Melty Blood/MBAACC/Nero Chaos/Full Moon: Difference between revisions
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=Character Page Progress= | {{TOC limit|3}} | ||
== Character Page Progress == | |||
{{#lst:Melty_Blood/MBAACC:Roadmap|F-Nero}} | {{#lst:Melty_Blood/MBAACC:Roadmap|F-Nero}} | ||
=Additional Resources= | == Additional Resources == | ||
[http://melty.games/?p1m=f&p1c=nero&netplay=1&page=1 F-Nero Match Video Database]<br> | |||
[https://youtu.be/dz52tjFQGZw Nero Combo Compilations]<br> | |||
[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] | ||
==Players to watch/ask== | == Players to watch/ask == | ||
'''JP:''' | '''JP:''' | ||
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*Asciux - Found in main melty server | *Asciux - Found in main melty server | ||
==Overview== | == Overview == | ||
{| class="wikitable" | {| class="wikitable" | ||
|+Strengths Weaknesses | |+Strengths Weaknesses | ||
|- | |- | ||
| | |Strengths | ||
| | | | ||
*Good corner carry combos | *Good corner carry combos. | ||
*Low commitment, summons will almost always cover you | *Low commitment, summons will almost always cover you. | ||
*Decent damage overall, and F can get a lot of it in the right situations | *Decent damage overall, and F can get a lot of it in the right situations. | ||
*Big, overall very good buttons | *Big, overall very good buttons. | ||
* | *Fourth highest health in the game. | ||
*High damaging reward off of shield counter | *High damaging reward off of shield counter. | ||
*Decent(not great) reversal | *Decent (not great) reversal option. | ||
*Arc | *Arc Drive can go into unblockable setups. | ||
*Good anti airs | *Good anti airs. | ||
*Very solid, few unfavorable | *Very solid, few unfavorable matchups. | ||
*Uses Meter very well for pressure and Okizeme | *Uses Meter very well for pressure and Okizeme. | ||
*Frightening pressure with tons of advantage and guard bar damage | *Frightening pressure with tons of advantage and guard bar damage. | ||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
*Really tall, opens up | *Really tall, opens up Nero-Specific pressure on him. | ||
*Poor ground mobility, F only teleports from either forward dash or back dash | *Poor ground mobility, F only teleports from either forward dash or back dash. | ||
*Needs meter for his pressure/Okizeme to be threatening | *Needs meter for his pressure/Okizeme to be threatening. | ||
*Polarizing match ups such as H-Roa, Hime, C-Ciel's 236C, etc. | |||
*Polarizing match ups such as H | |||
|} | |} | ||
'''CHARACTER IN ONE SENTENCE:''' Unfair, insurance based brute force space denial character. | '''CHARACTER IN ONE SENTENCE:''' Unfair, insurance-based brute force space denial character. | ||
==General Gameplan== | == General Gameplan == | ||
Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it | 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. | ||
'''F-Moon''' | <u>'''F-Moon Specifics'''</u> | ||
Where C is the unstoppable force, F is the immovable object. | Where C is the unstoppable force, F is the immovable object. 421X replaces deer with filth, a different and equally important tool to keep people still and a big factor in making people approaching you a huge risk. Also has a significantly larger 2C, so he has an easier time hitconfirming from longer range. 236B lets you cover yourself fairly well in neutral, and coupled with 6C it lets you bully people for days. F is also capable of getting very high damage from the right situations, thanks to 6C and 214C. Better set of normals overall for playing a longer range than C. | ||
No landing recovery on j.B only makes the button stronger. | No landing recovery on j.B only makes the button stronger. | ||
===Neutral=== | === Neutral === | ||
<u>'''MOVEMENT:'''</u> | <u>'''MOVEMENT:'''</u> | ||
Nero is a slow character. There is no denying that. He | Nero is a slow character. There is no denying that. He doesn't have traditionnal ground dashes at all. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and will be his main movement tool.<br> | ||
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. | ||
Instead of a conventional dash, Nero’s | Instead of a conventional dash, Nero’s dash is a teleport, similar to Slayer’s. It is invulnerable from frame 1, but very slow to recover, although the timing to punish it is also very late, so late that people not accustomed to it might in fact whiff a premature punish. | ||
In F-moon this also becomes his back dash, with identical properties. | In F-moon this also becomes his back dash, with identical properties.<br> | ||
The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows. | The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows. | ||
With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A(crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there. | With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A (crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there. | ||
===Pressure=== | === Pressure === | ||
With all | With all Neros, pressure via screen control is the name of all Nero's game. Using his 214A/B series in conjuction with 236B for F-Nero to cover your approach and airdash j.C or j.B your way in. All Neros want to be acquainted with both j.C and j.B, especially j.B because its a two hit large normal that fast for an aerial of its caliber. From there you can either IAD j.B again or do 2A pressure. | ||
Frankly, any positioning outside of the corner | 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. His pressure truly shines in the corner after either an AT ender or a j.C ender as the last wallslam to be used. where he can freely land and plant a 421A to cover forward tech | ||
