Melty Blood/MBAACC/Nero Chaos/Full Moon

From Mizuumi Wiki
< Melty Blood‎ | MBAACC‎ | Nero Chaos
Revision as of 08:44, 22 March 2020 by Cadenza (talk | contribs)
Jump to navigation Jump to search

Additional Resources


Match Video Database

Players to watch/ask

General Gameplan

Neutral

Pressure

Defense

Okizeme


Combos

Starters

Enders

OTG Pick ups

Normal Combos

Corner Combos

Normal Moves

5A
MBCC F-Nero 5A.png
Damage Red Damage Proration Cancel Guard
300 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
6 5 6 +1 - -

Elbow poke. Has greater horizontal range and hits a little higher than the other 5As.


5B
MBCC F-Nero 5B.png
Damage Red Damage Proration Cancel Guard
700 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
6 6 23 -11 - -

Antlion. Antlion angles up and is a 1-hit anti-air.


5C
MBCC F-Nero 5C.png
Damage Red Damage Proration Cancel Guard
600*2 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
7 3,6 18 -6 - -

Rhino. Hits very far out in front, no vertical range. EX cancelable.


5[C]
MBCC F-Nero 5C.png
Damage Red Damage Proration Cancel Guard
600*4 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
19 3*3,6 18 -7 - -

Charged Rino. Extra hits and launches.


2A
MBCC F-Nero 2A.png
Damage Red Damage Proration Cancel Guard
300 - - - L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 6 +2 - -

Elbow spike. Hits low. Single hit poke with decent horizontal range.


2B
MBCC C-Nero 2B.png
Damage Red Damage Proration Cancel Guard
350*4 - - - L,HL*3
First Active Active Recovery Frame Adv Circuit Invuln
9 4,2,4,2 15 -2 - -

Centipede. First hit is low. Hits multiple times and may clash at odd moments.


2C
MBCC F-Nero 2C.png
Damage Red Damage Proration Cancel Guard
1100 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
14 4 18 -4 - -

Needlenose. Neco-Arc Chaos's old 2C. Is chargeable, hits at a curve. Hits mid. This move is much easier to combo with than other version's 2C.


2[C]
MBCC F-Nero 2C.png
Damage Red Damage Proration Cancel Guard
1500 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
25 4 18 -4 - -

Charged Needlenose. Reaches out far and launches on hit.


6C
MBCC F-Nero 6C.png
Damage Red Damage Proration Cancel Guard
1100 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
14 8 12 +7 - -

Mouth. Extremely short range, seems to deal quite a bit to the guard bar. Very plus, but is not used as much as charged version.


6[C]
MBCC F-Nero 6C.png
Damage Red Damage Proration Cancel Guard
1400 - - - H
First Active Active Recovery Frame Adv Circuit Invuln
31 8 14 +10 - -

Charged Mouth. Becomes an overhead that gives a great damage combo.


4C
MBCC C-Nero 4C.png
MBCC C-Nero 4C2.png
Damage Red Damage Proration Cancel Guard
800, 600 - - - HL, HLA
First Active Active Recovery Frame Adv Circuit Invuln
10 7(6)4 18 -4 - -

Mantis - The second hit is air-blockable. Has a lot of clash frames and is more safe than it appears.


3C
MBCC F-Nero 3C.png
MBCC F-Nero 3C2.png
Damage Red Damage Proration Cancel Guard
1000, 500 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
9 3(9)3 20 -17 - -

Bull. Both hits are air-unblockable, hits past the top of the screen. Jump cancellable. Only hit non-airbone opponents once.


j.A
MBCC C-Nero j.A.png
Damage Red Damage Proration Cancel Guard
350 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 12 - - -

Nail. Hits mid. Has good air to ground reach.


j.B
MBCC C-Nero j.B.png
Damage Red Damage Proration Cancel Guard
600, 500 - - - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 3,2 18 - - -

Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range.


j.C
MBCC C-Nero j.C.png
Damage Red Damage Proration Cancel Guard
300*3, 700 - - - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 2*3,4 22 - - -

Nightmare. Hits high. Four hits. You can combo this move into itself but only three times. (Only counted when the last hit connects) Its reach is very deceptive.

Universal Mechanics

Throw
6 or 4+QA
MBCC Nero Throw.png
Damage Red Damage Proration Cancel Guard
400*9 - - - -
First Active Active Recovery Frame Adv Circuit Invuln
3 1 22 - - -

Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent.


