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 damage, meter gain/given numbers and video links to the pre-existing combos.
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Additional Resources
C-Nero Match Video Database
Nero Combo Compilation
Nero's Compendium (has some misinformation)
C-Nero doc (work in progress)
Overview
Playstyle
C-Nero is an area denial character with strong setplay capabilities that can dominate neutral against much of the cast. |
Pros |
Cons |
- Great combo game: Most confirmable hits will give you full corner carry and even omitting a traditional ender on air combos gives you high frame advantage to set up. Nero also has a wide variety of high utility situational confirms such on counterhit and crouchers that can significantly up damage output, meter gain, and oki options.
- Low commitment: The threat of summon insurance will often make getting clean hits on you difficult and allow you greater safety in a lot of interactions or the denial of them.
- Large, strong normals: Long reaching, disjointed buttons often with good to great active frames both on the ground and in the air ensure an effective ability to control space and cover a lot of situations even when low on summons. Nearly every normal Nero has can cover an aerial approach angle of some sort making for one of the most complete antiair toolkits in the game.
- Second highest health in the game: Possessing a health pool beaten out only by Akiha, Nero can take more hits than the vast majority of the cast, this survivability being enhanced even more by crescent moon heat and potential difficulty in landing a clean hit.
- Meter non-management: Even Nero's basic bnb generates nearly 100 meter and the ability to consistently convert into an at least somewhat meaningful combo off of stray hits in addition to generating well over 100% off of more optimal conversions will mean you'll rarely find yourself lacking the resources for your defensive options or for Nero's very good to at times downright splashable ex moves for enhancing neutral and offense.
- Diverse setups: With a large variety of oki and setplay options that can even come out of a stray summon in neutral given the right situation, unprepared opponents can easily be overwhelmed by your combination of lockdown and numerous mixup possibilities and even more seasoned players will have a hard time keeping up with all you can throw at them.
- Strong throw game: Nero has the longest throw range in the game tied with Ries and Hime and can run an assortment of strike/throw setups enhanced by summon setplay.
- 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 due to the open-ended nature of Melty Blood's gameplay and the risks many characters end up having to take in the Nero matchup.
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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 opportunities and moves that ordinarily whiff crouchers hitting him.
- Poor mobility: Nero has no ground dash, forcing him to mainly rely on universal air movement mechanics and his far moving but still slower than average air dash to move around often making more subtle spacing adjustments more difficult than the rest of the cast while also missing out on various situational whiff punishes the rest of the cast would have access to.
- Mediocre defensive options: No reversals without meter and slower than average abare and wake up timing can make being put on defense difficult and result in you often having to hold offense more than other characters.
- Mediocre average damage: Due to 2A's greater scaling than most jabs and having to sweep much earlier than most characters on grounded hits Nero is usually reliant on situational starters to do higher damage.
- Lacks options off of regular shield: Not getting EX Shield in the air leaves you completely open and normal shield on the ground leaves largely gimmick options such as a duckable fireball and bunker.
- Limited ability to cancel most of his strongest normals: On block, shield, or hit 2A cannot be cancelled until the 3rd hit and j.B's second and most difficult to contest hitbox cannot be cancelled either resulting in shield checkmating these moves in a lot of situations where other characters would be able to jump cancel their normals or otherwise have an answer and landing these moves without the following state will result in being minus on hit with no ability to confirm.
- Specialized toolkit at a cost: Nero's unconventional design and focus on setting up screen control in exchange for lacking grounded mobility and more conventional normals and specials such as low commitment single hitting grounded buttons, advancing moves, and A normals that give plus frames on reverse beat for cases where summoning in pressure isn't a viable option results in an unintuitive learning curve and some awkward to downright awful matchups that abuse setup-focused gameplans.
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General Gameplan
First off, does your opponent know to sweep/launch jump or something similar when summons are nearby?
If no...
Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it.
If yes...
Use your summons and large normals to restrict space and force difficult movement/approach decisions from your opponent. At high level it isn't trades you'll see getting Nero players wins as much as the threat of them creating unfavorable situations in conjunction with your strong antiairs and massive air normals. You want to make your opponent feel just as restricted in their movement options as Nero if not more, at which point they will usually lose most of the button to button interactions available to them as long as you maintain good spacing and matchup knowledge.
Neutral
Movement:
Nero is a slow character. There is no denying that. He lacks a traditional forward dash, and his back dash doesn’t go particularly far back. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and will be his main movement tool.
Saying that Nero is slow is more of a lack of being able to cover small amounts of ground fast. His air dash still goes fairly far and since everyone gets a forward super jump, he can still cover alarming amounts of space very fast. He cannot, however, adjust his position nearly as well as basically any other character.
Instead of a conventional dash, Nero’s forward dash is a teleport, similar to Slayer’s. It is invulnerable from frame 1, but very slow to recover, although the timing to punish it is also very late, so late that people not accustomed to it might in fact whiff a premature punish. You can also teleport safely if covered by the right summon.
With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your strong grounded antiairs or large air normals come into play. 5a, 2a, 2c, 5[c], and 421a will favorably cover the majority of angles your opponent has to approach from as long as you choose and time the right one, especially when backed up by even subtle adjustments such as slightly walking back or forwards. All 3 of your air normals are very strong and can be utilized effectively off any of back, forwards, or neutral jump depending how aggressive you intend to be and what matchup/situation you find yourself in.
IF you need the time to produce a summon you can hit the opponent with 236A(crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there. Don't feel compelled to immediately try and summon or immediately try and create a situation that might give you a summon if you feel you're in an unfavorable position to do so that could get you punished. There's nothing wrong with playing it patient at first, even without much grounded mobility you still have average enough air movement, C moon mechanics such as ex shield/heat/air dodge, and some of the best normals in the game. Be smart, take it slow, and abuse your big hitboxes until you find a chance to take enough frames to set up or end up already hitting them into the corner.
One thing to note is that for 236A there are characters that can dash under but get hit on startup or have some other caveat will be denoted with an asterisk. So be careful by match up on when to use 236A, especially with its long recovery.
CHARACTERS THAT CAN DASH UNDER 236A:
- Akiha*, V.Akiha*, Seifuku, Aoko*, Arc*, Warc*, Ciel, Kouma*, Len (F), NAC, Neco-Arc, Nero (lol), Roa*, Ryougi, Satsuki*, Tohno*, Nanaya*, V.Sion, Wara (C/H), W.Len (C/F)
CHARACTERS THAT CANNOT DASH UNDER 236A:
- Hime, Hisui, Kohaku, Koha-Mech, Len (C/H), Mech-Hisui, Neco-Mech, Miyako, P.Ciel, Ries, Sion, Wara (F), W.Len (H)
Pressure
With all Neros, pressure via screen control is the name of the game. Use his 214A/B series in conjunction with 421B (if you have time to get it out) to cover your approach and airdash j.A/B/C your way in. Acquaint yourself with all of your air normals, especially j.B, because it's a large 2-hit normal that's quite fast for an aerial of its size with good disjoint. Don't let any one of your air normals overshadow the rest too much though, j.C is very active and can occasionally reach things that j.B can't and j.A is faster while having a more immediate downwards angle making it better in cases where you don't think j.B will prevent something like a rising j.A antiair in time. From there, you can either IAD j.X again, throw, or start your grounded pressure.
Frankly, any positioning outside of the corner his main goal is to obstruct the opponent's path, denying them of invading space, usually forcing mistakes on the opponent who overextends and from there performing the corner carry combo that brings them to the corner where Nero begins to do his pressure/okizeme. While he gets a strong knockdown already off of AT his pressure truly shines in the corner after a 5[C] ender.
Once you successfully condition your opponent to block the probable 5[C] on wake-up you can start to take advantage by not doing 5[C] and pressing on with IAD buttons or summon right away in order to get a better advantage. Do have in mind that while a blocked 5[C] can allow you to summon snakes/A deer or rebeat into frametrap/jump in, it's still not hugely on your favor, you get pushed back a little and the opponent can react and challenge to all these options.
Before we get more into the summoning aspect of C-Nero's pressure it is important to remember that summons, 5[C], and IAD are not all this character has for his strings. You can still create frametraps/staggers like any C/H moon can with reverse beat and 5A/2A(W) and can use this further in conjunction with the things mentioned in the previous sentence. Rebeating into 5A(W) off of 2C, 2B, or 5B(1) will leave you only slightly minus and in conjunction with the threat of 5[C] and 4C in addition with the distance you're often at being in your favor can often allow you to reset pressure off of these. Even 2A despite being -1 is as big as the B and C normals of most characters, allowing you to reset pressure off of it in some situations.
A large part of the pressure game of Nero is to test your opponent's reactions and guessing game with your "frametrap" summons. This will only work out if the opponent you're facing is aware that blocking a summon means that Nero gets to get in for free once again, so they will most likely want to challenge your summons.
You want to vary the spots you summon at in order to test the reactions of your opponent as hard as you can, keeping your special cancel points ambiguous and stealing frames whenever you think the opponent won't expect it in time. Vary between cancelling off of 2A, 5[C](early hits), 5B(1), and 2B(1-2) if you want to stay closer to the opponent and off of 2C/[C], 5[C](full), and 2B(full) if you want to push yourself out more in exchange for usually being easier to react to. You mainly want to use 214B and 421A though you can use your slower summons like 214A too if you feel you've condition your opponent to respect enough.
