Melty Blood/MBAACC/Nero Chaos/Half Moon: Difference between revisions

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(→‎Pressure: Fixed the oki section, pressure to come soon)
 
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[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]


== Notable Players ==
{| class="wikitable"
!width="95"|Name!! width="85"|Color
!width="125"|Region !! Common Venues !! Status !! Details
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=alicecolor+%28%E3%82%A2%E3%83%AA%E3%82%B9%E3%82%AB%E3%83%A9%E3%83%BC%29 alicecolor]|| style="text-align:center;"|
[[File:Nero Color13.png|Color|125px]]
| Japan || Play Spot BIG ONE 2nd || Active ||
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=Burning+Moon (The) Burning Moon<br>(Web Booby Cop#4605 on discord)]|| style="text-align:center;"|
[[File:Nero Color27.png|Color|125px]]
| North America || Netplay || Inactive || Found in every Melty server. A bit lacking on the footage front but can tell you a lot about the character if asked, particularly regarding pressure and strike/throw setups. Not really active anymore but will probably play you if asked.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=Canceris Canceris <br>(Canceris#7506)]|| style="text-align:center;"|
[[File:Nero Color22.png|125px]]
| South America || Netplay || Active || Found in main Melty server and Melty Sud.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=Grungrah Grungrah]|| style="text-align:center;"|
[[File:Nero Color01.png|Color|125px|Random color]]
| North America || Netplay || Inactive || THE H Nero player NA. Found in main Melty server when he's around.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=LuckyStar LuckyStar]|| style="text-align:center;"|
[[File:Nero Color01.png|Color|125px|Random color]]
| 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.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=MaSa MaSa]|| style="text-align:center;"|
[[File:Nero Color33.png|Color|125px]]
| Japan || Play Spot BIG ONE 2nd || Active || The modern diamond standard for Nero.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=misuti+%28%E3%83%9F%E3%82%B9%E3%83%86%E3%82%A3%29 Misty]|| style="text-align:center;"|
[[File:Nero Color31.png|Color|125px]]
| Japan || KorewaMelty || Inactive ||
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=SAT SAT]|| style="text-align:center;"|
[[File:Nero Color21.png|Color|125px]]
| Japan || A-cho,<br>KorewaMelty || Inactive || The original diamond standard for Nero. Solid, creative, unflinchingly adaptive. When the rust red coat shows something is about to go down. Plays every moon with absolute competence.
|-
| WATERWORKS<br>(NO PAIN NO GAIN#6847 on discord)|| style="text-align:center;"|
[[File:Nero Color17.png|Color|125px]]
| North America || Netplay || Infrequently<br>active || Found in main Melty server and the Melty Blood Community server. Doesn't play this character anymore.
|-
|}


== General Gameplan ==
== Overview ==
{| class="wikitable"
|+Strengths Weaknesses
|-
|Strengths
|
*Good corner carry combos.
*Low commitment, summons will almost always cover you.
*Big, overall very good buttons.
*Fourth highest health in the game.
*Decent (not great) reversal options.
*Arc Drive can go into unblockable setups.
*Good anti airs.
*Has a standard forward dash for ground mobility.
*Frightening pressure with tons of advantage and guard bar damage.
*Helps combat the other moons' polarizing matchups.
*Can play more with frame traps, staggers and pressure resets due to his ground mobility.
|-
|Weaknesses
|
*Some summons go away on hit and even one goes away if Nero blocks.
*Really tall, opens up Nero-specific pressure on him.
*Polarizing match ups such as H-Roa, Hime, etc.
*Because of H moon, not as many opportunities to use the meter he gains.
*Loss of 236C (from C/F respectively) and no longer has C's 5[C].
*421X is a weaker non-tracking form of C's 421X.
*No EX Guard or Heat and has to rely on Bunker to get out of pressure.
|}


'''CHARACTER IN ONE SENTENCE:''' Unfair, insurance-based brute force space denial character.


== General Gameplan ==
{{StrengthsAndWeaknesses
|intro=
[[File:Nerothink1.png]] '''H-Nero''' Threatens the mid-range with advancing screen control and his moon-exclusive dash.
|pros=
*'''Good combo game''': H-Nero's combo routing is very flexible and most hits easily confirm into corner carry or at least solid advantage.
*'''Enhanced mobility''': The only Nero moon with a dash, giving a new avenue of approach and meshing well with a fireball that can no longer be easily low profiled and forward moving summons.
*'''Large, strong normals''': Also bolstered by the dash, air and ground normals have good disjoint, active frames, or both with most of them having good reach and functioning well as antiairs.
*'''Fourth highest health in the game''': H-Nero has the fourth highest health of the cast, allowing him to take more hits than other characters.
*'''Good meter gain''': Combos generate a lot of meter and H-Nero has decent meter dump options to manage half moon meter mechanics well.
*'''Forces much of the cast to play his game''': Still demands a lot of the situational awareness and character-specific counterplay that the other Nero moons do.


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.  
|cons=
*'''Large hurtbox''': Nero is the tallest character in the game giving several characters additional pressure options against him such as new fuzzy opportunities and moves that ordinarily whiff crouchers clipping him.
*'''Lacking mobility''': Despite the addition of a dash H-Nero's overall movement is still rather sluggish, having the longest dash startup in the game.
*'''Weak defense''': Slow abare options, no reversals beyond universal tools, and no ex guard make getting out on defense an often risky endeavor.
*'''Frontal focus''': Has limited tools to stop opponents from getting behind him to avoid insurance and blindspot antiairs.  
*'''Restricted offense''': Has a useless 5A6AA for pressure, no + frames off of reverse beat, and a below average damage ceiling to punish mistakes with.
|tablewidth=80
}}


<u>'''H-Moon Specifics'''</u>
== General Gameplan ==


H is easily the weakest of Nero’s moons. H trades 5[C] as well as the significantly better variants of 421X and 236C for something unique, a regular dash. This, coupled with his very big 2A and 214X gives him a fairly strong ground poke and tick throw/frametrap game. H’s unique tools unfortunately go away if you get hit, and one even if you block, so H has to play the most “honest” out of the Neros. This moon can work out in matchups where you might need the extra mobility but is generally outdone by the good moons. By no means weak as a character but significantly weaker than Nero generally is.
H-Nero is a unique character that has wide variety of summons that advance while not going away on hit as well as a step dash to bolster his large anti-airs and long-reaching 2A that allow him be more aggressive in maneuvering the screen than some other zoning characters. H-Nero wants to send forward a wall of autonomous hitboxes to enhance his approach or otherwise stifle the opponent's and make it more difficult for them to favorably deal with his anti-airs and massive air normals.




Line 98: Line 45:
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.
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.


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.
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 a high mobility opponent and approach from there.


One thing to note about this Nero is that since he has a proper forward dash it does allow him to be a bit more aggressive in terms of his pressure by being able to induce staggers and pressure reset by dashing back in.
One thing to note about this Nero is that since he has a proper forward dash it does allow him to be a bit more aggressive in terms of his pressure by being able to induce staggers and pressure reset by dashing back in.
Line 116: Line 63:
<u>'''Okizeme'''</u>
<u>'''Okizeme'''</u>


Oki in H-Nero's case is unique in that he has a ground dash and the lack of the aforementioned tools that C or F have, 236C, C's 421X is not there for H. Despite that, H-Nero does have ways to sneak in a summon during his pressure listed above and allows so some mixups to happen such as:
<u>'''AT ender'''</u><br>
 
H-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for dash 2A and 5B to hit meaty against standard wake up timings and dash 2B and 2C to catch mashes and jumps respectively, 2B can also hit meaty while standing in place after air throw or walking back to outspace some reversals and 2A and 2C can hit meaty with a slight walk forward instead of a dash as well. H-Nero can also opt for 421A which while not hitting meaty can stuff a lot of DPs and lead to high plus frames while also being safe on shield.
 
<u>'''j.C ender'''</u><br>
 
While technically not delivering a knockdown, ending combos on j.C is still commonly seen due to the advantage state it leads to. Omitting air throw ender in favor of a j.C wallslam is often preferred in cases where a character has hard to deal with defensive options but lack favorable neutral against H-Nero or it feels like the resources to run effective offense against the opponent at hand aren't there.
 
Ending a combo near the corner on double jump back or double jump air dash back j.C or just landing a stray j.C from midscreen or farther gives enough time to set one if not two summons safely, the latter notably giving enough time to set 214X or 22X twice or 421B/C. There is also the option to use the frame advantage given by j.C's wallslam for movement such as to chase the opponent's air tech or try and shark their landing. In H-Nero's case 421X mainly recommended when half the screen away from the corner or more in order for the deer hops to not mainly end up off screen.
 
