Melty Blood Actress Again Current Code Walkthrough

A quick guide on anybody wondering anything about Neco-Arc Chaos in his One-half Moon style.

Buttons and Moves

For this guide, nosotros will be using the numeric organisation. Use the image provided for reference.

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

5A – It's your jab. Yous'll virtually probable never use this. Comes out the same time as 2A and does the same amount of damage. You're doing this but to burn them with a cigarette which nosotros will get into afterward.

2A – It's your actual jab. You lot'll exist using this a lot because 2A out of pressure is super common. 4 frame jab btw. Eat your heart out.

5B – You punch people into the air. Skillful launcher only very chubby. You use this in the eye of combos to get them in the air specifically for harm.

2B – You slide in. You lot need this for combos. Yous can't combo without this. You accept very curt limbs.

(IC)5B – Your arm becomes a crab claw. This is not a true anti-air it does extend your hurtbox. Information technology is air unblockable. Yous utilize this when they want to chicken cake.

5C – You lot kicking them. You'll never employ this. Does good damage though.

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

6C – You summon a large eldritch abomination out of your back. This is an overhead. You tin do something after this actually just it depends on how far abroad you are.

3C – Your leg turns SEXY~ and turns into a big issues leg. Covers a large portion of the screen and good at keeping space. 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 skillful push for creating infinite. Information technology does extend your hurtbox. These are as well all of import things.

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

j.B – You kicking them. You'll never apply this exterior of a philharmonic. Beyond super chubby.

j.C – Y'all strike an anime pose while you kicking. You'll potentially apply this exterior of a philharmonic but non realistically.

j.2C – You smack the enemy down to the ground. You'll potentially use this outside of a combo but non realistically. This has a soft knockdown event(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 as information technology can catch a button and tin can make the opponent play Touhou rather than Melty(not actually though).
  • 236B – You spit out a bird in a direct line diagonally above you. It's a quite shallow bending but it's nice to have to threaten someone from jumping(but it doesn't do that job well).
  • 236B – Y'all spit out a ton of birds in a direct line in front of you. Nice pressure tool to competition projectiles. Takes 100% of your meter to employ.

214x

  • 214A – You teleport backwards, leaving a black puddle behind. If the opponent is shut enough, the blackness pool will harm them and hit three times. This is i of your mix tools.
  • 214B – You teleport in identify. While you are off-screen, a balderdash will appear out of the ground and strike. This is one of your defensive options and mix tools. If information technology counter hits, you can combo subsequently.
  • 214C – You teleport frontward, leaving a black puddle backside. If the opponent is shut enough, the black pool will damage them and striking three times. This is one of your defensive options and mix tools.
  • 214D – Shield Special. Yous Armor 1 hitting and so smack them with ya Face up… okay really you just 5B with it but without existence able to combo subsequently.

623x

  • 623A – You jab out your cigarette with a flurry of blows. This volition destroy your scaling but it's one 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 use this in combos and zip else. Still no invuln.
  • 623C – You smash into them with a flurry of paws. Information technology doesn't practice whatsoever damage, only if it hits, y'all break their meter. Comes out frame five. Not a lick of invuln. Don't utilize this in a combo btw, it GIVES THE OPPONENT AN INSANE Amount OF METER WHEN Yous DO. Takes 100% of your meter to apply.

22x

  • 22A – Command Grab. You take hold of agree of them and let a flurry of birds loose from your sleeve. It gives you a hard knockdown for Oki. IT'S MAGIC~!
  • 22B – Same Command Take hold of but instead you lot nuance in for it.
  • 22C – Command Grab Super. You teleport behind the opponent and take hold of hold of them, then they get swallowed past the gator from Resident Evil ii. 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 optics downward towards the ground. Pretty squeamish zoning tool and after employ, if you lot accept yet to jump or air dash, you may exercise so(you go 1 DJC and 2 air dashes with this character).
  • j.236B – Yous shoot lasers out of your eyes over again at the aforementioned angle, but you bargain out more hits. You'll probably utilise this for zoning more. Has the aforementioned backdrop every bit j.236A only comes out slightly subsequently.
  • j.236C – You sweep across the arena with your eye lasers this time. Other than that, naught different. Takes 100% meter to use.

j.214x

  • j.214A – Neco Rocket. Y'all go a short distance. Pretty dainty. Use this as you run across fit equally it's a skillful mobility tool, pressure level tool and harm tool.
  • j.214B – Neco Rocket again. Yous go a very huge distance fairly quickly. The version you will always use considering j.214A is completely junior in every single manner.
  • j.214C – SUPER Neco Rocket. You detach all of your limbs which also plow into rockets and increases the area covered by the Neco Rocket. Full Invuln during.

Combos

Yous're… non comboing with this dude. He tin can philharmonic but yous most probable won't discover yourself in a situation where you can. Simply if you practise, you use these:

If yous want to proceeds meter:

  • Impairment: 2330
  • Meter Gained: 54.ix%
  • basic beginner BnB. If you want a hard knockdown and a ton of meter, take this. Non a lot of damage compared to his impairment philharmonic, but you take what y'all want. You use this combo for meter and Oki set-up.

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

  • Damage: 2336
  • Meter Gained: 63.3%
  • EXCLUSIVELY if you want meter. Basic Beginner BnB variant. You merchandise off your hard knockdown for going to a teleport mix and viii.four% extra meter. Think almost your priorities.

    #3: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>j.214B

  • Harm: 4108
  • Meter Gained: 64.vii%
  • Advanved BnB variant(listed in the Damage section). Y'all merchandise off your difficult knockdown for 10.five% extra meter. Your determination(this can as well btw exist used to close off a round pretty nicely).

