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Author Topic: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.  (Read 15771 times)

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Offline Qaenyin

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Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« on: October 05, 2007, 08:33:34 PM »
Well, since I'm one of the few people who actually played this character seriously, figured I'd try my hand at writing up a guide for him in case anyone wants a place to contribute or find info for him.  This post may not be complete initially, but will be updated continually for about a week or so, please be patient  :slowpoke: . So.... here goes!


General Overview:

      Neco Arc Chaos is a fairly low tier character with extremely long range, and consistent damage, plus packing the smallest hitbox in the game(his [ 1 ] hitbox), making him a pretty unorthodox character to fight against.  On the other hand, his defense is rather spiky(he's tied for both the worst, and best, defense rating at varying points in his health, with Neco Arc), he has few clash frames, no air dash to speak of, and is extremely slow.  Making him quite a double edged sword, but one that can be taken advantage of if you are up to the challenge.

His defense rating, as of 1.03A, is 70% for the first 25% of his health, 140% for the next 25%, 110 for the third quarter, and 90% for the last quarter.   The upside is that his overall defense rounds out not too poorly(a fair bit better than Vermillion Akiha), but on the downside that means a clever opponent can abuse the huge damage boost in the second section of your health, allowing them to hit you fast and hard if they catch you with a solid combo at the right time.

He also has, by far, the longest range overhead in the game, his 6C, which, while slow, is deceptive, and can be hard to see coming if you arent expecting it.  It's also absolutely huge, covering about a third the screen's length, plus is air unblockable.  On top of that, he packs one of the only Arc Drives in the game that can not only be combo'd from actively, but can set your opponent up for a 50/50 mixup if blocked on the ground, and a guard break if airblocked(even if non-bloodheat).  His blood heat Arc Drive also inflicts huge amounts of chip damage, making it a great way to help finish someone off who Heat Activates at low health, or is turtling and playing keep-away.


Next, let's go into an individual move breakdown:


Normals:

5A:fairly standard poke.  Ultra short range(like most of his uncharged normals), and fairly slow as far as A attacks go(tied with Nero's 2A at 6 frames, I believe.)  However, it is comboable into 2A->BnB, or simply normal BnB on hit safely, or into a blockstring when blocked.  It's also pretty much impossible for your opponent to see because of how small it is.

      Due to it's short range and very small hitbox it is unadvisable to use this as an anti-air poke.  Mostly a useless move unless you need to whiff cancel at the end of a combo or something of that nature, since you can substitute 2A for it in any real combo(which has slightly longer range and the same speed).


2A:Staple poke.  You'll usually use this for your pokes at close range, because it has longer range than his 5A and has the fastest startup of all of Neco Chaos' ground normals(tied with 5A at 6 frames, I believe).  It's comboable into 2B, which is generally how you will start most of your BnBs(either 2A into 2B launcher, or 2B on it's own at a longer range).


j.A:Typical short range air poke.  Mostly useless because it has a severe range deficiency(same as his 5A).  I would heavily advise against using this much because at that close a range you're just asking to be airthrown or hit with a meaty, this will not beat much of anything in the air.  Has some situational uses as a last-minute jumpin if you need something faster than his j.B and are too close to safely j.C.


5B:Ground short range launcher.  Far too slow uncharged to be used as a poke, and 2B is usually better when linked from a hit confirm.  Generally the only reason to use it is as a launcher if your 2B isnt available(due to having already been used up in the chain), and follow it up with a 236B.  However, since his 2C, 5C(uncharged), and 2A/5A are the only ground normals he has that do NOT launch, you will almost never find yourself in need of it.  It's damage isnt really worth the effort compared to a 2B launcher, and it's range is awful.


2B:Ground centipede tail, like Nero's 2B without clash frames and shorter.  Staple launcher in most of your combos starting from 2A, and your only real low hit to speak of other than 2A.  Comboable into 2C->Air Combo.  Unsafe as a close range poke, you generally want to avoid using this as a meaty because it's your only low attack, and your mixups will suffer if you overuse it early in your strings.


j.B:Air snake tail.  Hits high, so must be blocked in the air or standing.  The hitbox for this covers in front of you and downward(and is actually deceptively large).  Very solid air normal, and can knock your opponent out of attacks that you wouldnt think it'd be able to.  Also reaches lower than your j.C and comes out faster, so useful for people who get shield-happy against your jumpins.  Decent anti-air, but situational for that use.


5C:A standing kick.  Slow, poor range, no clash frames.  Basically useless.


2C:Sharkhead Legs.  Think Nero 2C.  Okay anti-air(but 236B is better).   Can be charged to launch and increase the range slightly, as well as delay it.  Generally you'll only use this in a blockstring from time to time or to combo from 5B(Charged) or 2B.  As a standalone attack it's too unsafe.


j.C:HOAAA!   Very similar to Nero's j.C, except it's his tongue, and not his arm.  Incredibly long range compared to your hitbox, but you can be poked out of it or thrown if you aren't careful about the timing.  CAN be blocked crouching, this is not an overhead.  Fairly good priority under a lot of situations, and does have some clash frames(slightly less than Nero's j.C).  This is covered by the fact that it extends both above and below your actual hitbox, and behind it as well.  You can crossup people with it, actually, but you have to be VERY close to them to do it.  Since Neco Chaos doesn't have his legs dangling under him to be hit like Nero does, this is safer from some character's anti air that Nero's(nanaya is a good example of this, as is Akiha, who can normally 2C Nero out of his j.C.  That does not work nearly as well against Neco Chaos's version).  This will be your staple air attack in most situations(mixed up with j.B usually).


3C:Mantis Leg.  Similar to Nero's, except covers a larger area(and is generally safer as an anti-air poke for that reason).  Good for fishing for counterhits against people in the air at long range, since you have enough time to follow up with an air combo on counterhit, and if non CH an air opponent, or hits a grounded opponent you can attempt to follow up with a 236B(situationally valid), or get up in their face and take back the offensive.


6C:Demon Tail.  Neco Chaos's second longest range normal(next to his 3C), an overhead, and though it's slow its also got a deceptive startup that people wont always see coming.  Also an incredibly safe overhead, launches, and can start your most damaging corner string(netting 3500+ damage).  This is the meat and potatoes of your mixup game.  Also even if you're knocked out of it, youre usually far enough away that your opponent cant follow up into a combo.


5B(Charged):Crab Claw.  Mash B after it's out for additional pinches(can do this as long as you want, there is no limit to it's duration).  Solid meaty, and a nice fakeout due to the extra pinches.  The extra pinches can be used even if it whiffs, so if you've got someone in a corner feel free to stick this in their face to psyche them out from time to time.  It also has some clash frames(once it's charged.  A surprising amount, actually), launches(even if it's just one of the extra pinches it can be comboed from with an air string on hit from the ground or as anti-air), is a solid alternative to 2C as anti-air if you don't want to risk 236B's slow recovery(safer hitbox than 2C). 

       Once it's out it beats out a lot of ground normals(Kouma's 2C for example, will lose to this, even if Kouma is at max range).  However, it prorates heavily when comboed from, so your combo damage will suffer if you use it as a launcher on a regular basis.  It cannot be comboed from validly, so do not repeatedly use it in blockstrings unless you want to be poked out of it.


5C(Charged):Lizard/Cat/Dragon foot.  Probably your best meaty, a great blockstring attack, has great range, tons of clash frames(I have had this beat Satsuki's 22C cleanly, I kid you not), and it absolutely roasts super armor moves like Kouma's 22A/B/C, Sion's 2C, and such.  Also launches, and has fairly decent proration, so youll get good damage off it as a launcher.  Since it's charged, you can use it in your blockstrings as a delayed move to fakeout, and it's clash frames will get you a clean launch->aircombo if your opponent takes the bait.  This also can be used as an OTG to rack up some extra damage after a knockdown, and is air unblockable(good to hit people out of superjump startup or as an extra-long-range tech punish).  However there are some situational counters to this(Miyako for example can Command Roll through it, and throw you out of recovery, scoring a free combo on your face), so keep that in mind against certain characters.
« Last Edit: October 05, 2007, 09:35:21 PM by Qaenyin »

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #1 on: October 05, 2007, 08:33:46 PM »
Specials:

236A/B:Lazergunzpewpewpew.  236A has slow startup and sweeps the ground, 236B has fast startup and angles up into the air.  236A is a safe blockstring ender for a fakeout(they try to attack or backdash, it shoots them in the middle of it).  Also good for punishing Heat Activate at super-long range(if your 6C isn't available/in range), and also for punishing people doing generally unsafe stupid things at long range because they think they're safe at full screen distance(No, you aren't).  236B is great antiair because of it's blazing fast startup, also good for punishing people air teching stupidly or trying again, generally unsafe things because they think they're out of range(cough aoko j.236).  Punishes early jumpins like nothing else. 236B can also be used to continue a string if you are too far away or at a bad angle to follow up with an air string before they tech.  236A can be used as situational OTG(Sometimes even after a 5C(Charged) OTG for even more damage).

236C:EX laser beam.  The hitstun on this is obscene, and if air blocked or it hits, it will shove someone all the way up into the opposite corner of the screen before it's over.  Also has a few short invulnerability frames on startup, allowing it to reversal some jumpins and ground normals(risky though, don't overuse it).  Too slow to combo off of just about anything that isn't an air counterhit(can net you some nice damage off a counterhit 3C though).  Generally you'll use this very little except as a GTFO my face move for the anti-air pushback.  Also, though it can be crouched under, certain characters can't dash in fast enough to punish it on whiff depending on how far away they are.


214A/B/C:Not-Quite-Clone-Teleport.  Different buttons teleport you to a different part of the screen(middle, far side, near side).  Fairly fast, and good to get out of pressure if you find a large enough opening.  Possibly a viable Bara Cancel.  The other 2 spots have a huge Nero pop up.  You aren't fooling anyone with this, don't try to be sneaky with teleporting in and throwing, you'll just eat a boot to the face.  Defensive uses only.  Fun use against nero is when they attempt to set up deer pressure, teleport across the screen during their jumpin.  They(And their stupid deer) will end up on the other end of the screen, and ground-dash-less nero will have no way to punish it in time.


623A/B:Hundred Cigarette Poke.  More or less useless, the priority on this is garbage, as is the range and damage.  Can't be comboed from, and you have way better things to be comboing into.  Don't waste your time.

623C:EX Hundred Pimp Slap.  This time you pimp slap them instead of using the cigarette. Does zero damage.  Yes, you read that right, zero.  In fact, it's worse than that.  It actually HEALS them.  However, it does inflict Dizzy on hit(reversing their controls for quite a long duration).  Does not have any Invulnerability Frames whatsoever, this is not an effective reversal.  The dizzy only works if the first several hits land, so if someone gets hit by the tail end of it you wont be accomplishing anything useful.  If it DOES inflict dizzy, though, go to town.  You'll get to have your way with your opponent for most of the round, and it's pretty unlikely theyll be able to do anything about it but fail inputs continually until it wears off.  Very situational move, almost always a waste of circuit.  Devastating if the effect hits though.


22A:Poison/Freezing Gas Breath.  Deals horrible damage.  Is fairly fast startup and has a big projectile and it lasts for a good duration, though, so can be used as situational anti-air or to stop people's rush games if you can get it off.  Automatic knockdown if it hits.  Another nice use is that it has the same ridiculous pushback as 236C.  If your opponent is up in your face, and you dont want them there, then use it.  If they block, they get shoved almost all the way across the screen again, giving you some breathing room.  Much like 236C, basically a GTFO my face move.

22B:Bottomless summons!  The summons disappear if you get hit, dont try to reversal with them.  Which you get is totally random.  Summons can be:
Nero's 236A crow(superfast, flies straight across the screen.)
Nero's 236B crow(slow, flies up above you, then dives downward to hit.  Good for covering yourself when rushing in to attack or try for a throw)
Nero's 421A Deer(medium speed.  Pops up, does a headbutt, then walks across the screen and disappears.  Useful for covering jumpins.)
Neco Arc Chaos Rocket(Summons a Neco Chaos clone that walks forward, jumps, and then turns into a rocket and flies across the screen, dealing damage if it hits.  Good for covering jumpins.)
Neco Arc Chaos Rush(Summons a Neco Chaos clone that dashes across the screen.  Deals damage if it runs into your opponent.  Useful for covering pressure strings.)
Neco Arc Chaos Kick(Summons a Neco Chaos clone that does a 5C kick.  Mostly useless).
Neco Arc Chaos Punch(Summons a Neco Chaos clone that does a 5B punch.  Slightly more useful than the 5C version because you can combo off the punch with an airstring, if you can react fast enough).
Neco Arc Chaos fakeout(Summons a Neco Chaos clone that either crouches and slinks around or starts smoking and walks off.  Neither of these do anything except act lazy.  Totally useless.)

Good for situational okizeme setups, or if your opponent is on the other end of the screen you can toss out a summon or two to cover an attempt to rush them down.  Situational only, dont overuse it.  Can also sit in a corner across from a turtling opponent and throw a load of summons at them constantly, but you wont accomplish anything useful other than make them laugh at you.