Air Throw
j.6 or j.4+QA
MBCC Nero AirThrow.png
Damage Red Damage Proration Cancel Guard
1200 - - - -
First Active Active Recovery Frame Adv Circuit Invuln
2 1 10 - - -

Nero grabs and punches them to the ground for a bounce.


Guard Bunker
214D
MBCC Nero 214D.png
Damage Red Damage Proration Cancel Guard
500 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 22 -5 - -

Nero steps to the side and throws some shade. Costs 50.0% meter during blockstun.

Special Moves

Chaos Release - Black Wings
236X
MBCC C-Nero 236A.png
MBCC F-Nero 236B.png
MBCC C-Nero 236C.png
A Damage Red Damage Proration Cancel Guard
800 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
9 Till Offscreen 39 Total - - -

A crow will travel quickly in a horizontal line. This move has amazing speed but a terrible recovery. This crow may be run underneath by some characters.

B Damage Red Damage Proration Cancel Guard
800 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
27~257 Till Offscreen 39 Total - - -

A crow will float in front of Nero acting as a "mine." When approached, the crow will activate and travel horizontally. Goes away if Nero gets hit. One of F-Nero's more abusable moves.

EX Damage Red Damage Proration Cancel Guard
210*13 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
3+44 47 17 Total - - -

Costs 100% Meter. Summons many 236B crows. Recovery is deceptively fast and is a great tool to keep opponents in place or to keep them afraid while you try to throw them.


Chaos Exposure - Neuropteran Form
214A/B
MBCC F-Nero 214A.png
A Damage Red Damage Proration Cancel Guard
1200 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
62 4 39 Total - - -

A snake will travel slowly across the ground. This snake is controlled by negative edge: releasing the A button will "activate" it. Upon being hit the opponent will be launched similar to the B antlion.

B Damage Red Damage Proration Cancel Guard
1200 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
62 4 39 Total - - -

A snake will travel quickly across the ground. This snake automatically activates when it is near an opponent. Untechable on counter hit.


Chaos Exposure - Reptile Form
214C
MBCC F-Nero 214C.png
Damage Red Damage Proration Cancel Guard
2000 - - - HL
First Active Active Recovery Frame Adv Circuit Invuln
7+58 4 40 Total - - -

Costs 100% Meter. Summons a gigantic crocodile that is air-unblockable and takes a while to come out. Don't use it.


Chaos Exposure - Premature Egg
421X
MBCC F-Nero 421X.png
A Damage Red Damage Proration Cancel Guard
300*2 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
13 20(18)[2(8~10)2]*N 47 Total - - -

A dark cloud will appear in front of Nero before traveling behind him for a half screen distance. It will then travel back to where you were standing when you summoned it and then disappear.

B Damage Red Damage Proration Cancel Guard
500*N - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
48 [2(8~10)2]*N 63 Total - - -

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 Unripe Egg will not hit upon summoning and will not return.

EX Damage Red Damage Proration Cancel Guard
400*2 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
7+40 [2(8~10)2]*N 63 Total - - -

A dark cloud will travel back and forth across the ground three times. This version of Unripe Egg will disappear upon Nero getting hit. The startup of this move is high but it is a useful tool to prevent an opponent from going anywhere.


Chaos Exposure - Compound-Eye Swarm
63214C
MBCC F-Nero 63214C.png
Damage Red Damage Proration Cancel Guard
450*6 - - - HLA
First Active Active Recovery Frame Adv Circuit Invuln
7+8 79 91 total - - -

Costs 100% meter. Nero summons a swarm of bees to attack opponents directly in front of him. Can be used as a reversal, hits four times. If the opponents move is fast enough they can block the bees after you summon them. Is safe on block, mostly.

Arc Drive

Armament 999
41236C
MBCC C-Nero 41236C.png
Damage Red Damage Proration Cancel Guard
3500 - - - -
First Active Active Recovery Frame Adv Circuit Invuln
2+60 8 81 - - -

Can only be used in Max or Heat. Lengthy startup, but unblockable and unshieldable.

Another Arc Drive

Armament 999
41236C
MBCC C-Nero 41236C.png
Damage Red Damage Proration Cancel Guard
3000*2 - - - -
First Active Active Recovery Frame Adv Circuit Invuln
2+40 Till edge of screen (78) Till edge of screen 86 - - -

Improved version. Startup is a bit faster, and Chaos comes back around for a second tackle.

Last Arc

Number of the Beast
MBCC C-Nero LastArc.png
Damage Red Damage Proration Cancel Guard
700*15 - - - -
First Active Active Recovery Frame Adv Circuit Invuln
1+6 100 39 - - -

Can be standing or low shield. The laser that Nero fires is unblockable.

MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull