crazy simply that's aLarge FAT UGLY lie. You are a shoto with very VERY bad rush qualities that come with being a shoto, and then what are your other tools? Zoning. Zone like crazy. It isn't good zoning, only if yous can keep space and run abroad with a life lead, you need to practice that. Now for some in full general tips.
    • Discourage Dash-Ins with (IC)5C. Safety on block, if they don't block it in time, you get a combo if they exercise dash in.
    • Discourage air dashing in with 3C. Safety on block and covers a large portion of the skies to a higher place you lot. You lot don't combo off of it, but it is yet a cracking way to infinite them out. That leg's longer than NRVNQSR Chaos's.
    • Discourage turtling with 6C and 22C. If the opponent tries to call out the 6C with a panic nuance in, they'll get striking and yous can combo off of it.
    • Birds are your friend. Throw out birds like crazy once you lot create space between you lot and your opponent. I prefer 236B personally equally it discourages jumping, but 236A can create a scenario where they will endeavour to jump in on you and you can 3C if yous experience similar the altitude is long enough for y'all to practice so safely.
    • Teleport when the opponent'south nearby, don't dash effectually them and definitely DON'T AIR Dash. Make them try to gauge where you're going. If they whiff a potent hit and you go for 214A or 214C, y'all tin go a good philharmonic off on them.
    • If yous have them cornered and you're in THEIR face, don't go for fancy mixes. Stagger 2A. Just stagger 2A and if one of them hits, catechumen into any of your combos. Don't requite them a moment to breath. If you think they'll shield, delay with depression block.
    • Generally you desire to go for your meter combos to go into heat and have your automobile outburst and healing to try to retain your life lead.
    • RUN Similar A PANSY! Information technology's scummy and it's dumb, but you lot probably won't win out of raw harm. Get the life lead and run away with the game. It's your all-time game-programme for this character.
    • Eye lasers are great. You can air dash later them and even double leap after if you lot oasis't used them all upward to abolish the falling recovery. j.236A>air dash>j.236A>double jump>j.236A>Air nuance>j.236A. You lot can literally cease the heart laser chain at any fourth dimension by using j.214B later whatsoever of the recovery cancels.
    • Neco Rocket is best used at caput level. It'south low enough for them to attempt to contest it and fail at doing so, and information technology's high enough to avoid nearly every attack they can throw out at you.
    • Good luck against AE, Satsuki and Miyako. Those are awful match-ups.
    • You absolutely destroy H-Cherry Arcueid. Depression blocking avoids near everything she throws out and she struggles to get in on you.

ledbetterthisees76.blogspot.com

Source: https://re-actor.net/melty-blood-actress-again-current-code-guide-to-h-neco-arc-chaos/

0 Response to "Melty Blood Actress Again Current Code Character Guide"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel