Melty Blood/MBAACC/Nero Chaos/Crescent Moon: Difference between revisions
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<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 C-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 C-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 of Nero's slower summons such as 421B safely, the latter also giving enough time to set 214X twice. 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 of Nero's slower summons such as 421B safely, the latter also giving enough time to set 214X twice. 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. |
Revision as of 03:44, 20 April 2024
Character Page Progress
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Additional Resources
C-Nero Match Video Database
C-Nero doc (work in progress)
Overview
General Gameplan
One of the best in class of Melty Blood's several setplay/zoner hybrids, C-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.
C-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 a multitude of setplay options or a highly advantaged neutral reset with plenty of frame advantage to summon, reposition, or sometimes even do both.
Neutral
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.
To create space against opponents that try to rush in early and prevent any setup from occurring C-Nero has multiple large and active normals such as 2A and 4C to prevent careless rushdowns from the ground with that when spaced well can require a lot of characters to risk whiffing a normal if they want to counterpoke these moves without getting outranged themselves. 5[C] can be deceptively safe to throw out at mid to long range against a lot of characters due to its massive disjointed hitbox covering both frontal air and ground space and having only 11 frames of recovery.
C-Nero also has a plethora of anti-airs to stop airborne approaches such as 5[C] and 2C which cover one another's respective vertical and horizontal blindspots very well, in addition to faster options such as ex shield 5A when low on frames and 2A making a return here as well to punish early jump ins. 2A can also catch many characters trying to jump behind Nero with crossup buttons that blindspot his other anti-airs due to most crossup normals in Melty Blood lacking downward disjoint. C-Nero's 5A also hits fairly fast and high making it a decent option on its own against empty jumps that are trying to bait shield or other situations where the opponent isn't immediately protecting their air space while near Nero.
C-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.
If forced to approach without a summon, Nero can use IAD j.C 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 anti-air attempts. Thanks to reverse beat, C-Nero can also preempt more with his j.B as a jump in than most characters by abusing j.BA for safer and harder to contest air to grounds that most of the cast still struggle to low profile. 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 has j.C act as a triple overhead off of a marginally higher air dash or rebeat j.C into j.A which will whiff can make him land faster into a low 2A.
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, C-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 more space than nearly any other jab in the game but isn't active until frame 6 making it weak against characters with fast or even average mashing options up close and is vulnerable to shielding due to not being cancellable until the final hit. 5B is notable when very close for being active frame 5, having some disjoint, and sweeping crouching opponents making trades with enemy 2A's advantageous though it can be dangerous to whiff.
If willing to part with meter, C-Nero also has crescent moon heat to get an opponent off of him and get started or can use 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.
Much of this information applies when a summon or two is already out as well.
With Summons:
When backed by his screen control C-Nero has the ability to defend his position and restrict the opponent's ability to get in as well as use his summons to buff his own approach and try and put his opponent into pressure.
214A/B and 421X are generally the character's most used summons due to the former having the lowest recovery and the ability to set two of either one in relatively quick succession and the latter for being able to track the opponent's position to keep them from comfortably getting behind Nero. These summons can often get an opponent to take to the air making them susceptible to the character's anti-airs and air to airs or get them to run in in a telegraphed fashion if their character has a fast enough dash to move past 214B and 421X at certain timings.
214A/B and 421B/C are also C-Nero's main tools to enhance IAD approaches with thanks to their forward moving nature. 214A in particular can throw off shield attempts when trying to air to ground in tandem with it thanks to being negative edge to disrupt timings with as well as being a hitgrab which allows it to punish shield counters. With a respected approach Nero has access to all of his previous air dash mixups when backed by a summon as well as being able to now go for a confirmable fuzzy with j.B/C dj.B.