It is important to keep in mind that ending combos on j.C from only single jump height or positioned right below the opponent in the corner gives less room and time to summon and can make setting up punishable or at least minus enough to make a scramble situation where the insurance isn't active yet.


*22X, jump late j.B
<u>'''Bunker'''</u><br>
*22X, empty jump 2AA
*22X, 2A jump j.C/j.B


The challenge now is that either from AT ender, his pressure can be challengend by jumps if he tries to summon during a blockstring. Fortunately that's where j7.C, 3C and 2[C] to counter jump outs will come in handy. It is advised that you establish H-Nero's fundamental melty pressure with 2A staggers and pressure resets via dash before attempting to use summons during blockstrings otherwise the opponent will see right through you and attempt to escape.
Half moon's universal metered bunker produces enough frame advantage to safely set any one summon, with 421B/C resulting in the opponent recovering just barely after Nero and 214X and 22X leaving enough frames to still meaty with all uncharged normals except 2C vs fast wake ups after 22X afterward. 22X notably can hit meaty if instantly set and released against an opponent that was knocked down very close and where they're farther away one can still meaty to keep them in place until it detonates, yielding the frame advantage for a simple high/low mixup or to set 421B/C or 63214C. Like other half moon characters, H-Nero also has the ability to opt for a position reliant left/right or a safejump.


=== Defense ===
=== Defense ===


H-Nero doesn’t have a character specific reversal per se, but H-Moon’s universal out of blockstun bunker is easily the best in the game and one of the stronger universal reversals around. Barely safe on block, fully invincible and hard knockdown, this is what you use when you need something to turn things around Right Now. Not doable on wakeup, for obvious reasons, but still a very strong option. Besides, wakeup is when most things are baited anyway.
While he has high health, no dedicated reversal and Half Moon mechanics do H-Nero and his big hurtbox no favors when put on the defensive. A slow wake up timing and slow normals compound these issues further and ensures H-Nero will generally have to hold more things on offense than other characters making patience key.
 
'''Jump:''' Even without EX Guard, jump remains a staple defensive option to leave the corner when wider gaps and throw attempts are presented. Nero also has one of the smallest j.7 hurtboxes in the game allowing for a deceptively slippery aerial escape game. Nero's strong air normals also bolster getting out of the corner without being intercepted as easily.
 
'''Bunker:''' As with all Half Moon characters, H-Nero can spend 100 meter to input 214D while in blockstun for a fully strike invulnerable bunker that gives a hard knockdown on hit. This knockdown can give enough time to set one summon or to reposition. H-Nero does have good meter gain making this more appealing an option than on some other characters but can still be baited or OS'd if the opponent stays in 5A/throw range during pressure.
 
'''Normal Abare:''' 2A is a frame slower than average and its longer hitbox takes an additional two frames to come out but can still poke out during wider gaps and at a surprising range. 5B is the same speed as a standard 2A and can work against close up pressure and tick throw attempts. 2C can catch characters trying to hover above Nero's head and 4C can also call out wider distanced gaps.
 
'''Shield:''' Half moon shield cannot be held and delivers an automatic follow up if not connecting with a projectile making its use a little more limited compared to Crescent and Full's but can still work against telegraphed options or on a hard read.


== Combos ==
== Combos ==
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|condition=Normal starter, grounded opponent
|damage=
|damage=1200
|metergen=
|metergen=7.0%
|metero=
|metero=3.0%
|input=* AT
|input=* AT
|simput=
|simput=
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, grounded opponent
|condition=Normal starter, grounded opponent
|damage=3379
|damage=3836
|metergen=45.6
|metergen=82.4%
|metero=
|metero=55.6%
|input=*2A(A) > 2B(1) > 2C > 3C > j.B > dj.BC > j.66 j.C, land sj8.C > dj.B(1)C > AT
|input=*2AA > 2B(1) > 2C > 3C(1) > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.B(1)C > AT
|simput=
|simput=
|note=Very much like C-nero's combos, the BnB.
|note=Very much like C-nero's combos, the BnB.
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=4C starter, grounded opponent
|condition=4C starter, grounded opponent
|damage=
|damage=2509
|metergen=
|metergen=25.9%
|metero=
|metero=11.1%
|input=*4C, j.C(1) > sdj.C > j.66 j.C
|input=*4C, j.C(1) > sdj.C > j.66 j.C
|simput=
|simput=
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=CH 4C starter, grounded opponent
|condition=CH 4C starter, grounded opponent
|damage=
|damage=3812
|metergen=
|metergen=71.3%
|metero=
|metero=35.3%
|input=*CH 4C > j.B(1) > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT  
|input=*CH 4C > j.B(1) > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT  
|simput=
|simput=
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=CH starter, airborne opponent
|condition=CH starter, airborne opponent
|damage=
|damage=5274
|metergen=
|metergen=86.0%
|metero=
|metero=46.3%
|input=*CH 2C, 2C > 3C > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
|input=*CH 2C, 2C > 3C > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
|simput=
|simput=
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, airborne opponent
|condition=Normal starter, airborne opponent
|damage=
|damage=4227
|metergen=
|metergen=47.3%
|metero=
|metero=20.2%
|input=*(j.A/j.B)j.C(1-2) > j.66 j.C, land sj.C > sdj.C > AT
|input=*j.C > j.66 j.C, land sj.C > sdj.BC > AT
|simput=
|simput=
|note= Basic air-to-air confirm.
|note= Basic air-to-air confirm.
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{{CollapsingComboData-MB
{{CollapsingComboData-MB
|condition=Normal starter, standing opponent  
|condition=Normal starter, standing opponent  
|damage=
|damage=4288
|metergen=
|metergen=82.8%
|metero=
|metero=42.5%
|input=*2A > 5A6AA > 2[C] > j.B > dj.BC > j.66 j.C, land sj8.C > dj.B(1)C > AT
|input=*2A > 5A6AA > 2[C] (> 3C) > j.B > dj8.BC > land sj8.C > sdj.BC > AT
|simput=
|simput=
|note=Slightly more damaging twist on the typical BnB. Only works in the corner on standing opponents.
|note=Slightly more damaging twist on the typical BnB. Only works in the corner on standing opponents. Doesn't work at all against necos, Lens, Miyako, and PCiel.
}}
}}
}}
}}
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|input=*2AA > 2B(1) > 2{C} > jB > jA > dj9 > jB > jC > adc > jC, land sj9 > jC > Air Dodge Cancel > dj9 > jC > AT
|input=*2AA > 2B(1) > 2{C} > jB > jA > dj9 > jB > jC > adc > jC, land sj9 > jC > Air Dodge Cancel > dj9 > jC > AT
|simput=
|simput=
|note= Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail it down.<br>
|note= [[File:Hnero_air_dodge_combo_1-c.mp4|480px|thumb|right]] Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail down, generally you don't want to add any kind of delay on the air normals.
[[File:Hnero_air_dodge_combo_1-c.mp4]]
}}
}}
{{CollapsingComboData-MB
{{CollapsingComboData-MB
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|input=*2A > 2B(1) > 2{C} > jB > jA > sdj9 > jB > dl.jC, land sj9 > jC > Air Dodge cancel > sdj9 > (jB) > jC > AT
|input=*2A > 2B(1) > 2{C} > jB > jA > sdj9 > jB > dl.jC, land sj9 > jC > Air Dodge cancel > sdj9 > (jB) > jC > AT
|simput=
|simput=
|note= Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail it down, the final sdj9 you can skip jB for more stable AT ender.<br>
|note= [[File:Hnero air dodge combo 2-c.mp4|480px|thumb|right]] Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail down. On the final sdj9 you can skip jB for more stable AT ender.  
[[File:Hnero_air_dodge_combo_2-c.mp4]]
}}
{{CollapsingComboData-MB
|condition=Normal starter, corner or near corner
|damage=3821
|metergen=63.7%(-50.0%=13.7%)
|metero=39.0%
|input=*2AA > 2B(1) > 2{C} > 3C(1) > jB > dj8 > jB > jC, land sj8 > jC > Air Dodge Cancel > sdj9 > (jB) > jC > AT
|simput=
|note= [[File:Hnero_air_dodge_combo_3-c.mp4|480px|thumb|right]] Corner or near corner combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. If you're not in the corner and instead near the corner, do dj9 on the first dj; If you miscalculate this distance from the corner and do dj9 leaving you next to the corner you will have to fix the combo, after the Air Dodge Cancel you have to instead do dj8 > jC > AT.
}}
}}
}}
}}
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|frameAdv=-2
|frameAdv=-2
|invuln=
|invuln=
|description=Elbow poke. Will whiff on most crouching characters but is a very quick anti-air.
|description=While fast and high hitting, Nero's even higher hurtboxes during the animation make this move usually worse than the character's other antiair options for directly contesting jumpins but its speed allows it to work well as a stop sign against instant air dashes and off of ex shield as well as being the most reliable tool for guard breaks to punish the opponent air blocking normals and certain summons close to the ground with.
 
This move also whiffs crouchers giving access to the 5A6E OS as well as being the go-to reverse beat normal for pressure and its height can allow it to be used to catch jumps in pressure sometimes after a summon.  
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=-5
|frameAdv=-5
|invuln=
|invuln=
|description=
|description=Has the same animation as F's 5B but whiffs crouchers. Use is mostly limited to standing specific combos.
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=-5
|frameAdv=-5
|invuln=Clash 10-15
|invuln=Clash 10-15
|description=Combination - Nero uses three summons with increasing range ending with the opponent airborne, You can use 2[C] to launch.
|description=4C's animation hitting from the side. The only part of Nero's 5A6AA that doesn't whiff crouchers. Launches on hit and has enough untech time to combo into 2[C].
}}
}}
}}
}}
Line 352: Line 324:
|frameAdv=-7
|frameAdv=-7
|invuln=
|invuln=
|description= Wolf. Has a startup that is equally as fast as 5A but a very long recovery time. Has a very slight blind spot underneath, Ciel's dash can go underneath it. The number of hits in this move make it very difficult to shield.
|description=First hit is as fast as 5A without whiffing crouching opponents making it useful as an up-close abare and scramble tool. The first hit also sweeps crouchers at 100% prorate allowing 2B to be omitted for better combo opportunities and can serve as a rewarding tool for blowing up crouch tech in pressure.
 
5B should always be cancelled during the first hit in combos to prevent the later hits from pushing the opponent out and worsening damage and is also generally unsafe to let go uncancelled past the first few hits in pressure. In general lacking confirmability and high recovery limit 5B's usefulness in neutral though it can sometimes prove effective as a walling normal especially when the opponent is on low health.  
}}
}}
}}
}}
Line 376: Line 350:
|frameAdv=-7
|frameAdv=-7
|invuln=
|invuln=
|description=Crocodile. Recovers quicker than it used to in MBAC. EX cancellable.
|description=Doesn't see much use due to low blockstun and high recovery but can sometimes still function as a stop sign against approaches that would counterhit 2C or stuff 5[C]'s startup. Launches and cannot be cancelled until the final hit.  
}}
}}
}}
}}
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|frameAdv=0
|frameAdv=0
|invuln=
|invuln=
|description=Lobster claw. Hits low. Two-hit poke with longer range than C-Moon 2A but less vertical range.
|description=Two-hit poke with longer range than C-Moon 2A but less vertical range. Useful pressure tool for its reach and being 0 on block.
}}
}}
}}
}}
Line 425: Line 399:
|frameAdv=-2
|frameAdv=-2
|invuln=
|invuln=
|description=Centipede. First hit is low. Hits 4 times. Even though this move has a lot of hits, most of the time you will want to only hit with the first hit due to very high proration.
|description=An unconventional sweep, sweeping on the first hit and then extending into three longer hitboxes. The long active frames on this move make it good for punishing techs and timing meaties with ease as well as an important tool for converting most grounded hits. Should almost always be cancelled on the first hit in combos for height and scaling reasons.
 
While technically a comfortable -2 on block, 2B when not used close to the opponent has a tendency to push back enough for the final hit or two to whiff making it important to cancel it during its early hits in these cases. When used up-close however it does have a very long cancel window extending through the entire recovery.  
}}
}}
}}
}}
Line 452: Line 428:
|frameAdv=-10
|frameAdv=-10
|invuln=
|invuln=
|description=Horn. Hits mid. The angle on this is nearly vertical and is a great anti-air.
|description=An active and high hitting antiair, covering significant vertical space. 2C can also be half charged to stuff air stalls where fully charging it would take too long. While a strong vertical antiair, it does extend a fairly high hurtbox and has a long recovery making it a little more punishable than some other antiairs when misused. Also useful for catching people jumping away to avoid a summon after hitting Nero.
 
Begins charging if held for 8f, full charge after 13f.  
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=-10
|frameAdv=-10
|invuln=
|invuln=
|description=Charged horn. Much harder to contest hitbox and launches on grounded hit with better proration but pretty slow for an antiair. Does noticeably more guard damage and pushes out more on block. Also your greatest source of damage off 214A hitting an opponent. Less untech time on hit than C's for some reason.
|description=Better hitbox and damage but too slow to see much use an antiair. Mostly used in 5A6AA combos and can also be used as an occasional stagger in pressure. Pushes back significantly on block and launches on hit.  
}}
}}
}}
}}
Line 493: Line 471:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=Nail. Hits mid. Has good air to ground reach. Falling or IAD j.A 2A can sometimes open opponents up due to Nero's other air normals hitting multiple times and having different amounts of hitstop on block.
|description=Very large for a j.A and hits at a downward angle. A good low commitment scouting and rising antiair move thanks to retaining air options on whiff. Can work as a mixup tool out of IAD followed by land 2A thanks to only hitting once and having lower hitstop than Nero's other air normals. Should also be reverse beated into when using j.B as an air to ground from higher up.  
}}
}}
}}
}}
Line 508: Line 486:
|damage=600, 500 (987)
|damage=600, 500 (987)
|reddamage=(511)
|reddamage=(511)
|proration=80% (O)
|proration=80% (O) / {{Tooltip | text=50% (O) | hovertext=If rising 1f before active and opponent is hit grounded}}
|circuit=4.65%, 4.9% (9.55%)
|circuit=4.65%, 4.9% (9.55%)
|cancel=N, J
|cancel=N, J
Line 517: Line 495:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range. Your go to air button for creating space against airborne and grounded opponents.
|description=Very good and hard to contest move both in neutral to cover both horizontal and landing space and on offense as a double overhead hitting jumpin. Even has a slight crossup hitbox forcing the opponent to be much more precise when getting behind Nero than most other characters. Despite all of j.B's strengths its second hitbox cannot be cancelled even on hit limiting its conversion ability at its hardest to contest angles.  
}}
}}
}}
}}
Line 541: Line 519:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=Nightmare. Hits high. Four hits. You can combo this move into itself but only three times due to wallslam count (Only counted when the last hit connects). Its reach is very deceptive. Causes you to land faster off of an iad than any other button allowing you to safejump shield counters. Whiffs all crouchers except Tohno, Nanaya, Hime, Wara, and Nero.
|description=With 10 active frames, unrivalled horizontal reach, and providing a wallslam on the final hit, j.C is an important preemptive walling tool and option to cover horizontal space when rising and an essential combo tool for corner carry and ensures any hit Nero gets leads to significant frame advantage.
 
Despite its reach and disjoint at the tip j.C has no vertical disjoint and extends a large hurtbox before active making it vulnerable to getting stuffed sometimes by preemptive normals from multiple angles.
 
Also has use on the offensive as easy coverage against forward air tech and can safejump shield counter when done out of an IAD or serve as a triple overhead from slightly higher air dashes.  
}}
}}
}}
}}
Line 569: Line 551:
|frameAdv=-17, -5
|frameAdv=-17, -5
|invuln=Clash 21-23
|invuln=Clash 21-23
|description=Bull. Both hits are air-unblockable, hits past the top of the screen. Jump cancellable. Second hit will most likely not reach if done on a grounded opponent.
|description=The second hit reaches past the top of the screen. Should be cancelled on the first hit in combos and pressure for height reasons on hit as well as the second hit whiffing most crouchers. Can also be used as a more horizontal anti-air where 2C is prone to getting stuffed or for catching jumps when a summon is nearby.
}}
}}
}}
}}
Line 598: Line 580:
|frameAdv=-17, -4
|frameAdv=-17, -4
|invuln=
|invuln=
|description=Mantis. The second hit is air-blockable, but whiffs on all crouching opponents. Safer than it appears.
|description=The second hit whiffs on all crouching opponents (as well as standing Len, WLen, Miyako, and Necos) if the first hit is blocked as well as not being cancellable on block for either hit.
 
Despite these flaws, 4C sees an important use as a distanced tool for checking the opponent's movement, stopping predictable dash ins and discouraging both dash and jump in pressure when pushed out. Also an important tool for confirming far hits where 2B(1) doesn't reach such as off of max range 2A. Has a small blind spot right in front of Nero.
 
While safe on block against most of the cast, some characters can straight up punish it and that number increases further the closer it is used.
 
<br>The following is a (non-exhaustive) list of punishes to be aware of when using 4C:
<pre | class="mw-collapsible mw-collapsed wikitable">
 
Meterless Punishes: Arc Drive Punishes: Cannot Punish:
Moons Character Punishes Character Moons Character
HF Hime 236B Aoko CH V. Sion
CF Nanaya f.214B Kouma F Wara
CH Sion 214A Roa CF Warc
F V. Sion 22C Hisui/HisuiMaids C Satsuki
H Roa 236A Akiha CHF Len
CHF KohaMaids Most Assists Vaki H W. Len
CF Mech 236A Neco Arc
C KohaMech 421A
H KohaMech 623A/B 150 Meter Punishes:
F KohaMech 623A H-Warc 624C
CHF Tohno Microdash 2C
100 Meter Punishes: Can Only Punish Poorly Spaced 4C:
Moons Character Punishes Moons Character Punishes
F Aoko 624C HF Kouma 236
CHF Hime tk.236C HF Miyako 236C
H Nanaya 623C CHF Ries AD
C Miyako 236C CH Wara 5C
CHF Ciel 623C CHF Koha/KohaMaids 2C
CH Ciel 236C CH Arcueid 236C
CHF Sion 236C HF Arcueid 421C
CH Roa 236C CHF P. Ciel 236A
H Mech 623C H Satsuki 22B/C
CHF Seifuku 623C CH Ryougi 623A
F Seifuku 214C F W. Len 236A
F Satsuki 214C C Nero 624C
CHF Ryougi 214C/22C CHF Nero 4C
C W. Len 421C CHF NAC 3C
F NecoMech 623C C NecoMech 623C
 
 
</pre>
 
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=-21, -8
|frameAdv=-21, -8
|invuln=
|invuln=
|description=Charged Mantis. The first hit becomes special cancelable. Why though.
|description=The first hit becomes special cancellable allowing for either a relatively pushed out summon or a 236A that will most likely be spaced to be +.  
 
 
}}
}}
}}
}}
Line 639: Line 667:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent in an air-tech state.
|description=Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent in an air-tech state. Comboable if they choose not to tech or with certain summons out when timed right.  
}}
}}
}}
}}
Line 663: Line 691:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=Nero grabs and punches them to the ground for a bounce. Hard knockdown if done as a combo ender.
|description=Nero grabs and punches the target to the ground. Ground bounces and comboable when done raw, giving Nero his air dash back if it was used already allowing for corner carry combos to still be done. When used as a combo ender tends to give +20 frame advantage minimum against standard wake up timings. Combo'd air throw technically leaves the opponent in an OTG state but only opens up incredibly situational combos, usually with 421B/C.
}}
}}
}}
}}
Line 858: Line 886:
|active=X (16)
|active=X (16)
|recovery=31
|recovery=31
|frameAdv=-6
|frameAdv=-6-2
|invuln=
|invuln=
|description=A crow will travel diagonally downward. This move is better in some ways than the standard A crow of the other moons because opponents cannot dash under it. It will not reach all the way across the screen.
|description=A crow will travel diagonally downward. No longer a fullscreen fireball but works as an effective harassing tool for mid to long range that can't be dashed under but can still be vulnerable to aggressive air approaches. Can link into most uncharged normals on counterhit, most often into 4C from ranged hits.
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=A crow will float above Nero and descend at a 45 degree angle after a bit. This move will not hit until its descent.
|description=A crow will float above Nero and descend at a 45 degree angle after a bit. This move will not hit until its descent. The crow sprite disappears off screen if used while cornered.  
}}
}}
{{AttackData-MB
{{AttackData-MB
Line 892: Line 920:
|frameAdv=7
|frameAdv=7
|invuln=
|invuln=
|description=Costs 100% Meter. Summons crows that fly horizontally. Untechable in the air, can be comboed from upon air hit.
|description=Costs 100% Meter. Summons crows that fly horizontally. Untechable in the air, can be comboed from on both air and ground hit. A decent meter management option in combos, pressure, or neutral.
}}
}}
}}
}}


===== <span class="invisible-header">214X</span> =====
===== <span class="invisible-header">214X</span> =====
Line 903: Line 931:
|hitbox2=MBCC_C-Nero_214B_hb.png
|hitbox2=MBCC_C-Nero_214B_hb.png
|hitbox3=MBCC_C-Nero_214C_hb.png
|hitbox3=MBCC_C-Nero_214C_hb.png
|caption="hmm today I will jump in on H-Nero"
|name=Chaos Discharge - Reptilian<br>(EX: Chaos Discharge - Large Tsunami)
|name=Chaos Discharge - Reptilian<br>(EX: Chaos Discharge - Large Tsunami)
|linkname=214X
|linkname=214X
Line 921: Line 948:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=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 chewed and then dropped from the top of the screen in a ground-tech state. You can hit the opponent with other attacks while he is being chewed. Important note: A nice knowledge check is that if you have the snake out, it won't disappear on hit. That means if you're hit by an IAD or dash button with snake out, you could end up winning the trade. Against unknowing opponents, this might get you games. During 214A's chewing animation, Nero can't use special moves, command normals, airdash, or superjump.
|description=A snake will travel slowly across the ground. This snake is controlled by negative edge and is activated by releasing the A button, unlike the 623X series only the A button can be used for 214A. The button however does not need to be held until the snake appears on the ground allowing a short period where one can press other A moves such as 236A.
 
Upon being hit the opponent will be chewed and then dropped from the top of the screen for a ground techable knockdown, allowing for either another summon on the read they don't tech or a potential tech punish if they do. The opponent can still be hit with other attacks during the chewing animation, but special moves, command normals, airdash, or super jump cannot be done for the duration of the animation.


You can't do a floor summon (214X, 22X) when another is already out. However, there is a delay before a floor summon is counted as being "out", so you can do two summons in quick succession.
During the summon animation of 214A/B, another one of either can be summoned if the first hasn't reached the ground yet. If done with two 214A snakes, releasing A will activate both simultaneously and it's even possible for both to hit the opponent, resulting in them being dragged down by one and then dropped from the top of the screen at the location of the other.  
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=A snake will travel quickly across the ground. This snake automatically activates when it is near an opponent. Air techable on hit, untechable on counter hit.
|description=A snake will travel quickly across the ground. This move automatically activates when it is near an opponent, launching them on hit. Some characters are fast enough to dash through 214B before it is active making it weaker than 214A for controlling ground approaches but its speed makes it better for disrupting enemy zoning.  
}}
}}
{{AttackData-MB
{{AttackData-MB
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|frameAdv=23
|frameAdv=23
|invuln=
|invuln=
|description=Costs 100% Meter. Summons a mouth that covers most of the screen. Is air unblockable but easily shielded.  
|description=Costs 100% Meter. Summons a large mouth that tracks the opponent and covers much of the screen, launching on hit with long untech time. Is air unblockable but easily shielded. Fullscreen reach gives this move use for some long range CH pickups such as on far 236A air hit. Sometimes used to cover the screen during deer oki to obscure a mixup.  
}}
}}
}}
}}
Line 982: Line 1,011:
|frameAdv=14
|frameAdv=14
|invuln=
|invuln=
|description=A single deer will jump towards the opponent. Useful for surprising opponents who try to jump or airdash behind you. All deers have faster startup than in C-Moon, but B/EX deers won't change the direction they are facing when behind the opponent.
|description=A single deer will jump towards the opponent, including turning around on them if they're behind Nero. Can function like a slow, plus, disjointed normal in pressure and can stuff several DPs on oki. Useful for covering both more horizontally off approaches and attempts to get behind Nero. 421A can also OTG relaunch and doesn't require a jump cancel to confirm into an air combo.  
}}
}}
{{AttackData-MB
{{AttackData-MB
Line 998: Line 1,027:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=A single deer will take its time jumping forwards for three attacks and then disappear. This deer takes a while to get out.  
|description=A single deer will take its time jumping forwards for three attacks and then disappear. Hops significantly higher than the A version.
}}
}}
{{AttackData-MB
{{AttackData-MB
Line 1,014: Line 1,043:
|frameAdv=
|frameAdv=
|invuln=Full 1-5
|invuln=Full 1-5
|description=Costs 100% meter. Quickly summons a deer that will hop its way to the opposite end of the screen and will cover more ground than the B deer. Attacks 5 times.
|description=Costs 100% meter. Quickly summons a deer that will hop its way to the opposite end of the screen and will cover more ground than the B deer while hopping just as high. Attacks 5 times.
}}
}}
}}
}}
Line 1,044: Line 1,073:
* It does 4 consecutive attacks (including blocked and whiffed).
* It does 4 consecutive attacks (including blocked and whiffed).
* Half a second has elapsed since the last attack connected, and the trap was not retriggered.
* Half a second has elapsed since the last attack connected, and the trap was not retriggered.
If it hasn't done four attacks in a row, and it gets retriggered, the hitcount resets. This can be used for an infinite blockstring: Crouching hitboxes are larger than standing hitboxes, so if the opponent crouchblocks three hits, is forced to stand up before the fourth is triggered, and is then forced to crouch again, it will reset the trap's attacks.
If it hasn't done four attacks in a row, and it gets retriggered, the hitcount resets. This can be used to potentially extend the trap's duration if you force the opponent to stand block and then crouch block, this works because crouching hitboxes are larger than standing hitboxes, however the trap position has to be in the precise spot for it to work and the opponent doesn't have to move.


'''Note:''' You can't do a floor summon (214X, 22X) when another is already out. However, there is a delay before a floor summon is counted as being "out", so it is possible to summon twice in quick succession.
'''Note:''' You can't do a floor summon (214X, 22X) when another is already out. However, there is a delay before a floor summon is counted as being "out", so it is possible to summon twice in quick succession.
Line 1,071: Line 1,100:
|frameAdv=
|frameAdv=
|invuln=
|invuln=
|description=Costs 100% meter. Summons a poisonous flying creature with needle that follows the enemy around and stings occasionally for 4 hits. The hornet flies away if Nero is hit. Not a reversal.
|description=Costs 100% meter. Summons a poisonous flying creature with needle that closely follows the enemy around and stings occasionally for 4 hits. The hornet flies away if Nero is hit. Not a reversal. Useful tracking option and meter management tool after j.C wallslam enders.
}}
}}
}}
}}
Line 1,096: Line 1,125:
|frameAdv=
|frameAdv=
|invuln=Full  
|invuln=Full  
|description=Nero transforms and charges forward. Lengthy startup, but unblockable and unshieldable.
|description=Nero transforms and charges forward. Lengthy startup, but unblockable and unshieldable. Invul through the entire recovery but unlikely to hit anyone outside niche setups in which the opponent is stuck blocking the 22X series.
}}
}}
}}
}}


==Reverse Beats and Gaps==
{| class="wikitable"
|+ Rebeats/Summons
|-
!  !! 5A !! 2A !! 214A !! 214B
|-
| 2A || -7 || -11 || -25 || -20
|-
| 2B, 2B, 5C || -4 || -8 || -25 || -20
|-
| 2C, 2[C] || -1 || -5 || -22 || -17
|-
|}
{| class="wikitable"
|+ Gaps
|-
!  !! {{Tooltip | text=5[C]| hovertext=Spacing dependent.}} !! 2[C] !! 421A
|-
| 2A || 14 || 20
|-
| 5B, 2B, 5C || 11 || 17
|-
| 2C, 2[C] || 8 || 14
|-
|}
MBAACC's "neutral frame" is counted as the "0th" gap frame in this table. Opponents do not benefit from autoguard on this frame and must block all attacks correctly, but are not able to act until the next frame.
== Notable Players ==
{| class="wikitable"
!width="95"|Name!! width="85"|Color
!width="125"|Region !! Common Venues !! Status !! Details
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=alicecolor+%28%E3%82%A2%E3%83%AA%E3%82%B9%E3%82%AB%E3%83%A9%E3%83%BC%29 alicecolor]|| style="text-align:center;"|
[[File:HNero-color11.png]]
| Japan || Play Spot BIG ONE 2nd || Active ||
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=Burning+Moon (The) Burning Moon<br>(Web Booby Cop#4605 on discord)]|| style="text-align:center;"|
[[File:HNero-color27.png]]
| Europe || Netplay || Active || Found in every Melty server. A bit lacking on the footage front but can tell you a lot about the character if asked, particularly regarding pressure and strike/throw setups.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=Canceris Canceris <br>(Canceris#7506)]|| style="text-align:center;"|
[[File:HNero-color26.png]]
| South America || Netplay || Active || Found in main Melty server and Melty Sud.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=LuckyStar LuckyStar]|| style="text-align:center;"|
[[File:HNero color01.png]]
| 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.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=MaSa MaSa]|| style="text-align:center;"|
[[File:HNero-color33.png]]
| Japan || Play Spot BIG ONE 2nd || Active || The modern diamond standard for Nero. Often seen playing this character over C for difficult matchups such as F-Hime and C-Mech.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=misuti+%28%E3%83%9F%E3%82%B9%E3%83%86%E3%82%A3%29 Misty]|| style="text-align:center;"|
[[File:HNero-color31.png]]
| Japan || KorewaMelty || Inactive ||
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=nero&p1name=SAT SAT]|| style="text-align:center;"|
[[File:HNero-color21.png]]
| Japan || A-cho,<br>KorewaMelty || Inactive || The top Nero player during the early days of MBAACC. Some footage is a little dated but also contains some forgotten gems of Nero play.
|-
|}


{{Navbox-MBAACC}}
{{Navbox-MBAACC}}

Latest revision as of 03:59, 20 April 2024

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
  • Combos:
    • Add video links to the pre-existing combos.


Additional Resources

H-Nero Match Video Database
Nero Combo Compilations
Nero's Compendium


Overview

Playstyle
Nerothink1.png H-Nero Threatens the mid-range with advancing screen control and his moon-exclusive dash.
Pros Cons
  • Good combo game: H-Nero's combo routing is very flexible and most hits easily confirm into corner carry or at least solid advantage.
  • Enhanced mobility: The only Nero moon with a dash, giving a new avenue of approach and meshing well with a fireball that can no longer be easily low profiled and forward moving summons.
  • Large, strong normals: Also bolstered by the dash, air and ground normals have good disjoint, active frames, or both with most of them having good reach and functioning well as antiairs.
  • Fourth highest health in the game: H-Nero has the fourth highest health of the cast, allowing him to take more hits than other characters.
  • Good meter gain: Combos generate a lot of meter and H-Nero has decent meter dump options to manage half moon meter mechanics well.
  • Forces much of the cast to play his game: Still demands a lot of the situational awareness and character-specific counterplay that the other Nero moons do.
  • Large hurtbox: Nero is the tallest character in the game giving several characters additional pressure options against him such as new fuzzy opportunities and moves that ordinarily whiff crouchers clipping him.
  • Lacking mobility: Despite the addition of a dash H-Nero's overall movement is still rather sluggish, having the longest dash startup in the game.
  • Weak defense: Slow abare options, no reversals beyond universal tools, and no ex guard make getting out on defense an often risky endeavor.
  • Frontal focus: Has limited tools to stop opponents from getting behind him to avoid insurance and blindspot antiairs.
  • Restricted offense: Has a useless 5A6AA for pressure, no + frames off of reverse beat, and a below average damage ceiling to punish mistakes with.

General Gameplan

H-Nero is a unique character that has wide variety of summons that advance while not going away on hit as well as a step dash to bolster his large anti-airs and long-reaching 2A that allow him be more aggressive in maneuvering the screen than some other zoning characters. H-Nero wants to send forward a wall of autonomous hitboxes to enhance his approach or otherwise stifle the opponent's and make it more difficult for them to favorably deal with his anti-airs and massive air normals.


Neutral

MOVEMENT:

Nero is a slow character. There is no denying that. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and it 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.

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 a high mobility opponent and approach from there.

One thing to note about this Nero is that since he has a proper forward dash it does allow him to be a bit more aggressive in terms of his pressure by being able to induce staggers and pressure reset by dashing back in.

Pressure

With all Neros, pressure via screen control is the name of all Nero's game. Mainly 214B a 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 it's a two hit large normal that is 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.

With H-Nero, things are a bit different since he now has a proper ground dash. This does let him take advantage of his rather large 2A and lets him stagger accordingly. A few ideas should help illustrate a few points:

  • 2A2A dash 2AA
  • 2AA dash 2A > 5C > 22X/421A
  • 2AA dash 5B > 5A(w) walk up Throw
  • 2AA dash 5B > 5A(w) > 2C/5C
  • 2AA IAD j.B

Okizeme

AT ender

H-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for dash 2A and 5B to hit meaty against standard wake up timings and dash 2B and 2C to catch mashes and jumps respectively, 2B can also hit meaty while standing in place after air throw or walking back to outspace some reversals and 2A and 2C can hit meaty with a slight walk forward instead of a dash as well. H-Nero can also opt for 421A which while not hitting meaty can stuff a lot of DPs and lead to high plus frames while also being safe on shield.

j.C ender

While technically not delivering a knockdown, ending combos on j.C is still commonly seen due to the advantage state it leads to. Omitting air throw ender in favor of a j.C wallslam is often preferred in cases where a character has hard to deal with defensive options but lack favorable neutral against H-Nero or it feels like the resources to run effective offense against the opponent at hand aren't there.

Ending a combo near the corner on double jump back or double jump air dash back j.C or just landing a stray j.C from midscreen or farther gives enough time to set one if not two summons safely, the latter notably giving enough time to set 214X or 22X twice or 421B/C. There is also the option to use the frame advantage given by j.C's wallslam for movement such as to chase the opponent's air tech or try and shark their landing. In H-Nero's case 421X mainly recommended when half the screen away from the corner or more in order for the deer hops to not mainly end up off screen.

It is important to keep in mind that ending combos on j.C from only single jump height or positioned right below the opponent in the corner gives less room and time to summon and can make setting up punishable or at least minus enough to make a scramble situation where the insurance isn't active yet.

Bunker

Half moon's universal metered bunker produces enough frame advantage to safely set any one summon, with 421B/C resulting in the opponent recovering just barely after Nero and 214X and 22X leaving enough frames to still meaty with all uncharged normals except 2C vs fast wake ups after 22X afterward. 22X notably can hit meaty if instantly set and released against an opponent that was knocked down very close and where they're farther away one can still meaty to keep them in place until it detonates, yielding the frame advantage for a simple high/low mixup or to set 421B/C or 63214C. Like other half moon characters, H-Nero also has the ability to opt for a position reliant left/right or a safejump.

Defense

While he has high health, no dedicated reversal and Half Moon mechanics do H-Nero and his big hurtbox no favors when put on the defensive. A slow wake up timing and slow normals compound these issues further and ensures H-Nero will generally have to hold more things on offense than other characters making patience key.

Jump: Even without EX Guard, jump remains a staple defensive option to leave the corner when wider gaps and throw attempts are presented. Nero also has one of the smallest j.7 hurtboxes in the game allowing for a deceptively slippery aerial escape game. Nero's strong air normals also bolster getting out of the corner without being intercepted as easily.

Bunker: As with all Half Moon characters, H-Nero can spend 100 meter to input 214D while in blockstun for a fully strike invulnerable bunker that gives a hard knockdown on hit. This knockdown can give enough time to set one summon or to reposition. H-Nero does have good meter gain making this more appealing an option than on some other characters but can still be baited or OS'd if the opponent stays in 5A/throw range during pressure.

Normal Abare: 2A is a frame slower than average and its longer hitbox takes an additional two frames to come out but can still poke out during wider gaps and at a surprising range. 5B is the same speed as a standard 2A and can work against close up pressure and tick throw attempts. 2C can catch characters trying to hover above Nero's head and 4C can also call out wider distanced gaps.

Shield: Half moon shield cannot be held and delivers an automatic follow up if not connecting with a projectile making its use a little more limited compared to Crescent and Full's but can still work against telegraphed options or on a hard read.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A(A) > 2B(1) > 2C > 3C
1743


Meter Gained: 9.4% Meter Given (vs C-Moon): ???
Common H/F-Nero ground starter.
Normal starter, grounded opponent
  • 4C
1106


Meter Gained: 9.8% Meter Given (vs C-Moon): ???
A starter that is seen among new Nero players. Best used to call out something since it's fast but very - on block.
Normal starter, airborne opponent
  • j.BC
1853


Meter Gained:  ??? Meter Given (vs C-Moon): ???
This can be seen usually when you are meeting the opponent in the air if they are trying to jump out or to avoid the summon approaching them from the ground.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • AT
1200


Meter Gained: 7.0% Meter Given (vs C-Moon): 3.0%
Usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AA > 2B(1) > 2C > 3C(1) > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.B(1)C > AT
3836


Meter Gained: 82.4% Meter Given (vs C-Moon): 55.6%
Very much like C-nero's combos, the BnB.
4C starter, grounded opponent
  • 4C, j.C(1) > sdj.C > j.66 j.C
2509


Meter Gained: 25.9% Meter Given (vs C-Moon): 11.1%
CH 4C starter, grounded opponent
  • CH 4C > j.B(1) > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
3812


Meter Gained: 71.3% Meter Given (vs C-Moon): 35.3%
a combo for when you hit 4C as a call out against someone that was overextending in their approach. Does a bit more damage and meter gain with this particular combo.
CH starter, airborne opponent
  • CH 2C, 2C > 3C > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
5274


Meter Gained: 86.0% Meter Given (vs C-Moon): 46.3%
Counter hit combo starting with 2C, skip air dash cancel if you're close to the corner.
Normal starter, airborne opponent
  • j.C > j.66 j.C, land sj.C > sdj.BC > AT
4227


Meter Gained: 47.3% Meter Given (vs C-Moon): 20.2%
Basic air-to-air confirm.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, standing opponent
  • 2A > 5A6AA > 2[C] (> 3C) > j.B > dj8.BC > land sj8.C > sdj.BC > AT
4288


Meter Gained: 82.8% Meter Given (vs C-Moon): 42.5%
Slightly more damaging twist on the typical BnB. Only works in the corner on standing opponents. Doesn't work at all against necos, Lens, Miyako, and PCiel.

Air Dodge Combos to burn meter

Condition Notation Damage
vs V.Sion
Notes
Normal starter, full corner carry
  • 2AA > 2B(1) > 2{C} > jB > jA > dj9 > jB > jC > adc > jC, land sj9 > jC > Air Dodge Cancel > dj9 > jC > AT
3549


Meter Gained: 64.5%(-50.0%=14.5%) Meter Given (vs C-Moon): 46.9%
Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail down, generally you don't want to add any kind of delay on the air normals.
Max range starter, full corner carry
  • 2A > 2B(1) > 2{C} > jB > jA > sdj9 > jB > dl.jC, land sj9 > jC > Air Dodge cancel > sdj9 > (jB) > jC > AT
3659


Meter Gained: 56.5%(-50.0%=6.5%) Meter Given (vs C-Moon): 31.7%
Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail down. On the final sdj9 you can skip jB for more stable AT ender.
Normal starter, corner or near corner
  • 2AA > 2B(1) > 2{C} > 3C(1) > jB > dj8 > jB > jC, land sj8 > jC > Air Dodge Cancel > sdj9 > (jB) > jC > AT
3821


Meter Gained: 63.7%(-50.0%=13.7%) Meter Given (vs C-Moon): 39.0%
Corner or near corner combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. If you're not in the corner and instead near the corner, do dj9 on the first dj; If you miscalculate this distance from the corner and do dj9 leaving you next to the corner you will have to fix the combo, after the Air Dodge Cancel you have to instead do dj8 > jC > AT.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
MBCC C-Nero 5A.png
MBCC C-Nero 5A hb.png
MBCC F-Nero 5B.png
MBCC H-Nero 6AA hb.png
MBCC H-Nero 6AAA.png
MBCC H-Nero 6AAA hb.png
5A Damage Red Damage Proration Cancel Guard
300 144 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 -2 2.1% -

While fast and high hitting, Nero's even higher hurtboxes during the animation make this move usually worse than the character's other antiair options for directly contesting jumpins but its speed allows it to work well as a stop sign against instant air dashes and off of ex shield as well as being the most reliable tool for guard breaks to punish the opponent air blocking normals and certain summons close to the ground with.

This move also whiffs crouchers giving access to the 5A6E OS as well as being the go-to reverse beat normal for pressure and its height can allow it to be used to catch jumps in pressure sometimes after a summon.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

Has the same animation as F's 5B but whiffs crouchers. Use is mostly limited to standing specific combos.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 6 17 -5 7.0% Clash 10-15

4C's animation hitting from the side. The only part of Nero's 5A6AA that doesn't whiff crouchers. Launches on hit and has enough untech time to combo into 2[C].

Toggle Hitboxes
Toggle Hitboxes
5B
MBCC C-Nero 5B.png
MBCC C-Nero 5B hb.png
Damage Red Damage Proration Cancel Guard
300, 200*2, 300*3 (1259) (778) 100%, 60% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 1 (6) 14 18 -7 2.1%, 1.4%*2, 2.8%*3 (13.3%) -

First hit is as fast as 5A without whiffing crouching opponents making it useful as an up-close abare and scramble tool. The first hit also sweeps crouchers at 100% prorate allowing 2B to be omitted for better combo opportunities and can serve as a rewarding tool for blowing up crouch tech in pressure.

5B should always be cancelled during the first hit in combos to prevent the later hits from pushing the opponent out and worsening damage and is also generally unsafe to let go uncancelled past the first few hits in pressure. In general lacking confirmability and high recovery limit 5B's usefulness in neutral though it can sometimes prove effective as a walling normal especially when the opponent is on low health.

Toggle Hitboxes
Toggle Hitboxes
5C
MBCC C-Nero 5C.png
MBCC C-Nero 5C hb.png
Damage Red Damage Proration Cancel Guard
300, 500, 800 (1234) (700) 60% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 3 (6) 2 (3) 3 19 -7 2.1%*2, 6.3% (10.5%) -

Doesn't see much use due to low blockstun and high recovery but can sometimes still function as a stop sign against approaches that would counterhit 2C or stuff 5[C]'s startup. Launches and cannot be cancelled until the final hit.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
MBCC H-Nero 2A.png
MBCC H-Nero 2A hb.png
Damage Red Damage Proration Cancel Guard
170*2 (293) (165) 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 5 9 0 1.19%*2 (2.38%) -

Two-hit poke with longer range than C-Moon 2A but less vertical range. Useful pressure tool for its reach and being 0 on block.

Toggle Hitboxes
Toggle Hitboxes
2B
MBCC C-Nero 2B.png
MBCC C-Nero 2B hb.png
Damage Red Damage Proration Cancel Guard
350*4 (911) (498) 65% (O) N, SP, EX (J) L (1), LH (2-4)
First Active Active Recovery Frame Adv Circuit Invuln
9 12 15 -2 2.8%*4 (11.2%) -

An unconventional sweep, sweeping on the first hit and then extending into three longer hitboxes. The long active frames on this move make it good for punishing techs and timing meaties with ease as well as an important tool for converting most grounded hits. Should almost always be cancelled on the first hit in combos for height and scaling reasons.

While technically a comfortable -2 on block, 2B when not used close to the opponent has a tendency to push back enough for the final hit or two to whiff making it important to cancel it during its early hits in these cases. When used up-close however it does have a very long cancel window extending through the entire recovery.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
2[C]
MBCC C-Nero 2C.png
MBCC C-Nero 2C hb.png
MBCC C-Nero 2C BE hb.png
2C Damage Red Damage Proration Cancel Guard
900 480 80% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 8 20 -10 6.3% -

An active and high hitting antiair, covering significant vertical space. 2C can also be half charged to stuff air stalls where fully charging it would take too long. While a strong vertical antiair, it does extend a fairly high hurtbox and has a long recovery making it a little more punishable than some other antiairs when misused. Also useful for catching people jumping away to avoid a summon after hitting Nero.

Begins charging if held for 8f, full charge after 13f.

2[C] Damage Red Damage Proration Cancel Guard
1600 1008 90% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
25 8 20 -10 8.4% -

Better hitbox and damage but too slow to see much use an antiair. Mostly used in 5A6AA combos and can also be used as an occasional stagger in pressure. Pushes back significantly on block and launches on hit.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.A
MBCC C-Nero j.A.png
MBCC C-Nero j.A hb.png
Damage Red Damage Proration Cancel Guard
350 192 78% (O) SE, N, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 10 - 2.24% -

Very large for a j.A and hits at a downward angle. A good low commitment scouting and rising antiair move thanks to retaining air options on whiff. Can work as a mixup tool out of IAD followed by land 2A thanks to only hitting once and having lower hitstop than Nero's other air normals. Should also be reverse beated into when using j.B as an air to ground from higher up.

Toggle Hitboxes
Toggle Hitboxes
j.B
MBCC C-Nero j.B.png
MBCC C-Nero j.B hb.png
Damage Red Damage Proration Cancel Guard
600, 500 (987) (511) 80% (O) / 50% (O) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - - 4.65%, 4.9% (9.55%) -

Very good and hard to contest move both in neutral to cover both horizontal and landing space and on offense as a double overhead hitting jumpin. Even has a slight crossup hitbox forcing the opponent to be much more precise when getting behind Nero than most other characters. Despite all of j.B's strengths its second hitbox cannot be cancelled even on hit limiting its conversion ability at its hardest to contest angles.

Toggle Hitboxes
Toggle Hitboxes
j.C
MBCC C-Nero j.C.png
MBCC C-Nero j.C hb.png
Damage Red Damage Proration Cancel Guard
300*3, 700 192*3, 384 100%, 90% (M) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 10 - - 0.7%, 1.4%, 2.8%*2 (7.7%) -

With 10 active frames, unrivalled horizontal reach, and providing a wallslam on the final hit, j.C is an important preemptive walling tool and option to cover horizontal space when rising and an essential combo tool for corner carry and ensures any hit Nero gets leads to significant frame advantage.

Despite its reach and disjoint at the tip j.C has no vertical disjoint and extends a large hurtbox before active making it vulnerable to getting stuffed sometimes by preemptive normals from multiple angles.

Also has use on the offensive as easy coverage against forward air tech and can safejump shield counter when done out of an IAD or serve as a triple overhead from slightly higher air dashes.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

3C
MBCC F-Nero 3C.png
MBCC F-Nero 3C hb.png
MBCC F-Nero 3C2.png
MBCC F-Nero 3C2 hb.png
Damage Red Damage Proration Cancel Guard
1000, 500 (1363) (977) 75% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 (9) 3 20 -17, -5 7.0%, 3.5% (10.5%) Clash 21-23

The second hit reaches past the top of the screen. Should be cancelled on the first hit in combos and pressure for height reasons on hit as well as the second hit whiffing most crouchers. Can also be used as a more horizontal anti-air where 2C is prone to getting stuffed or for catching jumps when a summon is nearby.

Toggle Hitboxes
Toggle Hitboxes
4C
4C
4[C]
MBCC C-Nero 4C.png
MBCC C-Nero 4C hb.png
MBCC C-Nero 4C2.png
MBCC C-Nero 4C2 hb.png
4C Damage Red Damage Proration Cancel Guard
800, 600 (1106) (676) 60% (O) (N), (SP), (EX), (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 7 (6) 4 18 -17, -4 5.6%, 4.2% (9.8%) -

The second hit whiffs on all crouching opponents (as well as standing Len, WLen, Miyako, and Necos) if the first hit is blocked as well as not being cancellable on block for either hit.

Despite these flaws, 4C sees an important use as a distanced tool for checking the opponent's movement, stopping predictable dash ins and discouraging both dash and jump in pressure when pushed out. Also an important tool for confirming far hits where 2B(1) doesn't reach such as off of max range 2A. Has a small blind spot right in front of Nero.

While safe on block against most of the cast, some characters can straight up punish it and that number increases further the closer it is used.


The following is a (non-exhaustive) list of punishes to be aware of when using 4C:


Meterless Punishes: 			Arc Drive Punishes:	Cannot Punish:
Moons	Character	Punishes	Character		Moons	Character
HF	Hime		236B		Aoko			CH	V. Sion
CF	Nanaya		f.214B		Kouma			F	Wara
CH	Sion		214A		Roa			CF	Warc
F	V. Sion		22C		Hisui/HisuiMaids	C	Satsuki
H	Roa		236A		Akiha			CHF	Len
CHF	KohaMaids	Most Assists	Vaki			H	W. Len
CF	Mech		236A		Neco Arc		
C	KohaMech	421A		
H	KohaMech	623A/B		150 Meter Punishes:
F	KohaMech	623A		H-Warc	624C
CHF	Tohno		Microdash 2C
					
100 Meter Punishes:			Can Only Punish Poorly Spaced 4C:
Moons	Character	Punishes	Moons	Character	Punishes	
F	Aoko		624C		HF	Kouma		236
CHF	Hime		tk.236C		HF	Miyako		236C
H	Nanaya		623C		CHF	Ries		AD
C	Miyako		236C		CH	Wara		5C
CHF	Ciel		623C		CHF	Koha/KohaMaids	2C
CH	Ciel		236C		CH	Arcueid		236C
CHF	Sion		236C		HF	Arcueid		421C
CH	Roa		236C		CHF	P. Ciel		236A
H	Mech		623C		H	Satsuki		22B/C
CHF	Seifuku		623C		CH	Ryougi		623A
F	Seifuku		214C		F	W. Len		236A
F	Satsuki		214C		C	Nero		624C
CHF	Ryougi		214C/22C	CHF	Nero		4C
C	W. Len		421C		CHF	NAC		3C
F	NecoMech	623C		C	NecoMech	623C
					


4[C] Damage Red Damage Proration Cancel Guard
800, 600 (1106) (676) 60% (O) (N), SP, EX, (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 7 (6) 4 22 -21, -8 5.6%, 4.2% (9.8%) -

The first hit becomes special cancellable allowing for either a relatively pushed out summon or a 236A that will most likely be spaced to be +.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Ground Throw
MBCC Nero Throw.png
Damage Red Damage Proration Cancel Guard
200*9 (1572) (573) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 22 - 0.0% -

Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent in an air-tech state. Comboable if they choose not to tech or with certain summons out when timed right.

Air Throw
Air Throw
j.6/4A+D
MBCC Nero AirThrow.png
Damage Red Damage Proration Cancel Guard
1200 (1056) 506 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 7.0% -

Nero grabs and punches the target to the ground. Ground bounces and comboable when done raw, giving Nero his air dash back if it was used already allowing for corner carry combos to still be done. When used as a combo ender tends to give +20 frame advantage minimum against standard wake up timings. Combo'd air throw technically leaves the opponent in an OTG state but only opens up incredibly situational combos, usually with 421B/C.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBCC Nero 214D.png
MBCC F-Nero 236D hb.png
MBCC C-Nero 2B.png
MBCC H-Nero 236D hb.png
MBCC C-Nero j.B.png
MBCC F-Nero j.236D hb.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as Shield Bunker.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation as 2B.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as j.B.

Toggle Hitboxes
Toggle Hitboxes


Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCC Nero 214D.png
MBCC Nero 214D hb.png
MBCC H-Nero 214D hb.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Nero steps to the side and throws some shade.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Toggle Hitboxes
Toggle Hitboxes
Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCC Nero ABC.png
MBCC Nero CSpark hb.png
MBCC Nero CSpark Air hb.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

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Special Moves

236X
MBCC D-Nero 236A.png
MBCC D-Nero 236A hb.png
MBCC C-Nero 236B.png
MBCC C-Nero 236B hb.png
MBCC H-Nero 236C.png
MBCC H-Nero 236C hb.png
A Damage Red Damage Proration Cancel Guard
800 336 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 X (16) 31 -6-2 5.6% -

A crow will travel diagonally downward. No longer a fullscreen fireball but works as an effective harassing tool for mid to long range that can't be dashed under but can still be vulnerable to aggressive air approaches. Can link into most uncharged normals on counterhit, most often into 4C from ranged hits.

B Damage Red Damage Proration Cancel Guard
800 240 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
122 19 42 - 5.6% -

A crow will float above Nero and descend at a 45 degree angle after a bit. This move will not hit until its descent. The crow sprite disappears off screen if used while cornered.

EX Damage Red Damage Proration Cancel Guard
230*12 (2070) (1463) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+6 X 81 7 -100.0% -

Costs 100% Meter. Summons crows that fly horizontally. Untechable in the air, can be comboed from on both air and ground hit. A decent meter management option in combos, pressure, or neutral.

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214X
MBCC C-Nero 214X.png
MBCC C-Nero 214A hb.png
MBCC C-Nero 214C.png
MBCC C-Nero 214B hb.png
MBCC C-Nero 214C hb.png
A Damage Red Damage Proration Cancel Guard
400, 160*10 (1725) (659) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
68 (min) 3 39 - 5.6%, 0.42%*10 (9.8%) -

A snake will travel slowly across the ground. This snake is controlled by negative edge and is activated by releasing the A button, unlike the 623X series only the A button can be used for 214A. The button however does not need to be held until the snake appears on the ground allowing a short period where one can press other A moves such as 236A.

Upon being hit the opponent will be chewed and then dropped from the top of the screen for a ground techable knockdown, allowing for either another summon on the read they don't tech or a potential tech punish if they do. The opponent can still be hit with other attacks during the chewing animation, but special moves, command normals, airdash, or super jump cannot be done for the duration of the animation.

During the summon animation of 214A/B, another one of either can be summoned if the first hasn't reached the ground yet. If done with two 214A snakes, releasing A will activate both simultaneously and it's even possible for both to hit the opponent, resulting in them being dragged down by one and then dropped from the top of the screen at the location of the other.

B Damage Red Damage Proration Cancel Guard
1000 384 87% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
56 (min) 3 34 - 7.7% -

A snake will travel quickly across the ground. This move automatically activates when it is near an opponent, launching them on hit. Some characters are fast enough to dash through 214B before it is active making it weaker than 214A for controlling ground approaches but its speed makes it better for disrupting enemy zoning.

EX Damage Red Damage Proration Cancel Guard
1500 1152 75% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
7+29 3 2 23 -100.0% -

Costs 100% Meter. Summons a large mouth that tracks the opponent and covers much of the screen, launching on hit with long untech time. Is air unblockable but easily shielded. Fullscreen reach gives this move use for some long range CH pickups such as on far 236A air hit. Sometimes used to cover the screen during deer oki to obscure a mixup.

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421X
MBCC C-Nero 421X.png
MBCC C-Nero 421A hb.png
MBCC H-Nero 421BC hb.png
A Damage Red Damage Proration Cancel Guard
600 384 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
31 10 4 14 3.5% -

A single deer will jump towards the opponent, including turning around on them if they're behind Nero. Can function like a slow, plus, disjointed normal in pressure and can stuff several DPs on oki. Useful for covering both more horizontally off approaches and attempts to get behind Nero. 421A can also OTG relaunch and doesn't require a jump cancel to confirm into an air combo.

B Damage Red Damage Proration Cancel Guard
800*3 384*3 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
81 10 (39) 10 (39) 10 52 - 5.6%*3 (16.8%) -

A single deer will take its time jumping forwards for three attacks and then disappear. Hops significantly higher than the A version.

EX Damage Red Damage Proration Cancel Guard
800*5 384*5 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+61 10 (39) x5 2+50 - -100.0% Full 1-5

Costs 100% meter. Quickly summons a deer that will hop its way to the opposite end of the screen and will cover more ground than the B deer while hopping just as high. Attacks 5 times.

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22X
MBCC H-Nero 22X.png
MBCC H-Nero 22X hb.png
Damage Red Damage Proration Cancel Guard
400*4 (1074) (773) 60% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
53 (min) 320* 43 - 2.8*4 (11.2%) -

A snake will travel across the ground for as long that player holds the corresponding button. The button choice only affects the snake's travelling speed, with A being the slowest and C the fastest. Upon releasing the button, a trap will be set at that location. When the enemy steps on it, it will be triggered and will do a total of four hits. The trap disappears if Nero is hit.

Note: Once the trap has been triggered, it only disappears if any of the following conditions hold:

  • It does 4 consecutive attacks (including blocked and whiffed).
  • Half a second has elapsed since the last attack connected, and the trap was not retriggered.

If it hasn't done four attacks in a row, and it gets retriggered, the hitcount resets. This can be used to potentially extend the trap's duration if you force the opponent to stand block and then crouch block, this works because crouching hitboxes are larger than standing hitboxes, however the trap position has to be in the precise spot for it to work and the opponent doesn't have to move.

Note: You can't do a floor summon (214X, 22X) when another is already out. However, there is a delay before a floor summon is counted as being "out", so it is possible to summon twice in quick succession.

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63214C
MBCC D-Nero 63214C.png
MBCC D-Nero 63214C hb.png
Damage Red Damage Proration Cancel Guard
500*4 384*N 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12+194 16 (106) 16 (106)
16 (106) 16
12+26 - -100.0% -

Costs 100% meter. Summons a poisonous flying creature with needle that closely follows the enemy around and stings occasionally for 4 hits. The hornet flies away if Nero is hit. Not a reversal. Useful tracking option and meter management tool after j.C wallslam enders.

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Arc Drive

Armament 999
41236C during Heat
MBCC C-Nero 41236C.png
MBCC C-Nero 41236C AD hb.png
Damage Red Damage Proration Cancel Guard
3500 2208 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2+60 8 81 - removes all Full

Nero transforms and charges forward. Lengthy startup, but unblockable and unshieldable. Invul through the entire recovery but unlikely to hit anyone outside niche setups in which the opponent is stuck blocking the 22X series.

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Reverse Beats and Gaps

Rebeats/Summons
5A 2A 214A 214B
2A -7 -11 -25 -20
2B, 2B, 5C -4 -8 -25 -20
2C, 2[C] -1 -5 -22 -17
Gaps
5[C] 2[C] 421A
2A 14 20
5B, 2B, 5C 11 17
2C, 2[C] 8 14

MBAACC's "neutral frame" is counted as the "0th" gap frame in this table. Opponents do not benefit from autoguard on this frame and must block all attacks correctly, but are not able to act until the next frame.

Notable Players

Name Color Region Common Venues Status Details
alicecolor

HNero-color11.png

Japan Play Spot BIG ONE 2nd Active
(The) Burning Moon
(Web Booby Cop#4605 on discord)

HNero-color27.png

Europe Netplay Active Found in every Melty server. A bit lacking on the footage front but can tell you a lot about the character if asked, particularly regarding pressure and strike/throw setups.
Canceris
(Canceris#7506)

HNero-color26.png

South America Netplay Active Found in main Melty server and Melty Sud.
LuckyStar

HNero color01.png

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.
MaSa

HNero-color33.png

Japan Play Spot BIG ONE 2nd Active The modern diamond standard for Nero. Often seen playing this character over C for difficult matchups such as F-Hime and C-Mech.
Misty

HNero-color31.png

Japan KorewaMelty Inactive
SAT

HNero-color21.png

Japan A-cho,
KorewaMelty
Inactive The top Nero player during the early days of MBAACC. Some footage is a little dated but also contains some forgotten gems of Nero play.

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