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Author Topic: General Neko Arc discussion  (Read 8230 times)

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Offline FacistFrank

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General Neko Arc discussion
« on: April 07, 2007, 06:03:29 PM »
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?

Offline Choco

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Re: General Neko Arc discussion
« Reply #1 on: April 13, 2007, 01:58:24 AM »
623b = 40 hits.

Offline Alt

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Re: General Neko Arc discussion
« Reply #2 on: April 16, 2007, 03:21:29 PM »
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.

Offline Light

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Re: General Neko Arc discussion
« Reply #3 on: May 30, 2007, 11:29:48 AM »
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?
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Offline ElderGOD

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Re: General Neko Arc discussion
« Reply #4 on: August 27, 2007, 09:59:43 AM »
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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Offline ..

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Re: General Neko Arc discussion
« Reply #5 on: September 23, 2007, 01:22:33 PM »
623C does wonders against characters that use super armor (ie Sion's 2C or Kouma's 22C).

Offline ElderGOD

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Re: General Neko Arc discussion
« Reply #6 on: February 05, 2008, 06:03:08 AM »
Probably the only guy here who plays this character more than half the time ;D

First off I'd like to say that I'll be playing NA during the tournament this weekend, so I'll be able to post REAL LIVE match videos of NA.

I'm gonna go ahead and say that her bloodrings are damn near worthless, unless the player is REALLY putting things out there that can lead to a counterhit with bloodrings. Her 63214c OTG is probably the best thing you can do while in max mode/heat. Her AD is alright, but 63214c does good damage AND it confuses the enemy, which means you're getting about 2 BnBs worth of damage after the confusion. 214x on the ground should be used to a minimum, although its pretty good against enemies that don't know about it. You'll start getting punished out of it if the opponent catches on, but don't be afraid to use it to get you out the corner/stop the rushdown.

22A is a good poke from a distance, however if you're close enough and they block it, you can get punished as they recover before you. 22B should be used to an absolute minimum, as half the clones don't even do anything. 22C is GREAT if you have somebody whos a little too confident about their air game, or even just to get somebody away from you. 236C is not that good, if not unusable. It's way too slow, and it completely misses crouching opponents.

If you're doing an air-combo, never 214B xx 214C, because the damage becomes absolutely horrid, doing less damage than a standalone 214C, or even a 214B.

With NA, you're gonna want to play a lot more defensively than offensively, although you don't need to be scared to rush down an opponent from time to time. The best air normal is probably her j.A, as its fast enough to beat out things like Nero's j.C(I'm not saying it's the absolutely best and it'll always beat it out, just saying it's better than using her j.C or j.B).

NA is a girl.

I'll post more up after my lunchbreak, school ftw :toot:
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Offline Qaenyin

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Re: General Neko Arc discussion
« Reply #7 on: February 12, 2008, 03:43:59 AM »
Few general use blockstrings that are safe.

2AB 5B 6ABC 623A
2AB 5C 6ABC 623A
2AB 6ABC 5B 623A
6ABC 5B 2B 2C 5C 5A(too far to 623A ender on this one unless you 623A after the 5B or 2B, the 2B and 5B are interchangable in this string)


Can charge the 6A to make it an overhead, but that makes you vulnerable during the chargeup if your opponent is fast enough on the draw.  Can also 5A then dashin throw as a mixup instead of the 623A, because for the first hit 623A and 5A look identical, and by the time you dashin it's too late for them to poke you out unless they saw it coming.

Also, a nice OTG combo: 2B 2C 5C 6ABC 623C.  Ends in circuit break.


« Last Edit: February 12, 2008, 03:51:28 AM by Qaenyin »

Offline ElderGOD

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Re: General Neko Arc discussion
« Reply #8 on: February 12, 2008, 07:45:39 PM »
http://www.sendspace.com/file/9b9ijz

I think these are NA replays that I saved, but I can't be too sure. If its a match with NA, its me playing. These are from January or somethin, so I can say I've improved, although I think I'm pretty good in these
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Offline MrTubalistic

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Re: General Neko Arc discussion
« Reply #9 on: October 25, 2008, 11:31:44 AM »
Neco-Arc is fun. I been playing her for a few days.

It's really easy to trick people that dont take their time lol.