Melty Blood/MBAACC/Nero Chaos/Full Moon: Difference between revisions
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===Pressure=== | ===Pressure=== | ||
With all neros, pressure via screen control is the name of all nero's game.using his 214A/B series in conjuction with cnero's 421B and fnero's 236B 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, any positioning outside of the corner his main goal is to obstruct the opponent's path, denying them of invading space, usually forcing mistakes on the opponent who overextends and from there performs the corner carry combo that bring them to the corner where nero begins to do his pressure/okizeme. His pressure truly shines in the corner after either an AT ender or a 5[C] ender in C-Nero's case. | |||
<u>'''Okizeme'''</u> | <u>'''Okizeme'''</u> | ||
Revision as of 17:07, 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 |
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Weaknesses |
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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
With all neros, pressure via screen control is the name of all nero's game.using his 214A/B series in conjuction with cnero's 421B and fnero's 236B 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, any positioning outside of the corner his main goal is to obstruct the opponent's path, denying them of invading space, usually forcing mistakes on the opponent who overextends and from there performs the corner carry combo that bring them to the corner where nero begins to do his pressure/okizeme. His pressure truly shines in the corner after either an AT ender or a 5[C] ender in C-Nero's case.
Okizeme
Defense
Make good friends with downback. Nero has slower than average normals, no forward dash, a mediocre airdash and longer than average jump startup. 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, 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
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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