Pressure is simple to understand with F- | Pressure is simple to understand with F-Nero as he has stagger 2A, IAB j.B, IAD j.C, 6[C] that is +10 on block, and 6C that is +7 on block and is commonly special cancelled into 236B which is +15. with all of this at your disposal you also have one of the larger grabs in the game to boot that deals a good deal of damage for a throw, even with reduce taken into account. Now moving on to what to do for Okizeme or post j.C ender. | ||
<u>'''Okizeme'''</u> | <u>'''Okizeme'''</u> | ||
Any time with F | Any time with F-Nero that you score a AT ender and have 100% meter minimum you can so very similar things to what C-Nero does. Your initial options are listed below: | ||
* | *AT, 236C | ||
* | *AT, 5[C] > 236C | ||
There are reasons to doing one over the other the former option is to get maximum frame advantage while the latter option is for a meaty 5[C] to keep people in check, such as using 5[C] against characters | There are reasons to doing one over the other: the former option is to get maximum frame advantage while the latter option is for a meaty 5[C] to keep people in check, such as using 5[C] against characters that have good sweep options like Tohno with 214X or Satsuki with 2C.<br> | ||
After that point you got a few ideas from there and they are also listed below. | After that point you got a few ideas from there and they are also listed below. | ||
*'''(2A/2B) 214[A] | *'''(2A/2B >) 214[A] IAD fuzzy(j.C dj j.B)''' ''Use 2B generally just to be on the safe side'' | ||
*'''2A, 9 late j.B or empty jump 2A''' | *'''2A, 9 late j.B or empty jump 2A''' | ||
*walk up | *walk up Throw/bait | ||
The ones in bolded are to illustrate the important of doing 2A/2B after 236C as it keeps the opponent in check if they try to dash out. If they try to jump out, you can guard crush them with 2C as it is air unblockable and go straight into an aerial sequence that is listed in the normal combos. if they try to either ground shield or Air shield the crows, you can ground and air throw them accordingly. | |||
Next is j.C ender used for the last wall slam ender so if you look at the sequence below this is how it follows | Next is j.C ender used for the last wall slam ender so if you look at the sequence below this is how it follows | ||
*'''j. | *'''j.BC > dj.BC, land j.C, (land 421A)''' | ||
From here, is where F Nero places trap, filth | From here, this is where F-Nero places his trap, filth (421A) to monopolize the space behind him. If the opponent happens to tech forward, they are now sandwiched between Nero and filth and you can do the following: | ||
*2AA, empty jump low | *2AA, empty jump low | ||
*2AA 6[C] | *2AA > 6[C] | ||
*2AA, late j.B | *2AA, late j.B | ||
*2AA, 2AA, | *2AA, 2AA, Throw | ||
This is just a short list of things he is able to do with the former option leaving him +10 and close enough for a 2A to follow up among other options. If they neutral or back tech, depending on how many air options they used up or have left are put into a dangerous spot of getting AUB by 3B, 5B or just face another round of pressure into 5[C] > 236C if resources permits you to do so. | |||
With his simple yet robust its encouraged to try and be creative with how you apply this information based on the MU to prioritize j.C ender or Air throw ender | With his simple yet robust its encouraged to try and be creative with how you apply this information based on the MU to prioritize j.C ender or Air throw ender | ||
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if the opponent can rps you post 236C ender meterless such as satsuki 2C you'd rather not go for that. | if the opponent can rps you post 236C ender meterless such as satsuki 2C you'd rather not go for that. | ||
===Defense=== | === Defense === | ||
Make good friends with downback. Nero has slower than average normals, no | Make good friends with downback. Nero has slower than average normals, no dashes, a mediocre airdash . If you cannot commit insurance fraud with an already active summon, you’re going to play the same blocking simulator the rest of the roster has to, except worse. Again, do not be afraid to part with meter. Nero is not a meter-dependent character, he simply uses it very well. He has some very strong reversals to play with in every moon, so make use of them. | ||
F’s own reversal, the insect swarm, is an interesting case. It is invincible very slightly into active and will, again, always at least trade. Notable traits however are the fact that it is plus on block and hit, and the insects keep going even if Nero himself is hit, meaning it acts as a very strong starter, netting you upwards of 4-5k on trade. However, it is also tiny vertically and easy to clear with a strong jumpin. However, opponents actively baiting this now risk getting shielded or even mashed out, so don’t underestimate the psychological power of simply having 100 meter. Has no pushback on shield, but is only punishable up close as the insects getting shielded so late into recovery means you will recover possibly even before your opponent. A strong reversal, and at its strongest when simply threatened, rather than used. If your opponent doesn’t respect the threat of it, however, feel free to make them. | F’s own reversal, the insect swarm (63214C), is an interesting case. It is invincible very slightly into active and will, again, always at least trade. Notable traits however are the fact that it is plus on block and hit, and the insects keep going even if Nero himself is hit, meaning it acts as a very strong starter, netting you upwards of 4-5k on trade. However, it is also tiny vertically and easy to clear with a strong jumpin. However, opponents actively baiting this now risk getting shielded or even mashed out, so don’t underestimate the psychological power of simply having 100 meter. Has no pushback on shield, but is only punishable up close as the insects getting shielded so late into recovery means you will recover possibly even before your opponent. A strong reversal, and at its strongest when simply threatened, rather than used. If your opponent doesn’t respect the threat of it, however, feel free to make them. | ||
F’s shield deserves its own paragraph. The shield counter is nothing special in itself, being identical to H. What is special, however, is the sheer reward of landing one. For the low low price of 100 meter,you can easily break 4k on lower defense characters with little effort from one. On high enough air hits you can even get this damage meterless if you’re quick. Keep this in mind, and combined with the threat of insect swarm, intimidate any potential offense with simply the fact that you have 100 meter in stock. A single slipup is going to hurt much more when you can mix up between having to eat 4k from a shield, a high reward trade-oriented reversal or bait shields and possibly give you your turn. 5B is an absolutely divine antiair, especially up close and can catch sloppy aerial approaches which are very much a possibility with how unnerving playing around your defensive options already is. | F’s shield deserves its own paragraph. The shield counter is nothing special in itself, being identical to H. What is special, however, is the sheer reward of landing one. For the low low price of 100 meter, you can easily break 4k on lower defense characters with little effort from one. On high enough air hits you can even get this damage meterless if you’re quick. Keep this in mind, and combined with the threat of insect swarm, intimidate any potential offense with simply the fact that you have 100 meter in stock. A single slipup is going to hurt much more when you can mix up between having to eat 4k from a shield, a high reward trade-oriented reversal or bait shields and possibly give you your turn. 5B is an absolutely divine antiair, especially up close and can catch sloppy aerial approaches which are very much a possibility with how unnerving playing around your defensive options already is. | ||
Also keep in mind that you can IH shielding, giving you what’s essentially a real, extremely expensive parry if you’re in MAX. | Also keep in mind that you can IH shielding, giving you what’s essentially a real, extremely expensive parry if you’re in MAX. | ||
==Combos== | == Combos == | ||
{{ComboLegend-MB}} | |||
===Video examples=== | === Video examples === | ||
<u> '''All videos have inputs on'''</u> | <u> '''All videos have inputs on'''</u> | ||
*[https://streamable.com/t4ziz The go to combo] | *[https://streamable.com/t4ziz The go-to combo] | ||
*[https://streamable.com/lsqgt Second one is generally off of counterhit 2A] | *[https://streamable.com/lsqgt Second one is generally off of counterhit 2A] | ||
*[https://streamable.com/uwdsu Third one you generally don't go for and is mostly a confirm off of a raw j.C starter | *[https://streamable.com/uwdsu Third one you generally don't go for and is mostly a confirm off of a raw j.C starter] | ||
*[https://streamable.com/tn9by This is your standing confirm] | *[https://streamable.com/tn9by This is your standing confirm] | ||
*[https://streamable.com/tkhwk This is a harder but way more stable corner to corner route for | *[https://streamable.com/tkhwk This is a harder but way more stable corner to corner route for Lens/Ryougi] | ||
*[https://streamable.com/3923j | *[https://streamable.com/3923j Corner BnB] | ||
*[https://streamable.com/lghri The standing corner option] | *[https://streamable.com/lghri The standing corner option] | ||
*[https://streamable.com/63orf This is a corner combo for when you want to squeeze the extra damage with a | *[https://streamable.com/63orf This is a corner combo for when you want to squeeze the extra damage with a j.B since on certain characters you'll be too far away on the go to BnB] | ||
*[https://streamable.com/3tgxc This is what you should go for off of a 6[C] starter in the corner] | *[https://streamable.com/3tgxc This is what you should go for off of a <nowiki>6[C]</nowiki> starter in the corner] | ||
*[https://streamable.com/ymwe0 This is your general midscreen 6[C] confirm] | *[https://streamable.com/ymwe0 This is your general midscreen <nowiki>6[C]</nowiki> confirm] | ||
*[https://streamable.com/p14df Easier version for miscreen 6[C]] | *[https://streamable.com/p14df Easier version for miscreen <nowiki>6[C]</nowiki>] | ||
*[https://streamable.com/62ksz And easier version for corner 6[C] starter] | *[https://streamable.com/62ksz And easier version for corner <nowiki>6[C]</nowiki> starter] | ||
*[https://streamable.com/hgsb2 Go to version for a 5[C] starter (alongside a hitstop OS)] | *[https://streamable.com/hgsb2 Go to version for a <nowiki>5[C]</nowiki> starter (alongside a hitstop OS)] | ||
*[https://streamable.com/zx9s8 Easier version of 5[C] starter (can't hitstop OS here)] | *[https://streamable.com/zx9s8 Easier version of <nowiki>5[C]</nowiki> starter (can't hitstop OS here)] | ||
*[https://streamable.com/bkm8f This is in case you didn't OS and went for 236C no matter what] | *[https://streamable.com/bkm8f This is in case you didn't OS and went for 236C no matter what] | ||
*[https://streamable.com/gg24j This you will use either to squeeze that extra damage to close the round or if you're in max mode] | *[https://streamable.com/gg24j This you will use either to squeeze that extra damage to close the round or if you're in max mode] | ||
Line 157: | Line 157: | ||
*[https://streamable.com/25mh3 Unlikely metered corner version] | *[https://streamable.com/25mh3 Unlikely metered corner version] | ||
*[https://streamable.com/uj210 Post throw OS, covers no tech and neutral tech] | *[https://streamable.com/uj210 Post throw OS, covers no tech and neutral tech] | ||
''Puts most characters in a bad position in back tech | **''Puts most characters in a bad position in back tech. Forward tech is the best option against this OS but it's basically a 50/50 (since he can just jump back j.C to catch forward tech) and you still have to use either double jump or airdash to not go into the 5B.'' | ||
**''421A is also an ok option after throw'' | |||
421A is also an ok option after throw'' | |||
*[https://streamable.com/izd5s This is a very easy throw combo] | *[https://streamable.com/izd5s This is a very easy throw combo] | ||
*[https://streamable.com/77aqd Throw airthrow combo] | *[https://streamable.com/77aqd Throw airthrow combo] | ||
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*[https://streamable.com/9m7dz Forgot to put an example of 421A ender] | *[https://streamable.com/9m7dz Forgot to put an example of 421A ender] | ||
===Starters=== | === Starters === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2A ( | |input=*2A(A) > 2B(1) > 2C > 3C | ||
|simput= | |simput= | ||
|note= Common | |note= Common H/F-Nero ground starter. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*5B | ||
|simput= | |simput= | ||
|note= | |note= A starter that is seen when F-Nero AA's an opponent or guard crushes them after an IAD j.B is blocked in some cases. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*4C | ||
|simput= | |simput= | ||
|note= A starter that is seen | |note= A starter that is seen among new nero players. Best used to call out something since its fast but very - on block. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Overhead starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*6[C] | ||
|simput= | |simput= | ||
|note= | |note=A +10 on block overhead that is unshieldable and also has clash to absorb heat hitboxes, very common to use this when in the corner or after a j.C ender into 421A and they happened to be sandwiched between Nero and Filth after they air tech. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, | |condition=Normal starter, airborne opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*j.BC | ||
|simput= | |simput= | ||
|note= | |note= 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. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Normal starter, airborne opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*2C > 3C | ||
|simput= | |simput= | ||
|note= | |note=CH 2C starter if you anti air'd an opponent with this. | ||
}} | }} | ||
}} | }} | ||
===Enders=== | === Enders === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*AT | ||
|simput= | |simput= | ||
|note= usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme. Otherwise if C-Nero doesn't end in air throw it lets Nero set up a 421B/A | |note= usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme. Otherwise if C-Nero doesn't end in air throw it lets Nero set up a 421B/A to cover spaces where the opponent techs upon landing. | ||
}} | }} | ||
}} | }} | ||
===Normal Combos=== | === Normal Combos === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2A(AA) 2B(1) 2C 3C | |input=*2A(AA) > 2B(1) > 2C > 3C > j.BC > dj.AAC, land sj8/9.C > dj.B(1)C, (land 421A) | ||
|simput= | |simput= | ||
|note= Normally the combo F | |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 | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*2A(AA) 2B(1) 2C 3C j.BC | |input=*2A(AA) > 2B(1) > 2C > 3C > j.BC > dj IAD j.C, land sj8/9.C > dj.B(1)C, (land 421A) | ||
|simput= | |simput= | ||
|note= Another variation other combo F Nero players will use along with the other one above. 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 sdj8/9 j.C instead of dj j.(B(1)j.C | |note= Another variation other combo F Nero players will use along with the other one above. 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 sdj8/9 j.C instead of dj j.(B(1)j.C | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*( | |input=*(6C >) 236B > 3C(1) > j.BC > dj.BC, (rejump/sj) j.C, (land 421A) | ||
|simput= | |simput= | ||
|note= | |note= A conversion from doing 6C 236B string, usually seen in the corner but can work anywhere. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Normal starter, airborne opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=* | |input=*(j.A/B >) j.C > dj IAD j.C, land sj.C (> sdj.C AT/ dj.B(1)C, land 421A) | ||
|simput= | |simput= | ||
|note= | |note= a simple air-to-air confirm. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=CH starter, grounded opponent | |condition=CH Shield Counter starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*D~236D 214C | |input=*D~236D > 214C, 2C > 214A, 6[C], 6C > j.BC > dj.BC, land sj.C > sdj j.C, (land 421A) | ||
|simput= | |||
|simput= | |note= A high damaging shield counter combo. [https://youtu.be/yWjuHtDdaxk?t=393 Looks like this.] | ||
|note= A | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=CH Shield Counter starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*( | |input=*D~236D > 214C, 6C > 214A, (walk under) 5B > 3C(1) > j.B > dj8.BC, land j.C > sdj.BC, (land 421A) | ||
|simput= | |simput= | ||
|note= A | |note= A side switch variant. [https://www.youtube.com/watch?v=yWjuHtDdaxk&feature=youtu.be&t=313 Looks like this.] | ||
}} | }} | ||
