Melty Blood/Mech-Hisui & Neco Arc/PS2

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Team:   Neco Arc & Mech Hisui

Introduction

To extract her revenge on Miyako, Neco Arc has enlisted the assistance of of Mecha Hisui. Whether they actually make a good combo or not....

Another gimmick character, Mech takes the lead and Neco provides various different assists. Mech-Hisui loses some of her regular tools in exchange for Neco assists, which really don't seem all that great at first. However, this pairing does have a few very interesting tricks and moves and some solid okizeme tactics. This character is geared towards a more defensive style of play, that revolves around knockdown, okizeme and baiting the opponent to run into Neco's support. Stage:

BGM:

Crescent Moon

C-Mech&Neco doesn't have as strong an okizeme game as H-Mech&Neco does, nor as strong support and damage as F-Mech&Neco. However, her Ex moves have a bit more utility and she sports a slightly more versatile gameplan. There isn't anything particularly interesting about this character compared to H-Mech&Neco or F-Mech&Neco.

Normal Moves

5A:A slappy punch. Good for guard breaking and can be thrown out rapidly while in neutral. It will miss on crouching opponents and won't hit Neco either.

2A: Low standard poke. It doesn't actually hit low. Can hit Neco.

5B: Mech extends her telescope arm out a short distance for a palm strike. OK range, but like 5A it won't hit crouching opponents or Neco.

2B: Mech extends her arms while crouching. This is a low and hits twice. A good move all around for poking with. It can hit Neco.

5C: Mech attacks with a chainsaw that can do some chip damage on block. Hits 3 times and has a larg arc for a hitbox. Can be charged for more damage. Can hit Neco.

2C: Low laser sword attack. Good speed and range. Can be charged for more damage. Can hit Neco.

6C: Mallet uppercut. Launches and does not do guard damage, and has limited range. This move is also the only one of her ground normals which is air blockable. Can hit Neco.

j.5A: A slightly slow startup, but hits 6 times . Mech extends her arm below her just a bit. It's good for approaching but so-so in combos.

J.5B: Mech attacks with a paper fan. Has a weird angle above her, but it comes out fast so it's good for air combos.

J.5C: Mech attacks with a steel mallet. Can be charged for more damage. Charged version will knock the opponent to the ground if they're airborn. Takes off a sufficient chunk of guard bar if blocked.

Throw: Mech grabs the opponent and electrocutes them before letting go. The opponent bounces into the air before falling. Excellent for setting up for oki. The electricity can hit Neco, but for the most part she will recover before the opponent hits the ground.

Special Moves

236A: Summons Neco. Neko fires her eye lasers horizontally from the ground. The summoning animation is kind of slow, and Neco will not do her attack if Mech Hisui is hit during the summon, but she will fire if Mech Hisui is hit after her eyes glow yellow. Don't expect it to interrupt your opponent's combo or anything though.

234B: Same as 235A, but at a 45 degree angle.

234C: Ex version has both Mech and Neco firing lasers at the same time. Neco fires upwards while Mech fires straight in front. If both lasers hit it deals fantastic damage/good chip damage. However, Mech's lasers can miss a crouching opponent.

214A: Summons Neco. Mech picks up Neco Arc and lets her perform a Neco Rocket. She can move immediately afterwards. Neco Rocket is probably Neco Arc's best attack and in this case, it's still pretty good. Can be used for oki and just pressure in general, since it's a meaty. However, it doesn't do as many hits as a normal Neco Rocket and therefore has pretty bad damage unless you're prepared to push the opponent back into further hits by dashing or attacking. This move has clash frames just as Neco is coming out. Also, it can be faked by inputting a grab command during the startup. Does a little chip damage.

214B: has the same properties as above, but Neco goes faster and further. Not quite as useful as the A version.

214C: Ex version. Neco splits up into super punch formation and does a super. Hits a lot of times and launches the opponent. Pitiful damage, but Mech can follow up with an air combo for more.

22A: Mech braces herself and then surrounds herself with energy, doing something which slightly resembles a typical burst. It hits all around her but has pretty poor range, and has clash frames on it's startup, making it quite a capable reversal. It launches the opponent on hit, but this is entirely techable. Doesn't require Neco's help to perform this. This also does a bit of chip damage too, but no guard bar damage.

22B: Same as 22A, except with a longer startup, more damage + hits, and inflicts a wall slam. If you're close enough to the corner, the wallslam will not be techable for a while, and Mech can follow up with a combo. No guaranteed knockdown though (ground techable.)

22C: Ex version. Basically the same thing with faster startup and more hits.

