Melty Blood/MBAACC/Nero Chaos/Full Moon: Difference between revisions
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== General Gameplan == | == General Gameplan == | ||
One of the best in class of Melty Blood's several setplay/zoner hybrids, F-Nero is a deceptively versatile character that seeks to control the screen with a variety of summons that (mostly) don't go away on hit to make the opponent feel just as restricted in their ability to maneuver as he is, if not more. | |||
F-Nero's assortment of autonomous screen control goes hand in hand with his normals, covering large amounts of space to effectively punish opponents trying to either approach and stop the zoo from getting set up or to shut down escape or disrespect attempts when it is already out, with successful hits leading to high meter gain, corner carrying combos that lead to either pressure and setplay in the corner or a highly advantaged neutral reset with plenty of frame advantage to summon, reposition, or sometimes even do both. | |||
=== Neutral === | |||
<u>'''MOVEMENT:'''</u> | |||
Without Summons: | |||
While more vulnerable without his insurance and lacking the ability to dash on the ground, Nero still has effective if somewhat committal tools to stop approaches and rumble with in neutral until he either gets a hit or manages to patiently move into a position that allows him to start setting up the zoo. He still has all the standard air movement options in such as double jumping, air dashing, and super jumping to run away to a safer position or even aggress with where approaching or forcing a scramble is necessary. | |||
F-Nero has multiple long reaching grounded pokes to effectively stop sign an opponent with should they be trying to rush in from the ground before a summon can be active in 2C and 5C, the former being farther reaching and covering some air approaches too and the latter being slightly faster, always being confirmable on grounded hit, and not being low profilable. F-Nero's 2A is also larger than average for when something faster is needed to stop opponents that have already come in close. | |||
F-Nero also has a plethora of anti-airs to stop nearly any frontal airborne approach with. 5B is one of the best antiairs in the game, coming out as fast as Nero's A normals and having 6 active frames with a sizable hitbox that also removes much of his head hurtbox to deny most vertical jump in attempts. 5A also covers a similar space to 5B with lower commitment but with an easier to contest hitbox, making it better as a fuzzy mash option against possible empty jumps or air stalling attempts to bait shield with. 3C has some use for catching airborne characters from slightly farther away that are trying to outspace 5B horizontally but is more committal due to having an automatic follow up on whiff and has a large hurtbox above the hitbox. Ant-air shield is particularly notable with F-Nero due to the predictable air approaches he often forces and the very high reward it can potentially yield if he has meter to combo into 214C with. Even without meter F-Nero's damage off of anti-air shield counter is generally higher than average. | |||
As for the air game F-Nero also retains his air options after whiffing his large j.A like a traditional Melty Blood character allowing one to engage in the more standard air footsies this game is known for except backed by a character defining j.B and j.C, both having near unparalleled reach for some of the best walling in the game off of defensive movement like j.7 or air dash back with the former having a very strong hitbox to cover both air to air and air to ground and the latter being active for 10 frames and wallslamming on the final hit turning nearly any stray hit into a potential setup opportunity. Not having landing recovery only makes these buttons even stronger. | |||
If forced to approach without a summon, F-Nero can use IAD with any of his air normals to safejump shield counters from half and full moon characters as well as being able to hold his air dash for a decent amount of time before cancelling it with a button to go further or to stagger antiair attempts. If the opponent respects Nero's approach he can also immediately turn the situation into a high/low mixup, being able to go for IAD j.A vs j.B into 2A or have j.C act as a triple overhead off of a marginally higher air dash. | |||
To harass some enemy zoning or setup and characters with tall dashes the option of throwing out a fireball in the form of 236A exists as well. While there is risk to whiffing it against approaches due to the high recovery the move is + on block and hit at mid and long ranges, usually allowing at least one summon in the case of the former and near guaranteeing one if not two in the case of the latter. | |||
CHARACTERS THAT CAN DASH UNDER 236A: | |||
Akiha*, V.Akiha*, Seifuku, Aoko*, Warc*, Ciel, Kouma*, Len (F), NAC, Neco-Arc, Nero (C/F), Roa*, Ryougi, Satsuki*, Tohno*, Nanaya*, V.Sion, Wara (C/H), W.Len (C/F) | |||
CHARACTERS THAT CANNOT DASH UNDER 236A: | |||
Arc, Hime, Hisui, Kohaku, Koha-Mech, Len (C/H), Mech-Hisui, Neco-Mech, Miyako, Nero (H), P.Ciel, Ries, Sion, Wara (F), W.Len (H) | |||
