Melty Blood/MBAACC/Nero Chaos/Full Moon: Difference between revisions
BlankSkyes (talk | contribs) |
|||
(10 intermediate revisions by one other user not shown) | |||
Line 79: | Line 79: | ||
421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put. | 421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put. | ||
214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as | 214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as well as locking them into shield for a significant period if should they shield it leading to plenty of frames to either set up more or even punish them on reaction for doing so in some cases. | ||
The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations. | The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations. | ||
Line 101: | Line 101: | ||
IAD is the most common offensive option on this front due to being faster than j.9 as well as having some built in mixup potential. Double jumping after IAD instead of opting immediately for an air normal off of the air dash can bait out responses such as shield and allow for a potential whiff punish when coming back down or give the time to react to a held shield and opt for an empty jump instead in order to yield a grounded punish with 2B. | IAD is the most common offensive option on this front due to being faster than j.9 as well as having some built in mixup potential. Double jumping after IAD instead of opting immediately for an air normal off of the air dash can bait out responses such as shield and allow for a potential whiff punish when coming back down or give the time to react to a held shield and opt for an empty jump instead in order to yield a grounded punish with 2B. | ||
Using j.B off of neutral jump often backed by drift back can also be a useful tool more to jail the opponent and discourage dash unders rather than to get back in directly in exchange for being less confirmable without counterhit | Using j.B off of neutral jump often backed by drift back can also be a useful tool more to jail the opponent and discourage dash unders rather than to get back in directly in exchange for being less confirmable without counterhit. | ||
'''236C:''' While most stable when used on oki, 236C has many uses when cancelled into mid pressure as well. Being 0 when cancelled into from 5C/[C] and 2C/[C] and plus if backed by a blocked summon or done from 6C/[C], this move can function as a pressure reset if the opponent respects or is kept in place by a 2A/B/C or even rising air normal depending on the range at which it is used. It is important to keep in mind different characters have varying levels of effective tools to escape 236C in these situations but if they do end up forced to block they will end up having to hold an obscured high/low mixup or a safe summon into continued offense. | '''236C:''' While most stable when used on oki, 236C has many uses when cancelled into mid pressure as well. Being 0 when cancelled into from 5C/[C] and 2C/[C] and plus if backed by a blocked summon or done from 6C/[C], this move can function as a pressure reset if the opponent respects or is kept in place by a 2A/B/C or even rising air normal depending on the range at which it is used. It is important to keep in mind different characters have varying levels of effective tools to escape 236C in these situations but if they do end up forced to block they will end up having to hold an obscured high/low mixup or a safe summon into continued offense. | ||
Line 111: | Line 111: | ||
<u>'''AT ender'''</u><br> | <u>'''AT ender'''</u><br> | ||
F-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for 5[C] and any uncharged normal to hit meaty, with 2A | F-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for 5[C] and any uncharged normal except 6C to hit meaty, with 2A and 5B requiring walking forward first. 2B, 2C, and 5C can even hit meaty with a small walk back after air throw. 2[C] and walk 6C don't quite hit meaty but can still beat several DPs. | ||
After AT ender 236C is at least +2 against the faster wake ups in the game and more advantaged against much of the cast as well as being spaced for a 2B follow up to catch dash, jump, and most mashes. Using 2A leaves a slightly smaller mashable gap but is less effective against catching jumps. Any one summon becomes safe if the opponent blocks 236C with varying levels of frame advantage to spare. Setting 214A or 236B can go into a fuzzy high/low setup. There is also the option to just go straight into high/low mixups, 236C's sprites and hitstop making air dash j.X harder to block and allowing deep falling j.B vs empty jump 2A to be done safely as well as making 6[C] more difficult to see. A walk up strike/throw/bait situation can also be made out of 236C oki. | After AT ender 236C is at least +2 against the faster wake ups in the game and more advantaged against much of the cast as well as being spaced for a 2B follow up to catch dash, jump, and most mashes. Using 2A leaves a slightly smaller mashable gap but is less effective against catching jumps. Any one summon becomes safe if the opponent blocks 236C with varying levels of frame advantage to spare. Setting 214A or 236B can go into a fuzzy high/low setup. There is also the option to just go straight into high/low mixups, 236C's sprites and hitstop making air dash j.X harder to block and allowing deep falling j.B vs empty jump 2A to be done safely as well as making 6[C] more difficult to see. A walk up strike/throw/bait situation can also be made out of 236C oki. | ||
Most of what is detailed in the pressure section can also be done post-AT knockdown with similar caveats though immediately summoning | Most of what is detailed in the pressure section can also be done post-AT knockdown with similar caveats though immediately summoning 421B or 214A/B or opting straight for IAD j.X, particularly against slower wake ups, can be harder to respond to. Doing sj.9 after AT can also make some DPs whiff. | ||