22C:Neco Arc Chaos Scream.  Neco Chaos spits out a set of 3 images that fly up out of the ground across the screen.  If one hits, the following ones will combo off it.  Successful hit wallslams your opponent on the other end of the screen.  Decent anti-air, and depending on the spacing can be air-comboed from.  Situational only, don't overuse it.


j.236A/B:Crow Spit.  Spits a crow at a downward angle.  j.236A spits one immediately and you keep going through the air, but you cannot take any actions until you hit the ground.  j.236B has you stop in midair, spit the crow after a short pause, and you dont keep any jump momentum, however you get full cancel options after recovery.  Similar in mechanics to Warc's bloodrings, but because theyre so small theyre mostly ineffective to cover jumpins.  The main point of these is to harrass your opponent as mixups, since normally your only real air pressure is j.C or j.B.  You cannot combo from either of these normally, even on counterhit, due to how slow NAC is, except perhaps an air counterhit j.236B when you're in range to followup with a j.C on the way down, allowing you to combo off the j.C's wallslam if you land fast enough.

j.236C:EX Crow machinegun.  After the superflash and a very short pause, Neco Chaos spits out a huge flood of crows at a downward angle.  Can be used as an air-combo ender, but j.214B/C are better options.  However it's angle makes it a great way to punish someone who tries to heat activate against you jumping in.  You won't normally get much use out of this because it is extremely unsafe on block.  It also cancels itself if you land on the ground during startup(which can be a decent fakeout for a tick throw if you dont have a problem with wasting 100 Circuit).

j.214A/B:Chaos Rocket.  Neco Chaos turns into a missile and flies straight across the screen.  j.214A flies a shorter distance, j.214B flies a longer distance and does more damage.  j.214B will be your staple air combo ender.  It also beats out a solid number of air attacks, but its somewhat telegraphed and unsafe if you screw up, so don't overuse it.  Fairly viable as a mixup into a tick throw if used as low to the ground as possible, but the timing on that is very strict.

j.214C:EX Chaos Rocket.  Neco Chaos disassembles himself into a whole bunch of rockets and flies across the screen.  If you have the circuit, use this as an air combo ender for a sizeable damage boost.  This is going to be your primary circuit dump.


41236C(Heat/Max):Arc Drive-Neco Rush.  Summons a huge swarm of Neco Chaoses(and a couple Neco Arcs) to run across the screen.  Can combo from with 2B launcher->2C->Air combo.  On block or shield can mixup at the end(2B low, 6C high, or try for a dashin throw).  Can OTG with this for a decent amount of damage(about 1700-2000).  If you use it against someone in the air and they air block, can 2B/2C for a guard break.

41236C(Blood Heat):Arc Drive-Chaos Rush.  Summons a massive group of Neco Chaoses, Neco Arcs, Neros, Deer, and Arc Drive Neros to run across the screen.  Covers basically the entire screen, there is no escaping from this.  If blocked, this does ridiculous amounts of chip damage.  Can also combo, mixup, OTG, and guard break with this just like the non-bloodheat version.

Both the mass summon arc drives are a solid dump for circuit since most opponents will either block or shield it, allowing you to get some free chip damage and a mixup or guard break.  If you're familiar with Mech Hisui's Arc Drive, this is used in much the same manner.


63214C(Heat/Max/Blood Heat):Arc Drive-Chaos Tornado.  Neco Arc Chaos spins into a huge tornado, flying across the screen at ground level.  This move is completely invulnerable from start until he stops bouncing.  Inflicts Circuit Break on Neco Chaos whether it is blocked, whiffs, or hits.  Inflicts Circuit Break on your opponent if it hits.  Also does fairly solid damage.  This is your best reversal, so if youre in a situation to use it, feel free.  However your opponent can get a free combo on block or whiff, so be careful about the timing.  The Circuit Break only happens for the first half or so of the move, the last few hits won't trigger it(So if you hit someone out of a jumpin with this, the timing may not cause circuit break).

2222C(Heat/Max/Blood Heat):Arc Drive-Chaos Missiles.  Neco Arc Chaos shoots 3 Neros out of his mouth that airdash across the screen to deal damage.  Deals about 2500 damage to nanaya if the full attack hits.  Still testing this new move but it doesn't look worth the huge circuit cost.  As far as I can tell it cannot be comboed into, or out of.


