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
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- Combos:
- Add video links to the pre-existing combos.
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Additional Resources
F-Nero Match Video Database
Nero Combo Compilations
Nero's Compendium
F-nero Essential combos
Notable Players
Name |
Color
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Region |
Common Venues |
Status |
Details
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Asciux |
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Europe |
Netplay |
Inactive |
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ambaa (アンバー) |
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Japan |
A-cho, KorewaMelty |
Inactive |
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bear |
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North America |
Netplay |
Inactive |
Fond of shield.
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Donnie (Donnie#7878) |
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South America |
Dream Match, Netplay |
Active |
Found in Melty Sud.
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Grungrah |
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North America |
Netplay |
Inactive |
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hakujun (白純) |
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Japan |
Play Spot BIG ONE 2nd |
Active |
Currently the most active Nero player in Japan, has footage against more of the more recent JP playerbase than anyone else listed.
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Jbelanger |
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North America |
Netplay |
Active |
Strong pocket Nero.
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LuckyStar |
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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.
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Sen |
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North America |
Netplay |
Active |
Found in main Melty server, more specifically connecting to your ip.
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WATERWORKS (NO PAIN NO GAIN#6847) |
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North America |
Netplay |
Infrequently active |
No longer plays this character.
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yu-ki (ゆーき) |
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Japan |
Play Spot BIG ONE 2nd, A-cho, KorewaMelty |
Active |
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Overview
Playstyle
F-Nero Is a setplay-proficient zoner that can deny even the most robust of approach games. |
Pros |
Cons |
- Great combo game: F-Nero's combo routing is very flexible and most hits easily confirm into corner carry or at least solid advantage with decent room for optimization.
- Area denial: Has some of the absolute best ability to deny approaches in all of Melty Blood, sealing the ground with summons and possessing very complementary antiairs.
- Large, strong normals: Most air and ground normals have good disjoint, active frames, or both with most of them having good reach and functioning well as antiairs.
- Fourth highest health in the game: F-Nero has the fourth highest health of the cast, allowing him to take more hits than other characters.
- Good meter gain: Combos generate a lot of meter (over a 100 on clean hits) and F-Nero has good meter dump options to avoid going into max needlessly.
- High reward gambles: Landing shield counter with meter can lead to breaking 5K and F-Nero's metered reversal can lead to high damage on trade.
- Forces most of the cast to play his game: Few if any members of the cast will demand as much situational awareness and character-specific counterplay as Nero and much of the opponent's matchup knowledge can still be used against them.
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- Large hurtbox: Nero is the tallest character in the game giving several characters additional pressure options against him such as new fuzzy and pressure opportunities.
- Poor mobility: No ground dash means having to rely on universal air movement options and a harder time making more subtle spacing adjustments or approaching, especially summonless.
- Unreliable defensive options: While guessing right can reward handsomely, slow abare and an even slower (only metered) reversal can still make getting put on the backfoot a challenge.
- Limited IH options: No specials can be whiff cancelled with initiative heat forcing F-Nero to interact with the opponent to IH unlike other full moon characters.
- Specialized toolkit at a cost: Can have a hard time playing if unable to set up due to lack of more conventional tools.
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General Gameplan
One of the best in class of Melty Blood's several setplay/zoner hybrids, F-Nero is a deceptively versatile character that seeks to control the screen with a variety of summons that (mostly) don't go away on hit to make the opponent feel just as restricted in their ability to maneuver as he is, if not more.
F-Nero's assortment of autonomous screen control goes hand in hand with his normals, covering large amounts of space to effectively punish opponents trying to either approach and stop the zoo from getting set up or to shut down escape or disrespect attempts when it is already out, with successful hits leading to high meter gain, corner carrying combos that lead to either pressure and setplay in the corner or a highly advantaged neutral reset with plenty of frame advantage to summon, reposition, or sometimes even do both.
Neutral
MOVEMENT:
Without Summons:
While more vulnerable without his insurance and lacking the ability to dash on the ground, Nero still has effective if somewhat committal tools to stop approaches and rumble with in neutral until he either gets a hit or manages to patiently move into a position that allows him to start setting up the zoo. He still has all the standard air movement options in such as double jumping, air dashing, and super jumping to run away to a safer position or even aggress with where approaching or forcing a scramble is necessary.
F-Nero has multiple long reaching grounded pokes to effectively stop sign an opponent with should they be trying to rush in from the ground before a summon can be active in 2C and 5C, the former being farther reaching and covering some air approaches too and the latter being slightly faster, always being confirmable on grounded hit, and not being low profilable. F-Nero's 2A is also larger than average for when something faster is needed to stop opponents that have already come in close.
F-Nero also has a plethora of anti-airs to stop nearly any frontal airborne approach with. 5B is one of the best antiairs in the game, coming out as fast as Nero's A normals and having 6 active frames with a sizable hitbox that also removes much of his head hurtbox to deny most vertical jump in attempts. 5A also covers a similar space to 5B with lower commitment but with an easier to contest hitbox, making it better as a fuzzy mash option against possible empty jumps or air stalling attempts to bait shield with. 3C has some use for catching airborne characters from slightly farther away that are trying to outspace 5B horizontally but is more committal due to having an automatic follow up on whiff and has a large hurtbox above the hitbox. Ant-air shield is particularly notable with F-Nero due to the predictable air approaches he often forces and the very high reward it can potentially yield if he has meter to combo into 214C with. Even without meter F-Nero's damage off of anti-air shield counter is generally higher than average.
As for the air game F-Nero also retains his air options after whiffing his large j.A like a traditional Melty Blood character allowing one to engage in the more standard air footsies this game is known for except backed by a character defining j.B and j.C, both having near unparalleled reach for some of the best walling in the game off of defensive movement like j.7 or air dash back with the former having a very strong hitbox to cover both air to air and air to ground and the latter being active for 10 frames and wallslamming on the final hit turning nearly any stray hit into a potential setup opportunity. Not having landing recovery only makes these buttons even stronger.
If forced to approach without a summon, F-Nero can use IAD with any of his air normals to safejump shield counters from half and full moon characters as well as being able to hold his air dash for a decent amount of time before cancelling it with a button to go further or to stagger antiair attempts. If the opponent respects Nero's approach he can also immediately turn the situation into a high/low mixup, being able to go for IAD j.A vs j.B into 2A or have j.C act as a triple overhead off of a marginally higher air dash.
To harass some enemy zoning or setup and characters with tall dashes the option of throwing out a fireball in the form of 236A exists as well. While there is risk to whiffing it against approaches due to the high recovery the move is + on block and hit at mid and long ranges, usually allowing at least one summon in the case of the former and near guaranteeing one if not two in the case of the latter.
CHARACTERS THAT CAN DASH UNDER 236A:
- Akiha*, V.Akiha*, Seifuku, Aoko*, Warc*, Ciel, Kouma*, Len (F), NAC, Neco-Arc, Nero (C/F), Roa*, Ryougi, Satsuki*, Tohno*, Nanaya*, V.Sion, Wara (C/H), W.Len (C/F)
CHARACTERS THAT CANNOT DASH UNDER 236A:
- Arc, Hime, Hisui, Kohaku, Koha-Mech, Len (C/H), Mech-Hisui, Neco-Mech, Miyako, Nero (H), P.Ciel, Ries, Sion, Wara (F), W.Len (H)
Characters that can dash under but can still get their dash startup caught are noted with an asterisk.
As far as close range scramble tools go, F-Nero when uninsured is slightly more limited in his options than many other characters due to most normals being on the slower side and lacking a good backdash to disengage with, making patience more encouraged than usual. As far as mashing options go, 2A does cover slightly more space than most other jabs in the game but isn't active until frame 6 making it weak against characters with fast or even average mashing options up close. 5B is the same speed as 2A making it alright if the opponent is in range and to cover jumps last minute at the same time in exchange for having much higher recovery on whiff. While risky shield can see use here too due to F-Nero reward off of it making it more appealing than it is on most other characters.
If willing to part with meter, F-Nero also has 236C to create space and either intercept a much more telegraphed approach attempt or get a summon from there if the opponent respects and backs off. F-Nero can also present Full Moon charge if the opponent has a lifelead and doesn't want to approach regardless of whether summons are out or not.
Much of this information applies when a summon or two is already out as well.
With Summons:
When backed by his screen control F-Nero has the ability to defend his position and restrict the opponent's ability to get in and make them vulnerable to his anti-airs and air to airs as well as use his summons to buff his own approach and try and put his opponent into pressure.
236B and 214A are generally F-Nero's most used summons for controlling neutral with from the front, with 236B becoming active sooner than any other summon if any opponent is already close and staying on the screen for a long time to cover dash in attempts with. 214A also travels along the ground somewhat slowly, has a high and air unblockable hitbox, and is controlled by negative edge, often making the opponent think twice about dashing or jumping when it's nearby and even being able to punish them chicken blocking air normals or other summons. As with all summons these can push the opponent to take to telegraphed movements such as predictable air approaches or committing to standing in place to shield them.
421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put.
214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as held as locking them into shield for a significant period if should they shield it leading to plenty of frames to either set up more or even punish them on reaction for doing so in some cases.
The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations.
Pressure
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:
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.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Video examples
Here below is a playlist detailing all of the combos you will need visually to play this character
Starters
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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- 2A(A) > 2B(1) > 2C > 3C(1)
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1831
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Meter Gained: 27.9% |
Meter Given (vs C-Moon): 9.3% |
Common F-Nero ground starter. |
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Normal starter, grounded opponent
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700
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Meter Gained: 6.3% |
Meter Given (vs C-Moon): 2.1% |
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. |
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Normal starter, grounded opponent
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1106
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Meter Gained: 12.6% |
Meter Given (vs C-Moon): 4.2% |
A starter that is seen among new nero players. Best used to call out something since its fast but very - on block. |
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Overhead starter, grounded opponent
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1996
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Meter Gained: 27.0% |
Meter Given (vs C-Moon): 9.0% |
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. |
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Normal starter, airborne opponent
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1853
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Meter Gained: 22.1% |
Meter Given (vs C-Moon): 7.3% |
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. |
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Normal starter, airborne opponent
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2182
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Meter Gained: 23.4% |
Meter Given (vs C-Moon): 7.8% |
CH 2C starter if you anti air'd an opponent with this. |
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Enders
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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1200
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Meter Gained: 7.0% |
Meter Given (vs C-Moon): 3.0% |
Usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme. Otherwise if F-Nero doesn't end in air throw it lets Nero set up a 421B/A to cover spaces where the opponent techs upon landing. |
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Normal Combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent
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- 2A(AA) > 2B(1) > 2C > 3C(1) > j.BC > dj.AAC, land sj8/9.C > dj.B(1)C, (land 421A)
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4069
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Meter Gained: 94.2% |
Meter Given (vs C-Moon): 39.6% |
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 |
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Normal starter, grounded opponent
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- 2A > 2B(1) > 2C > 3C(1) > j.BC > dj IAD j.C, land sj8/9.C > dj.B(1)C, (land 421A)
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3953
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Meter Gained: 83.0% |
Meter Given (vs C-Moon): 29.0% |
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 |
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Normal starter, grounded opponent
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- (6C >) 236B > 3C(1) > j.BC > dj.BC, (rejump/sj) j.C, (land 421A)
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3201
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Meter Gained: 70.4% |
Meter Given (vs C-Moon): 23.4% |
A conversion from doing 6C 236B string, usually seen in the corner but can work anywhere. |
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Normal starter, airborne opponent
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- (j.A/B >) j.C > dj IAD j.C, land sj.C (> sdj.C AT/ dj.B(1)C, land 421A)
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3185
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Meter Gained: 48.4% |
Meter Given (vs C-Moon): 16.1% |
a simple air-to-air confirm. |
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CH Shield Counter starter, grounded opponent, 100% Meter
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- D~236D > 214C, 2C > 214A, 6[C], 6C > j.BC > dj.BC, land sj.C > sdj j.C, (land 421A)
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5021
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Meter Gained: 87% |
Meter Given (vs C-Moon): 53.95% |
A high damaging shield counter combo. |
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CH Shield Counter starter, grounded opponent, 100% Meter
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- D~236D > 214C, 6C > 214A, (walk under) 5B > 3C(1) > j.B > dj8.BC, land sj.C > sdj.BC, (land 421A)
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4409
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Meter Gained: 75% |
Meter Given (vs C-Moon): 42.5% |
A side switch variant. Looks like this. |
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Corner Combos
There's not much in terms of corner specifics outside of 5[C] starters, but here are some below:
Condition
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Notation
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Damage vs V.Sion
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Notes
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Overhead starter, grounded opponent
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- 6[C], 5[C] > 6[C], 6C > j.BC, land sj8.C(3) > sdj.B(1)C > AT
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5369
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Meter Gained: 138.8% |
Meter Given (vs C-Moon): 55.7% |
Your damaging 6[C] combo. |
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Normal starter, grounded opponent, 100% Meter
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- 5[C] > 236C, 3C > j.BC > dj.BC > AT
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4739
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Meter Gained: 50.1% |
Meter Given (vs C-Moon): 43.9% |
Simple conversion from 5[C] meaty, below are more. |
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Normal starter, grounded opponent, 100% Meter
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- 5[C] > 236C, walk up 6C, 6[C] > j.BC > dj.BC, (land 421A)
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5280
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Meter Gained: 56.3% |
Meter Given (vs C-Moon): 39.8% |
More damage from your corner meaty. Don’t try this at max range. |
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Corner Steal combo setups
Specific combos to setup a corner steal after jC wallbounce ender into 421A, disabling air options to the opponent and making the normal 421A setup even more oppresive.
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, grounded opponent, corner
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- 2A(AA) > 2B(1) > 2C > j.B > j.C(1) > dj8.B > j.C, land sj8.C > dj8 > {6} j.C, land 421A
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3733
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Meter Gained: 74.0% |
Meter Given (vs C-Moon): 24.6% |
Essentialy a normal corner combo, but in order to setup the corner steal we require a certain distance, this setup works only on a cornered opponent or very close to it, farther away from it it's not possible, have in mind the next points:
- We can't launch the opponent too high in the air on the ground string, so we skip 3C (you can do 3C instead of 2C, but never do both)
- Can't dj9, if you're too far away from the corner and can't continue the combo without dj9 then it's very likely that you won't meet the specific distance for the setup. (Check video for reference of distance)
- After sj8.C > dj8 you have to drift forward by holding 6 as much as possible before continuing the combo into j.C
If done correctly, Nero should 421A while still facing the corner, meaning the puddle will still cover behind Nero into the middle of the stage, but thanks to the wall bounce of our j.C the opponent is going to be moved away from the corner behind us. When the opponent can air tech they will now face into the corner instead of away. This setup can be more oppresive than the normal 421A setup, as it disables the opponent air dash and super double jump, and only having air back dash and air double jump to escape away, both of those 2 options generally don't cover as much ground as the forward options. |
|
|
Normal starter, grounded opponent
|
- 2AA(A) > 2B(1) > 2C > j.B > j.C > sdj9.AA > j.C, land sj9.C > sdj9.B > j.C, land 421A
|
3792
|
|
Meter Gained: 90.6% |
Meter Given (vs C-Moon): 36.0% |
Essentialy a normal corner carry combo, but in order to setup the corner steal we require a certain distance, this setup works in midscreen albeit not as consistent, in that case you have to do (land sj8.C > dj8 > {6} j.C), have in mind the next points:
- We can't launch the opponent too high in the air on the ground string, so we skip 3C (you can do 3C instead of 2C, but never do both)