If the opponent is full-on fuzzy mashing then just 5[C] or rebeat 5A(w) > 4C to check them, same if they jump but with 4C, 2C, or 5A depending how close you are.
An actual challenge where your opponent tried to react and punish your summon would be they either sweep > jump cancel or tried to jump in buttons or jump and get the hell away. You can bait and beat most sweeps with 421A (though the trade will often reset to a scramble) and beat some jump ins, and if they try to double jump away from the corner then chase them with j.C and j.B for a potential guard crush or air throw or use the running away from you as an opportunity to summon more and return to a neutral stacked in your favor.
Reacting on time properly is actually not easy. If your opponent is slow and doesn't react to summon on time you can block their mash attempt and since they cant jump cancel your summons will punish them and net you a combo.
Other neat little tips and tricks include things like 214[A] (walk forward) release A into Throw.
Or doing 5[C](1 hit) > 421A to catch potential jump-outs.
Okizeme
All Nero variants have the ability to end their combos in an air throw which gives HKD. C/F Nero both have access to 236C which is important to their pressure and their Oki. Below will be expanding how it's conducted for C-Nero specifically.
AT ender
With C-Nero, 5[C] is commonly used after Air throw ender as it does a ton of guard damage and also checks for mashing, jumping, heat attempts, and most reversals. That is not all since he can then cancel into 236C and essentially still keep his turn during this whole sequence.
You can also go into 236C immediately after Air throw ender if you want to have the maximum frame advantage and from there you can do the following
- 2A > 214[A] IAD Fuzzy(j.B/C > dj.B)
- 2A, 9 late j.B or empty jump 2A
- Walk up Throw/bait
The ones in bolded are to illustrate the importance of doing 2A 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 AUB 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.
5[C] ender
5[C] > 421B/C
It's important to note the significance between the two. 421B the bambi deer hits two times while 421C hits three times. They never go away even if Nero gets hit which allows him to do more bold actions such as walk up grab/2A5B(1), but here's a few more things that you can do while bambi is running around getting revenge for the fallen.
Here a just a few examples of what you can do with deer oki.
From 421B:
- The deer's first hit is slow so 5[C] is useful to force respect.
- 5[C] > 5A(w) into IAD mixup or j9.BC fuzzy guard mixup.
- IAD j.A/B/C mixup if they respect on wakeup.
From 421C:
- IAD j.C beats slow DPs and you can fuzzy guard with dj.B if you know they wont DP.
- 9 > late j.B or 9, land 2A
- Or you can bully with 5[C] until their guard bar gets dangerously low. 2B(1) 5B(1) 5[C] is your optimal string for racking up guard bar damage in this case.
- 214C into dodge 50/50 or j.A air dash j.A 50/50.
- Throw/bait.
Point is there is lots to do with pressure and oki with C-Nero in particular you just need to be creative, you can use a variety of summons and strings to create mix up options and take into account the match-up
Defense
Make good friends with downback. Nero has slower than average normals, no forward dash, and 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 in the majority of matchups, he simply uses it very well. C has arguably the strongest reversal options to play with out of all of his moons, so make use of them.
C’s 63214C is both decently fast (1+6) and fully invincible into the first, very large active frame, and will always at least trade if a hurtbox is involved. It can be safe at max range, but if airblocked, sidestepped or shielded at any range, expect a full punish. It's best not used on wake up if chances are the opponent is meatying with a jab due to them being able to whiff cancel it into either shield or a reversal on reaction to the superflash but it is fast enough to take care of anything more committal than that that lacks sufficient invulnerability. Its long reach also makes it a good option for disrespecting longer range moves that have a reactable or readable startup.
As Crescent Moon you are always entitled to the option of using Heat since it sends them fullscreen and allows you to proceed to send out more summons (especially ex deer) and shift the momentum in your favor. Nero's heat hitbox is wider than average but not very tall (literally shorter than Miyako), so keep that in mind when trying to heat against opponents that might be above you at the time of activation.
