Melty Blood Actress Again Current Code Moon Styles

A quick guide on anybody wondering anything nearly Neco-Arc Chaos in his One-half Moon style.
Buttons and Moves
For this guide, we will be using the numeric organization. Employ the image provided for reference.

Also, when a button has (IC) beside it, I'chiliad merely using the UNIST terminology for holding down the button to charge it.
5A – It's your jab. Yous'll nigh probable never use this. Comes out the same fourth dimension as 2A and does the aforementioned corporeality of damage. You lot're doing this but to burn them with a cigarette which we will go into after.
2A – Information technology'south your actual jab. You'll exist using this a lot because 2A out of pressure level is super common. 4 frame jab btw. Eat your heart out.
5B – Y'all dial people into the air. Good launcher only very stubby. You use this in the center of combos to get them in the air specifically for damage.
2B – You lot slide in. You demand this for combos. Y'all tin't combo without this. You accept very brusk limbs.
(IC)5B – Your arm becomes a crab claw. This is not a truthful anti-air it does extend your hurtbox. Information technology is air unblockable. Yous use this when they want to chicken cake.
5C – You kick them. You'll never use this. Does good damage though.
2C – You hook their feet. This is a low. This is a sweep. You'll be using this sometimes but it is tedious and stubby and so beware.
6C – You lot summon a large eldritch abomination out of your back. This is an overhead. You lot tin can do something afterwards this actually merely information technology 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 infinite. It 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. Information technology does extend your hurtbox. These are also all important things.
j.A – You lot poke at the sky. You'll never use this button outside of a combo. Beyond super chubby.
j.B – You lot kick them. You'll never use this outside of a philharmonic. Beyond super stubby.
j.C – You strike an anime pose while you lot kick. You'll potentially utilise this exterior of a combo but not realistically.
j.2C – You smack the enemy downwards to the footing. You'll potentially utilise this outside of a philharmonic but not realistically. This has a soft knockdown outcome(rather than a hard knockdown which is what y'all want).
236x
- 236A – Yous spit out a bird in a direct line in front end of yous. Good to end a blockstring on as it tin can grab a button and can brand the opponent play Touhou rather than Melty(not really though).
- 236B – You spit out a bird in a direct line diagonally in a higher place you lot. It's a quite shallow bending but information technology'due south squeamish to take 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 end of you. Nice force per unit area tool to competition projectiles. Takes 100% of your meter to use.
214x
- 214A – Yous teleport backwards, leaving a blackness pool behind. If the opponent is close enough, the black puddle will damage them and hit 3 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 footing and strike. This is one of your defensive options and mix tools. If it counter hits, yous tin combo later.
- 214C – You teleport forrard, leaving a black puddle behind. If the opponent is close plenty, the blackness puddle volition impairment them and striking 3 times. This is one of your defensive options and mix tools.
- 214D – Shield Special. Y'all Armor 1 hitting and and then smack them with ya Face up… okay really y'all but 5B with it just without being able to combo afterwards.
623x
- 623A – You jab out your cigarette with a flurry of blows. This will destroy your scaling but it's 1 of your combo and defensive tools with how apace it comes out. 5 frames. No invuln.
- 623B – You delay for a moment to jab out your cigarette with a flurry of blows. You employ this in combos and naught else. Still no invuln.
- 623C – Y'all smash into them with a flurry of paws. It doesn't do any damage, simply if it hits, you break their meter. Comes out frame 5. Not a lick of invuln. Don't utilise this in a combo btw, information technology GIVES THE OPPONENT AN INSANE Amount OF METER WHEN YOU Do. Takes 100% of your meter to use.
22x
- 22A – Command Grab. You grab concord of them and let a flurry of birds loose from your sleeve. Information technology gives you a hard knockdown for Oki. IT'S MAGIC~!
- 22B – Same Command Grab but instead y'all dash in for it.