- On (land sj9.C) hit j.C as soon as possible, as well as the following sdj9.B . Getting the all the specific timings can be very finicky, but they are neccesary to meet the specific distance. (Check video for reference of distance)
If done correctly, Nero should 421A while still facing the corner, meaning the puddle will still cover behind Nero into the middle of the stage, but thanks to the wall bounce of our j.C the opponent is going to be moved away from the corner behind us. When the opponent can air tech they will now face into the corner instead of away. This setup can be more oppresive than the normal 421A setup, as it disables the opponent air dash and super double jump, and only having air back dash and air double jump to escape away, both of those 2 options generally don't cover as much ground as the forward options. |
|
|
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
|
Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
|
Red Damage
|
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
|
Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|
Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
151
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
5
|
6
|
1
|
2.7%
|
-
|
Elbow poke. Slightly slower than average but functions as a decent anti-air thanks to it sporting greater vertical and horizontal range than most 5As. Cannot be whiff cancelled by like most other A normals.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
606
|
70% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
6
|
23
|
-14
|
6.3%
|
Clash 6-11
|
Antlion. Shrinks Nero's hurtbox considerably and functions as one of the best anti-airs in his kit sporting a solid hitbox and good active frames to boot, as well as having a very generous cancel window in pressure and quick startup to make it reliable for reactive use. Sports fairly long recovery on whiff however.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*2 (1122)
|
(755)
|
90% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
9
|
18
|
-6
|
5.4%*2 (10.8%)
|
-
|
Rhino. Hits very far out in front, limited vertical range. Hits twice and cannot be cancelled until the second hit. Pushes out more than the charged version making it the safer option when trying to create distance to summon.
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600*4 (2115)
|
(1424)
|
90% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
15
|
18
|
-6
|
5.4%*4 (21.6%)
|
-
|
Charged Rino. Wallslams the opponent on hit and yields high damage in the corner. Hits four times and cannot be cancelled until the fourth hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
202
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
6
|
2
|
2.7%
|
-
|
Elbow spike. Hits low. Single hit poke with decent horizontal range.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*4 (911)
|
(522)
|
65% (O)
|
N, SP, EX (J)
|
L (1), LH (2-4)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
12
|
15
|
-2
|
3.6%*4 (14.4%)
|
-
|
Centipede. An unconventional sweep, hitting low and sweeping on the first hit and then extending into three more mid hitting longer hitboxes. The long active frames on this move make it good for punishing techs and timing meaties with ease as well as an important tool for converting most grounded hits. Should almost always be cancelled on the first hit in combos outside some advanced routes in the corner for height and scaling reasons.
While technically a comfortable -2 on block, 2B when not used close to the opponent has a tendency to push back enough for the final hit or two to whiff making it important to cancel it during its early hits in these cases. When used up-close however it does have a very long cancel window extending through the entire recovery.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
80% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
4
|
18
|
-4
|
9.9%
|
Clash 13-16
|
Needlenose. Neco-Arc Chaos's old 2C. Covers a large amount of space but a little slow to reliably anti-air with. F-Nero's longest range normal for checking opponents from a distance but can't confirm grounded hits from max range.
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1414
|
80% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
18
|
-4
|
9.9%
|
-
|
Charged Needlenose. Reaches out far and launches on hit. Pushes out on block more than the uncharged version making it safer for creating distance to summon.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Jumping Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
78% (O)
|
SE, N, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
10
|
-
|
2.88%
|
-
|
Nail. Hits mid. Very large for a j.A and hits at a downward angle. A good low commitment scouting and rising antiair move thanks to retaining air options on whiff. Can work as a mixup tool out of IAD followed by land 2A thanks to only hitting once and having lower hitstop than Nero's other air normals.
Can safejump shield counters when done out of an IAD thanks to Full Moon landing mechanics.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 500 (987)
|
(537)
|
80% (O)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
-
|
-
|
5.98%, 6.3% (12.28%)
|
-
|
Tentacle. Hits high twice. Very good and hard to contest move both in neutral to cover both horizontal and landing space and on offense as a double overhead hitting jumpin. Even has a slight crossup hitbox forcing the opponent to be much more precise when getting behind Nero than most other characters. Despite all of j.B's strengths its second hitbox cannot be cancelled even on hit limiting its conversion ability at its hardest to contest angles.