C-Nero's raw abare options while not among the fastest in the game should not be discounted entirely by any means. 2A is a little slow being out on frame 6 but is very large both horizontally and vertically allowing it to tag players from distances they may usually expect to be safe at for pressure or even catch some characters trying to IAD reset. 2A hitting 3 times also means it can burn through some staggers with armor/clash. 5A whiffs crouchers but is a strong fast tool against airborne pressure sequences and its good horizontal reach means it can work well against attempts at slightly distanced standing staggers. 5B(1) is an often slept on move that is out on frame 5, disjointed, sweeps crouchers and gives soft knockdown on trade, and converts into better combos/damage than 2A making it your strongest close up abare option in a lot of situations. If you successfully poke out with 2A/5A against a grounded opponent from a slight distance convert into 4C instead of 2B to ensure you don't drop. 2C is also deceptively fast and effective at sniping opponents trying to hover above you to bait heat.
EX shield into 5A, 5B, 2A, or even 4C in distanced cases is a good way to put a stop sign in front of careless rushdown or for turning the tide against certain telegraphed gaps and moves. C-Nero's options off regular shield are a lot weaker and mostly limited to 63214C and 236A, each of which having their fair share of weaknesses, with the former being vulnerable to the opponent reversal cancelling or just upbacking in reaction to the superflash but checkmates against situations where the opponent cannot cancel (Len j.2c for example) and isn't safejumping. The latter is your fastest meterless special and should at minimum trade against anything that is in vertical range and isn't immediately getting followed up with a hitbox that is out on frame 4 or faster but whiffs crouchers. In desperate situations you can also try cancelling regular shield into bunker in an attempt at safety or roll the dice with a second shield, slightly delay the cancel in the latter's case in order to maybe get an ex shield.
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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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
Starters
Starter |
Notes
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2A > 2B(1) > 2C |
Normal grounded starter
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2A/j.B > 5B(1) > 2C |
Crouch confirmed grounded starter
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4C |
Starter for long range punishes, pokes, and frametraps
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j.BC |
Normal air starter
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CH AA 2C/2[C]/5A |
Air CH
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AT |
Niche punish and risky jump call out
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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
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5[C]/2B(1) |
Special cancelable HKD, gives summon oki of your choice while still giving frames to meaty afterwards
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4C/j.C |
Air Tech ender, gives you the space to heat or summon
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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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Fullscreen BNB
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- 2A(A) > 2B(1) > 2C > j.B(A) > dj.BC > j.66 j.C, land sj8.C > dj.B(1)C > AT (236C/5[C], 236C)
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3732
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Meter Gained: 113.9% |
Meter Given (vs C-Moon): 50.7% |
(Video) |
Typical midscreen combo. Full corner carry from anywhere except the opposite corner, in which case you can end with (land sj9.C sdj.B AT). j.B does very good damage on its own and a full j.C prorates pretty badly, so doing only j.B is optimal in some combos. j.BA is usually damage optimal here, which is nice given it's much more consistent. If you had to learn one combo and one combo alone for Nero, this is it. |
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Midscreen BNB, 100% Meter
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- 2A > 2B(1) > 2C > j.BA > dj.BC, land 63214C, 5B(1) > 2C > 5[C] > 421B/C
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3989
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Meter Gained: 80.2% |
Meter Given (vs C-Moon): 31.9% |
(Video) |
(Can be done from midscreen confirms, last j.B and j.C have to be delayed as much as possible) Midscreen to corner combo that allows you a Regular Deer or EX deer set up of your choosing. You can super double jump to gain more distance if needed. |
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Air Normal Starter
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- (j.A/j.B)j.C > j.66 j.C, land sj.C > sdj.C > AT (236C/5[C], 236C)
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3271/3715
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Meter Gained: 57.2%/67.6% |
Meter Given (vs C-Moon): 17.1%/20.2% |
Basic confirm from j.C, a good starting point for confirming on successful air to air. |
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4C starter
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- 4C, j.C(1) > sdj.C > j.66 j.C
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2509
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Meter Gained: 40.0% |
Meter Given (vs C-Moon): 12.0% |
A combo for when you hit 4C as a call out against someone that was overextending in their approach. |
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CH 4C starter
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- CH 4C > j.B(1) > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT (236C/5[C], 236C)
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3812
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Meter Gained: 101.9% |
Meter Given (vs C-Moon): 35.3% |
A combo for when you hit 4C as a call out against someone that was overextending in their approach. Does a bit more damage and meter gain with this particular combo. |
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Air CH starter
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- CH 2C/214B, 2C > 5[C] > 5A, j.B > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT (236C/5[C], 236C)
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5193
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Meter Gained: 139.9% |
Meter Given (vs C-Moon): 54.6% |
Counter hit combo starting with 2C, skip air dash cancel if you're close to the corner. Do j.B(1)C(1-2) after 5A if you think the added stability is needed |
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AT Starter
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- Gold AT > j.66 > dl j.B > land 5B(1) > 2C > j.B > dj8.BC > land sj8.C(1-3) > sdj.BC > AT
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2694
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Meter Gained: 99.6% |
Meter Given (vs C-Moon): 29.8% |
(Video) |
Combo off a low (around IAD height) AT midscreen. Remember that AT expends one of your 3 bounces so you cant let the last hit of j.C connect during the 2nd rejump |
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AT Starter
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- Gold AT > land 4C > j.C > sdj.C > AT
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2197
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Meter Gained: 56.0% |
Meter Given (vs C-Moon): 16.8% |
(Video) |
Combo off a high (top of your jump arc height) AT midscreen. |
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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:
Condition
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Notation
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Damage vs V.Sion
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Notes
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Corner BNB
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- 2AA > 2B(1) > 2C > j.BC, land 5[C] - 5B(1) > 2C > 5[C] (> 421B/C)
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3966
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Meter Gained: 95.6% |
Meter Given (vs C-Moon): 28.6% |
(Video) |
Meterless route to end in 5[C] and set up deer Oki. Only do one 2A vs Nero and Wara. |
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Crouch Confirmed Corner BNB
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- j.B > 5B(1) > 2C > 5[C] > delay 5A/2A > delay j.BC, land 5[C], 5B(1) > 2C > 5[C] (> 421B/C)
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5595 (5415)
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Meter Gained: 123.3% (126.3%) |
Meter Given (vs C-Moon): 36.9% (37.8%) |
(Video) |
Meterless route to end in 5[C] and set up deer Oki. 5A does slightly more damage but is slightly less consistent |
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5[C] Starter
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- 5[C] > 421A, 5[C] > 421B/C
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3296
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Meter Gained: 35.4% |
Meter Given (vs C-Moon): 14.8% |
An option to use if someone got hit by 5[C] that loops back into into 421B/C set up. |
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AT Starter
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- Gold AT land 5B > 2C > 5[C], 5B > 2C > 5[C] (> 421B/C)
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2834
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Meter Gained: 82.0% |
Meter Given (vs C-Moon): 24.6% |
(Video) |
Gold AT combo into deer oki |
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Advanced Combos
Combos that require finicky delays, are character specific, or have other various factors that require much more work to use effectively
Condition
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Notation
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Damage vs V.Sion
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Notes
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Midscreen Deer Oki
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- 2AA > 2B(1) > 2C > 5[C](2) > IAD j.A > dj.BC > land 5[C] (> 421B/C)
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3859
|
|
Meter Gained: 83.3% |
Meter Given (vs C-Moon): 25.0% |
Meterless combo into deer oki from ~P2 round start position. |
|
|
Midscreen Deer Oki
|
- 2A > 2B(1) > 2{C} > j.AC > j.66 dl j.C > land 5[C] (> 421B/C)
|
3067
|
|
Meter Gained: 54% |
Meter Given (vs C-Moon): 16% |
Meterless combo into deer oki from ~P1 round start position. From midscreen to closer to corner you don't have to delay the last j.C, this combo doesn't work very close to the corner (around 1/4 away from corner). |
|
|
Nearly Fullscreen Deer Oki
|
- 2A > 2B(1) > 2{C} > j.AC > j.66 j.B(1) > j.C(1) > sdj.A dl j.C > land 624C > 5B(1) > 2C > 5[C] (> 421B/C)
|
3646
|
|
Meter Gained: -25.3% (74.4% net gain) |
Meter Given (vs C-Moon): 31% |
100% meter combo into deer oki from just outside the opposite corner. Will only work from a clean 2A hit. |
|
|
Nearly Fullscreen Deer Oki
|
- 2A(A) > 2B(1) > 2{C} > dl j.B j.C > j.66 j.B(1) > sdj.B(1) j.C > land 624C > 5B(1) > 2C > 5[C] (> 421B/C)
|
3912
|
|
Meter Gained: -12.3% (87.7% net gain) |
Meter Given (vs C-Moon): 34.1% |
100% meter combo into deer oki from just outside the opposite corner. Harder variation of the previous combo, but more damage and meter generation, but more importantly it works in more situations than a clean 2A hit, like from a IAD j.B or 2AA. On characters with a slim hurtbox while on the air (Len, Satsuki, etc.), an additional slight delay on the sdj is needed. |
|
|
Fullscreen Deer Oki
|
- 2AA > 2B(1) > 2{C} > dl j.B > dl dj.C(2) > land j.AB(1) > sdj.B dl j.C > j.66 j.C > land 624C > 5B(1) > 2C > 5[C] (>421B/C)
|
3695
|
|
Meter Gained: 5.4% (87.1% before 624C) |
Meter Given (vs C-Moon): 66.5% |
Corner to corner combo into deer oki. |
|
|
Corner Deer Oki Works On: Everyone except Len, Wlen, Neco Arc, and NAC
|
- 2A > 2B(1) > 2C > 5[C] > delay 5A > delay j.BC, land 5[C], 5B(1) > 2C > 5[C] (> 421B/C)
|
4461
|
|
Meter Gained: 120.1% |
Meter Given (vs C-Moon): 36.0% |
(Video) |
Slightly optimized but less universal version of the basic meterless corner combo into deer. Requires you to be very slightly deeper in the corner than the aforementioned combo, and is very finicky on the listed characters (though it does work if point blank and fully in the corner) |
|
|
Corner CH 2C starter
|
- CH 2C 2[C] > 5[C] > IAD j.B, land 2C > 5[C] > 5B, 2C > 5[C] (> 421B/C)
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
2C CH in the corner, the link on the last parts is pretty tight, but the damage is worth it. |
|
|
Summon Combos
Combos that require a certain summon to be out before getting the hit.