623A: Mech forms her hand into an electrode of sorts and then fires electricity about two character lengths in front of her. Does a lot of damage for such a simple move and comes out quite fast. This will force the opponent into an invincible, untechable knockdown, so it's good for setting up oki. Doesn't require Neco's help.

623B: After a short pause, Mech fires a larger burst of electricity for more hits and more damage. This will not knockdown airborn opponents, but will keep standing opponents grounded for the duration of the attack.

623C: Ex version shoots a lot of electricity, has a faster startup AND inflicts vulnerable knockdown. In the right combo, Mech can even follow up afterwards into an air combo. Does absolutely nothing on block.

Shield bunker: Mech forms her hand into a drill and then attacks for 13 hits. The parry window is small and the attack is weak.

Combos and Strategies

Half Moon

Possibly the 'best' version of Mech&Neco. It is basically a H-Mech who sacrifices zoning and damage for a really cruel okizeme, interruption-based pressure and a regular airdash. She also has the ability to build massive amounts of circuit thanks to the unique 22B summon. She is not as versatile as the regular H-Mech but any time she scores a knockdown, the opponent is really going to feel it.

Normal Moves

5A:A quick flick. Can hit crouching opponents at close range. The hitbox isn't that good and it's not the fastest 5A out there, so it's generally a good idea to use this sparingly. Can hit Neco.

6AAA: Dial A combo with a drill and a tonfa. Knocks the opponent down (techable) so it's mainly used in combos. Can hit Neco.

2A: Low standard poke. It doesn't actually hit low. Can hit Neco.

5B: Mech extends her telescope arm out really far. Massive range and hits once and can be avoided by crouching. Does not hit Neco. This move does a lot of guard damage if blocked for some reason.

2B: Mech extends her arms while crouching. Like 5B it has massive range, but unlike 5B it is a low attack and hits twice. Can hit Neco. It also does a lot of guard guage damage.

5C: Mech attacks with a chainsaw that can do some chip damage on block. Hits 3 times and has a larg arc for a hitbox. Can be charged for more damage. Can hit Neco.

2C: Low laser sword attack. Good speed and range. Can be charged for more damage. Can hit Neco.

6C: Mallet uppercut. Launches and does not do guard damage, and has limited range. This move is also the only one of her ground normals which is air blockable. Can hit Neco.

j.5A: Aerial poke. Fast.

J.5B: Mech extends her arm diagonally downwards. Good range but slow. Hard to use in air combos. At a certain distance it will hit some crouching opponents if done as soon as Mech leaves the ground, making it a decent instant overhead in certain matchups. Other than this it's a pretty decent poke in it's own right.

J.5C: Mech attacks with a steel mallet. Can be charged for more damage. Charged version will knock the opponent to the ground if they're airborn. Takes off a sufficient chunk of guard bar if blocked.

Throw: Mech grabs the opponent and electrocutes them before letting go. The opponent bounces into the air before falling. Excellent for setting up for oki. The electricity can hit Neco, but for the most part she will recover before the opponent hits the ground.

Special Moves

236A: Summons Neco. Neko fires her eye lasers horizontally from the ground. The summoning animation is kind of slow, and Neco will not do her attack if Mech Hisui is hit during the summon, but she will fire if Mech Hisui is hit after her eyes glow yellow. Don't expect it to interrupt your opponent's combo or anything though.

234B: Same as 235A, but at a 45 degree angle.

234C: Ex version has both Mech and Neco firing lasers at the same time. Neco fires upwards while Mech fires straight in front. If both lasers hit it deals fantastic damage/good chip damage. However, Mech's lasers can miss a crouching opponent.

214A: Summons Neco. Mech aims her arm and fires a flying Neo Arc at the opponent. Hits once and knocks down. Techable. It does a little chip damage on block.

214B: has the same properties as above, but Neco flies slightly upwards.

214C: Ex version. Looks just like the above two, except Neco Arc drills into the opponent. It's interesting to note that this move will keep going as long as Neco is still on screen. Deals fantastic chip damage on block, since it can get many hits in if done from the corner. Mech can even chase the opponent and continue the blockstring with the right spacing.

22A: Mech pickes up a Neco Arc from somewhere and puts it on the ground in front of her. Neco then proceeds to breathe fire. Good for oki. This has clash frames when Neco is in front of Mech, just before she's put down. Using a throw command while Neco is coming out will cause Mech and Neco to do a silly throw break routine. It's currently unknown if this has any use.

22B: Mech puts Neco down, after which Neco starts to cheer. Neco cannot be hit by Mech while she's cheering, but she can be hit by the opponent. Once the cheering is done, Mech will recieve a LOT of magic circuit. Quite an interesting move. It's not hard for Mech to defend Neco during the time she's cheering and it can be used to bait the opponent for counter hits too. Also has clash frames. Can be throw broken by doing a throw command during the startup.

22C: Ex version sends out a floating Neco Arc who transforms into a cute imitation of Archtype Earth. She pauses for a few seconds and then attacks the opponent with a minature Marble Phantasm, no matter where they are on screen. Doesn't do particularly great chip damage but your opponent still doesn't want to get hit by this, so it can be useful for pressure. If the opponent manages to hit Mech before the attack starts, Archtype Neco will disappear. Forcing a throw break during the startup will prevent the super from happening at all, but you'll still lose circuit for it.

623A: Mech forms her hand into a drill and attacks the opponent. Fast and covers good range. Doesn't require Neco in order for it to work. It can be jump cancelled on hit.

623B: Like the A version, but with a short delay. It doesn't do any extra damage, so this version is not too useful.

623C: Ex version has Mech performing something suspiciously resembling a Giga Drill Breaker on the opponent, which deals much more damage than the regular specials and has a larger hitbox. A very standard attacking super. It sends the opponent to the wall if it hits, but can't be followed up with anything. This has immediate invincibility, making it quite a good reversal.

Shield bunker: Mech forms her hand into a drill and then attacks for 13 hits. The parry window is small and the attack is weak.

Combos and Strategies

---Combos---

  • All combos tested on Sion

basic midscreen B&B

6AAA 2[c] 5C (3 hits) 6C hjc8 j.5C djc9 j.5B5C Airthrow

- 4210 damage meterless. Easy modo, but it's still kind of easy to botch up the timing of the air combo. 5A isn't really all that great though, so...

midscreen B&B

2A 2B (2 hits) 5C (2 hits) 6A(whiff)AA 2[c] 6C hjc9 j.5A5C djc9 j.5B5C Airthrow

- 4703 damage meterless. Pretty good for a 'joke character'.

---On Wakeup---

Any time an opponent is knocked down, 22A can provide Mech with some strong okizeme options. After a throw, 22A - dodge will cause her to shimmy over to the other side of the opponent to cross them up. This won't work with most combo enders though, since she won't be close enough to get around the opponent.

Walking back into the correct range will allow Mech to do a mixup with j.5B or 2B, though this may not work on some characters with low ducking hitboxes. If either is blocked, Mech can jump or airdash cancel to attempt to continue pressure.

After landing a throw anywhere, time 2AA to go off just before the opponent hits the ground so that the opponent has a few frames of movement before the fire comes out. This will allow Mech to go for throw shenanigans. This kind of throw setup is quite powerful, since if an opponent breaks your throw, they'll be hit by the fire. If they sheild the fire, they'll get thrown. If they allow themselves to be thrown, Neco's fire breath hits them anyway for extra damage and the whole process starts again, and of course dodging doesn't work either. Neco's fire is air-unblockable too, so jumping out is somewhat of a dangerous gamble. They are able to jump and shield, but in this case Mech can just jump cancel an attack on shield and air grab them. Either way, the opponent loses.

If an opponent simply chooses to block midscreen, they'll be pushed back really far. Mech can go for a high/low mixup with her instant overhead (character specific of course) or chase the opponent for a blockstring. One thing you can do is dash after the opponent and hit them with a 5C, then cancel into 214C as they block. This does a lot of guard damage and allows Mech to chase them all the way to the corner. If they attempt a shield bunker or shield, they can be punished with a throw.

With 22B, Mech can do the following blockstring on the opponent to guarantee Neco Arc will finish cheering:

  • 5a6a 2a 5a6a 2b 5c 2c

All characters who try to shield or shield bunker can be thrown or punished accordingly, including half moon characters.

Full Moon

F-Mech&Neco is probably the next best choice of the three. Her okizeme game is not as strong as H-Mech&Neco, but she is the only Mech&Neco who is able to use Neco Arc summons to interrupt combos, giving her a momentum based offense. She has a harder time building circuit, but has a lot more uses for her Ex moves compared to H-Mech&Neco, and with circuit she potentially has the highest overall damage of the modes, but only by a bit.

Normal Moves

5A: Mech flicks in front of her for a quick jab that can even hit some crouching opponents despite how it looks. Will hit Neco Arc up close.

2A: Standard low poke. Will hit Neco Arc.

5B: Mech extends her telescope arm and hits at a low angle. Good range and fairly quick. Will hit Neco.

2B: Mech crouches and shoves at the opponent's feet with two telescope arms for 2 hits. About the same range as 5B but hits low. Can hit Neco

5C: Bullets are fired at the ground from one of Mech's gun extensions for 3 hits. Will whiff at point blank range. Can hit Neco if she's too far in front. Special and Ex cancelable, but cannot be cancelled into 2C. This does chip damage and a sufficiant chunk of guard bar on block.

2C: Mech leans forward and slashes the opponent's feet with a laser blade that hits low. Causes knockdown on hit. Great range and moves her forward. Chargeable for extra damage. Can hit Neco.

6C: Mech swings an iron mallet upwards in front of her. A bit slow and the range isn't great. However it can be comboed from 2C in most cases. Launcher. Can hit Neco. It doesn't do guard bar damage if blocked.

j.5A: fast aerial poke with the finger.

j.5B: an upwards swipe with the laser sword. The hitbox lingers.

J.5C: Mech swings an iron mallet. Can be charged for more damage. Charged version will knock the opponent to the ground if they are ariborn.

Throw: Mech grabs the opponent and electrocutes them before letting go. The opponent bounces into the air before falling. Excellent for setting up for oki. The electricity can hit Neco but for the most part she'll be up by the time you need her for summoning.

Special Moves

236A: Summons Neco. Neco jumps into the air and fires lazers from her eyes at a downwards angle. 7 hits. Neco does this wherever she is on the screen and always faces the opponent.

234B: Same as 235A, only Neco jumps much higher.

234C: Ex version has both Mech and Neco firing lasers at the same time. Neco fires upwards while Mech fires straight in front. If both lasers hit it deals fantastic damage/good chip damage. However, Mech's lasers can miss a crouching opponent.

214A: Summons Neco. Neco dives into the ground and stays submerged as long as the A button is held. During this time she slowly burrows towards the opponent. When she pops out, she hits and launches. The important thing about this attack is that Neco will not stop even if Mech is hit, making it a fantastic tool for interrupting combos and generally being annoying. It can also be used for Oki to some extent, as it is a meaty and can be delayed for mind games.

214B: has the same properties as above, except Neco automatically burrows towards the opponent and jumps out when she is beneath them. Travels faster than the A version. Often more useful than the A version.

214C: Ex version. A wave of Neco Arcs jump up from the ground in a snaking motion. Decent for pressure since Mech can move about but not that great if it hits, since it only hits once. If your opponent blocks this they'll be stuck in blockstun for a while, but other than that there are much better ways to use circuit. It's worth noting that Neco travels in the direction she's currently facing.

22A: Neco talks on her phone while Mech pickes up a Neco Arc from somewhere and holds it in front of her. After a moment of waiting she lets it go. If the opponent hits the Neco Arc with anything other than a low attack, Mech forces electricity through it to counter-attack. Useful in stopping airdash assaults but very risky to use since it's a little slow to start.

22B: Seems to be the same as 22A

22B: Ex version sends out an electrocution whether the opponent hits Neco or not.

623A: Mech extends her hands and shoots bullets from them for 4 hits. Similar to 5C but has greater range. Quite powerful and fast and does some guard bar damage if blocked.

623B: She pauses for a moment, then fires more bullets than the A version for 6 hits. Does quite decent damage for more startup.

623C: Ex version where she fires 10 bullets for quite good damage. Using this in combos is actually how she'll get her best damage, so it's a pretty worthwhile way to spend circuit.

Shield bunker: Mech forms her hand into a drill and then attacks for 13 hits. The parry window is small and the attack is weak.


Combos and Strategies

---Combos---

  • Miscreen B&B*

5A 5B 2B(2 hits) 2C 6C hjc9 j5B3C jc9 5B5C airthrow

- 4470

  • Midscreen B&B + circuit*

5A 5B 5C 623A 623C

- 4893

Arc Drive (all styles)

Mech pauses for a moment and then summons a group of Mecha Hisuis who run across the stage, hitting the opponent multiple times on their way through. Ex version fills the entire screen with flying Mech Hisuis and Magical Girl Ambers. This is just as good as Mech Hisui's in that it can set up for many air unblockable situations due to the fact that it covers the entire bottom of the screen. Neco is put out of commission while this move is being done, since she gets hit by the running maids.

Last Arc

Mech transforms into her jet mode and flies back and forth across the screen, hitting the opponent as she goes.

Win Quotes

Colors

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Characters

AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
KoumaLenMech-HisuiMech-Hisui & Neco ArcMiyakoNeco ArcNeco Arc ChaosNero Powerd CielRed ArcueidRiesbyfe
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