Characters that can dash under but can still get their dash startup caught are noted with an asterisk. | |||
As far as close range scramble tools go, F-Nero when uninsured is slightly more limited in his options than many other characters due to most normals being on the slower side and lacking a good backdash to disengage with, making patience more encouraged than usual. As far as mashing options go, 2A does cover slightly more space than most other jabs in the game but isn't active until frame 6 making it weak against characters with fast or even average mashing options up close. 5B is the same speed as 2A making it alright if the opponent is in range and to cover jumps last minute at the same time in exchange for having much higher recovery on whiff. While risky shield can see use here too due to F-Nero reward off of it making it more appealing than it is on most other characters. | |||
If willing to part with meter, F-Nero also has 236C to create space and either intercept a much more telegraphed approach attempt or get a summon from there if the opponent respects and backs off. F-Nero can also present Full Moon charge if the opponent has a lifelead and doesn't want to approach regardless of whether summons are out or not. | |||
Much of this information applies when a summon or two is already out as well. | |||
<u>'''With Summons:'''</u> | |||
When backed by his screen control F-Nero has the ability to defend his position and restrict the opponent's ability to get in and make them vulnerable to his anti-airs and air to airs as well as use his summons to buff his own approach and try and put his opponent into pressure. | |||
236B and 214A are generally F-Nero's most used summons for controlling neutral with from the front, with 236B becoming active sooner than any other summon if any opponent is already close and staying on the screen for a long time to cover dash in attempts with. 214A also travels along the ground somewhat slowly, has a high and air unblockable hitbox, and is controlled by negative edge, often making the opponent think twice about dashing or jumping when it's nearby and even being able to punish them chicken blocking air normals or other summons. As with all summons these can push the opponent to take to telegraphed movements such as predictable air approaches or committing to standing in place to shield them. | |||
421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put. | |||
214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as held as locking them into shield for a significant period if should they shield it leading to plenty of frames to either set up more or even punish them on reaction for doing so in some cases. | |||
The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations. | |||
=== Pressure === | === Pressure === |
Revision as of 08:25, 14 July 2023
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
F-Nero Match Video Database
Nero Combo Compilations
Nero's Compendium
F-nero Essential combos
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Asciux | Europe | Netplay | Inactive | ||
ambaa (アンバー) |
Japan | A-cho, KorewaMelty |
Inactive | ||
bear | North America | Netplay | Inactive | Fond of shield. | |
Donnie (Donnie#7878) |
South America | Dream Match, Netplay |
Active | Found in Melty Sud. | |
Grungrah | North America | Netplay | Inactive | ||
hakujun (白純) |
Japan | Play Spot BIG ONE 2nd | Active | Currently the most active Nero player in Japan, has footage against more of the more recent JP playerbase than anyone else listed. | |
Jbelanger | North America | Netplay | Active | Strong pocket Nero. | |
LuckyStar | Japan | A-cho | Inactive | The original MBAACC shark. Often goes for unorthodox and stylish plays but is more than competent when he needs to be. Has more footage than any other Nero player against opponents of all skill levels. Fond of not blocking and random selects palette. | |
Sen | North America | Netplay | Active | Found in main Melty server, more specifically connecting to your ip. | |
WATERWORKS (NO PAIN NO GAIN#6847) |
North America | Netplay | Infrequently active | No longer plays this character. | |
yu-ki (ゆーき) |
Japan | Play Spot BIG ONE 2nd, A-cho, KorewaMelty |
Active |
Overview
General Gameplan
One of the best in class of Melty Blood's several setplay/zoner hybrids, F-Nero is a deceptively versatile character that seeks to control the screen with a variety of summons that (mostly) don't go away on hit to make the opponent feel just as restricted in their ability to maneuver as he is, if not more.
F-Nero's assortment of autonomous screen control goes hand in hand with his normals, covering large amounts of space to effectively punish opponents trying to either approach and stop the zoo from getting set up or to shut down escape or disrespect attempts when it is already out, with successful hits leading to high meter gain, corner carrying combos that lead to either pressure and setplay in the corner or a highly advantaged neutral reset with plenty of frame advantage to summon, reposition, or sometimes even do both.