214D:Shield Bunker.  Neco Chaos does a gut-punch to your opponent, knocking them down.  This attack has actually pretty good startup for a Shield Bunker even if it doesn't clash, and it's almost completely safe on block due to its fast recovery.  Probably one of the, if not the, best shield bunker.  If your opponent is getting predictable then this can be a good way to get out of a corner if you're stuck.  Also the hitbox is good for antiair, and you might even crossunder if it whiffs, sticking your opponent in the corner instead, allowing you to grab the initiative or get the hell out of there.

Last Arc:Drops a huge magic wand on your opponent.  Like most last arcs, almost totally useless since your opponent has to be really careless or you have to be really reckless/lucky to actually get this to work.
« Last Edit: January 08, 2008, 09:24:51 PM by Qaenyin »

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #2 on: October 05, 2007, 08:34:16 PM »
Strategy:(Work in progress, check back later)


Combos:
Note:In every combo containing a j.214B, j.214C may be substituted in for additional damage if you have the circuit.  If a combo is attempted outside of a corner, cancel j.C on the third hit to prevent wallslam knocking them out of range.  Damage is listed as (midscreen damage - corner damage) to save space, midscreen being if you cancel j.C on the third hit, corner if you cancel on the fourth hit and wallslam.

2ABC (jc) j.BC (jc) j.C j.214B/C: deals 3000 - 3200+ damage

5B(Charged) 2C (jc) j.C (jc) j.C j.214B/C: deals 3000 - 3200+ damage

5C(Charged) 2C (jc) j.C(4 hits) (jc) j.C j.214B/C: deals 2600-2800+ damage

6C (jc) j.CB (jc) j.BC j.214B/C: 2900-3700+ damage(note:cant use j.B in the airstring unless in corner)


Blockstrings:
Generally you'll want to start a blockstring with 2A or 2B depending on range.  from 2A you can go to 2B for an immediate hit, or into charged 5B or charged 5C.  6C and 2B are what you'll use as mixups in the blockstrings, so be careful not to overuse them at the same point in your blockstring repeatedly or theyll just get blocked every time.

More or less every attack NAC has is interchangable in a blockstring, this includes charged moves into more charged moves.  Since almost every one of his normals launches, you can take advantage of that by randomizing your blockstrings, unlike other characters who have to use a more or less set pattern to keep solid pressure going.  So you can 5C charged into 2B, or 5B charged into 2B, or 5B charged into 6C, or 2B into 6C, or whatever you want.  Just keep Reverse Beat penalties in mind to avoid crippling anything you do manage to land.  his only normals that cant be canceled into other normals are 3C and 6C, everything else is interchangable.  Feel free to toss in tick throws as well, but dont overuse them too much.  Best moves to end a string on for a tick throw are 2B and 5B Charged, because they keep you at a fairly close range to dash in from.


Okizeme:
Generally you have a few options for okizeme with Neco Chaos.  You can use 5B Charged or 5C charged as a meaty on wakeup to beat their attempts to hit you, for one.  5C charged is generally best for this, because you can do it from a safe range and it will beat a lot of wakeup EX moves cleanly or as a trade due to its abundance of clash frames, wasting their circuit.  You can also drop a summon before they wakeup and use that to cover pressure, or go for a jumpin, or a tick throw.  His mass summon arc drive(41236C) is also an effective okizeme if you have the spare circuit since they dont have the time to try and jump it, and if they dont wakeup they eat OTG damage anyways.  As a tech punish you will generally want to use 5B(Charged), 2B, or 236A/B depending on the distance they are from you and which direction theyre going to tech.  2C is also an option but as it doesn't empty launch you may not be able to net a full combo off of it uncharged as a tech punish, and it's range is somewhat shorter than it looks when uncharged.


Defensive Tactics:
This is where Neco Arc Chaos's biggest weakness is, is his limit of defensive options.  You want to stay out of the corner at all costs, because its very difficult to get back out once your opponent sticks you there.  His overall defensive options are to Shield Bunker, Teleport(214A/B/C) away, block, jump, or 63214C arc drive reversal.  None of his attacks have the priority or invulnerability frames except 63214C to be used as a safe wakeup poke.  That INCLUDES his 2A.  Most characters have the priority on their 2A to beat out a lot of meaties on wakeup, Neco Arc Chaos does not, and most attacks, even a lot of slow ones or tick throws, will beat his pokes at that close range.  If you aren't in the corner you can also attempt to backdash from some attacks, as his backdash is extremely fast.  If your opponent is trying a jumpin you can also try to dash under them in the air because of Neco Chaos' short hitbox.  But the most important thing is to be patient.  Try to read their moves, and don't jump the gun at getting out of their pressure, because if you aren't sure you'll make it, you probably won't.