Can safejump shield counters when done out of an IAD thanks to Full Moon landing mechanics.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3, 700
|
202*3, 404
|
100%, 90% (M)
|
J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
10
|
-
|
-
|
0.9%, 1.8%, 3.6%*2 (9.9%)
|
-
|
Nightmare. Hits high four times. With 10 active frames, unrivalled horizontal reach, and providing a wallslam on the final hit, j.C is an important preemptive walling tool and option to cover horizontal space when rising and an essential combo tool for corner carry and ensures any hit Nero gets leads to significant frame advantage.
Despite its reach and disjoint at the tip j.C has no vertical disjoint and extends a large hurtbox before active making it vulnerable to getting stuffed sometimes by preemptive normals from multiple angles.
Also has use on the offensive as easy coverage against forward air tech and can safejump shield counter when done out of an IAD or serve as a triple overhead from slightly higher air dashes.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000, 500 (1319)
|
(1000)
|
75% (O)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3 (9) 3
|
20
|
-17, -5
|
9.0%, 4.5% (13.5%)
|
Clash 21-23
|
Bull. Both hits are air-unblockable, second hit reaches past the top of the screen. Launches on hit making it useful both for standard combos and for immediately confirming into when getting off the ground fast is necessary such as in the mirror.
Should be cancelled on the first hit in combos and pressure for height reasons on hit as well as the second hit whiffing most crouchers on block. Can also be used as a more horizontal anti-air where 5B won't quite reach or for catching jumps when a summon is nearby.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 600 (1106)
|
(710)
|
60% (O)
|
(SP), (EX), (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
7 (6) 4
|
18
|
-17, -4
|
7.2%, 5.4% (12.6%)
|
-
|
Mantis. The second hit is air-blockable and whiffs on all crouching opponents (as well as standing Len, WLen, Miyako, and Necos) if the first hit is blocked as well as not being cancellable on block for either hit.
Despite these flaws, 4C sees an important use as a distanced tool for checking the opponent's movement, stopping predictable dash ins and discouraging both dash and jump in pressure when pushed out. Also an important tool for confirming far hits where 2B(1) doesn't reach such as off of max range 2A. Has a small blind spot right in front of Nero.
While safe on block against most of the cast, some characters can straight up punish it and that number increases further the closer it is used.
The following is a (non-exhaustive) list of punishes to be aware of when using 4C:
Meterless Punishes: Arc Drive Punishes: Cannot Punish:
Moons Character Punishes Character Moons Character
HF Hime 236B Aoko CH V. Sion
CF Nanaya f.214B Kouma F Wara
CH Sion 214A Roa CF Warc
F V. Sion 22C Hisui/HisuiMaids C Satsuki
H Roa 236A Akiha CHF Len
CHF KohaMaids Most Assists Vaki H W. Len
CF Mech 236A Neco Arc
C KohaMech 421A
H KohaMech 623A/B 150 Meter Punishes:
F KohaMech 623A H-Warc 624C
CHF Tohno Microdash 2C
100 Meter Punishes: Can Only Punish Poorly Spaced 4C:
Moons Character Punishes Moons Character Punishes
F Aoko 624C HF Kouma 236
CHF Hime tk.236C HF Miyako 236C
H Nanaya 623C CHF Ries AD
C Miyako 236C CH Wara 5C
CHF Ciel 623C CHF Koha/KohaMaids 2C
CH Ciel 236C CH Arcueid 236C
CHF Sion 236C HF Arcueid 421C
CH Roa 236C CHF P. Ciel 236A
H Mech 623C H Satsuki 22B/C
CHF Seifuku 623C CH Ryougi 623A
F Seifuku 214C F W. Len 236A
F Satsuki 214C C Nero 624C
CHF Ryougi 214C/22C CHF Nero 4C
C W. Len 421C CHF NAC 3C
F NecoMech 623C C NecoMech 623C
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
888
|
80% (O)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
12
|
7
|
9.9%
|
-
|
Mouth. Extremely short range but one of F-Nero's defining pressure tools. High plus frames and lack of hurtbox make this move very abusable on offense, leading to easy and safe pressure resets, flexible staggers, and better frame advantage when cancelled into summons than any other normal that isn't its own charged variant.