}} | }} | ||
===Corner Combos=== | === Corner Combos === | ||
''There's not much in terms of corner specifics outside of 5[C] starters, but here are some below'' | ''There's not much in terms of corner specifics outside of 5[C] starters, but here are some below:'' | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Overhead starter, grounded opponent | |condition=Overhead starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*6[C] ,5[C] 6[C],6C | |input=*6[C], 5[C] > 6[C], 6C > j.BC, land sj8.C(3) > sdj.B(1)C > AT | ||
|simput= | |simput= | ||
|note= | |note= Your damaging 6[C] combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*5[C] 236C 3C j. | |input=*5[C] > 236C, 3C > j.BC > dj.BC, (land 421A) | ||
|simput= | |simput= | ||
|note= Simple conversion from 5[C] meaty, below are more. | |note= Simple conversion from 5[C] meaty, below are more. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|damage= | |damage= | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|input=*5[C] 236C walk up 6C 6[C] j. | |input=*5[C] > 236C, walk up 6C, 6[C] > j.BC > dj.BC, (land 421A) | ||
|simput= | |simput= | ||
|note= More damage from your corner meaty. Don’t try at max range. | |note= More damage from your corner meaty. Don’t try this at max range. | ||
}} | }} | ||
}} | }} | ||
=Move Descriptions= | == Move Descriptions == | ||
{{ | {{AttackData-MB/Infobox}} | ||
==Normal Moves== | === Normal Moves === | ||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_F-Nero_5A.png | |image=MBCC_F-Nero_5A.png | ||
|hitbox=MBCC_F-Nero_5A_hb.png | |||
|caption= | |caption= | ||
|name=5A | |name=5A | ||
| | |linkname=5A | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=151 | |||
|proration=78% (O) | |||
|circuit=2.7% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=5 | |||
|active=5 | |||
|recovery=6 | |||
|frameAdv=1 | |||
|invuln= | |||
|description=Elbow poke. Has greater horizontal range and hits a little higher than the other 5As. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_F-Nero_5B.png | |image=MBCC_F-Nero_5B.png | ||
|hitbox=MBCC_F-Nero_5B_hb.png | |||
|caption= | |caption= | ||
|name=5B | |name=5B | ||
| | |linkname=5B | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=700 | |||
|reddamage=606 | |||
|proration=70% (O) | |||
|circuit=6.3% | |||
|cancel=N, SP, EX (J) | |||
|guard=LH | |||
|startup=5 | |||
|active=6 | |||
|recovery=23 | |||
|frameAdv=-14 | |||
|invuln=Clash 6-11 | |||
|description=Antlion. Antlion angles up and is a 1-hit anti-air. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_F-Nero_5C.png | |image=MBCC_F-Nero_5C.png | ||
|hitbox=MBCC_F-Nero_5C_hb.png | |||
|hitbox2=MBCC_F-Nero_5C_BE_hb.png | |||
|caption= | |caption= | ||
|name=5C | |name=5C | ||
|input= | |linkname=5C | ||
|input=5[C] | |||
|data= | |data= | ||
{{AttackData-MB | |||
|version=5C | |||
|damage=600*2 (1122) | |||
|reddamage=(755) | |||
|proration=90% (O) | |||
|circuit=5.4%*2 (10.8%) | |||
|cancel=N, SP, EX (J) | |||
|guard=LH | |||
|startup=11 | |||
|active={{Tooltip | text=15| hovertext=4 hits. 3, 3, 3, 6}} | |||
|recovery=18 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Rhino. Hits very far out in front, no vertical range. EX cancelable. | |||
}} | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=5[C] | |||
{{ | |damage=600*4 (2115) | ||
|reddamage=(1424) | |||
| | |proration=90% (O) | ||
| | |circuit=5.4%*4 (21.6%) | ||
| | |cancel=N, SP, EX (J) | ||
| | |guard=LH | ||
|startup=18 | |||
|active={{Tooltip | text=9| hovertext=2 hits. 3, 6}} | |||
|recovery=18 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Charged Rino. Extra hits and launches. | |||
}} | }} | ||
}} | }} | ||
==== Crouching Normals ==== | |||
===== <span class="invisible-header">2A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_F-Nero_2A.png | |image=MBCC_F-Nero_2A.png | ||
|hitbox=MBCC_F-Nero_2A_hb.png | |||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
| | |linkname=2A | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=202 | |||
|proration=78% (O) | |||
|circuit=2.7% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=L | |||
|startup=5 | |||
|active=4 | |||
|recovery=6 | |||
|frameAdv=2 | |||
|invuln= | |||
|description=Elbow spike. Hits low. Single hit poke with decent horizontal range. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_C-Nero_2B.png | |image=MBCC_C-Nero_2B.png | ||
|hitbox=MBCC_C-Nero_2B_hb.png | |||
|caption= | |caption= | ||
|name=2B | |name=2B | ||
| | |linkname=2B | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=350*4 (911) | |||
|reddamage=(522) | |||
|proration=65% (O) | |||
|circuit=3.6%*4 (14.4%) | |||
|cancel=N, SP, EX (J) | |||
|guard=L (1), LH (2-4) | |||
|startup=8 | |||
|active={{Tooltip | text=12| hovertext=4 hits. 4, 2, 4, 2}} | |||
|recovery=15 | |||
|frameAdv=-2 | |||
|invuln= | |||
|description=Centipede. First hit is low. Hits 4 times. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_F-Nero_2C.png | |image=MBCC_F-Nero_2C.png | ||
|hitbox=MBCC_F-Nero_2C_hb.png | |||
|hitbox2=MBCC_F-Nero_2C_BE_hb.png | |||
|caption= | |caption= | ||
|name=2C | |name=2C | ||
|input= | |linkname=2C | ||
|input=2[C] | |||
|data= | |data= | ||
{{AttackData-MB | |||
|version=2C | |||
|damage=1000 | |||
|reddamage=808 | |||
|proration=80% (O) | |||
|circuit=9.9% | |||
|cancel=N, SP, EX (J) | |||
|guard=LH | |||
|startup=12 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln=Clash 13-16 | |||
|description=Needlenose. Neco-Arc Chaos's old 2C. Is chargeable, hits at a curve. Hits mid. This move is much easier to combo with than other version's 2C. | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=2[C] | |||
|damage=1500 | |||