<u>'''j.C ender'''</u><br> | <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 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 F-Nero or it feels like the resources to run effective offense against the opponent at hand aren't there. | 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 F-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 236B twice or 421A and another summon. 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. | 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 236B twice or 421A and another summon. 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. | ||
Line 228: | Line 228: | ||
|metergen= 94.2% | |metergen= 94.2% | ||
|metero= 39.6% | |metero= 39.6% | ||
|input=*2A(AA) > 2B(1) > 2C > 3C(1) > j.BC > | |input=*2A(AA) > 2B(1) > 2C > 3C(1) > j.BC > sdj.AAC, land sj8/9.C > dj.B(1)C, (land 421A) | ||
|simput= | |simput= | ||
|note= Normally the combo F-Nero players will use along with the other one below. The part in parenthesis is that you land on the ground still facing the corner, 421A goes behind nero then comes back to his original position. If you want to get an Air throw ender you need to sdj.C instead of dj.B(1)j.C | |note= Normally the combo F-Nero players will use along with the other one below. The part in parenthesis is that you land on the ground still facing the corner, 421A goes behind nero then comes back to his original position. If you want to get an Air throw ender you need to sdj.C instead of dj.B(1)j.C | ||
Line 1,299: | Line 1,299: | ||
!width="125"|Region !! Common Venues !! Status !! Details | !width="125"|Region !! Common Venues !! Status !! Details | ||
|- | |- | ||
| | | [https://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=96 96]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color23.png]] | ||
| | | Japan || A-cho || Active || | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=ambaa%20(%E3%82%A2%E3%83%B3%E3%83%90%E3%83%BC) ambaa<br>(アンバー)]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=ambaa%20(%E3%82%A2%E3%83%B3%E3%83%90%E3%83%BC) ambaa<br>(アンバー)]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color24.png]] | ||
| Japan || A-cho,<br>KorewaMelty || Inactive || | | Japan || A-cho,<br>KorewaMelty || Inactive || | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=Donnie Donnie]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=Donnie Donnie]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color07.png]] | ||
| South America || Dream Match,<br>Netplay || Active || | | South America || Dream Match,<br>Netplay || Active || | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=hakujun%20(%E7%99%BD%E7%B4%94) hakujun<br>(白純)]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=hakujun%20(%E7%99%BD%E7%B4%94) hakujun<br>(白純)]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color24.png]] | ||
| Japan || Play Spot BIG ONE 2nd || Active || Currently the most active Nero player in Japan, has footage against more of the more recent JP playerbase than anyone else listed. | | Japan || Play Spot BIG ONE 2nd || Active || Currently the most active Nero player in Japan, has footage against more of the more recent JP playerbase than anyone else listed. | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=Jbelanger Jbelanger]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=Jbelanger Jbelanger]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color11.png]] | ||
| North America || Netplay || Active || Strong pocket Nero. | | North America || Netplay || Active || Strong pocket Nero. | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=LuckyStar LuckyStar]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=LuckyStar LuckyStar]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-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. Has more footage than any other Nero player against opponents of all skill levels. Fond of not blocking and random selects palette. | | Japan || A-cho || Inactive || The original MBAACC shark. Often goes for unorthodox and stylish plays but is more than competent when he needs to be. Has more footage than any other Nero player against opponents of all skill levels. Fond of not blocking and random selects palette. | ||
|- | |- | ||
| [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=Sen Sen]|| style="text-align:center;"| | | [http://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=Sen Sen]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color09.png]] | ||
| North America || Netplay || Inactive || Former most active F-Nero in NA. | | North America || Netplay || Inactive || Former most active F-Nero in NA. | ||
|- | |- | ||
| [https://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=yu-ki+%28%E3%82%86%E3%83%BC%E3%81%8D%29 yu-ki<br>(ゆーき)]|| style="text-align:center;"| | | [https://mbaacc.melty.games/?p1moon=f&p1char=nero&p1name=yu-ki+%28%E3%82%86%E3%83%BC%E3%81%8D%29 yu-ki<br>(ゆーき)]|| style="text-align:center;"| | ||
[[File:Nero | [[File:F-Nero-color36.png]] | ||
| Japan || Play Spot BIG ONE 2nd,<br>A-cho,<br>KorewaMelty || Active || | | Japan || Play Spot BIG ONE 2nd,<br>A-cho,<br>KorewaMelty || Active || | ||
|- | |- |
Latest revision as of 10:00, 17 June 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 |
---|---|
|
Additional Resources
F-Nero Match Video Database
Nero Combo Compilations
F-nero Essential combos
Overview
General Gameplan
One of the best in class of Melty Blood's several setplay/zoner hybrids, F-Nero is a deceptively versatile character that seeks to control the screen with a variety of summons that (mostly) don't go away on hit to make the opponent feel just as restricted in their ability to maneuver as he is, if not more.