Cannot be shielded or bunkered in most cases, but interacts with clash frames as normal. Can only be shielded if shielding the very tip of the hitbox, in which case it would be whiffing a non-committing opponent anyway.
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400*2 (1996)
|
1871
|
50% (O)
|
SP, EX, (J)
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
32
|
8
|
14
|
10
|
13.5%*2 (27.0%)
|
Clash 24-30
|
Charged Mouth. Becomes an overhead that's air untechable on grounded hits leading to high damage combos as well as being even more plus on block but pushes out slightly more than the uncharged version. Has better frame advantage when summon cancelled on block than any other normal and does considerable guard damage. Now completely ignores shield and bunker.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*9 (1572)
|
(605)
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
22
|
-
|
0.0%
|
-
|
Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent in an air-tech state. Comboable if they choose not to tech. 421A is a safe follow up against most tech options.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200 (1056)
|
533
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
9.0%
|
-
|
Nero grabs and punches the target to the ground. Ground bounces and comboable when done raw, giving Nero his air dash back if it was used already allowing for corner carry combos to still be done. When used as a combo ender tends to give +20 frame advantage minimum against standard wake up timings.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
4.5%
|
-
|
Same animation as Shield Bunker.
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
4.5%
|
-
|
Same animation as j.B.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Nero steps to the side and throws some shade. Costs 50.0% meter during blockstun.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20
|
3
|
25
|
-
|
uses all
|
Full 1-22
|
Wide hitbox but only covers less than 2/3rds of Nero's height. Sometimes necessary due to F-Nero not having IH options on whiff.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. Can be air thrown if used predictably and has punishable landing recovery if baited while airborne.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
|
Forward
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
56
|
-
|
-
|
Full 1-53
|
Back
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
60
|
-
|
-
|
Full 1-51
|
Special ground dashes that teleport Nero and are invincible from frame 1. Despite immediate invulnerability the recovery is long enough that it's punishable even after the opponent whiffs most moves. Can be used to avoid most last arcs and to reposition if covered by a summon properly.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
353
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
X
|
31
|
-3
|
7.2%
|
-
|
A crow will travel quickly in a horizontal line. A fast fireball but with long recovery that cannot be cancelled making it risky to throw out against characters that can dash under it or are keen on jumping over it. Can link into most uncharged normals on counterhit.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
252
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
24*
|
X (154)
|
15
|
15 (min)
|
7.2%
|
-
|
A crow will float in front of Nero, activating an immediately shooting forward if it comes close to an opponent. A major component of F-Nero's ground control, throwing a wrench in many character's approaches. Sees use in pressure too due to activating faster than other summons when used up close and yielding high frame advantage on block as well as being safe against shield in almost all cases.
Despite its many strengths 236B does go away on hit unlike most other summons making it less effective against enemy zoners and characters that can poke underneath it.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
210*13 (1785)
|
(849)
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+44
|
46
|
3+14
|
-
|
-100.0%
|
Full 1-3
|
Costs 100% Meter. Summons many 236B crows. Extremely versatile super with low recovery, finding many places of use on offense be it during oki or from a blockstring, or even in order to control space in neutral to restrict approaches and possibly get the frame advantage to set up or heat. When blocked allows for a safe summon or for a harder to see high/low mixup. Brief invul at the start guarantees the crows come out. Also functions as F-Nero's lowest commitment meter management option when trying to keep from entering MAX prematurely.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
707
|
70% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
62 (min)
|
4
|
39
|
-
|
10.8%
|
-
|
A snake will travel slowly across the ground. This snake is controlled by negative edge and is activated by releasing the A button. The button however does not need to be held until the snake appears on the ground allowing a short period where one can press other A moves such as 236A. Launches on hit and is air-unblockable, making it possible to even set up guard break scenarios with this move.
