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Author Topic: MBAACC Neko Mech  (Read 18840 times)

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Offline LordPangTong

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MBAACC Neko Mech
« on: November 11, 2010, 04:23:05 PM »
First time seeing this character in MBAACC http://www.nicovideo.jp/watch/sm12721252

They come in @ 3:37. Was there changes listed for Neko Mech or Koha Mech?

Looks like they sped Mech's air dash waaaaay up and gave her a new air grab. Looks pretty sweet

Edit: Oh, and they made her 5[c] like Hisui's
<justzar> great anime <3

Offline BurstOfAnger

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Re: MBAACC Neko Mech
« Reply #1 on: November 11, 2010, 09:21:22 PM »
And a new death scream. They made her closer and closer to the real Hisui now. Is Kohaku's robotics prowess improving? :mystery:
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Offline Tonberry

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Re: MBAACC Neko Mech
« Reply #2 on: February 12, 2011, 07:17:14 PM »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline TheMaster_Rahl

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Re: MBAACC Neko Mech
« Reply #3 on: November 01, 2011, 03:40:20 PM »
http://www.youtube.com/meltybread#p/a/u/0/bFWdODCjCN4

F-MechaNeco, 1st time I've seen her in 1.07. Hilarious!
Hitting the neco with some moves makes it a projectile! (BEjC and 6C)
Has Cresent like air throw.
Has what looks like a much faster air dash. (But could be something more cool like command air dashing :V)
Looks like the neco recovers faster too.

-TexasTim-

Offline LivingShadow

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Re: MBAACC Neko Mech
« Reply #4 on: November 01, 2011, 06:26:51 PM »
I've actually been considering picking up F-Nekomech for fun. They've been adding a lot of changes to change how similar the team was to F-Mech. They've improved a lot of things since the ps2 version.

Offline LordPangTong

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Re: MBAACC Neko Mech
« Reply #5 on: November 01, 2011, 06:29:08 PM »
Other things about F-NekoMech:
-has BE6C
-BEj.C GROUND BOUNCES

This char is godlike  8-)
<justzar> great anime <3

Offline Tonberry

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Re: MBAACC Neko Mech
« Reply #6 on: November 01, 2011, 07:53:23 PM »
Other things about F-NekoMech:
-has BE6C
-BEj.C GROUND BOUNCES

This char is godlike  8-)

 8-) The Emperor of CT also thinks this char is gdlk  8-)
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline LivingShadow

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Re: MBAACC Neko Mech
« Reply #7 on: December 31, 2011, 03:37:16 PM »
Yeah, this character is hilarious. Hitting the neko with the charged hammer (6[c] and j.[c]) turn it into a projectile. As shown by monoritsuto in this vid:

http://www.youtube.com/watch?v=yd-pXoJwO9A&#t=7m27s

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #8 on: January 07, 2012, 12:04:43 AM »
just dicking around with H-Nech in training mode. Might as well post changes.

6C turns neko into a projectile. Regular version knocks her forward a bit, but the charged version sends her flying really far, usually offscreen where she takes a while to return. This can be used for setting up offscreen beam shenanigans. J.[c] also turns Neko into a vertical projectile which is pretty interesting for pressure.

623A and B now re-launch a fallen opponent, allowing for some possible new combos . J.[C] groundbounces if it hits an airborn opponent, just like the other moons.

5[c] now rushes forward instead of doing more damage, and 2[c] can't be charged anymore.

The character in general feels faster. She can't do the throw break trick anymore where pressing throw while summoning neko would cause a throw-breaking animation. (well it was useless anyway)

Another nice change I noticed is that her throw animation no longer hits neko, which is a slight buff to after-throw okezime since you don't have to worry about neko being inactive.
« Last Edit: January 07, 2012, 04:49:02 AM by Frustratedsquirrel »

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #9 on: January 18, 2012, 01:01:39 AM »
Would it be appropriate to post this here?  :prinny:

http://www.youtube.com/watch?v=Ob8i7cBZysk

Reuploaded, more content added, and 'fixed' of various issues. About time...
« Last Edit: January 18, 2012, 06:18:37 PM by The Katz »
Neko Arc, NAC, and H-Neko Mech. Always up for games.

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #10 on: January 19, 2012, 04:35:46 AM »
Wow, some nice stuff there for sure. And here I was thinking that only F-NekoMech could combo into j.5(C) in a b&b. I had a feeling it would come after 2AAA but I am having a really hard time getting it to connect.
« Last Edit: January 19, 2012, 05:15:05 AM by Frustratedsquirrel »

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #11 on: January 20, 2012, 04:19:11 AM »
I had a feeling it would come after 2AAA but I am having a really hard time getting it to connect.

22A, or 5A~6AA?

Also, for anyone interested, I'm working on a part two. Or, more appropriately finishing part 1 and relabeling that one.
Neko Arc, NAC, and H-Neko Mech. Always up for games.

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #12 on: January 20, 2012, 07:12:29 AM »
6aaa I meant, not 2aaa. Man it's been too long since I used numpad notation.

Really eager to see part 2.

Offline LordPangTong

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Re: MBAACC Neko Mech
« Reply #13 on: January 20, 2012, 07:27:09 AM »
Would it be appropriate to post this here?  :prinny:

http://www.youtube.com/watch?v=Ob8i7cBZysk

Reuploaded, more content added, and 'fixed' of various issues. About time...

Good work, Katz! I hope you can do this all in casuals next time  :laffo:

Also plz include fuzzy in next vid (should be with the other post-throw Neco oki mixups)
<justzar> great anime <3

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #14 on: January 20, 2012, 05:12:44 PM »

Good work, Katz! I hope you can do this all in casuals next time  :laffo:

Also plz include fuzzy in next vid (should be with the other post-throw Neco oki mixups)

You'll probably see some of it against Tales, since it's easy on P.ciel and he doesn't know how to block half the time.

...That aside, I haven't tested the j.B fuzzy yet since 22A stops hitting before the fuzzy connects. I'll try something with Neko-Hime, but that might only be useful when they're scared enough not to mash out of it. (22c goes away on block D: )
Neko Arc, NAC, and H-Neko Mech. Always up for games.

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #15 on: January 21, 2012, 02:08:52 AM »
Aaaaand... open~!!!

http://www.youtube.com/watch?v=1OB1AHlc8RU

Wait, wrong game.

I'd try to cover more, but I'm not good at these type of things.
Neko Arc, NAC, and H-Neko Mech. Always up for games.

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #16 on: January 21, 2012, 03:42:28 AM »
Great stuff as usual. I was hoping for some 6C and j.(C) nekoball setups, but I haven't even tried to muck around with that yet myself.
« Last Edit: January 23, 2012, 04:40:46 AM by Frustratedsquirrel »

Offline Mengjun

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Re: MBAACC Neko Mech
« Reply #17 on: January 21, 2012, 09:14:21 AM »
Great stuff indeed. Though I'm more of a C-Neco&Mech player, there was still a lot of useful information for me there.

One little note by the way, you can also combo off a max range 2C with 2C > 5C xx 623A > air combo for better damage, if you haven't used 5C in your string yet.


Anyway, I have been playing around with C-Neco&Mech, and here are some combos that I managed to come up with. 2C > 5C does not tend to connect at max range, but it at least works more often than 2C > 6C

... 2C (5C) 623A/C
for some damage and oki

... 2C 5C j.ACB dj.AC (dash) AT
... 2C 5C 6C hj.BC dj.AC (dash) AT

... 2C 214A j.[C] (dash) 2C 6C j.BC dj.BC (dash) AT
... 2C 214A j.[C] (dash) 2C 5C 6C hj.BC dj.AC (dash) AT
for better carry. This does work off a max range 2C as well, provided that your neco's ready.

I'm wondering here if I can do something like ... 2C 214A j.[C] dj.[C]B/A into relaunch, and if it's worth it for the damage or not.

C-Neco&Mech can also do something like ... j.BC (dash) j.B dj.BC AT, but the timing on this seems pretty tight, and can only be done in the corner.

Impractical stuff:

2B 2C 5C 623C 623C 623C (otg) 623C (otg) 623C
Silly 100-hit combo that requires infinite meter. (With MAX you can get 4 623C's though)

(far) 214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C, with enough distance... A max range 5B CH does seem to work, though, but I don't know if it's hitconfirmable or not.
« Last Edit: January 22, 2012, 03:41:30 AM by Mengjun »

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #18 on: January 21, 2012, 06:43:17 PM »


214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C... *maybe* with a standing CH from a normal or something like that.

