Melty Blood/MBAACC/Nero Chaos/Crescent Moon

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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
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
  • Move Descriptions:
    • Add missing frame data.
    • Add hitboxes to the move images.


Additional Resources

Nero combo compilations
Nero's Compendium
Match Video Database

Players to watch/ask

JP:

Plays mostly C/F. Technically a solid player His entire playstyle is unorthodox and optimized for style.

The Nero to watch. This is his character. Solid, creative, unflinchingly adaptive. If there’s a tournament player you want to watch it’s this guy. The diamond standard of Nero. When the rust red coat shows something is about to go down. Plays every moon with absolute competence.

  • Maruyan

NA/SA:

  • AxelCastle-NA - Found in main melty server
  • Grungah-NA
  • Canceris-SA - Found in main melty server

Overview

Strengths Weaknesses
*Strengths
  • Good corner carry combos
  • Low commitment, summons will almost always cover you
  • Decent damage overall, and F can get a lot of it in the right situations
  • Big, overall very good buttons
  • Second highest defense
  • Decent(not great) reversal options
  • Arc drive can go into unblockable setups
  • Good anti airs
  • Very solid, few unfavorable match ups
  • Uses Meter very well for pressure and Okizeme
  • Frightening pressure with tons of advantage and guard bar damage
Weaknesses
  • Really tall, opens up nero specific pressure on him
  • Poor ground mobility, F only teleports from either forward dash or back dash
  • Needs meter for his pressure/Okizeme to be threatening
  • Jump startup is double average
  • Polarizing match ups such as H roa, Hime, Cciel's 236c etc.

CHARACTER IN ONE SENTENCE: Unfair, insurance based brute force space denial character.

General Gameplan

Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it. Each of his 3 moons is essentially the same character with slight, but playstyle-defining differences.

C-Moon

Largely based around offense. Has possibly Nero’s most infamous and iconic tool, the deer. Win neutral, push your opponent into the corner, then bully with 5[C] and deer. Does not have 3C unlike the other 2 moons however, so keep that in mind. Very strong midrange and antiair game.


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.

With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A(crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there.

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

CHARACTERS THAT CAN DASH UNDER 236A:

Aoko*, Tohno*, Nanaya*, Kouma*, Roa*, CWara, Vsion, Ciel, Akiha*,Arc*,Warc*,Vakiha*,Seifuku, Satsuki*, Nero (lol), Ryougi, Wlen, NAC, Neco-Arc

CHARACTERS THAT CANNOT DASH UNDER 236A:

Hime, FWara, Ries, Sion, Miyako, Hisui, Kohaku, Pciel, Mech-Hisui, Len, Kohamech, Kohaku, Neko-mech

Pressure

With all Neros, pressure via screen control is the name of the game. Use his 214A/B series in conjuction with 421B to cover your approach and airdash j.C or j.B your way in. Acquaint yourself with both j.C and j.B, especially j.B, because it's a large 2-hit normal that's quite fast for an aerial of its size. From there, you can either IAD j.B again or do 2A 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 performs the corner carry combo that bring them to the corner where nero begins to do his pressure/okizeme. His pressure truly shines in the corner after either an AT ender or a 5[C] ender in C-Nero's case.

Once you succesfully condition your opponent to block 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 or rebeat into frametrap/jump in, its still not hugely on your favour, you get pushed back a little and the opponent can react and challenge to all these options.

A huge part of the pressure game of Nero (and specially C) is to test your opponent reactions and guessing game with your frametrap summons. This will only work out if the opponent youre facing is aware that blocking a snakes means that Nero gets to get in for free once again all the time he wants, so they will want to challenge your summons.

Having this in mind, once your opponent blocked your attempt to get in you can:

  • end prematurely your strings into 2A>snakes
  • fully end your string with 2B/5[C]>snakes.

By making sure youre “semi-randomly” changing the timing of your summons youre checking that your opponent wont challenge mindlessly and you will test his reactions. 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 or 2C, depending how close you are.

An actual challenge where your opponent tried to react and punish your summon would be he either 2C>jump cancel or tried to jump in buttons or jump and get the hell away. You can bait and beat 2C with 421A (though the trade will reset to abare) and beat some jump ins, and if they try to double jump away from the corner then chase them with jC and jB for a potential guard crush or air throw. Reacting on time properly is actually not easy. If your opponent is slow and doesnt react to snakes on time you can block their 2C attempt and since they cant jump cancel your snakes will punish them and net you a combo.

other neat little tips and tricks include things like 214A (hold) walk forwards 214A release 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 its conducted for C-Nero specifically.