236B and 623A/B are mostly stationary tools that are more made to discourage approach and threaten a set portion of the screen and are generally seen less due to their higher frame cost than 214A/B and not being as flexible as 421X as well as the 623X series going away on hit. They can sometimes be used to keep the opponent away long enough to summon more or catch someone off guard but are generally more niche overall compared to C-Nero's staple summons.
The threat of summon insurance can also allow C-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, C-Nero's pressure has to be structured 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 safe meaty 5[C] and then backing off to neutral with probable advantage when pushed out.
Ground Normals: While the cancel windows on most of his normals are rather wide, almost all of C-Nero's normals are multihits that push out a lot on block so they often need to be cancelled quickly unless the goal in a pressure sequence is to just safely return to midscreen. Frametraps will often make use of either charged moves in 5[C] and 2[C] to create gaps or by reverse beating into 5A and then whiff cancelling it into another normal such as 5B(1) 5A(w) 2B, 2B(2) 5A(w) 5[C], or 2C 5A(w) 4C.
Resetting pressure off of 5A reverse beats and maybe walking forward to some degree can be an option as well but can be slightly riskier than on most other characters due to C normals still being -1 on rebeat and B normals being -4. Against some characters with lacking frame data on their abare tools the ranged threat of 2A, 5[C], and 4C can keep them conditioned into staying put as well.
4C in particular is an important tool to keep opponents in check when pushed out, catching players for either thinking pressure is over and it's time to escape or in wanting to preemptively dash against a potential distanced summoning opportunity. While safe at most ranges, some characters with fast long reaching normals backed by good burst movement or packing ranged punish tools like C/F-Nanaya's 214B or F-Hime 236B can punish 4C consistently.
Summons: The most common summons seen in pressure are 421A and 214B due to the former becoming active the soonest and the latter having the least recovery out of Nero's summon pressure options. 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 C-Nero's limited chasing options.
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, especially 214B will have varying levels of effectiveness. Fast, close range cancels such as off of 5B(1), 5[C](1) 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 5A and 2C. Summon cancelling moves like full hit 5[C] and 2B 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.
High j.9BA trades mixup potential for greater safety against direct antiair attempts by spacing j.B to make the most one can of its disjoint while still being confirmable as well as having more protection against stone hat. This maneuver however is more vulnerable to shielding due to j.B's second hitbox not being cancellable. Against taller characters such as Nanaya j.BC is also a viable option that grants a triple overhead that they cannot crouch under. Air dashing back with j.B after jumping or even super jumping forward can counterhit tap shield and some other antiair attempts allowing for a pick up with 4C as well as allowing a punish on even some successful shields.
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. j.B(1) in these cases can be air dash cancelled on most standing characters on hit or block to continue pressure or to get a combo in the case of counterhit. Land 4C also works as an easier if less rewarding counterhit conversion option.
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 C normals and plus if backed by a blocked summon, this move can function as a pressure reset if the opponent respects or is kept in place by a 2A, 4C, 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 enhanced further by the aforementioned j.BA.
Some tick throw examples are after a blocked j.A or j.B, 2A, or microwalking into a throw after 5A rebeating 5B(1), 2B(1), or 5[C](1).
Okizeme
AT ender
C-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for 5[C] to hit meaty while beating most DPs and outranging many shield options. 2C, 2B, 5B, and 2A can also all hit meaty when backed by walking forward first. 2B can even hit meaty with a small walk back after air throw.
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 2A follow up to catch dash, jump, and most mashes. Using 2B leaves a slightly wider gap but is more difficult to gamble shield against and also an be cancelled faster. Any one summon becomes safe if the opponent blocks 236C with varying levels of frame advantage to spare. Setting 214A or 623A can go into a fuzzy high/low setup and so can setting 421B after 236C>2B(1)>236C. 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. 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 421A or 214B 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 C-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 of Nero's slower summons such as 421B safely, the latter also giving enough time to set 214X twice. 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. To slightly improve frame advantage from j.C ender rebeating into j.A immediately after the final hit allows for a faster landing.
5[C] ender
5[C] delivers C-Nero's best knockdown by far, giving time to set any summon while retaining double digit frame advantage. Note that the higher 5[C] pulls down the opponent from the greater the frame advantage given, most of what is written here will assume a standard 2C 5[C] combo ender.
Setting 421B after 5[C] allows for another 5[C] to still hit meaty to enforce respect. Its hits can be used in tandem with IAD j.X or just jumping for a slightly insured high/low with enhanced combo potential if the opponent gets opened up though air dashing right after setting 421B is still vulnerable to DPs and the deer is slow to become active. The deer hits can also be used to enhance Nero's throw threat or to extend blockstrings, allowing for easy repeated pressure resets that can rack up significant guard bar damage while reducing normal pushback or extending blockstun to set 214A/B or 623X, with the latter allowing for an airtight combo off of throw.
421C is C-Nero's most powerful okizeme tool, taking both less time to summon and becoming active much faster than its meterless counterpart. IAD j.C now safejumps frame 6 or slower reversals off of normal wake ups while still doubling as a fuzzy opportunity and j.B and j.A off of IAD safejump reversal options with more startup or off of slower wake ups. All of 421B's options are still available now with improved risk/reward from the deer's faster hops and greatly increased damage and hitboxes in addition to it attacking a third time giving more opportunities to open the opponent up or keep them locked down. Setups unique to 421C include left/right setups utilizing 214C to obscure the screen followed by spot dodge, j.A air dash cancel, or simply neutral jump drift as well as the ability to get a true combo off of throw on most of the cast by delaying the deer set to be roughly in tandem with the first ground bounce.
Getting 5[C] ender midscreen can also allow for a left/right mixup using either sj.9X or IAD j.X whiff to obscure landing position relative to the opponent's wake up or setting 236C into a high/low insured by the crows hitting meaty.
Thanks to the extremely long knockdown time of 5[C] and persistence of 421X there are plenty of other setups that exist and can be improvised. Players are encouraged to experiment and watch footage to add more setups to their own offensive catalogue.
214A
214A gives a techable knockdown in which all techs can be covered with 2B as well as still allowing for a meaty using C-Nero's faster normals if they don't tech after whiffing 2B. Any summon can technically be safe if they don't tech but 421B/C are unsafe if summoned with a slight delay so as not to allow the opponent to ground tech on reaction to the summon animation.
Slightly delaying all other meterless summons still leaves enough frame advantage to meaty with 2A and 5B if the opponent does not tech. 214A/B are also safe if done immediately and the opponent does tech but only leads to +3 and -2 advantage respectively assuming neutral tech.
On cornered opponents 214A can potentially pull the opponent out of the corner leading to a left/right with IAD if they don't tech. This left/right can also work midscreen at certain spacings.
Defense
While C-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, C-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.
Heat: Crescent moon heat is very strong on C-Nero thanks to his great meter gain and health regen inflating his tank factor even more. The frame advantage given by heat also allows for a safe summon to return to neutral on favorable footing in most cases. It is important not to be predictable with its use however.
Normal Abare: 2A is a frame slower than average but can poke out at longer than usual ranges and 5B is the same speed as a standard 2A. 2C can catch characters trying to hover above Nero's head to avoid heat and 5A can catch IAD attempts. 4C can also call out wider distanced gaps or off of far ex shield and is bufferable by virtue of being a command normal.
Shield: EX shield remains as powerful as ever, preventing safejumps and synergizing well with crescent moon heat threat encouraging players to heat OS resulting in meaty A normals that can be shielded crouching or standing. C-Nero however is under much more pressure to time his shields precisely due to only having rather gimmicky options off of regular shield such as 236A.
63214C: C-Nero's dedicated reversal is very large and effectively cannot be outspaced in any offensive context but has a reactable superflash making it ineffective against whiff cancellable moves like most A normals and some specials and is unsafe on block. It's best used against telegraphed meaties like C-Nero's own 5[C] or easy to see gaps like probable charged moves or advancing normals that naturally frametrap when used from a distance.
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.
|
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. |
The combos in question are based off the assumption you know about the bounce limit. If you didn't know there a grand total of 3 OTG or wall/groundslams can be comboed, after the third the opponent will be fully invincible until they recover. You have two bounces to combo after and a third to end with. Keep that in mind and adjust your combos as you count the amount of wallslams used so far.
624C and j.C wallbounce, 5[C] and Gold AT groundbounce, 5[C], Gold AT, and 2B(1) give OTGable knockdowns, and 5[C] and all versions of deer and snake can hit OTG. OTGing after 5[C]/Gold AT will expend both their ground bounce AND an OTG
A lot of C-Nero's combo game is very flexible and many conversions will be less about repeating an exact combo listed here and more improvising confirms off of an understanding the character's general combo theory. Players are encouraged to watch and footage and experiment to develop a sense for what works best on a situational basis
Starters
Starter | Notes |
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2A/5A/5B > 2B(1) > 2C | Normal grounded starter |
2A/j.X > 5B(1) > 2C | Crouch confirmed grounded starter |
2A/5B(1) > 2B(1) > 2C > 5[C] > 5A | Close grounded starter |
5A 2C/5[C] | Antiair shield and guardbreak starter |
4C | Starter for long range punishes, pokes, and frametraps |
j.X | Normal air starter |
CH AA 2C/2[C]/214B/214C/421X | Launching CH |
AT | Niche punish and risky jump call out |
Enders
Ender | Notes |
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AT | Untechable KD, frame advantage for high AT ender against the normal wake up timing is usually +20 |
5[C]/2B(1) | Special cancelable HKD, gives summon oki of your choice while still giving frames to meaty afterwards |
4C/j.C | Air Tech ender, gives you the space to heat or summon |
2B > 236A/63214C | Most damaging ender to a 5[C] combo to ensure a kill |
Notable Midcombo Sequences
Sequence | Notes |
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2C > 5[C] > 5A | Standard optimization off of launching counterhits midscreen, leads to air combo |
j.CB/B(1) > (s)dj.BC | Air combo sequence to stabilize enemy positioning where they may fall out otherwise. |
5[C] > 2B(1) > 421A | Easy OTG off of 5[C] when out of range to do 5[C], 5B(1) > 2C |
2C/2[C] > 63214C | For use after lower j.C wallslams in the corner to secure a 5[C] ender where immediately going into 5[C] might be unstable |
j.B > dj.BC | More damaging air combo sequence for when opponents aren't too high or far out |
j.B > delay j.C(3), land, j.AB | Rejump sequence for enhanced corner carry and meter gain |
Normal Combos
Corner Combos
Most of the midscreen combos also work in the corner, however if you want to maximize the most reward out of certain situations consider learning the following combos as well:
Advanced Combos
Combos that require finicky delays, are character specific, or have other various factors that require much more work to use effectively
Summon Combos
Combos that require a certain summon to be out before getting the hit.
