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| =Additional Resources= | | =Additional Resources= |
| [https://docs.google.com/document/d/1t6-Icsyo99IdyEVt-O856bvL_JU4fFVZLwTGP2xLnJs/edit Nero's Compendium] | | [https://docs.google.com/document/d/1t6-Icsyo99IdyEVt-O856bvL_JU4fFVZLwTGP2xLnJs/edit Nero's Compendium]<br /> |
| <br>[http://melty.games/ Match Video Database]</br> | | <br>[http://melty.games/ Match Video Database]</br> |
| | [https://youtu.be/dz52tjFQGZw Nero combo compilations] |
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| ==Players to watch/ask== | | ==Players to watch/ask== |
Revision as of 11:21, 22 March 2020
Additional Resources
Nero's Compendium
Match Video Database
Nero combo compilations
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.
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
Amber
Overview
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
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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
5
|
6
|
+1
|
-
|
-
|
Elbow poke. Has greater horizontal range and hits a little higher than the other 5As.
|
|
5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
6
|
23
|
-11
|
-
|
-
|
Antlion. Antlion angles up and is a 1-hit anti-air.
|
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*2
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
3,6
|
18
|
-6
|
-
|
-
|
Rhino. Hits very far out in front, no vertical range. EX cancelable.
|
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*4
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
3*3,6
|
18
|
-7
|
-
|
-
|
Charged Rino. Extra hits and launches.
|
|
2A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
-
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
6
|
+2
|
-
|
-
|
Elbow spike. Hits low. Single hit poke with decent horizontal range.
|
|
2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*4
|
-
|
-
|
-
|
L,HL*3
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4,2,4,2
|
15
|
-2
|
-
|
-
|
Centipede. First hit is low. Hits multiple times and may clash at odd moments.
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
4
|
18
|
-4
|
-
|
-
|
Needlenose. Neco-Arc Chaos's old 2C. Is chargeable, hits at a curve. Hits mid. This move is much easier to combo with than other version's 2C.
|
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
18
|
-4
|
-
|
-
|
Charged Needlenose. Reaches out far and launches on hit.
|
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
8
|
12
|
+7
|
-
|
-
|
Mouth. Extremely short range, seems to deal quite a bit to the guard bar. Very plus, but is not used as much as charged version.
|
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400
|
-
|
-
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
31
|
8
|
14
|
+10
|
-
|
-
|
Charged Mouth. Becomes an overhead that gives a great damage combo.
|
|
4C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 600
|
-
|
-
|
-
|
HL, HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
7(6)4
|
18
|
-4
|
-
|
-
|
Mantis - The second hit is air-blockable. Has a lot of clash frames and is more safe than it appears.
|
|
3C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000, 500
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3(9)3
|
20
|
-17
|
-
|
-
|
Bull. Both hits are air-unblockable, hits past the top of the screen. Jump cancellable. Only hit non-airbone opponents once.
|
|
j.A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
12
|
-
|
-
|
-
|
Nail. Hits mid. Has good air to ground reach.
|
|
j.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 500
|
-
|
-
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3,2
|
18
|
-
|
-
|
-
|
Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range.
|
|
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3, 700
|
-
|
-
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
2*3,4
|
22
|
-
|
-
|
-
|
Nightmare. Hits high. Four hits. You can combo this move into itself but only three times. (Only counted when the last hit connects) Its reach is very deceptive.
|
|
Universal Mechanics
Throw 6 or 4+QA
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*9
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
22
|
-
|
-
|
-
|
Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent.
|
|
Air Throw j.6 or j.4+QA
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
10
|
-
|
-
|
-
|
Nero grabs and punches them to the ground for a bounce.
|
|
Guard Bunker 214D
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
22
|
-5
|
-
|
-
|
Nero steps to the side and throws some shade. Costs 50.0% meter during blockstun.
|
|
Special Moves
Chaos Release - Black Wings 236X
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
Till Offscreen
|
39 Total
|
-
|
-
|
-
|
A crow will travel quickly in a horizontal line. This move has amazing speed but a terrible recovery. This crow may be run underneath by some characters.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
27~257
|
Till Offscreen
|
39 Total
|
-
|
-
|
-
|
A crow will float in front of Nero acting as a "mine." When approached, the crow will activate and travel horizontally. Goes away if Nero gets hit. One of F-Nero's more abusable moves.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
210*13
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+44
|
47
|
17 Total
|
-
|
-
|
-
|
Costs 100% Meter. Summons many 236B crows. Recovery is deceptively fast and is a great tool to keep opponents in place or to keep them afraid while you try to throw them.
|
|
Chaos Exposure - Neuropteran Form 214A/B
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
62
|
4
|
39 Total
|
-
|
-
|
-
|
A snake will travel slowly across the ground. This snake is controlled by negative edge: releasing the A button will "activate" it. Upon being hit the opponent will be launched similar to the B antlion.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
62
|
4
|
39 Total
|
-
|
-
|
-
|
A snake will travel quickly across the ground. This snake automatically activates when it is near an opponent. Untechable on counter hit.
|
|
Chaos Exposure - Reptile Form 214C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
2000
|
-
|
-
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+58
|
4
|
40 Total
|
-
|
-
|
-
|
Costs 100% Meter. Summons a gigantic crocodile that is air-unblockable and takes a while to come out. Don't use it.
|
|
Chaos Exposure - Premature Egg 421X
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*2
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
20(18)[2(8~10)2]*N
|
47 Total
|
-
|
-
|
-
|
A dark cloud will appear in front of Nero before traveling behind him for a half screen distance. It will then travel back to where you were standing when you summoned it and then disappear.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*N
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
48
|
[2(8~10)2]*N
|
63 Total
|
-
|
-
|
-
|
A dark cloud will go in front of Nero and travel across the ground until it hits the edge of the screen where it will disappear. This version of Unripe Egg will not hit upon summoning and will not return.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*2
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+40
|
[2(8~10)2]*N
|
63 Total
|
-
|
-
|
-
|
A dark cloud will travel back and forth across the ground three times. This version of Unripe Egg will disappear upon Nero getting hit. The startup of this move is high but it is a useful tool to prevent an opponent from going anywhere.
|
|
Chaos Exposure - Compound-Eye Swarm 63214C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450*6
|
-
|
-
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+8
|
79
|
91 total
|
-
|
-
|
-
|
Costs 100% meter. Nero summons a swarm of bees to attack opponents directly in front of him. Can be used as a reversal, hits four times. If the opponents move is fast enough they can block the bees after you summon them. Is safe on block, mostly.
|
|
Arc Drive
Armament 999 41236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+60
|
8
|
81
|
-
|
-
|
-
|
Can only be used in Max or Heat. Lengthy startup, but unblockable and unshieldable.
|
|
Another Arc Drive
Armament 999 41236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000*2
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+40
|
Till edge of screen (78) Till edge of screen
|
86
|
-
|
-
|
-
|
Improved version. Startup is a bit faster, and Chaos comes back around for a second tackle.
|
|
Last Arc
Number of the Beast
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*15
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+6
|
100
|
39
|
-
|
-
|
-
|
Can be standing or low shield. The laser that Nero fires is unblockable.
|
|
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