C-Nero 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 if not all 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.C dj j.B
  • 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 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.

Next we will go over 5[C] into 421B/C oki

5[C] 421B/C

its 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/2A, but here's a few more things that you can do while bambi is running around getting revenge for the fallen

From 421B:

  • the deer first hits is slow so 5[C] to force respect:*
  • 5[C] 5A whiff into iad mixup or 9 jBjC fuzzy guard mixup
  • iad jA/B/C mixup if they respect on wakeup

From 421C:

  • iad jC beats slow dps and you can fuzzy guard with dj jB if you know they wont dp
  • 9>late jB or 9>empty jump 2A
  • or you can bully with 5[C] until their guard bar gets dangerously low

Point is there is lots to do with pressure and oki with C-nero in particular you just to be creative, you can use a variety of summons 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, he simply uses it very well. He has some very strong reversals to play with in every moon, so make use of them.

C’s hand is both very fast (1+7) and fully invincible well into active, 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.


As C nero you are always entitled to the option of using heat since its one of the biggest hitbox as far as heats go and sends them fullscreen and proceed to send out more summons to turn the back in his favor. Shield is another very strong option for Nero in all his moons. EX shield into 5A or 2A is a good way to put a stop sign in front of careless rushdown.

Combos

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.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A (2A) 2B(1) 2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Common ground stater across the Nero's. H/F tack on a 3C after 2C usually
Normal starter, Air opponent
  • j.B j.C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
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.
Normal starter, grounded opponent,
  • 5[C] 2C/2[C]
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A starter that is seen either when you are looking to Anti air with either 5[c] or 2C. if 2C lands an air CH please refer to the starter below.
CH starter, Airborne opponent,
  • 2[C]/2C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
CH 2C starter if you anti air'd an opponent with this starter.
Normal starter, grounded opponent,
  • 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A starter that is seen among new nero players. best used to call out something since its fast but very - on block

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • Air throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme. Otherwise if C-Nero doesn't end in air throw it lets Nero set up a 421B/A for both C/F to cover spaces where the opponent techs upon landing.
Normal starter, grounded opponent,
  • 5[C], 421C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
For C-Nero, this is his better ender that sets up ex deer. From there the opponent is noW sandwiched between Nero and deer and is subjected to a potential guard break among other things.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A (2A) 2B(1) 2C j.B dj.BC adc j.C land sj8 j.C dj.B(1)C Air throw (236C/5[C], 236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Typical midscreen combo. Full corner carry from anywhere except the opposite corner. j.B does very good damage in itself and a full j.C prorates pretty badly, so omitting j.C from the first jump gets you better damage. If you had to learn one combo and one combo alone for Nero, this is it.
air CH starter, Airborne opponent,
  • 2C ch- 2C 5[C] 5A, j.A j.B(1hit) j.C(1hit) sdj j.B j.C air dash cancel j.C sj8 j.C sdj j.B j.C Air throw (236C/5[C], 236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Counter hit combo starting with 2C, skip air dash cancel if you're close to the corner
Normal starter, grounded opponent,
  • 2A 2B 2C j.B j.A dj j.B j.C 624C, 5B 2C 5[C] 421B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
(can be done from midscreen confirms, lasts jB and jC has 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.
Normal starter, Airborne opponent
  • (j.A/j.B)j.C(1-2) airdash j.C, sj j.C sdj j.C AT (236C/5[C], 236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic confirm from j.C, a good starting point for confirming on successful air to air
Normal starter, grounded opponent,
  • 4C, j.C(1) sdj j.C adc j.C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
a combo for when you hit 4C as a call out against someone that was overextending in their approach
CH starter, grounded opponent,
  • 4C -ch- j.B(1hit) sdj j.B j.C adc j.C, sj8 j.C sdj j.B j.C Air throw (236C/5[C], 236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
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

Corner Combos

most of the combos from midscreen also work from midscreen, however if you want to maximize the most reward out of certain situations consider learning the following combos as well

Condition Notation Damage
vs V.Sion
Notes
Corner starter, Airborne opponent,
  • 2A 2B 2C j.B j.C 5[C] - 5B 2C 5[C] (421B/C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
meterless route to end in 5[C] and set up bambi oki
Corner starter, grounded opponent,
  • 2C ch- 2[C]5[C] jc iad j.B 2C5[C] 5B 2C 5[C] (421B/421C)
???
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.
Corner starter, grounded/Airborne opponent,
  • 5[C] 421A 5[C] 421B/C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
An option to use if someone got hit by 5[C] that loops back into into 421B/C set up.
Corner starter, grounded/Airborne opponent,
  • 5[C] 421A 5[C] 2C j.B j.A dj j.B j.C Air throw (5[C]/236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
An option to use if someone got hit by 5[C]. you can choose to go into an aerial of the same route.