|reddamage=1414 | |||
|proration=80% (O) | |||
|circuit=9.9% | |||
|cancel=N, SP, EX (J) | |||
|guard=LH | |||
|startup=24 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-4 | |||
|invuln= | |||
|description=Charged Needlenose. Reaches out far and launches on hit. | |||
}} | }} | ||
}} | }} | ||
==== Jumping Normals ==== | |||
===== <span class="invisible-header">j.A</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCC_C-Nero_j.A.png | ||
|hitbox=MBCC_C-Nero_j.A_hb.png | |||
|caption= | |caption= | ||
|name= | |name=j.A | ||
| | |linkname=j.A | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=350 | |||
|reddamage=202 | |||
|proration=78% (O) | |||
|circuit=2.88% | |||
|cancel=SE, N, J | |||
|guard=LHA | |||
|startup=6 | |||
|active=4 | |||
|recovery=10 | |||
|frameAdv= | |||
|invuln= | |||
|description=Nail. Hits mid. Has good air to ground reach. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.B</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCC_C-Nero_j.B.png | ||
|hitbox=MBCC_C-Nero_j.B_hb.png | |||
|caption= | |caption= | ||
|name= | |name=j.B | ||
| | |linkname=j.B | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=600, 500 (987) | |||
|reddamage=(537) | |||
|proration=80% (O) | |||
|circuit=5.98%, 6.3% (12.28%) | |||
|cancel=N, J | |||
|guard=HA | |||
|startup=7 | |||
|active={{Tooltip | text=5| hovertext=2 hits. 3, 2}} | |||
|recovery= | |||
|frameAdv= | |||
|invuln= | |||
|description=Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCC_C-Nero_j.C.png | ||
|hitbox=MBCC_C-Nero_j.C_hb.png | |||
|caption= | |caption= | ||
|name= | |name=j.C | ||
|linkname=j.C | |||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=300*3, 700 | |||
|reddamage=202*3, 404 | |||
|proration=100%, 90% (M) | |||
|circuit=0.9%, 1.8%, 3.6%*2 (9.9%) | |||
|cancel=J | |||
|guard=HA | |||
|startup=8 | |||
|active={{Tooltip | text=10| hovertext=4 hits. 2, 2, 2, 4}} | |||
|recovery= | |||
|frameAdv= | |||
|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. | |||
}} | }} | ||
}} | }} | ||
==== Command Normals ==== | |||
===== <span class="invisible-header">3C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_F-Nero_3C.png | | |image=MBCC_F-Nero_3C.png | ||
| | |image2=MBCC_F-Nero_3C2.png | ||
|hitbox=MBCC_F-Nero_3C_hb.png | |||
|hitbox2=MBCC_F-Nero_3C2_hb.png | |||
|caption= | |||
|caption2= | |||
|name=3C | |name=3C | ||
| | |linkname=3C | ||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=1000, 500 (1319) | |||
|reddamage=(1000) | |||
|proration=75% (O) | |||
|circuit=9.0%, 4.5% (13.5%) | |||
|cancel=SP, EX, (J) | |||
|guard=LH | |||
|startup=8 | |||
|active=3 (9) 3 | |||
|recovery=20 | |||
|frameAdv=-17, -5 | |||
|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. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">4C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image=MBCC_C- | |image=MBCC_C-Nero_4C.png | ||
|image2=MBCC_C-Nero_4C2.png | |||
|hitbox=MBCC_C-Nero_4C_hb.png | |||
|hitbox2=MBCC_C-Nero_4C2_hb.png | |||
|caption= | |caption= | ||
|name= | |caption2= | ||
| | |name=4C | ||
|linkname=4C | |||
|data= | |data= | ||
{{AttackData-MB | |||
|damage=800, 600 (1106) | |||
|reddamage=(710) | |||
|proration=60% (O) | |||
|circuit=7.2%, 5.4% (12.6%) | |||
|cancel=(SP), (EX), (J) | |||
|guard=LH, LHA | |||
|startup=9 | |||
|active=7 (6) 4 | |||
|recovery=18 | |||
|frameAdv=-17, -4 | |||
|invuln= | |||
|description=Mantis. The second hit is air-blockable. Safer than it appears. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">6C</span> ===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=MBCC_F-Nero_6C.png | ||
|hitbox=MBCC_F-Nero_6C_hb.png | |||
|hitbox2=MBCC_F-Nero_6C_BE_hb.png | |||
|caption= | |caption= | ||
|name= | |caption2= | ||
|input= | |name=6C | ||
|linkname=6C | |||
|input=6[C] | |||
|data= | |data= | ||
{{AttackData-MB | |||
|version=6C | |||
|damage=1100 | |||
|reddamage=888 | |||
|proration=80% (O) | |||
|circuit=9.9% | |||
|cancel=SP, EX, (J) | |||
|guard=LH | |||
|startup=10 | |||
|active=8 | |||
|recovery=12 | |||
|frameAdv=7 | |||
|invuln= | |||
|description=Mouth. Extremely short range, seems to deal quite a bit to the guard bar. Very plus, but is not used as much as charged version. | |||
}} | }} | ||
{{AttackData-MB | |||
|header=no | |||
|version=6[C] | |||
{{ | |damage=1100 | ||
| | |reddamage=888 | ||
| | |proration=80% (O) | ||
| | |circuit=13.5%*2 (27.0%) | ||
| | |cancel=SP, EX, (J) | ||
| | |guard=H | ||
|startup=31 | |||
|active=8 | |||
|recovery=14 | |||
|frameAdv=10 | |||
|invuln=Clash 24-30 | |||
|description=Charged Mouth. Becomes an overhead that gives a great damage combo. | |||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ===Universal Mechanics=== | ||
{{MoveData | {{MoveData | ||
|image=MBCC_Nero_Throw.png | |image=MBCC_Nero_Throw.png | ||
Line 713: | Line 750: | ||
}} | }} | ||
==Special Moves== | ===Special Moves=== | ||
{{MoveData | {{MoveData | ||
|image=MBCC_C-Nero_236A.png |caption= | |image=MBCC_C-Nero_236A.png |caption= | ||
Line 881: | Line 918: | ||
}} | }} | ||
}} | }} | ||
==Arc Drive== | ===Arc Drive=== | ||
{{MoveData | {{MoveData | ||
|image=MBCC_C-Nero_41236C.png | |image=MBCC_C-Nero_41236C.png | ||
Line 901: | Line 938: | ||
}} | }} | ||
==Another Arc Drive== | ===Another Arc Drive=== | ||
{{MoveData | {{MoveData | ||
Line 922: | Line 959: | ||
}} | }} | ||
==Last Arc== | ===Last Arc=== | ||
{{MoveData | {{MoveData |
Revision as of 06:43, 26 November 2020
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
Nero's Compendium
Players to watch/ask
JP:
Plays mostly C/F. Technically a solid player, if for all the wrong reasons. His entire playstyle is unorthodox and optimized for style.