F-Nero's assortment of autonomous screen control goes hand in hand with his normals, covering large amounts of space to effectively punish opponents trying to either approach and stop the zoo from getting set up or to shut down escape or disrespect attempts when it is already out, with successful hits leading to high meter gain, corner carrying combos that lead to either pressure and setplay in the corner or a highly advantaged neutral reset with plenty of frame advantage to summon, reposition, or sometimes even do both.
Neutral
MOVEMENT: Without Summons:
While more vulnerable without his insurance and lacking the ability to dash on the ground, Nero still has effective if somewhat committal tools to stop approaches and rumble with in neutral until he either gets a hit or manages to patiently move into a position that allows him to start setting up the zoo. He still has all the standard air movement options in such as double jumping, air dashing, and super jumping to run away to a safer position or even aggress with where approaching or forcing a scramble is necessary.
F-Nero has multiple long reaching grounded pokes to effectively stop sign an opponent with should they be trying to rush in from the ground before a summon can be active in 2C and 5C, the former being farther reaching and covering some air approaches too and the latter being slightly faster, always being confirmable on grounded hit, and not being low profilable. F-Nero's 2A is also larger than average for when something faster is needed to stop opponents that have already come in close.
F-Nero also has a plethora of anti-airs to stop nearly any frontal airborne approach with. 5B is one of the best antiairs in the game, coming out as fast as Nero's A normals and having 6 active frames with a sizable hitbox that also removes much of his head hurtbox to deny most vertical jump in attempts. 5A also covers a similar space to 5B with lower commitment but with an easier to contest hitbox, making it better as a fuzzy mash option against possible empty jumps or air stalling attempts to bait shield with. 3C has some use for catching airborne characters from slightly farther away that are trying to outspace 5B horizontally but is more committal due to having an automatic follow up on whiff and has a large hurtbox above the hitbox. Ant-air shield is particularly notable with F-Nero due to the predictable air approaches he often forces and the very high reward it can potentially yield if he has meter to combo into 214C with. Even without meter F-Nero's damage off of anti-air shield counter is generally higher than average.
As for the air game F-Nero also retains his air options after whiffing his large j.A like a traditional Melty Blood character allowing one to engage in the more standard air footsies this game is known for except backed by a character defining j.B and j.C, both having near unparalleled reach for some of the best walling in the game off of defensive movement like j.7 or air dash back with the former having a very strong hitbox to cover both air to air and air to ground and the latter being active for 10 frames and wallslamming on the final hit turning nearly any stray hit into a potential setup opportunity. Not having landing recovery only makes these buttons even stronger.
If forced to approach without a summon, F-Nero can use IAD with any of his air normals to safejump shield counters from half and full moon characters as well as being able to hold his air dash for a decent amount of time before cancelling it with a button to go further or to stagger antiair attempts. If the opponent respects Nero's approach he can also immediately turn the situation into a high/low mixup, being able to go for IAD j.A vs j.B into 2A or have j.C act as a triple overhead off of a marginally higher air dash.
To harass some enemy zoning or setup and characters with tall dashes the option of throwing out a fireball in the form of 236A exists as well. While there is risk to whiffing it against approaches due to the high recovery the move is + on block and hit at mid and long ranges, usually allowing at least one summon in the case of the former and near guaranteeing one if not two in the case of the latter.
