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Atlas Academy > Neko Arc

General Neko Arc discussion

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FacistFrank:
This would have been a serious strat and combo thread

But Neko-Arc is anything but serious

So to start off

Because of her generally short ranged normals, I find that a good jump in attack is her A version blood ring. When she does a regular jump and does the 236a blood ring as she starts to fall, the path of the blood ring makes it so that the other guy can't punish the jump. I do not know if it can link it a to 2a when she lands, mostly because I've been (stupidly) mashing 2b.

For general long ranged poking, her 236A and 236B eye lasers do nicely. The A version comes out at a shallow angle to hit ground opponents, even another standing neko arc, while the B is at a slightly steeper angle. Although it can be easily punished if you have (like me) been spamming the 236A and only the 236A eye lasers.

And this is all I know of for sure. Some things that I might know include her combo (2a 2a) 2b 2c 5c j.a j.b j.c j.a j.b j.c and that the air 22a/b/c makes her fall real fast.

Anyone else got anything to add?

Choco:
623b = 40 hits.

Alt:
I'm not sure if this stuff still works in CE but in Ver. B PS2:

Air to ground B&B j.c j.2c, land, 2b 2c 5c, jump, j.b j.c, jump, j.b j.c [j.214c or air throw or j.2c]: If you end with j.214c this does crazy ass damage.

You can combo 5c into her blood heat arc drive for 6k+ damage. If you use any a or b moves before the c it will do much less.

If the opponent is in max or heat or blood heat you can do x 2c 623c to circuit break and bring them back down to 0%.

If you knock someone down and are right next to them you can crossup with IAD. It's really hard for the opponent to tell what side you'll come out on.

You can reasonably bunker cancel into her 63214c arc drive to confuse the opponent.

Light:
Meh, her blood rings could be better like Warc's, but then I guess she'd just be copying her. I don't miss clone characters in this game.

2A, 2A, 2B, 2C, 5C, j.B, j.C, jc., j.B, j.C, j.2C to step up tech traps, but I hadn't have the chance to mess around with hers. 236B looks good. Anyone would if it's avoidable with back techs in the mid-screen?

ElderGOD:
Just to randomly throw some stuff out there:

A good block string with her is 6ABC 5CBA 2BC 236A

236C knocks down, which could be used to follow up with 2BC 5C 236B

On a standing opponent, j.C 236A will connect, letting you do 5AB into air combo

Air combos should always be ended with 214C, unless you have no meter. On occasion that you have no meter, either use 2C as an ender and set up for a tech punish, or just grab.

6[A] is an overhead, but you should already know that

When I remember all the stuff I know with her, I'll post up some more

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