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Throw Starter, 623A/B Set
|
- Throw > 623]X[ > 63214C > 5B > 2C > 5[C] (microwalk), 5B > 2C > 5[C] (> 421B/C)
|
3925
|
|
Meter Gained: -59.4% (92% required) |
Meter Given (vs C-Moon): 35.9% |
(Video) |
Throw combo w/ 623X set into deer oki. On some characters and spacings a microwalk is required to link the 2nd rep of the 5[C] loop, and if not sufficiently deep into the corner a 2nd rep might not be possible at all |
|
|
EX Crow Set
|
- (AT 236C) walk 2A > (crows hit) 2C > j.BC > land 5[C] > 5B(1) > 2C > 5[C] (> 421B/C)
|
4294
|
|
Meter Gained: 36.7% |
Meter Given (vs C-Moon): 30.1% |
(Video) |
Combo for when you bait a throw tech (or just catch them not blocking low) after AT ender into EX crows, leads into deer oki |
|
|
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
|
147
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
10
|
-2
|
3.0%
|
-
|
Elbow poke. Will whiff on all crouching characters but is a very quick anti-air and allows you to do 5A6E for throws. Has enough untech time on air hits to be comboable into 5[C] from most angles and ranges.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 200*2, 300*3 (1259)
|
(794)
|
100%, 60% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
1 (6) 14
|
18
|
-7
|
3.0%, 2.0%*2, 4.0%*3 (19.0%)
|
-
|
Wolf. Has a startup that is equally as fast as 5A but a very long recovery time. Has a very slight blind spot underneath, Ciel's dash and Len's [3] can go underneath it. The number of hits in this move make it very difficult to shield. Sweeps crouchers allowing you to omit 2B(1) in combos on crouching opponents for more damaging conversions. Low stun past the first hit and cannot be converted off of from max range.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 500, 800 (1234)
|
(714)
|
60% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
3 (6) 2 (3) 3
|
19
|
-7
|
3.0%*2, 9.0% (15.0%)
|
-
|
Crocodile. Cannot be cancelled until the final hit.
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*4, 2000 (2299)
|
(1377)
|
75% (O), 60% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
9 (2) 6
|
11
|
1
|
3.5%*4, 10.0% (24.0%)
|
-
|
Charged crocodile. Deals more damage, gives a hard knockdown on hit, and has increased advantage on block. Absolutely disgusting amounts of disjoint allow this move to beat out just about everything, if spaced remotely well.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*3 (495)
|
(241)
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
7
|
10
|
-1
|
2.0%*3 (6.0%)
|
-
|
Snakes. Hits low. Multi-hit poke that is slightly slower compared to everyone else's. Cancellable only after the third hit. Deceptively strong antiair.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*4 (911)
|
(507)
|
65% (O)
|
N, SP, EX (J)
|
L (1), LH (2-4)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
12
|
15
|
-2
|
4.0%*4 (16.0%)
|
-
|
Centipede. First hit is low. Hits 4 times. Even though this move has a lot of hits, most of the time you will want to only hit with the first hit due to proration and combo height reasons. Last three hits all have the same hitbox so it's advised to cancel this move before the fourth or fifth hit if not using this move up close in pressure because you'll often push yourself out and cause the last hits to whiff if using it on block from a distance without cancelling. Has a very wide cancel window if the final hit is blocked.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
490
|
80% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
20
|
-10
|
9.0%
|
-
|
Horn. Hits mid. Strong vertical antiair but extends a large hurtbox before active and has long recovery. Can be partially charged in order for the active frames to cover space at a timing similar to 5[C] but at a different angle.