Neutral
MOVEMENT: Without Summons:
While more vulnerable without his insurance and lacking the ability to dash on the ground, Nero still has effective if somewhat committal tools to stop approaches and rumble with in neutral until he either gets a hit or manages to patiently move into a position that allows him to start setting up the zoo. He still has all the standard air movement options in such as double jumping, air dashing, and super jumping to run away to a safer position or even aggress with where approaching or forcing a scramble is necessary.
F-Nero has multiple long reaching grounded pokes to effectively stop sign an opponent with should they be trying to rush in from the ground before a summon can be active in 2C and 5C, the former being farther reaching and covering some air approaches too and the latter being slightly faster, always being confirmable on grounded hit, and not being low profilable. F-Nero's 2A is also larger than average for when something faster is needed to stop opponents that have already come in close.
F-Nero also has a plethora of anti-airs to stop nearly any frontal airborne approach with. 5B is one of the best antiairs in the game, coming out as fast as Nero's A normals and having 6 active frames with a sizable hitbox that also removes much of his head hurtbox to deny most vertical jump in attempts. 5A also covers a similar space to 5B with lower commitment but with an easier to contest hitbox, making it better as a fuzzy mash option against possible empty jumps or air stalling attempts to bait shield with. 3C has some use for catching airborne characters from slightly farther away that are trying to outspace 5B horizontally but is more committal due to having an automatic follow up on whiff and has a large hurtbox above the hitbox. Ant-air shield is particularly notable with F-Nero due to the predictable air approaches he often forces and the very high reward it can potentially yield if he has meter to combo into 214C with. Even without meter F-Nero's damage off of anti-air shield counter is generally higher than average.
As for the air game F-Nero also retains his air options after whiffing his large j.A like a traditional Melty Blood character allowing one to engage in the more standard air footsies this game is known for except backed by a character defining j.B and j.C, both having near unparalleled reach for some of the best walling in the game off of defensive movement like j.7 or air dash back with the former having a very strong hitbox to cover both air to air and air to ground and the latter being active for 10 frames and wallslamming on the final hit turning nearly any stray hit into a potential setup opportunity. Not having landing recovery only makes these buttons even stronger.
If forced to approach without a summon, F-Nero can use IAD with any of his air normals to safejump shield counters from half and full moon characters as well as being able to hold his air dash for a decent amount of time before cancelling it with a button to go further or to stagger antiair attempts. If the opponent respects Nero's approach he can also immediately turn the situation into a high/low mixup, being able to go for IAD j.A vs j.B into 2A or have j.C act as a triple overhead off of a marginally higher air dash.
To harass some enemy zoning or setup and characters with tall dashes the option of throwing out a fireball in the form of 236A exists as well. While there is risk to whiffing it against approaches due to the high recovery the move is + on block and hit at mid and long ranges, usually allowing at least one summon in the case of the former and near guaranteeing one if not two in the case of the latter.
CHARACTERS THAT CAN DASH UNDER 236A:
Akiha*, V.Akiha*, Seifuku, Aoko*, Warc*, Ciel, Kouma*, Len (F), NAC, Neco-Arc, Nero (C/F), Roa*, Ryougi, Satsuki*, Tohno*, Nanaya*, V.Sion, Wara (C/H), W.Len (C/F)
CHARACTERS THAT CANNOT DASH UNDER 236A:
Arc, Hime, Hisui, Kohaku, Koha-Mech, Len (C/H), Mech-Hisui, Neco-Mech, Miyako, Nero (H), P.Ciel, Ries, Sion, Wara (F), W.Len (H)
Characters that can dash under but can still get their dash startup caught are noted with an asterisk.
As far as close range scramble tools go, F-Nero when uninsured is slightly more limited in his options than many other characters due to most normals being on the slower side and lacking a good backdash to disengage with, making patience more encouraged than usual. As far as mashing options go, 2A does cover slightly more space than most other jabs in the game but isn't active until frame 6 making it weak against characters with fast or even average mashing options up close. 5B is the same speed as 2A making it alright if the opponent is in range and to cover jumps last minute at the same time in exchange for having much higher recovery on whiff. While risky shield can see use here too due to F-Nero reward off of it making it more appealing than it is on most other characters.
If willing to part with meter, F-Nero also has 236C to create space and either intercept a much more telegraphed approach attempt or get a summon from there if the opponent respects and backs off. F-Nero can also present Full Moon charge if the opponent has a lifelead and doesn't want to approach regardless of whether summons are out or not.
Much of this information applies when a summon or two is already out as well.
With Summons:
When backed by his screen control F-Nero has the ability to defend his position and restrict the opponent's ability to get in and make them vulnerable to his anti-airs and air to airs as well as use his summons to buff his own approach and try and put his opponent into pressure.
236B and 214A are generally F-Nero's most used summons for controlling neutral with from the front, with 236B becoming active sooner than any other summon if any opponent is already close and staying on the screen for a long time to cover dash in attempts with. 214A also travels along the ground somewhat slowly, has a high and air unblockable hitbox, and is controlled by negative edge, often making the opponent think twice about dashing or jumping when it's nearby and even being able to punish them chicken blocking air normals or other summons. As with all summons these can push the opponent to take to telegraphed movements such as predictable air approaches or committing to standing in place to shield them.
421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put.
214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as held as locking them into shield for a significant period if should they shield it leading to plenty of frames to either set up more or even punish them on reaction for doing so in some cases.
The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations.
Pressure
With all Neros, pressure via screen control is the name of all Nero's game. Using his 214A/B series in conjuction with 236B for F-Nero to cover your approach and airdash j.C or j.B your way in. All Neros want to be acquainted with both j.C and j.B, especially j.B because its a two hit large normal that fast for an aerial of its caliber. From there you can either IAD j.B again or do 2A pressure.
Frankly, in any positioning outside of the corner Nero's main goal is to obstruct the opponent's path, denying them of invading space, usually forcing mistakes on opponents who overextend and from there perform the corner carry combo to brind them to the corner where you can begin to perform his pressure/okizeme. His pressure truly shines in the corner after either an AT ender or a j.C ender as the last wallslam to be used. where he can freely land and plant a 421A to cover forward tech
Pressure is simple to understand with F-Nero as he has stagger 2A, IAB j.B, IAD j.C, 6[C] that is +10 on block, and 6C that is +7 on block and is commonly special cancelled into 236B which is +15. with all of this at your disposal you also have one of the larger grabs in the game to boot that deals a good deal of damage for a throw, even with reduce taken into account. Now moving on to what to do for Okizeme or post j.C ender.
Okizeme
Any time with F-Nero that you score a AT ender and have 100% meter minimum you can so very similar things to what C-Nero does. Your initial options are listed below:
- AT, 236C
- AT, 5[C] > 236C
There are reasons to doing one over the other: the former option is to get maximum frame advantage while the latter option is for a meaty 5[C] to keep people in check, such as using 5[C] against characters that have good sweep options like Tohno with 214X or Satsuki with 2C.
After that point you got a few ideas from there and they are also listed below.
- (2A/2B >) 214[A] IAD fuzzy(j.C dj j.B) Use 2B generally just to be on the safe side
- 2A, 9 late j.B or empty jump 2A
- walk up Throw/bait
The ones in bolded are to illustrate the important of doing 2A/2B after 236C as it keeps the opponent in check if they try to dash out. If they try to jump out, you can guard crush them with 2C as it is air unblockable and go straight into an aerial sequence that is listed in the normal combos. if they try to either ground shield or Air shield the crows, you can ground and air throw them accordingly.
Next is j.C ender used for the last wall slam ender so if you look at the sequence below this is how it follows
- j.BC > dj.BC, land j.C, (land 421A)
From here, this is where F-Nero places his trap, filth (421A) to monopolize the space behind him. If the opponent happens to tech forward, they are now sandwiched between Nero and filth and you can do the following:
- 2AA, empty jump low
- 2AA > 6[C]
- 2AA, late j.B
- 2AA, 2AA, Throw
This is just a short list of things he is able to do with the former option leaving him +10 and close enough for a 2A to follow up among other options. If they neutral or back tech, depending on how many air options they used up or have left are put into a dangerous spot of getting AUB by 3B, 5B or just face another round of pressure into 5[C] > 236C if resources permits you to do so.