If y'all want damage:

  • Harm: 3766
  • Meter Gained: 44.4%
  • Decent impairment(compared to the residuum 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%
  • Advanced BnB. You have to delay 5C later 2C for only a couple of frames, otherwise yous whiff, which isn't too bad as it does put them in hard knockdown state and you tin Oki.

    #3: 2A>2B>2C>5C>j.A>j.B>j.C>djc>j.A>j.B>j.C>j.214C

  • Impairment: 4436
  • Meter gained: -52.viii%
  • Advanced BnB variant with super ender. Y'all need at least 52.8% of meter to use this as y'all'll get the concluding pieces of meter you demand by the time you achieve the super ender. Utilize this if yous are desperate to shut out a round.

If yous grab the opponent with 6C overhead at close range:

  • Damage: 3510
  • Meter Gained: 37.one%
  • You do this if the opponent rushes while you're trying to infinite them out while they turtle. This doesn't work at max range, proceed that in mind.

If you catch the opponent with (IC)5C at close range:

  • Damage: 2522
  • Meter gained: 44.i%
  • You do this if the opponent rushes while you are trying to space them out with (IC)5C. This doesn't work at max range, keep that in mind.

And if you grab the opponent with counter-striking 214B:

  • Damage: 4448
  • Meter Gained: 53.2%
  • You e'er go for this when 214B counter hits. No exceptions. Not even if you lot want meter. Use the time while they're knocked downwardly to get the hell out of there.

Then… What's the Plan, Boss?

Okay, allow's exist existent here, yous aren't playing him because he'due south proficient. He tin't take hold of people easily and his mobility in the air is beyond bad without Neco Rocket which, while proficient on block, is super punishable on whiff. His hitboxes are super stubby bated from his (IC)due south and his 3C. You lot're probably picking him to meme on someone. Only… how can y'all win with him?

  • ane: You lot want to effort your best to keep force per unit area off of you, still that happens. Whenever you get a combo, you're looking to end it in a way to salve yourself of the opponent's presence in your face. Apply your teleports wisely and effort to catch the opponent off guard with them. Your best reversal selection is sadly 214B which is something you never want to hear, but information technology does have its uses. Information technology is actually one of his highest damaging combos if 214B counter hits and gives you a great reprieve when they are finally knocked down.
  • two: If you go for the knockdown in your combos or control catch, ever endeavor your all-time to super bound abroad from them and Oki with j.236B, then spring cancel out of it. Practise NOT DOUBLE JUMP AWAY, JUST ane SUPER Spring. VERY IMPORTANT TO MAKE Certain YOUR OKI IS GUARANTEED SAFE. Recall you tin always air dash out of your recovery on information technology too and go for a second heart laser to take hold of them dashing in.
  • 3: If your opponent is turtling, don't effort to go shut with 6C, only if they try to run in on yous, use the provided 6C combo starter in the previous section. Stay abroad from them and either 6C or run in with 22B. You generally don't want to use 22C despite its large damage every bit its tracking is quite poor and with 22B, they'll be expecting a run in mix. If y'all striking 6C at a altitude, you Tin can combo with j.214B if you lot want it but I guarantee you, you won't exist happy with the results on that, so it's overall better to leave them with just the 6C or follow it up with a 214C. That being said, you can j.214B after 6C to see if they'll disrespect on wake-up because it more often than not 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 pressure like crazy but that'due south aBig Fatty UGLY lie. Yous are a shoto with very VERY bad rush qualities that come up with being a shoto, and so what are your other tools? Zoning. Zone similar crazy. It isn't good zoning, only if y'all can keep infinite and run away with a life lead, y'all need to practice that. Now for some in general tips.
    • Discourage Dash-Ins with (IC)5C. Safe on block, if they don't cake it in time, you get a combo if they exercise nuance in.
    • Discourage air dashing in with 3C. Safe on block and covers a big portion of the skies higher up yous. You don't combo off of information technology, only it is all the same a bang-up manner to space them out. That leg's longer than NRVNQSR Anarchy'southward.
    • Discourage turtling with 6C and 22C. If the opponent tries to telephone call out the 6C with a panic dash in, they'll become hit and you lot can combo off of it.
    • Birds are your friend. Throw out birds like crazy once you create space betwixt you and your opponent. I adopt 236B personally equally information technology discourages jumping, only 236A can create a scenario where they volition try to spring in on you and you can 3C if you feel like the distance is long enough for you to do so safely.
    • Teleport when the opponent's nearby, don't dash around them and definitely DON'T AIR Dash. Make them effort to judge where yous're going. If they whiff a strong hit and you lot go for 214A or 214C, you lot tin can go a skilful philharmonic off on them.
    • If you have them cornered and you're in THEIR face, don't get for fancy mixes. Stagger 2A. Just stagger 2A and if one of them hits, convert into any of your combos. Don't give them a moment to breath. If you recall they'll shield, delay with low cake.
    • More often than not you lot want to get for your meter combos to get into oestrus and have your auto burst and healing to try to retain your life lead.
    • RUN Similar A PANSY! It's scummy and it'south impaired, simply you probably won't win out of raw damage. Get the life lead and run away with the game. It's your best game-plan for this character.
    • Middle lasers are great. You lot tin air dash after them and even double jump afterwards if you oasis't used them all upwardly to cancel the falling recovery. j.236A>air dash>j.236A>double spring>j.236A>Air dash>j.236A. You can literally end the center laser concatenation at any time by using j.214B after any of the recovery cancels.
    • Neco Rocket is best used at caput level. It's low enough for them to attempt to contest it and neglect at doing so, and it's loftier enough to avert nearly every attack they tin throw out at yous.
    • Good luck against AE, Satsuki and Miyako. Those are awful match-ups.
    • You absolutely destroy H-Cerise Arcueid. Depression blocking avoids nearly everything she throws out and she struggles to get in on yous.

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

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