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1029
|
90% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
8
|
20
|
-10
|
12.0%
|
-
|
Charged horn. Much harder to contest hitbox and launches on grounded hit with better proration but pretty slow for an antiair. Does noticeably more guard damage and pushes out more on block. Also your greatest source of damage off 214A hitting an opponent. Has enough untech time on grounded hit to link 5A afterwards though usually only practically applicable with higher hitcounts.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Jumping Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
196
|
78% (O)
|
SE, N, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
10
|
-
|
3.2%
|
-
|
Nail. Hits mid. Has good air to ground reach. Falling or IAD j.A 2A can sometimes open opponents up due to Nero's other air normals hitting multiple times and having different amounts of hitstop on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 500 (987)
|
(521)
|
80% (O)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
-
|
-
|
6.65%, 7.0% (13.65%)
|
-
|
Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range. Very strong vertical and horizontal disjoint make this move extremely difficult to contest, and one of the most useful tools in Nero's kit. Second state cannot be cancelled.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3, 700
|
196*3, 392
|
100%, 90% (M)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
10
|
-
|
-
|
1.0%, 2.0%, 4.0%*2 (11.0%)
|
-
|
Nightmare. Hits high. Four hits. You can combo this move into itself but only three times due to wallslam count (Only counted when the last hit connects). Its reach is very deceptive. Causes you to land faster off of an iad than any other button allowing you to safejump shield counters. Whiffs all crouchers except Tohno, Nanaya, Hime, Wara, and Nero. If done off of a slightly higher air dash grants a triple overhead if they stand and block the first hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 600 (1106)
|
(689)
|
60% (O)
|
(N), (SP), (EX), (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
7 (6) 4
|
18
|
-17, -4
|
8.0%, 6.0% (14.0%)
|
-
|
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, meaning the -4 aspect only comes up if the opponent stand blocks for some reason. Safer than it appears in most matchups. Uncancellable on block. First hit launches on trade allowing for a better pick up compared to the uninterrupted two hits.
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
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*9 (1572)
|
(588)
|
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 or with certain summons out when timed right.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200 (1056)
|
517
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
10.0%
|
-
|
Nero grabs and punches them to the ground for a bounce. OTG-able hard knockdown if done as a combo ender. Nero recovers to slowly to hit OTG here by himself, meaning your only pickup is a deer hit. Causes you to regain your air dash if done raw if it was expended allowing corner carry from anywhere on the screen if not done from too high to combo.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
196
|
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
|
196
|
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
|
-
|
-100.0% (min)
|
Full 1-22
|
Wide hitbox but only covers less than 2/3rds of Nero's height.
|
|
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. However, you can be thrown out of this move if you input it in the air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
56
|
-
|
-
|
Full 1-53
|
Special forward dash that teleports Nero and is invincible from frame 1.
|
|
Straightforward projectile. Straightforward projectile. Delayed birdie. Delayed birdie. Insert "murder of crows" joke here. Insert "murder of crows" joke here.
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
343
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
X
|
31
|
-3
|
8.0%
|
-
|
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. ~+11 on grounded CH, letting you link into 5A/2A/4C
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
245
|
50% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
122
|
19
|
42
|
-
|
8.0%
|
-
|
A crow will float above Nero and descend at a 45 degree angle after a bit. This move will not hit until its descent.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
210*13 (1785)
|
(823)
|
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. Recovery is deceptively fast and is a great tool to for all sorts of situations, such as to keep opponents in place, create distance, force a more restricted approach, or to keep them afraid while you try to throw them.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
245
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
72 ~ 73
|
16
|
42
|
-
|
8.0%
|
-
|
Negative edge. A crow will float above Nero and very slowly float backwards (A) or forwards (B) from there until you release the corresponding button, at which point it will descend at a 45 degree angle. Goes away on hit if not released. After setting the crow you can hold any button except D to keep it up, letting you set with 623A, press and hold B or C, and release A so you can still use throw (A+D) for instance.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
245
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
289
|
12
|
54
|
-
|
8.0%
|
-
|
A crow will float in the air sloppily following the enemy's movements for a few seconds before finally attacking at a 45° angle. Not an EX. Goes away on hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 160*10 (1725)
|
(671)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
68 (min)
|
3
|
39
|
-
|
8.0%, 0.6%*10 (14.0%)
|
-
|
A snake will travel slowly across the ground. This snake is controlled by negative edge: releasing the A button will "activate" it. Unlike 623X, you cannot hold 214A up while holding another button down. Upon being hit the opponent will be chewed and then dropped from the top of the screen in a ground-tech state. You can hit the opponent with other attacks while they are being chewed, but you cannot use special moves, command normals, airdash, or super jump for the duration of the animation.