With his simple yet robust its encouraged to try and be creative with how you apply this information based on the MU to prioritize j.C ender or Air throw ender
A rule of thumb
if the character has moves that let them stall in the air such as Hime's float you don't want to go for the 421A ender if the opponent can rps you post 236C ender meterless such as satsuki 2C you'd rather not go for that.
Defense
Make good friends with downback. Nero has slower than average normals, no dashes, a mediocre airdash . If you cannot commit insurance fraud with an already active summon, you’re going to play the same blocking simulator the rest of the roster has to, except worse. Again, do not be afraid to part with meter. Nero is not a meter-dependent character, he simply uses it very well. He has some very strong reversals to play with in every moon, so make use of them.
F’s own reversal, the insect swarm (63214C), is an interesting case. It is invincible very slightly into active and will, again, always at least trade. Notable traits however are the fact that it is plus on block and hit, and the insects keep going even if Nero himself is hit, meaning it acts as a very strong starter, netting you upwards of 4-5k on trade. However, it is also tiny vertically and easy to clear with a strong jumpin. However, opponents actively baiting this now risk getting shielded or even mashed out, so don’t underestimate the psychological power of simply having 100 meter. Has no pushback on shield, but is only punishable up close as the insects getting shielded so late into recovery means you will recover possibly even before your opponent. A strong reversal, and at its strongest when simply threatened, rather than used. If your opponent doesn’t respect the threat of it, however, feel free to make them.
F’s shield deserves its own paragraph. The shield counter is nothing special in itself, being identical to H. What is special, however, is the sheer reward of landing one. For the low low price of 100 meter, you can easily break 4k on lower defense characters with little effort from one. On high enough air hits you can even get this damage meterless if you’re quick. Keep this in mind, and combined with the threat of insect swarm, intimidate any potential offense with simply the fact that you have 100 meter in stock. A single slipup is going to hurt much more when you can mix up between having to eat 4k from a shield, a high reward trade-oriented reversal or bait shields and possibly give you your turn. 5B is an absolutely divine antiair, especially up close and can catch sloppy aerial approaches which are very much a possibility with how unnerving playing around your defensive options already is.
Also keep in mind that you can IH shielding, giving you what’s essentially a real, extremely expensive parry if you’re in MAX.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Video examples
Here below is a playlist detailing all of the combos you will need visually to play this character
Starters
Enders
Normal Combos
Corner Combos
There's not much in terms of corner specifics outside of 5[C] starters, but here are some below:
Corner Steal combo setups
Specific combos to setup a corner steal after jC wallbounce ender into 421A, disabling air options to the opponent and making the normal 421A setup even more oppresive.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
Toggle Hitboxes Toggle Hitboxes
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5B
Toggle Hitboxes Toggle Hitboxes
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5C
5C
5[C] |
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2A
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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2C
2C
2[C] |
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.A
Toggle Hitboxes Toggle Hitboxes
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j.B
Toggle Hitboxes Toggle Hitboxes
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j.C
Toggle Hitboxes Toggle Hitboxes
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Command Normals
3C
Toggle Hitboxes Toggle Hitboxes
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4C
Toggle Hitboxes Toggle Hitboxes
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6C
6C
6[C] |
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Toggle Hitboxes Toggle Hitboxes
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Blood Heat
Blood Heat
A+B+C during MAX |
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Toggle Hitboxes Toggle Hitboxes
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Ground Dash
(Ground Dash)
66/44 |
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236X
Chaos Release - Black Wings
236A/B/C |
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Toggle Hitboxes Toggle Hitboxes
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214X
Toggle Hitboxes Toggle Hitboxes
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421X
Chaos Exposure - Premature Egg
421A/B/C |
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Toggle Hitboxes Toggle Hitboxes
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63214C
Toggle Hitboxes Toggle Hitboxes
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Arc Drive
Armament 999
41236C during Max/Heat |
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Toggle Hitboxes Toggle Hitboxes
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Another Arc Drive
Armament 999
41236C during Blood Heat |
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Toggle Hitboxes Toggle Hitboxes
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Last Arc
Number of the Beast
Grounded EX Shield during Blood Heat |
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Toggle Hitboxes Toggle Hitboxes
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