During the summon animation of 214A/B, another one of either can be summoned if the first hasn't reached the ground yet. If done with two 214A snakes, releasing A will activate both simultaneously.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
707
|
70% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
62 (min)
|
4
|
39
|
-
|
10.8%
|
-
|
A snake will travel quickly across the ground. This move automatically activates when it is near an opponent, sharing the same launching and air-unblockable properties when active. Some characters are fast enough to dash through 214B before it is active making it weaker than 214A for controlling ground approaches but its speed makes it better for disrupting enemy zoning.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
2000
|
1818
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+59
|
4
|
7+26
|
-
|
-100.0%
|
-
|
Costs 100% Meter. Summons a gigantic crocodile that is air-unblockable and takes a while to come out. Used in shield counter combos to rack up significant damage and can be used off of some other launching counterhits too. Fully air untechable on ground or air hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*5, 500*10
|
202*5, 404*10
|
80% (O)*5, 100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
20 (18) [2 (8~10) 2]x10
|
47
|
-
|
0.9%*5, 2.7%*10
|
-
|
A dark cloud will appear in front of Nero before traveling behind him for a half screen distance and then coming back to where it was originally summoned. An integral tool for protecting the space behind Nero that his anti-airs don't cover and being his go-to option after ending combos on a j.C wallslam. Has a hitbox when first coming out from the front and can be plus on block if used point blank.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
505*N
|
404*N
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
47
|
-
|
57
|
-
|
2.7%*N
|
-
|
A dark cloud will go in front of Nero and travel across the ground until it hits the edge of the screen where it will disappear. This version of Premature Egg will not hit upon summoning and will not return.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*24
|
303*24
|
70% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+40
|
[2 (8~10) 2]x24
|
7+56
|
-
|
-100.0%
|
-
|
A dark cloud will travel back and forth across from one side of the screen to the other three times. This version of Premature Egg will disappear upon Nero getting hit. Has more startup than the A version but can still be used off of j.C enders, especially when either in MAX or to keep from entering it. Restricts a lot of space and leads to very enhanced pressure opportunities on block if one isn't hit out of it.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450*8 (2372)
|
(1327)
|
70% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+8
|
80
|
7+84
|
-42 ~ 8
|
-100.0%
|
Full 1-12
|
Costs 100% meter. Nero summons a swarm of bees to attack opponents directly in front of him. Can be used as a reversal, hits eight times. Plus on block in most instances but very slow and easy to shield in response to the superflash, leading to a counterhit punish. Can also be thrown before active if the opponent is close and can still be unsafe on hit if it hits the opponent while airborne.
Despite these risks, this move can also yield higher damage than nearly any other reversal in the game if it trades, leaving Nero actionable and free to do a full combo with a chunk of extra damage tacked on.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500
|
2323
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+60
|
8
|
81
|
-
|
removes all
|
Full
|
Nero transforms and charges forward. Unblockable, unshieldable, unclashable and invul through the entire recovery but easily dodged or backdashed and lengthy startup makes it generally easy to maneuver around if just thrown out. Both AD and AAD have niche use in unblockable setups usually in conjunction with 236C but generally aren't the most reliable to implement.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000*2 (5350)
|
(3442)
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+40
|
X (78) X
|
86
|
-
|
removes all
|
Full
|
Improved version. Nero charges toward to edge of the screen, then charges back to his original position. Faster startup than Arc Drive. Second hit might not connect depending on the situation.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*15 (3029 ~ 6145)
|
(2640 ~ 5219)
|
50% + 50% * remaining BH time
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+7
|
100
|
39
|
-
|
removes all
|
Full
|
Nero fires an unblockable laser. Very active but can be low profiled or avoided by getting behind Nero.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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