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
|
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
4C
Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Toggle Hitboxes Toggle Hitboxes
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Heat
Heat
A+B+C |
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Toggle Hitboxes Toggle Hitboxes
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Forward Dash
236X
Chaos Release - Black Wings
236A/B/C |
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Toggle Hitboxes Toggle Hitboxes
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623X
Toggle Hitboxes Toggle Hitboxes
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214X
Toggle Hitboxes Toggle Hitboxes
|
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421X
Chaos Release - Horned Beasts
421A/B/C |
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Toggle Hitboxes Toggle Hitboxes
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63214C
Toggle Hitboxes Toggle Hitboxes
|
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Arc Drive
Armament 999
41236C during Max/Heat |
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Toggle Hitboxes Toggle Hitboxes
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Another Arc Drive
Armament 999
41236C during Blood Heat |
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Toggle Hitboxes Toggle Hitboxes
|
Last Arc
Number of the Beast
Grounded EX Shield during Blood Heat |
|
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Toggle Hitboxes Toggle Hitboxes
|
Reverse Beats and Gaps
5A | 2A | 214A | 214B | 236C | |
---|---|---|---|---|---|
2A, 5[C](1-4) | -7 | -11 | -25 | -20 | -6 |
2B, 2B, 5C | -4 | -8 | -25 | -20 | -3 |
5[C], 2C, 2[C] | -1 | -5 | -22 | -17 | 0 |
5[C] | 2[C] | 421A | |
---|---|---|---|
2A, 5[C](1-4) | 6-17 | 14 | 26 |
5B, 2B, 5C | 3-14 | 11 | 23 |
5[C], 2C, 2[C] | 0-11 | 8 | 20 |
MBAACC's "neutral frame" is counted as the "0th" gap frame in this table. Opponents do not benefit from autoguard on this frame and must block all attacks correctly, but are not able to act until the next frame.
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
(The) Burning Moon (Web Booby Cop#4605) |
NA/Europe | Next Level, Netplay |
Active | Found in every Melty server. The main editor of this page and open to any questions on discord. Has footage against players of all skill levels as well as the most offline footage out of any PC Nero player. | |
Canceris (Canceris#7506) |
South America | Netplay | Active | Found in main Melty server, Melty Blood Community server, and Melty Sud. Longest time player on PC that's still active with a lot of experience under his belt. Shows off strong use of 2A, 2C, and rising j.A in antiair situations and is one of the main players in the west to study for low commitment play in neutral. | |
hakujun (白純) |
Japan | Play Spot BIG ONE 2nd | Active | Currently the most active Nero player in Japan, has footage against more of the currently active JP playerbase than anyone else listed and shows off a diverse array of things the character can do on offense. | |
lain (Awong102300#9981) |
North America | Netplay | Active | Found in meltycord and the community server. Runs a simpler, lower maintenance gameplan than most other Neros while still having footage against varying skill levels. | |
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. | |
MaSa | Japan | Play Spot BIG ONE 2nd | Active | The top Nero player in Japan. Shows off clean neutral control and game sense in summoning dynamics and tight, textbook offense when the opponent is in position to get setplayed to death off of one or two confirms in addition to a nigh unparalleled conversion game in consistency. | |
nekuromanshi- (ネクロマンシー) |
Japan | A-cho | Inactive | One of the most dominating, high winrate Nero players in the footage he has. One of the few Neros seen using heat OS. | |
paddu (paddu#7497) |
Europe | Netplay | Inactive | Found in main Melty server and Melty Blood Community server. Technical and gameplan-oriented. | |
Receita Federal (UA Receita Federal#3351) |
Brazil | Netplay | Active | Found in main Melty server and Melty Brasil. Secondaries Nero and often picks him in difficult matchups for his main. | |
rondo (ロンド) |
Japan | A-cho, KorewaMelty, Play Spot BIG ONE 2nd, Netplay |
Inactive | One of the few netplay-focused JP players, footage showcases a less ringwide-esque playstyle and consideration for matchup-specific options. | |
SAT | Japan | A-cho, KorewaMelty |
Inactive | The top Nero player during the early days of MBAACC. Some footage is a little dated but also contains some forgotten gems of Nero play. | |
toku (徳) |
Japan | A-cho, KorewaMelty, Play Spot BIG ONE 2nd, Netplay |
Active | Lab monster who posts a lot of advanced tech to his twitter. By far the most technical and stylish Nero available, going for combos and setups you won't see anywhere else as well as heavy air normal abuse in pressure. | |
yutori (ゆとり) |
Japan | Play Spot BIG ONE 2nd | Active | Plays default palette often too. Makes heavy use of air to ground mixups on offense and shows unique conversions off of them. |