Something useful to keep in mind when staying on the defensive is his hitbox.  A lot of attacks will not combo even if they hit you, and if you can read when those are used, you can let yourself be hit in order to tech away safely.  But be careful not to rely on this too much as if you misjudge it youll end up eating a lot of damage as a penalty.

His [ 1 ] (crouchwalking backwards) shrinks his hitbox considerably, and can also be used defensively.  Some attacks that will normally hit(Nanaya/Tohno 5C for example) will whiff against a properly timed [ 1 ] , allowing you to safely 2A->BnB them during their recovery.  Remember:Your hitbox is your biggest defensive asset, learn how to use it to your advantage.


Blockstrings:
The most important thing to remember when going on the offensive as Neco Arc Chaos is that virtually any of your attacks can be comboed from on hit.  Since about half of the damage of your combos comes from the air strings and 214B/C ender, you can afford to drop a reverse beat into your blockstrings and ground combos as a mixup if you need to.  A few examples being that a staple ground combo of 2ABC 5C(Charged) 236A(or 6C) can be turned into 2A 5C(Charged) 2B 236A(or 6C), or you can go straight from 2A into 6C, or 2A 5B(Charged) 5C(Charged) 2B 236A(or 6C), or any number of other combinations.  The only normal attacks you have that can't be canceled into others on the ground are 3C and 6C.  6C is EX cancelable however, so you can cancel it into an EX beam, arc drive, 22C, 623C, etc.  It also has almost unbeatable range, so even if you get knocked down out of it you'll only eat one hit usually if you're at a good distance.  So unlike other characters where you use the same blockstring roughly with a few specific mixup moves thrown in(such as VSion 6B) and simply change up your ender to force people to drop their guard early, with Neco Chaos you can actually completely randomize your blockstrings on a whim.  And because his most solid blockstring attacks are charged, you can use the delay to your advantage as a fakeout, or a cover for a tick throw, or to bait someone into jumping so you can catch them with an antiair beam or 2C/3C counterhit.  Lastly, 2C can be charged to launch on hit or used simply in a blockstring to extend it and apply some pushback.  So mix both of those up and you can try to bait your opponent into a counterhit.

Air pressure:
The seemingly obvious cornerstone of your air attacks is j.C, due to it's massive range, hitbox, and its reasonable number of clash frames.  However the downside to this is that j.C is not an overhead, and it's fairly easy to shield+5A out of for most characters.  Be sure to mix it up with j.B(which is an overhead and can be used earlier), or even a late j.A->land and tick throw.  The most important thing about air pressure is to remember not to get too predictable, since if you do people will start beating out your air attacks with attacks canceled out of EX shields or with throws, or solid antiair moves like Kouma 2B and Warc shockwaves and bloodrings.  Feel free to throw in some empty jumps landing at a safe distance, which can be followed up with 2B, 5C(Charged), 6C, or 236A/B due to their long ranges.  And make sure to try for a tick throw periodically so they don't get into the habit of just turtling in the corner, since that will just draw out the match longer than you want it to.  Most of your solid combos will be off counterhits and whiffed attacks, so don't worry just about keeping them continually pressured.  Intentionally stick some not-so-unsafe openings in your strings here and there to lull them into a false sense of security and make them try to net an attack during one of your charges.  Delayed 5C(Charged) is especially useful for this because of how nearly unbeatable it is in priority at a decent range(It outclashes virtually every attack in the game once the charge completes).  Just don't use it too close and you should have enough time to get it charged.  And again, remember, you have a tiny hitbox.  Make sure to take advantage of that to slip between your opponents attacks(hisui junk throw is a good example of this.  You can slip between the projectiles if you time it right.  Same with some other attacks like Warc 236s(j.C can cleanly beat these if you time it correctly), and all of Walachia's summons and Akiha's flame pillars/flametongues.


