Melty Blood/MBAACC/Nero Chaos/Full Moon: Difference between revisions
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=Additional Resources= | =Additional Resources= | ||
[https://docs.google.com/document/d/1t6-Icsyo99IdyEVt-O856bvL_JU4fFVZLwTGP2xLnJs/edit Nero's Compendium] | |||
<br>[http://melty.games/ Match Video Database]</br> | <br>[http://melty.games/ Match Video Database]</br> | ||
==Players to watch/ask== | ==Players to watch/ask== | ||
'''JP:''' | |||
Luckystar: Plays mostly C/F. Technically a solid player, if for all the wrong reasons. His entire playstyle is unorthodox and optimized for style. | |||
SAT: The Nero to watch. This is his character. Solid, creative, unflinchingly adaptive. If there’s a tournament player you want to watch it’s this guy. The diamond standard of Nero. When the rust red coat shows something is about to go down. Plays every moon with absolute competence. | |||
Yuuki: A sort of rising star F-Nero player. Has been improving a lot lately and should be a go-to player to look for mid-high-level F play. | |||
Masa | |||
==Overview== | |||
{| class="wikitable" | |||
|+Strengths Weaknesses | |||
|- | |||
|*Strengths | |||
| | |||
*Good corner carry combos | |||
*Low commitment, summons will almost always cover you | |||
*Decent damage overall, and F can get a lot of it in the right situations | |||
*Big, overall very good buttons | |||
*Second highest defense | |||
*Decent(not great) reversal options | |||
*Arc drive can go into unblockable setups | |||
*Good anti airs | |||
*Very solid, few unfavorable match ups | |||
*Uses Meter very well for pressure and Okizeme | |||
*Frightening pressure with tons of advantage and guard bar damage | |||
|- | |||
|Weaknesses | |||
| | |||
*Really tall, opens up nero specific pressure on him | |||
*Poor ground mobility, F only teleports from either forward dash or back dash | |||
*Needs meter for his pressure/Okizeme to be threatening | |||
*Jump startup is double average | |||
*Polarizing match ups such as H roa, Hime, Cciel's 236c etc. | |||
|} | |||
'''CHARACTER IN ONE SENTENCE:''' Unfair, insurance based brute force space denial character. | |||
==General Gameplan== | ==General Gameplan== | ||
Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it. Each of his 3 moons is essentially the same character with slight, but playstyle-defining differences. | |||
'''F-Moon''' | |||
Where C is the unstoppable force, F is the immovable object. 421x replaces deer with filth, a different and equally important tool to keep people still and a big factor in making people approaching you a huge risk. Also has a significantly larger 2C, so has an easier time hitconfirming from longer range. 236B lets you cover yourself fairly well in neutral, and coupled with 6C lets you bully people for days. F is also capable of getting very high damage from the right situations, thanks to 6C and crocodile. Better set of normals overall for playing a longer range than C. | |||
No landing recovery on j.B only makes the button stronger. | |||
===Neutral=== | ===Neutral=== | ||
<u>'''MOVEMENT:'''</u> | |||
Nero is a slow character. There is no denying that. He lacks a traditional forward dash, and his back dash doesn’t go particularly far back. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and will be his main movement tool. | |||
Saying that Nero is slow is more of a lack of being able to cover small amounts of ground fast. His air dash still goes fairly far and since everyone gets a forward super jump, he can still cover alarming amounts of space very fast. He cannot, however, adjust his position nearly as well as basically any other character. | |||
Instead of a conventional dash, Nero’s forward dash is a teleport, similar to Slayer’s. It is invulnerable from frame 1, but very slow to recover, although the timing to punish it is also very late, so late that people not accustomed to it might in fact whiff a premature punish. | |||
In F-moon this also becomes his back dash, with identical properties. | |||
The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows. | |||
With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A(crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there. | |||
===Pressure=== | ===Pressure=== |
Revision as of 10:53, 22 March 2020
Additional Resources
Nero's Compendium
Match Video Database
Players to watch/ask
JP:
Luckystar: Plays mostly C/F. Technically a solid player, if for all the wrong reasons. His entire playstyle is unorthodox and optimized for style.
SAT: The Nero to watch. This is his character. Solid, creative, unflinchingly adaptive. If there’s a tournament player you want to watch it’s this guy. The diamond standard of Nero. When the rust red coat shows something is about to go down. Plays every moon with absolute competence.
Yuuki: A sort of rising star F-Nero player. Has been improving a lot lately and should be a go-to player to look for mid-high-level F play.
Masa
Overview
*Strengths |
|
Weaknesses |
|
CHARACTER IN ONE SENTENCE: Unfair, insurance based brute force space denial character.
General Gameplan
Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it. Each of his 3 moons is essentially the same character with slight, but playstyle-defining differences.
F-Moon
Where C is the unstoppable force, F is the immovable object. 421x replaces deer with filth, a different and equally important tool to keep people still and a big factor in making people approaching you a huge risk. Also has a significantly larger 2C, so has an easier time hitconfirming from longer range. 236B lets you cover yourself fairly well in neutral, and coupled with 6C lets you bully people for days. F is also capable of getting very high damage from the right situations, thanks to 6C and crocodile. Better set of normals overall for playing a longer range than C.
No landing recovery on j.B only makes the button stronger.
Neutral
MOVEMENT: Nero is a slow character. There is no denying that. He lacks a traditional forward dash, and his back dash doesn’t go particularly far back. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and will be his main movement tool. Saying that Nero is slow is more of a lack of being able to cover small amounts of ground fast. His air dash still goes fairly far and since everyone gets a forward super jump, he can still cover alarming amounts of space very fast. He cannot, however, adjust his position nearly as well as basically any other character.
Instead of a conventional dash, Nero’s forward dash is a teleport, similar to Slayer’s. It is invulnerable from frame 1, but very slow to recover, although the timing to punish it is also very late, so late that people not accustomed to it might in fact whiff a premature punish.
In F-moon this also becomes his back dash, with identical properties. The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows.
With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A(crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there.
Pressure
Defense
Okizeme
Combos
Starters
Enders
OTG Pick ups
Normal Combos
Corner Combos
Normal Moves
5A
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5B
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5C
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5[C]
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2A
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2B
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2C
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2[C]
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6C
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6[C]
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4C
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3C
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j.A
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j.B
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j.C
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Universal Mechanics
Throw
6 or 4+QA |
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Air Throw
j.6 or j.4+QA |
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Guard Bunker
214D |
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Special Moves
Chaos Release - Black Wings
236X |
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Chaos Exposure - Neuropteran Form
214A/B |
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Chaos Exposure - Reptile Form
214C |
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Chaos Exposure - Premature Egg
421X |
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Chaos Exposure - Compound-Eye Swarm
63214C |
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Arc Drive
Armament 999
41236C |
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Another Arc Drive
Armament 999
41236C |
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Last Arc
Number of the Beast
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