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

5A
MBCC C-Nero 5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 - - - - HL 5 4 10 -2 -

Elbow poke. Will whiff on most crouching characters but is a very quick anti-air.


5B
MBCC C-Nero 5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300,200*2,300*3 - - - - HL 5 1(6)1*2,4*3 18 -7 -

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 can go underneath it. The number of hits in this move make it very difficult to shield.


5C
MBCC C-Nero 5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300,500,800 - - - - HL 10 3(6)2(3)3 16 -7 -

Crocodile. Recovers quicker than it used to in MBAC. EX cancellable.


5[C]
MBCC C-Nero 5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350*4,2000 - - - - HL 18 2*3,3(2)6 19 +1 -

Charged crocodile. Deals more damage, gives a hard knockdown on hit, and has increased advantage on block.


2A
MBCC C-Nero 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
200*3 - - - - L 6 2*2,3 10 -1 -

Snakes. Hits low. Multi-hit poke that is slightly slower compared to everyone else's.


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

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


2C
MBCC C-Nero 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 - - - - HL 8 8 20 -10 -

Horn. Hits mid. The angle on this is nearly vertical and is a great anti-air.


2[C]
MBCC C-Nero 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 - - - - HL 25 8 20 -10 -

Charged horn. Launches on standing hit and better proration.


4C
MBCC C-Nero 4C.png
MBCC C-Nero 4C2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800,600 - - - - HL,HLA 10 7(6)4 21 -17 -

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


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

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


j.B
MBCC C-Nero j.B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600,500 - - - - HA 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300*3,700 - - - - HA 9 2*3,4 22 - -

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.

Universal Mechanics

Throw
6 or 4+QA
MBCC Nero Throw.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400*9 - - - - - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 - - - - - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 - - - - HLA 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
Straightforward projectile.
MBCC C-Nero 236B.png
Delayed birdie
MBCC C-Nero 236C.png
Insert "murder of crows" joke here.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 - - - - HLA 9 - 30 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 800 - - - - HLA 124 20 42 total - -

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 800*13 - - - - HLA 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 Release - Black Wings
623X
MBCC C-Nero 623X.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 - - - - HLA 73~413 16 48 total - -

Negative edge. A crow will float above Nero and very slowly float backwards from there until you release A, at which point it will descend at a 45 degree angle.

B 800 - - - - HLA 73~516 16 48 total - -

Negative edge. A crow will float above Nero and very slowly float forwards from there until you release B, at which point it will descend at a 45 degree angle.

C 800 - - - - HLA 288 13 78 total - -

A crow will float in the air following the enemy's movements for a few seconds before finally attacking at a 45° angle. No meter.


Chaos Discharge - Reptilian
214X
MBCC C-Nero 214X.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*11 - - - - HLA 65 3 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 chewed and then dropped from the top of the screen. You can hit the opponent with other attacks while he is being chewed though it is not seem possible to produce any other summons during this time.

B 1000 - - - - HLA 56 3 34 total - -

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

EX 1500 - - - - HLA 7+29 3 40 total - -

Costs 100% Meter. Summons a mouth that covers most of the screen. Is air unblockable but easily shielded.


Chaos Release - Horned Beasts
421X
MBCC C-Nero 421X.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 - - - - HLA 37 10 44 - -

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.

B 800*2 - - - - HLA 146 4(61)4 60 total - -

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 1500*3 - - - - HLA 2+107 4(41)4(41)4 52 total - -

Costs 100% meter. Summons a deer that will jump towards the opponent three times at a normal speed.


Chaos Release - Phantasmic
63214C
MBCC C-Nero 63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000*3 - - - - HLA 1+7 1,3*2 36 -21 -

Phantom Hand. Costs 100% meter. Can be used as a reversal, but leaves you in a counter hit state till the move fully recovers.

Arc Drive

Armament 999
41236C
MBCC C-Nero 41236C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3500 - - - - - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3000*2 - - - - - 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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700*15 - - - - - 1+6 100 39 - -

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



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AokoCrescentHalfFull
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