While normally you aren't allowed to summon another snake while one is already out, inputting another 214X immediately after the first will enable you to summon a second snake, including 2 of the same type. If done with two 214A snakes, releasing A will activate both simultaneously.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
392
|
87% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
56 (min)
|
3
|
34
|
-
|
11.0%
|
-
|
A snake will travel quickly across the ground. This snake automatically activates when it is near an opponent. Air techable on hit, untechable on counter hit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1176
|
75% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+29
|
3
|
2
|
23
|
-100.0%
|
-
|
Costs 100% Meter. Summons a mouth that covers most of the screen. Is air unblockable but easily shielded. Tracks fullscreen, making it useful for some long range CH pickups such as far 236A air hit. Sometimes used to cover the screen during deer oki to obscure a mixup.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
392
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
37
|
10
|
44
|
20-22
|
5.0%
|
-
|
A single deer will jump towards the opponent. There is a blind spot directly in front of Nero when summoned. Useful for surprising opponents who try to jump or airdash behind you. All versions of deer can OTG relaunch and don't require a jump cancel to confirm into an air combo.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*2
|
392*2
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
146
|
4 (61) 4
|
60
|
-
|
8.0%*2 (16.0%)
|
-
|
A single deer will take its time jumping towards the opponent twice. This deer takes a while to summon but is useful when you can get it out.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500*3
|
980*3
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+107
|
4 (41) 4 (41) 4
|
2+50
|
-
|
-100.0%
|
Full 1-5
|
Costs 100% meter. Summons a deer that will jump towards the opponent three times at a normal speed. The startup invuln ensures this version of deer cannot be stuffed, giving it fringe use as a defensive option
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*3 (2675)
|
(1835)
|
100% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+7
|
7
|
36
|
-21
|
-100.0%
|
Full 1-8
|
Phantom Hand. Costs 100% meter. Can be used as a reversal, but leaves you in a counter hit state till the move fully recovers. Can be hard to punish due to its range and pushback, but because of its significant post-freeze startup opponents can whiff cancel shield if they meatied with an A normal, or jump and airblock if they didn't commit for an easier punish. Mainly used in combos near the corner to secure a 5[C] knockdown or to tack on a little more damage at the end of a 5[C] combo to secure a kill.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500
|
2254
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+60
|
8
|
81
|
-
|
removes all
|
Full
|
Nero transforms and charges forward. Lengthy startup, but unblockable, unshieldable, and unpunishable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3000*2 (5350)
|
(3338)
|
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)
|
(2526 ~ 5090)
|
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
|
Notable Players
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
Alis (Alis#7576) |
|
North America |
Netplay |
Inactive |
Found in main Melty server. Mid-level player that is slightly newer than the rest listed with a lot of footage often on color 34. Currently more focused on playing C-Arc.
|
amirousu (アミロース) |
|
Japan |
KorewaMelty |
Inactive |
Old school player with good frame sense when running his offense and tailoring play to specific matchups in the footage available.
|
(The) Burning Moon (Web Booby Cop#4605) |
|
Europe |
Next Level, Netplay |
Active |
Found in every Melty server. Slightly inconsistent in footage but has more than anyone else on the character outside arcades and has had more plentiful successful showings at in-person events than any other western Nero player in Current Code. Doesn't compete much anymore but has a lot to say about the character if asked on discord, particularly regarding matchup specifics and Nero's deeper technical aspects and will play most regions if asked. Most footage is NA but currently european. Often tailors play to exploiting player habits in footage moreso than maintaining a formalized gameplan.
|
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 more recent JP playerbase than anyone else listed and shows off a diverse array of things the character can do such as certain fuzzy setups.
|
Lain (Awong102300#9981) |
|
North America |
Netplay |
Active |
Found in main Melty server and Melty Blood Community server. The most "basic" Nero player in NA and one of the oldest, emphasizing the frontmost strengths of the character.
|
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 modern diamond standard for Nero with more consistent results than any other player for the character. Shows off clean and oppressive neutral control with excellent game sense in summoning dynamics into tight and textbook offense when the opponent is in position to get setplayed to death off one or two open ups 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 |
Active |
One of the few JP Neros who primarily netplays. Plays a more committal game at points where stealing frames with summons may be more risky and has a generally less "ringwide-esque" playstyle.
|
SAT |
|
Japan |
A-cho, KorewaMelty |
Inactive |
The original diamond standard for Nero. 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. Big not blocking enjoyer. c nero poronga
|
yutori (ゆとり) |
|
Japan |
Play Spot BIG ONE 2nd |
Active |
Plays default palette often too.
|