A sort of rising star F-Nero player. Has been improving a lot lately and should be a go-to player to look for mid-high-level F play
- Masa
- Amber
EU
- Asciux - Found in main melty server
Overview
Strengths |
|
Weaknesses |
|
CHARACTER IN ONE SENTENCE: Unfair, insurance-based brute force space denial character.
General Gameplan
Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it.
F-Moon Specifics
Where C is the unstoppable force, F is the immovable object. 421X replaces deer with filth, a different and equally important tool to keep people still and a big factor in making people approaching you a huge risk. Also has a significantly larger 2C, so he has an easier time hitconfirming from longer range. 236B lets you cover yourself fairly well in neutral, and coupled with 6C it lets you bully people for days. F is also capable of getting very high damage from the right situations, thanks to 6C and 214C. Better set of normals overall for playing a longer range than C.
No landing recovery on j.B only makes the button stronger.
Neutral
MOVEMENT:
Nero is a slow character. There is no denying that. He doesn't have traditionnal ground dashes at all. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and will be his main movement tool.
Saying that Nero is slow is more of a lack of being able to cover small amounts of ground fast. His air dash still goes fairly far and since everyone gets a forward super jump, he can still cover alarming amounts of space very fast. He cannot, however, adjust his position nearly as well as basically any other character.
Instead of a conventional dash, Nero’s dash is a teleport, similar to Slayer’s. It is invulnerable from frame 1, but very slow to recover, although the timing to punish it is also very late, so late that people not accustomed to it might in fact whiff a premature punish.
In F-moon this also becomes his back dash, with identical properties.
The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows.
With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A (crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there.
Pressure
With all Neros, pressure via screen control is the name of all Nero's game. Using his 214A/B series in conjuction with 236B for F-Nero to cover your approach and airdash j.C or j.B your way in. All Neros want to be acquainted with both j.C and j.B, especially j.B because its a two hit large normal that fast for an aerial of its caliber. From there you can either IAD j.B again or do 2A pressure.
Frankly, 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. His pressure truly shines in the corner after either an AT ender or a j.C ender as the last wallslam to be used. where he can freely land and plant a 421A to cover forward tech
Pressure is simple to understand with F-Nero as he has stagger 2A, IAB j.B, IAD j.C, 6[C] that is +10 on block, and 6C that is +7 on block and is commonly special cancelled into 236B which is +15. with all of this at your disposal you also have one of the larger grabs in the game to boot that deals a good deal of damage for a throw, even with reduce taken into account. Now moving on to what to do for Okizeme or post j.C ender.
Okizeme
Any time with F-Nero that you score a AT ender and have 100% meter minimum you can so very similar things to what C-Nero does. Your initial options are listed below:
- AT, 236C
- AT, 5[C] > 236C
There are reasons to doing one over the other: the former option is to get maximum frame advantage while the latter option is for a meaty 5[C] to keep people in check, such as using 5[C] against characters that have good sweep options like Tohno with 214X or Satsuki with 2C.
After that point you got a few ideas from there and they are also listed below.
- (2A/2B >) 214[A] IAD fuzzy(j.C dj j.B) Use 2B generally just to be on the safe side
- 2A, 9 late j.B or empty jump 2A
- walk up Throw/bait
The ones in bolded are to illustrate the important of doing 2A/2B after 236C as it keeps the opponent in check if they try to dash out. If they try to jump out, you can guard crush them with 2C as it is air unblockable and go straight into an aerial sequence that is listed in the normal combos. if they try to either ground shield or Air shield the crows, you can ground and air throw them accordingly.
Next is j.C ender used for the last wall slam ender so if you look at the sequence below this is how it follows
- j.BC > dj.BC, land j.C, (land 421A)
From here, this is where F-Nero places his trap, filth (421A) to monopolize the space behind him. If the opponent happens to tech forward, they are now sandwiched between Nero and filth and you can do the following:
- 2AA, empty jump low
- 2AA > 6[C]
- 2AA, late j.B
- 2AA, 2AA, Throw
This is just a short list of things he is able to do with the former option leaving him +10 and close enough for a 2A to follow up among other options. If they neutral or back tech, depending on how many air options they used up or have left are put into a dangerous spot of getting AUB by 3B, 5B or just face another round of pressure into 5[C] > 236C if resources permits you to do so.