- 22C – Control Take hold of Super. Yous teleport behind the opponent and grab concord of them, so they become swallowed past the gator from Resident Evil 2. Does super insane damage and gives you a hard knockdown for Oki. Takes 100% of your meter to use.
j.236x
- j.236A – You shoot lasers out of them eyes down towards the ground. Pretty nice zoning tool and after apply, if you have yet to spring or air dash, you may do and then(yous get 1 DJC and 2 air dashes with this character).
- j.236B – You shoot lasers out of your eyes again at the aforementioned angle, just you lot bargain out more hits. You'll probably utilise this for zoning more. Has the same properties equally j.236A only comes out slightly later.
- j.236C – You sweep across the arena with your center lasers this time. Other than that, aught different. Takes 100% meter to utilise.
j.214x
- j.214A – Neco Rocket. You go a short distance. Pretty squeamish. Use this as you lot see fit as it's a good mobility tool, pressure tool and damage tool.
- j.214B – Neco Rocket again. You lot get a very huge altitude fairly quickly. The version y'all will always use because j.214A is completely junior in every single way.
- 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 tin combo but you lot nigh probable won't find yourself in a situation where you lot can. Merely if you do, you use these:
If you want to gain meter:
- Damage: 2330
- Meter Gained: 54.ix%
- basic beginner BnB. If you want a hard knockdown and a ton of meter, take this. Not a lot of damage compared to his damage combo, merely you have what yous want. Yous use this combo for meter and Oki set-upwards.
#2: 2A>2B>2C>623B>j.B>j.C>j.AA>djc>j.B>j.C>j.214B
- Harm: 2336
- Meter Gained: 63.3%
- EXCLUSIVELY if you want meter. Bones Beginner BnB variant. You trade off your hard knockdown for going to a teleport mix and 8.4% extra meter. Recall most your priorities.
#3: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>j.214B
- Damage: 4108
- Meter Gained: 64.7%
- Advanved BnB variant(listed in the Impairment section). Yous trade off your hard knockdown for 10.5% actress meter. Your decision(this tin also btw exist used to close off a round pretty nicely).
If you want damage:
- Damage: 3766
- Meter Gained: 44.four%
- Decent damage(compared to the rest of the roster). Difficult 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.ii%
- Advanced BnB. You have to filibuster 5C later on 2C for only a couple of frames, otherwise you whiff, which isn't too bad every bit it does put them in hard knockdown land and you tin can Oki.
#three: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>j.214C
- Damage: 4436
- Meter gained: -52.eight%
- Advanced BnB variant with super ender. Yous need at to the lowest degree 52.8% of meter to use this every bit yous'll get the last pieces of meter you need by the time y'all accomplish the super ender. Employ this if y'all are drastic to close out a round.
If you take hold of the opponent with 6C overhead at close range:
- Damage: 3510
- Meter Gained: 37.one%
- You practise 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 mind.
If you lot catch the opponent with (IC)5C at close range:
- Impairment: 2522
- Meter gained: 44.1%
- Yous practice this if the opponent rushes while you are trying to infinite them out with (IC)5C. This doesn't work at max range, keep that in mind.
And if yous take hold of the opponent with counter-hit 214B:
- Damage: 4448
- Meter Gained: 53.2%
- You lot always go for this when 214B counter hits. No exceptions. Not even if you want meter. Apply the time while they're knocked downward to get the hell out of there.
So… What'southward the Program, Dominate?
Okay, allow's be real here, you lot aren't playing him because he's expert. He can't grab people hands and his mobility in the air is across bad without Neco Rocket which, while skilful on cake, is super punishable on whiff. His hitboxes are super stubby aside from his (IC)s and his 3C. Y'all're probably picking him to meme on someone. Simply… how tin yous win with him?
- 1: You want to try your best to go along pressure off of you, however that happens. Whenever you go a combo, you're looking to stop it in a way to relieve yourself of the opponent'due south presence in your face. Utilise your teleports wisely and try to catch the opponent off guard with them. Your best reversal pick 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 y'all a not bad reprieve when they are finally knocked downwardly.
- 2: If you go for the knockdown in your combos or command grab, always try your best to super jump away from them and Oki with j.236B, and then leap abolish out of information technology. DO Not DOUBLE Spring Abroad, JUST 1 SUPER JUMP. VERY Of import TO MAKE SURE YOUR OKI IS GUARANTEED Condom. Recollect you can always air dash out of your recovery on it as well and become for a 2nd eye laser to grab them dashing in.
- 3: If your opponent is turtling, don't try to get close with 6C, but if they endeavour to run in on you, use the provided 6C combo starter in the previous section. Stay abroad from them and either 6C or run in with 22B. Yous mostly don't desire to utilise 22C despite its large damage as its tracking is quite poor and with 22B, they'll be expecting a run in mix. If you hitting 6C at a distance, y'all Tin combo with j.214B if you want it simply I guarantee you, you won't be happy with the results on that, and then information technology'due south overall amend to exit them with just the 6C or follow it up with a 214C. That being said, you lot can j.214B later 6C to encounter if they'll disrespect on wake-upwardly because it generally ends with a 214B teleport Counter Hit.
- 4: Okay so the Mizuumi wiki says that Neco-Arc Anarchy's gameplan in Half Moon is to get them in the corner and soft knock with j.2C and force per unit area similar crazy merely that's aBIG Fatty UGLY lie. You are a shoto with very VERY bad rush qualities that come with being a shoto, so what are your other tools? Zoning. Zone like crazy. It isn't good zoning, only if you can keep space and run away with a life lead, you need to exercise that. At present for some in general tips.
- Discourage Nuance-Ins with (IC)5C. Condom on block, if they don't cake it in time, you become a combo if they do dash in.
- Discourage air dashing in with 3C. Safe on block and covers a large portion of the skies above you lot. You don't combo off of it, merely it is still a great way to space 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 dash in, they'll get striking and you 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 as it discourages jumping, merely 236A can create a scenario where they will endeavour to leap in on you and you can 3C if you experience similar the distance is long enough for yous to exercise and so safely.
- Teleport when the opponent's nearby, don't dash around them and definitely DON'T AIR DASH. Make them effort to guess where you're going. If they whiff a potent hit and you go for 214A or 214C, yous tin can get a good combo off on them.
- If y'all have them cornered and you're in THEIR face, don't get for fancy mixes. Stagger 2A. Just stagger 2A and if i of them hits, convert into any of your combos. Don't give them a moment to breath. If yous think they'll shield, delay with low block.
- Generally you desire to go for your meter combos to get into oestrus and have your car flare-up and healing to try to retain your life lead.
- RUN Similar A PANSY! It's scummy and it'south dumb, but you probably won't win out of raw damage. Get the life pb and run away with the game. It's your best game-plan for this character.
- Eye lasers are great. Y'all can air dash after them and even double bound after if you oasis't used them all up to cancel the falling recovery. j.236A>air dash>j.236A>double jump>j.236A>Air nuance>j.236A. You can literally cease the eye light amplification by stimulated emission of radiation chain at any fourth dimension by using j.214B subsequently any of the recovery cancels.
- Neco Rocket is best used at head level. It's depression enough for them to attempt to competition it and fail at doing so, and it's high plenty to avoid nearly every set on they tin throw out at y'all.
- Skillful luck against AE, Satsuki and Miyako. Those are awful match-ups.
- Y'all absolutely destroy H-Crimson Arcueid. Depression blocking avoids well-nigh everything she throws out and she struggles to get in on you.
- Discourage Nuance-Ins with (IC)5C. Condom on block, if they don't cake it in time, you become a combo if they do dash in.
Source: https://re-actor.net/melty-blood-actress-again-current-code-guide-to-h-neco-arc-chaos/
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