CHARACTERS THAT CAN DASH UNDER 236A:
- Akiha*, V.Akiha*, Seifuku, Aoko*, Warc*, Ciel, Kouma*, Len (F), NAC, Neco-Arc, Nero (C/F), Roa*, Ryougi, Satsuki*, Tohno*, Nanaya*, V.Sion, Wara (C/H), W.Len (C/F)
CHARACTERS THAT CANNOT DASH UNDER 236A:
- Arc, Hime, Hisui, Kohaku, Koha-Mech, Len (C/H), Mech-Hisui, Neco-Mech, Miyako, Nero (H), P.Ciel, Ries, Sion, Wara (F), W.Len (H)
Characters that can dash under but can still get their dash startup caught are noted with an asterisk.
As far as close range scramble tools go, F-Nero when uninsured is slightly more limited in his options than many other characters due to most normals being on the slower side and lacking a good backdash to disengage with, making patience more encouraged than usual. As far as mashing options go, 2A does cover slightly more space than most other jabs in the game but isn't active until frame 6 making it weak against characters with fast or even average mashing options up close. 5B is the same speed as 2A making it alright if the opponent is in range and to cover jumps last minute at the same time in exchange for having much higher recovery on whiff. While risky shield can see use here too due to F-Nero reward off of it making it more appealing than it is on most other characters.
If willing to part with meter, F-Nero also has 236C to create space and either intercept a much more telegraphed approach attempt or get a summon from there if the opponent respects and backs off. F-Nero can also present Full Moon charge if the opponent has a lifelead and doesn't want to approach regardless of whether summons are out or not.
Much of this information applies when a summon or two is already out as well.
With Summons:
When backed by his screen control F-Nero has the ability to defend his position and restrict the opponent's ability to get in and make them vulnerable to his anti-airs and air to airs as well as use his summons to buff his own approach and try and put his opponent into pressure.
236B and 214A are generally F-Nero's most used summons for controlling neutral with from the front, with 236B becoming active sooner than any other summon if any opponent is already close and staying on the screen for a long time to cover dash in attempts with. 214A also travels along the ground somewhat slowly, has a high and air unblockable hitbox, and is controlled by negative edge, often making the opponent think twice about dashing or jumping when it's nearby and even being able to punish them chicken blocking air normals or other summons. As with all summons these can push the opponent to take to telegraphed movements such as predictable air approaches or committing to standing in place to shield them.
421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put.
214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as well as locking them into shield for a significant period if should they shield it leading to plenty of frames to either set up more or even punish them on reaction for doing so in some cases.
The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations.
Pressure
Due to his lack of a dash and other conventional tools, F-Nero's pressure has to be structured slightly differently from most other characters in Melty Blood.
If an opponent is dealing with most options in pressure well, not falling for frametraps and punishing summons and airborne offense consistently it is also perfectly fine to commit little if not at all to pressure, either ending combos on j.C and resetting to neutral with high frame advantage immediately or simply opting for a short string that pushes out into neutral.
Ground Normals: While he doesn't have a dash, F-Nero can still somewhat make use of simple and standard Full Moon stagger pressure with his +2 2A and +7 6C giving some room to threaten microwalks into pressure resets and tick throws with when close and 5B and 2B having incredibly long cancel windows when used up close as well. 5C and 2C have difficult to contest hitboxes when spaced properly and can frametrap/stagger when cancelled into from Nero's A and B normals, with 5C and 2[C] pushing back to midscreen the most should that be preferable. 4C can be tacked onto the end of a string as a last attempt at catching the opponent trying to do something. All of F-Nero's normals also have cancel windows extending into practically their entire recovery.
Summons: The most common summons seen in pressure are 236B and 214A due to the former becoming active the soonest and the latter having the least recovery out of Nero's summon pressure options that don't go away on hit. Any summon when blocked acts as a high frame advantage pressure reset allowing a safe walk forward into using normals again or an IAD reset that the opponent has fewer frames if any to stop it with. During midscreen pressure summons can also take advantage of opponents trying abuse backdash against F-Nero's limited chasing options. 6C 236B deserves a special mention as a summon pressure sequence with a rather small gap that is hard to challenge or react to.
Most summons in pressure are however vulnerable to getting challenged by long range sweeps in some matchups as well as dash throw/mash by most of the cast due to leaving Nero considerably minus when used off of normals. The effectiveness of summoning in pressure is highly dependent on the matchup at hand and how effectively one can mislead the opponent's focus with unpredictable cancels and other options in pressure to make reacting difficult and sniff out fuzzy mash/dash if they aren't playing reactively.
Depending on the matchup and opponent different normals cancelled into summons will have varying levels of effectiveness. Fast, close range cancels such as off of 6C and 2A will result in the opponent having an easier time reaching Nero to punish but will also give them less time before a summon is active, as well as making them more vulnerable to jump catch attempts such as with 5B and 3C. Summon cancelling moves like 5C and 2[C] meanwhile give more difficulty to characters with slow dashes but often make jumping out easier and the insurance threat less immediate as well as often being easier to predict or react to.
j.X: While with its own set of risks, the amount of space that Nero's air normals, particularly j.B control can allow him to keep the opponent in place fairly well. Taking to the air can be effective against opponents keen to mash low moves such as sweeps in anticipation of a closer range summon cancel or walk up as well as sometimes function as a bullying tool against opponents that are either passive or are playing characters that lack tools to challenge Nero in the air.
IAD is the most common offensive option on this front due to being faster than j.9 as well as having some built in mixup potential. Double jumping after IAD instead of opting immediately for an air normal off of the air dash can bait out responses such as shield and allow for a potential whiff punish when coming back down or give the time to react to a held shield and opt for an empty jump instead in order to yield a grounded punish with 2B.
Using j.B off of neutral jump often backed by drift back can also be a useful tool more to jail the opponent and discourage dash unders rather than to get back in directly in exchange for being less confirmable without counterhit.
236C: While most stable when used on oki, 236C has many uses when cancelled into mid pressure as well. Being 0 when cancelled into from 5C/[C] and 2C/[C] and plus if backed by a blocked summon or done from 6C/[C], this move can function as a pressure reset if the opponent respects or is kept in place by a 2A/B/C or even rising air normal depending on the range at which it is used. It is important to keep in mind different characters have varying levels of effective tools to escape 236C in these situations but if they do end up forced to block they will end up having to hold an obscured high/low mixup or a safe summon into continued offense.
Throw: Despite lacking a dash Nero can still effectively threaten throw in a lot of situations thanks to summons often tacking on extra damage and reducing the tech window. Nero is also tied for having the longest throw range in the game meaning that the amount of walking up that is needed is less than what is required of most characters. Baiting throw tech and punishing with a jump in is also easier for Nero than most other characters thanks to the downwards reach of his j.B
Okizeme
AT ender
F-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for 5[C] and any uncharged normal except 6C to hit meaty, with 2A and 5B requiring walking forward first. 2B, 2C, and 5C can even hit meaty with a small walk back after air throw. 2[C] and walk 6C don't quite hit meaty but can still beat several DPs.
After AT ender 236C is at least +2 against the faster wake ups in the game and more advantaged against much of the cast as well as being spaced for a 2B follow up to catch dash, jump, and most mashes. Using 2A leaves a slightly smaller mashable gap but is less effective against catching jumps. Any one summon becomes safe if the opponent blocks 236C with varying levels of frame advantage to spare. Setting 214A or 236B can go into a fuzzy high/low setup. There is also the option to just go straight into high/low mixups, 236C's sprites and hitstop making air dash j.X harder to block and allowing deep falling j.B vs empty jump 2A to be done safely as well as making 6[C] more difficult to see. A walk up strike/throw/bait situation can also be made out of 236C oki.
Most of what is detailed in the pressure section can also be done post-AT knockdown with similar caveats though immediately summoning 421B or 214A/B or opting straight for IAD j.X, particularly against slower wake ups, can be harder to respond to. Doing sj.9 after AT can also make some DPs whiff.
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 F-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 236B twice or 421A and another summon. 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.
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.
Defense
While F-Nero has high health to afford making some mistakes with, being patient on defense is generally recommended due to his slow abare and lack of meterless reversal making getting out a riskier endeavor than it is for a lot of characters as well as a slow wake up timing meaning he will have to hold more things than usual, especially in conjunction with his big hurtbox.
EX Guard: Likely the most powerful as well as low risk defensive mechanic in the game, F-Nero benefits from ex guard as much as any other member of the cast, if not more. Increased pushback and reduced enemy frame advantage greatly benefits his slow but large 2A and his deceptively strong jump.
Jump: While already essential to defense for the whole roster, Nero in particular has one of the smallest j.7 hurtboxes in the game for whatever reason making him more slippery than average if given room to upback, making an already excellent defensive tool even better. Nero's strong air normals also bolster getting out of the corner without being intercepted as easily.
Normal Abare: 2A is a frame slower than average but can poke out at slightly longer than usual ranges and 5B and 5A are just as fast making them useful against airborne pressure. 4C can also call out wider distanced gaps and is bufferable by virtue of being a command normal.
Shield: While only having shield counter as a viable option in most situations, F-Nero's shield threat is among the most imposing in the game due to its skewed risk/reward whenever he has meter, having the potential to reach 5K damage as well as reaping the standard oki and corner carry of his usual combos. Punishable if met with a chicken block however.
63214C: F-Nero's dedicated reversal is slow and ineffective (and usually unsafe) against airborne opponents as well as having a superflash to make shielding it on reaction easy if the opponent meatied with an A normal. It also loses invincibility shortly before active also making it throwable. Despite these flaws it is safe on block if the opponent ends up blocking it and if it trades F-Nero can pick up with a full combo, adding further to his high risk/high reward options.
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
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:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Video examples
Here below is a playlist detailing all of the combos you will need visually to play this character
Starters
Enders
Normal Combos
Corner Combos
There's not much in terms of corner specifics outside of 5[C] starters, but here are some below:
Corner Steal combo setups
Specific combos to setup a corner steal after jC wallbounce ender into 421A, disabling air options to the opponent and making the normal 421A setup even more oppresive.
Move Descriptions
Frame Data Help | |
---|---|
Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
Toggle Hitboxes Toggle Hitboxes
|
---|
5B
Toggle Hitboxes Toggle Hitboxes
|
---|
5C
5C
5[C] |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
2A
Toggle Hitboxes Toggle Hitboxes
|
---|
2B
Toggle Hitboxes Toggle Hitboxes
|
---|
2C
2C
2[C] |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Jumping Normals
j.A
Toggle Hitboxes Toggle Hitboxes
|
---|
j.B
Toggle Hitboxes Toggle Hitboxes
|
---|
j.C
Toggle Hitboxes Toggle Hitboxes
|
---|
Command Normals
3C
Toggle Hitboxes Toggle Hitboxes
|
---|
4C
Toggle Hitboxes Toggle Hitboxes
|
---|
6C
6C
6[C] |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Blood Heat
Blood Heat
A+B+C during MAX |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Ground Dash
(Ground Dash)
66/44 |
---|
236X
Chaos Release - Black Wings
236A/B/C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
214X
Toggle Hitboxes Toggle Hitboxes
|
---|
421X
Chaos Exposure - Premature Egg
421A/B/C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
63214C
Toggle Hitboxes Toggle Hitboxes
|
---|
Arc Drive
Armament 999
41236C during Max/Heat |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Another Arc Drive
Armament 999
41236C during Blood Heat |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Last Arc
Number of the Beast
Grounded EX Shield during Blood Heat |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
96 | Japan | A-cho | Active | ||
ambaa (アンバー) |
Japan | A-cho, KorewaMelty |
Inactive | ||
Donnie | South America | Dream Match, Netplay |
Active | ||
hakujun (白純) |
Japan | Play Spot BIG ONE 2nd | Active | Currently the most active Nero player in Japan, has footage against more of the more recent JP playerbase than anyone else listed. | |
Jbelanger | North America | Netplay | Active | Strong pocket Nero. | |
LuckyStar | Japan | A-cho | Inactive | The original MBAACC shark. Often goes for unorthodox and stylish plays but is more than competent when he needs to be. Has more footage than any other Nero player against opponents of all skill levels. Fond of not blocking and random selects palette. | |
Sen | North America | Netplay | Inactive | Former most active F-Nero in NA. | |
yu-ki (ゆーき) |
Japan | Play Spot BIG ONE 2nd, A-cho, KorewaMelty |
Active |
Players to ask in the community
Opinions may differ between players and not all may agree on the same topic.
Name | Discord username | Languages | Servers |
---|---|---|---|
Canceris | cancerisr | Spanish, English | Every major Melty discord |
Donnie | donnie7th | Spanish, English | Meltycord, MBCS, Melty Sud, Reverse Beat Brasil |
Web Booby Cop | Web Booby Cop#4605 | English, German | Every major Melty discord |