With his simple yet robust its encouraged to try and be creative with how you apply this information based on the MU to prioritize j.C ender or Air throw ender
A rule of thumb
if the character has moves that let them stall in the air such as Hime's float you don't want to go for the 421A ender if the opponent can rps you post 236C ender meterless such as satsuki 2C you'd rather not go for that.
Defense
Make good friends with downback. Nero has slower than average normals, no dashes, a mediocre airdash . If you cannot commit insurance fraud with an already active summon, you’re going to play the same blocking simulator the rest of the roster has to, except worse. Again, do not be afraid to part with meter. Nero is not a meter-dependent character, he simply uses it very well. He has some very strong reversals to play with in every moon, so make use of them.
F’s own reversal, the insect swarm (63214C), is an interesting case. It is invincible very slightly into active and will, again, always at least trade. Notable traits however are the fact that it is plus on block and hit, and the insects keep going even if Nero himself is hit, meaning it acts as a very strong starter, netting you upwards of 4-5k on trade. However, it is also tiny vertically and easy to clear with a strong jumpin. However, opponents actively baiting this now risk getting shielded or even mashed out, so don’t underestimate the psychological power of simply having 100 meter. Has no pushback on shield, but is only punishable up close as the insects getting shielded so late into recovery means you will recover possibly even before your opponent. A strong reversal, and at its strongest when simply threatened, rather than used. If your opponent doesn’t respect the threat of it, however, feel free to make them.
F’s shield deserves its own paragraph. The shield counter is nothing special in itself, being identical to H. What is special, however, is the sheer reward of landing one. For the low low price of 100 meter, you can easily break 4k on lower defense characters with little effort from one. On high enough air hits you can even get this damage meterless if you’re quick. Keep this in mind, and combined with the threat of insect swarm, intimidate any potential offense with simply the fact that you have 100 meter in stock. A single slipup is going to hurt much more when you can mix up between having to eat 4k from a shield, a high reward trade-oriented reversal or bait shields and possibly give you your turn. 5B is an absolutely divine antiair, especially up close and can catch sloppy aerial approaches which are very much a possibility with how unnerving playing around your defensive options already is.
Also keep in mind that you can IH shielding, giving you what’s essentially a real, extremely expensive parry if you’re in MAX.
Combos
Combo Notation Help | |
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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.
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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:
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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
All videos have inputs on
- The go-to combo
- Second one is generally off of counterhit 2A
- Third one you generally don't go for and is mostly a confirm off of a raw j.C starter
- This is your standing confirm
- This is a harder but way more stable corner to corner route for Lens/Ryougi
- Corner BnB
- The standing corner option
- This is a corner combo for when you want to squeeze the extra damage with a j.B since on certain characters you'll be too far away on the go to BnB
- This is what you should go for off of a 6[C] starter in the corner
- This is your general midscreen 6[C] confirm
- Easier version for miscreen 6[C]
- And easier version for corner 6[C] starter
- Go to version for a 5[C] starter (alongside a hitstop OS)
- Easier version of 5[C] starter (can't hitstop OS here)
- This is in case you didn't OS and went for 236C no matter what
- This you will use either to squeeze that extra damage to close the round or if you're in max mode
- Meterless bunker conversion corner to corner
- Harder version with higher damage
- Unlikely to happen corner version
- Metered bunker corner to corner
- Metered midscreen version
- Unlikely metered corner version
- Post throw OS, covers no tech and neutral tech
- Puts most characters in a bad position in back tech. Forward tech is the best option against this OS but it's basically a 50/50 (since he can just jump back j.C to catch forward tech) and you still have to use either double jump or airdash to not go into the 5B.
- 421A is also an ok option after throw
- This is a very easy throw combo
- Throw airthrow combo
- This is an unblockable setup
- I honestly don't know if i should even post this but this is the optimal combo period this also requires you to do a 1f link 2A after the 6C, unlikely to use
- Forgot to put an example of 421A ender
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:
Move Descriptions
Frame Data Help | |
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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
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Normal Moves
Standing Normals
5A
Toggle Hitboxes Toggle Hitboxes
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5B
Toggle Hitboxes Toggle Hitboxes
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5C
5C
5[C] |
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2A
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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2C
2C
2[C] |
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.A
Toggle Hitboxes Toggle Hitboxes
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j.B
Toggle Hitboxes Toggle Hitboxes
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j.C
Toggle Hitboxes Toggle Hitboxes
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Command Normals
3C
Toggle Hitboxes Toggle Hitboxes
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4C
Toggle Hitboxes Toggle Hitboxes
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6C
6C
6[C] |
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Throw
6 or 4+QA |
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Air Throw
j.6 or j.4+QA |
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Guard Bunker
214D |
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Special Moves
Chaos Release - Black Wings
236X |
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Chaos Exposure - Neuropteran Form
214A/B |
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Chaos Exposure - Reptile Form
214C |
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Chaos Exposure - Premature Egg
421X |
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Chaos Exposure - Compound-Eye Swarm
63214C |
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Arc Drive
Armament 999
41236C |
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Another Arc Drive
Armament 999
41236C |
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Last Arc
Number of the Beast
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