Do you have enough time to mix-up off of God Cat?
« Last Edit: January 21, 2012, 06:53:13 PM by The Katz »
Neko Arc, NAC, and H-Neko Mech. Always up for games.

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #19 on: January 21, 2012, 10:51:44 PM »
I tried mucking about with C-nekomech. Her 214A combos are pretty damaging, but inconsistant, since you can't start them unless Neko is behind you and she doesn't have very many moves for positioning Neko (214A/B being the only ones that summon Neko right to you)

You pretty much just have to hope that Neko isn't going to get hit when you start a combo raw.

Offline Mengjun

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Re: MBAACC Neko Mech
« Reply #20 on: January 22, 2012, 03:39:16 AM »


214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C... *maybe* with a standing CH from a normal or something like that.

Do you have enough time to mix-up off of God Cat?

I see now that I forgot to mention that it requires enough distance to work. *edits*

In any case, I doubt you can get an actual mixup off, since 214C ends a bit before you can reach the opponent.

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #21 on: January 23, 2012, 04:40:13 AM »
Here's an easier B&B or h-moon that should work on everybody from 2A range. I estimate it does about 4000 or so on Tohno. I say estimate, because I am trying to do the combo on a shitty usb keyboard with huge keys, on a shitty laptop that literally overheats and turns itself off if I enter heat mode too many times in one session. I haven't actually been able to complete the air combo portion. Can someone with better execution please test the damage?

2A 2B(2 hits) 5C (1 hit) 5A(whiff) 6AA *slight pause* 2C 5B 6C *neutral superjump* j.5B j.5C *air jump* j.5B j.5C Airthrow

seems much more character consistant and practical than the j.(c) combos and still does respectable damage.

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #22 on: January 23, 2012, 04:57:14 AM »
At this point, I'd say the j.[C] combos are for squeezing out that extra damage, or getting oki AND damage at the same time considering that j.[C] is practically untechable. Dropping combos for oki doesn't seem to have that bad of a trade-off either way, considering the next combos you'd do after a successful mix-up attempt do 5.5-6k on most characters.

Omitting the immediate dodge after 22A lets you launch with 22A if you go low, and it makes j.[C] > airdash > j.C safer to go for. Tossing 22A down a bit earlier also makes j.[C] a bit safer against reversals.  :toot:
Neko Arc, NAC, and H-Neko Mech. Always up for games.

Offline Frustratedsquirrel

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Re: MBAACC Neko Mech
« Reply #23 on: January 23, 2012, 05:06:44 AM »
Yeah, I kind of wish j.(C) came out a little faster, because this character seems to be all about the oki and the more ways you can ground an opponent the better, but it's surprisingly easy to get it off from certain counter hit combos, just not in regular combos.

you can also chain 5A6AA into itself twice against some characters if done at the start of a combo, which might make for something good, I dunno. Also, I'm going to start playing around with neko-whacking. You can pretty much get a j.(c) off after a sucessful counter hit off a 6C Nekoball.

Offline The Katz

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Re: MBAACC Neko Mech
« Reply #24 on: January 23, 2012, 05:48:14 AM »

2A 2B(2 hits) 5C (1 hit) 5A(whiff) 6AA *slight pause* 2C 5B 6C *neutral superjump* j.5B j.5C *air jump* j.5B j.5C Airthrow

seems much more character consistant and practical than the j.(c) combos and still does respectable damage.

Does 4123 on Tohno Shiki, where as going into the j.[C] combo on Tohno does 4335. It's only about 200 damage more, so no reason to use the j.[C] combo unless you're going for oki/more corner carry or want to be fancy. Might need to omit the first j.B on some characters, though.

On the other hand if you're going for oki the j.[C] combo does 3489 on Tohno while yours ends at 2136. The difference between them is about 1300,  and the difference between oki drop and non-drop is 600-to-800. Dropping, while not necessary, allows you to keep momentum much easier and set up for an even greater damage total.
Neko Arc, NAC, and H-Neko Mech. Always up for games.