Using 22B properly:
Neco Chaos's 22B is an attack that seems useless at first glance.  It's random, has a chance to do nothing at all, and generally does poor damage on it's own.  The summons also disappear if you get hit, and therefore can't be used for scare tactics as well as Nrvnqsr's versions.  However the randomness can work in your favor if you know how to use each of the summons properly depending on which comes out.  The most effective method of this is to throw them out after scoring a knockdown or when out of range of your opponents pressure.  Depending on which summon you get you can then go on the offensive, using the summon to cover the startup on some of your slower or less safe moves.  The neco chaos rocket summon, deer summon, delayed crow summon, and neco chaos charge summon are the best for this, since they all stay on screen for a decent amount of time, allowing you to use them the fullest.  Especially the Rocket summon, which basically makes safely jumping away or using solid anti-air for your opponent impossible in some cases.  Just make sure you don't use this attack when you're at an unsafe distance or you will end up eating a combo and the summon will disappear, wasting the effort.

j.236B mixups:
j.236B on it's own is a pretty poor move.  It does low damage, is slow, cant be comboed from or usually into.  However, the advantage of it is after throwing it you have full cancel options, without wasting an extra jump.  Most air specials don't permit this, and it's safer to throw out than j.C or j.B because of it's range(j.C/j.B can be shield 5A'd for a counterhit fairly easily).  After throwing out the j.236B, you have several options.  Generally you can j.B/C as normal for air pressure, airdash then j.B/C using the airdash as a delay, double jump into any of the above options or even another j.236B, j.214A/B/C for some fairly fast antiair that has longer range than j.A but is faster than j.C/j.B and is harder to shield, or j.236A for an extremely fast projectile to try for a counterhit. In addition after a j.214B followup you have the further option, if you have circuit, to follow that up with an EX cancel j.214C or j.236C.  j.214C being especially nice because it can combo validly from j.214B, and does pretty hefty damage, as well as being completely invulnerable through its completion(though unsafe on ground block).  j.236C has longer range and a steeper angle, and can tech punish, but does not combo validly from j.214B nor does it deal as much damage.  It's safer from long range against most characters however since few characters have the ability to counterhit from that distance(Ciel and Nanaya being some examples who are exempt from this).


Character Specific Strategies:(Coming Soon!)

Videos/Replays:

http://youtube.com/watch?v=T5GZMqlf-Zw  Neco Arc Chaos vs Tohno Shiki
http://youtube.com/watch?v=ii3uSIDebW4  Neco Arc Chaos vs Tohno Akiha
http://youtube.com/watch?v=hR2dclK6CfQ  Neco Arc Chaos vs Tohno Akiha(netplay)
http://www.youtube.com/watch?v=YZ3ND0wksZ0  Neco Arc Chaos vs Ciel
http://video.google.com/googleplayer.swf?docId=5862972677812220745  Neco Arc Chaos vs Tohno Shiki
http://youtube.com/watch?v=W90FrFZrN7A Neco Arc chaos vs Nero Chaos
« Last Edit: January 08, 2008, 09:37:34 PM by Qaenyin »

Offline linalys

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #3 on: October 05, 2007, 11:29:57 PM »
Specials:
 236A is a safe blockstring ender for some free chip damage

Doesn't chip.  At least not yellow, I can't say for red as I don't pay attention to that.
<Xenozip> actually i think miyako was intuitive for linalys
<Xenozip> simple because his playstyle is.. well..
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Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #4 on: October 06, 2007, 09:36:34 AM »
Specials:
 236A is a safe blockstring ender for some free chip damage

Doesn't chip.  At least not yellow, I can't say for red as I don't pay attention to that.

Does chip red I believe, but I'll amend that, thanks.  Couldn't remember offhand and didn't have time to check.

Edit:Fixed the error.  Thanks for letting me know.

Offline mewofforcena

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #5 on: October 06, 2007, 09:46:23 AM »
Actually, on his 22+C, he can, instead of launching images of himself, NAC can spit out 3 Neros, pretty much like Neko-arc's 22+C, except for the rockets on nero.
The April that's farther than May, reversal of limbs

Offline linalys

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #6 on: October 06, 2007, 09:57:55 AM »
63214C(Heat/Max/Blood Heat):Arc Drive-Chaos Tornado.  Inflicts Circuit Break on your opponent if it hits. 

Only the first (few?) hits.  The middle/last hits of it don't. 
<Xenozip> actually i think miyako was intuitive for linalys
<Xenozip> simple because his playstyle is.. well..
<Xenozip> linalys
<Xenozip> true chaotic

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #7 on: October 06, 2007, 10:09:56 AM »
Actually, on his 22+C, he can, instead of launching images of himself, NAC can spit out 3 Neros, pretty much like Neko-arc's 22+C, except for the rockets on nero.

Are you sure that's not the PS2 version?  Since PC version B was released I've never seen that happen.  That was what his 22C did in the PS2 version I believe(in the PS2 version he was basically just Neco-Arc with a palette swap and different voice).


Linalys:Thanks for the note, amended.

