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Author Topic: Silly MechaNeco team  (Read 5314 times)

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Offline LoliSauce

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Silly MechaNeco team
« on: August 18, 2009, 12:53:35 AM »
What are you doing in my melty blood?
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Offline Exciel

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Re: Silly MechaNeco team
« Reply #1 on: August 18, 2009, 01:46:37 AM »
So it's a character with optic blast and kyato beamu. Move down nu-13, I've found a new zoning main.

Offline Tempered

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Re: Silly MechaNeco team
« Reply #2 on: August 20, 2009, 01:49:01 PM »
Just so people know you unlock her by completing miyako arcade mode.
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Offline Mailorder

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Re: Silly MechaNeco team
« Reply #3 on: August 20, 2009, 02:22:09 PM »
thanks, she's pretty fun!

Offline s4itox

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Re: Silly MechaNeco team
« Reply #4 on: August 24, 2009, 12:46:48 AM »

GIGA DRILL BREAKER!

Offline abitofBaileys

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Re: Silly MechaNeco team
« Reply #5 on: September 01, 2009, 12:18:52 AM »
Yeah lol.
I find her interesting. It's difficult to not mess up your own shit by hitting Neco Arc, also SHE HAS METER CHARGE IN HALF MOON, FUCK YES.

Offline LoliSauce

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Re: Silly MechaNeco team
« Reply #6 on: September 01, 2009, 07:34:49 PM »
So I heard that this character is actually better and more interesting than the KohaMech team.  Ore wa shock.
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Offline ShinShom

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Re: Silly MechaNeco team
« Reply #7 on: September 02, 2009, 01:48:22 AM »
H- is interesting cause 22C (the neco-arc crinson moon shit XD) seens useful for okiseme or something... and lasers always good and mech can cover ther rest.

The problem is mech kicking necos ass all the time... is a bit annoying.... any more good stuff then lasers and the B&B of normal mech?
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Offline Frustratedsquirrel

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Re: Silly MechaNeco team
« Reply #8 on: September 27, 2009, 02:12:30 AM »
Mech hitting Neko isn't *that* big a deal. You do want tomake sure you know when she's behind or in front of you most of the time. Neko doesn't have a penalty for getting hit besides a few seconds of not being active. she also can't be hit by you if you're summoning her for something.

Personally I think C-Mech&Neko has some nice potential. 214 series is good for pressure since Mech can move about in tandem to Neko's attack and the startup is pretty fast. The A version of this projectile is slow enough so that you can use it as a meaty on the opponent's wakeup. You can even dash into them to push them along and right into Neko's hitbox.

F-Neko&Mech has some nice crossup potential with 214A or B on wakeup (depending on the position of Neco.) simply summon Neco and hold A (if you're using the A version) and then IAD over the opponent's head before releasing the button. You can cross up this way, mixing up between a proper air dash over the opponent or a quick 5C to cause Mech to drop down before the crossup. C-Neco&Mech can probably do this better since she has more time to move.
« Last Edit: September 27, 2009, 02:21:24 AM by Frustratedsquirrel »