Offline Alt

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #8 on: October 06, 2007, 10:48:41 AM »
Yeah, I've seen the 3 Neros come out in the most recent version of 22c. I'm not sure if it's a directional input after the initial input like Hisui throwing shit or if it's just random.

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #9 on: October 06, 2007, 11:00:02 AM »
Yeah, I've seen the 3 Neros come out in the most recent version of 22c. I'm not sure if it's a directional input after the initial input like Hisui throwing shit or if it's just random.

Might be an unlisted move then, I'll fiddle around with it in practice mode and see if I can pin it down.

Edit:Found it, NAC has an unlisted move of 2222C, which shoots 3 neros.  Interesting, I'll have to do some testing on this.

Edit2:It's a THIRD arc drive, apparently.  Only works in heat or blood heat and consumes 300% circuit.

Edit3:Updated original posts with some combos.
« Last Edit: October 06, 2007, 11:21:13 PM by Qaenyin »

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #10 on: October 14, 2007, 02:01:31 PM »
Added some extra general strategy for offense.

Offline aaronyu2

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #11 on: October 22, 2007, 07:39:33 PM »
the cigarette on his crouching forward walk makes teleport crossovers like warc's pretty useless~~

Offline c-nero 5[c]

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #12 on: November 01, 2007, 07:29:05 PM »
j.236 has really annoying recovery time on landing, which is what makes it useless. I can't think of any situation where it'd be safe on block OR hit unless you were using it within like, j.A range.

and 22C is HORRIBLE on block. Absolutely terrible.

EDIT: NAC's best punisher combo. If you ever block Ex hiero, Kouma 236C, Nanaya 623C, etc, use this.
http://www.youtube.com/watch?v=aIBVAt1Bolg
5C 2C 2B you know the rest.
« Last Edit: November 01, 2007, 07:32:38 PM by Sabator »
<Irysa> arcana heart 3 just red ringed my 360 im not even joking
<Sabator> LOOOOOOOOOOOOOOL
<Sabator> BBCS RED RINGED MINE
<Sabator> FUCKING ANIME GAMES MAN

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #13 on: November 02, 2007, 05:58:01 AM »
22C is fine on block within a certain range, but if you use it with the wrong spacing theyll recover before you do.  The main issue with the move is the fact that it costs circuit and doesnt really do anything useful on block, and does poor damage on hit and also wallslams them across the screen from you, making it difficult to maintain pressure or follow up.

Personally almost every situation you would find a use for 22C, 22A or 236B would be at least as good, and safer.  or 2C.

I agree completely regarding j.236A/B however.  j.236C on the other hand is an incredible heat punish if you can bait one with a faked jumpin.  not only will the lengthy hitstun waste most of their heat, but the damage itself will negate any other regenerating they would have done, assuming it doesnt just flat out kill them because they were at low health.

Edit:After additional testing I've found some rather nice uses for j.236A/B, so I'll rescind the "completely useless" comment for the time being.
« Last Edit: January 08, 2008, 09:26:24 PM by Qaenyin »

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #14 on: January 08, 2008, 09:38:12 PM »
Updated:Added a few notes about uses for j.236A/B, and a new video.

Offline c-nero 5[c]

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #15 on: January 10, 2008, 01:54:41 PM »
I'd be interested to know in the differences between Ver.B2 NAC and MBAC PC NAC. For the PC version they gave him the whole "smoking" thing, redid a lot of his quotes, etc. Does the ver.B NAC have a cigarette? If they changed stuff like that it's not a far cry to imagine some of his moves could have been changed, perhaps frames tweaked somehow?

Also qae, have you experimented with Neco-Arc Chaos' FMC? It works in pretty much the same way as aoko's, and has the same application, and is just as hard. I can't picture myself ever being good enough to use it in a match but if you could then it'd definitely up your pressure game by a long shot.
<Irysa> arcana heart 3 just red ringed my 360 im not even joking
<Sabator> LOOOOOOOOOOOOOOL
<Sabator> BBCS RED RINGED MINE
<Sabator> FUCKING ANIME GAMES MAN

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #16 on: January 15, 2008, 07:41:57 AM »
Actually I'm not familiar with the particulars of how to execute FMCs.  Do you have a link to somewhere I could look into that?

Offline Qaenyin

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Re: Omaemo Nekomimi ni Nare! A Neco Arc Chaos guide.
« Reply #17 on: January 15, 2008, 12:04:41 PM »
Well after some testing it does not appear that FMCs work with Neco Arc Chaos.  If someone proves me wrong on this then kudos to them but I'm considering it debunked until that happens.