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Melty Blood/MBAACC/Nero Chaos/Full 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 video links to the pre-existing combos.


Additional Resources

F-Nero Match Video Database
Nero Combo Compilations
Nero's Compendium
F-nero Essential combos

Notable Players

Name Color Region Common Venues Status Details
Asciux

Color

Europe Netplay Inactive
ambaa
(アンバー)

Random color

Japan A-cho,
KorewaMelty
Inactive
bear

Color

North America Netplay Inactive Fond of shield.
Donnie
(Donnie#7878)

Nero Color07.png

South America Dream Match,
Netplay
Active Found in Melty Sud.
Grungrah

Color

North America Netplay Inactive
hakujun
(白純)

Nero Color24.png

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.
Jbelanger

Color

North America Netplay Active Strong pocket Nero.
LuckyStar

Random color

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.
Sen

Color

North America Netplay Active Found in main Melty server, more specifically connecting to your ip.
WATERWORKS
(NO PAIN NO GAIN#6847)

Color

North America Netplay Infrequently active No longer plays this character.
yu-ki
(ゆーき)

Color

Japan Play Spot BIG ONE 2nd,
A-cho,
KorewaMelty
Active

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.
  • Fourth highest health in the game.
  • High damaging reward off of shield counter.
  • Decent (not great) reversal option.
  • Arc Drive can go into unblockable setups.
  • Good anti airs.
  • Very solid, few unfavorable matchups.
  • 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.
  • Slow reversal and abare
  • Polarizing match ups such as Hime and C-Mech.

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.

F-Moon Specifics

Where C is the unstoppable force, F is the immovable object. 421X replaces deer with filth, a different and equally important tool to keep people still and a big factor in making people approaching you a huge risk. Also has a significantly larger 2C, so he has an easier time hitconfirming from longer range. 236B lets you cover yourself fairly well in neutral, and coupled with 6C it lets you bully people for days. F is also capable of getting very high damage from the right situations, thanks to 6C and 214C. Better set of normals overall for playing a longer range than C.

No landing recovery on j.B only makes the button stronger.


Neutral

MOVEMENT:

Nero is a slow character. There is no denying that. He doesn't have traditionnal ground dashes at all. 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 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.

In F-moon this also becomes his back dash, with identical properties.
The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows.

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.

Pressure

With all Neros, pressure via screen control is the name of all Nero's game. Using his 214A/B series in conjuction with 236B for F-Nero to cover your approach and airdash j.C or j.B your way in. All Neros want to be acquainted with both j.C and j.B, especially j.B because its a two hit large normal that fast for an aerial of its caliber. From there you can either IAD j.B again or do 2A pressure.

Frankly, in any positioning outside of the corner Nero's main goal is to obstruct the opponent's path, denying them of invading space, usually forcing mistakes on opponents who overextend and from there perform the corner carry combo to brind them to the corner where you can begin to perform his pressure/okizeme. His pressure truly shines in the corner after either an AT ender or a j.C ender as the last wallslam to be used. where he can freely land and plant a 421A to cover forward tech

Pressure is simple to understand with F-Nero as he has stagger 2A, IAB j.B, IAD j.C, 6[C] that is +10 on block, and 6C that is +7 on block and is commonly special cancelled into 236B which is +15. with all of this at your disposal you also have one of the larger grabs in the game to boot that deals a good deal of damage for a throw, even with reduce taken into account. Now moving on to what to do for Okizeme or post j.C ender.

Okizeme

Any time with F-Nero that you score a AT ender and have 100% meter minimum you can so very similar things to what C-Nero does. Your initial options are listed below:

  • AT, 236C
  • AT, 5[C] > 236C

There are reasons to doing one over the other: the former option is to get maximum frame advantage while the latter option is for a meaty 5[C] to keep people in check, such as using 5[C] against characters that have good sweep options like Tohno with 214X or Satsuki with 2C.
After that point you got a few ideas from there and they are also listed below.

  • (2A/2B >) 214[A] IAD fuzzy(j.C dj j.B) Use 2B generally just to be on the safe side
  • 2A, 9 late j.B or empty jump 2A
  • walk up Throw/bait

The ones in bolded are to illustrate the important of doing 2A/2B after 236C as it keeps the opponent in check if they try to dash out. If they try to jump out, you can guard crush them with 2C as it is air unblockable and go straight into an aerial sequence that is listed in the normal combos. if they try to either ground shield or Air shield the crows, you can ground and air throw them accordingly.

Next is j.C ender used for the last wall slam ender so if you look at the sequence below this is how it follows

  • j.BC > dj.BC, land j.C, (land 421A)

From here, this is where F-Nero places his trap, filth (421A) to monopolize the space behind him. If the opponent happens to tech forward, they are now sandwiched between Nero and filth and you can do the following:

  • 2AA, empty jump low
  • 2AA > 6[C]
  • 2AA, late j.B
  • 2AA, 2AA, Throw


This is just a short list of things he is able to do with the former option leaving him +10 and close enough for a 2A to follow up among other options. If they neutral or back tech, depending on how many air options they used up or have left are put into a dangerous spot of getting AUB by 3B, 5B or just face another round of pressure into 5[C] > 236C if resources permits you to do so. With his simple yet robust its encouraged to try and be creative with how you apply this information based on the MU to prioritize j.C ender or Air throw ender

A rule of thumb

if the character has moves that let them stall in the air such as Hime's float you don't want to go for the 421A ender if the opponent can rps you post 236C ender meterless such as satsuki 2C you'd rather not go for that.

Defense

Make good friends with downback. Nero has slower than average normals, no dashes, a mediocre airdash . If you cannot commit insurance fraud with an already active summon, you’re going to play the same blocking simulator the rest of the roster has to, except worse. Again, do not be afraid to part with meter. Nero is not a meter-dependent character, he simply uses it very well. He has some very strong reversals to play with in every moon, so make use of them.

F’s own reversal, the insect swarm (63214C), is an interesting case. It is invincible very slightly into active and will, again, always at least trade. Notable traits however are the fact that it is plus on block and hit, and the insects keep going even if Nero himself is hit, meaning it acts as a very strong starter, netting you upwards of 4-5k on trade. However, it is also tiny vertically and easy to clear with a strong jumpin. However, opponents actively baiting this now risk getting shielded or even mashed out, so don’t underestimate the psychological power of simply having 100 meter. Has no pushback on shield, but is only punishable up close as the insects getting shielded so late into recovery means you will recover possibly even before your opponent. A strong reversal, and at its strongest when simply threatened, rather than used. If your opponent doesn’t respect the threat of it, however, feel free to make them.

F’s shield deserves its own paragraph. The shield counter is nothing special in itself, being identical to H. What is special, however, is the sheer reward of landing one. For the low low price of 100 meter, you can easily break 4k on lower defense characters with little effort from one. On high enough air hits you can even get this damage meterless if you’re quick. Keep this in mind, and combined with the threat of insect swarm, intimidate any potential offense with simply the fact that you have 100 meter in stock. A single slipup is going to hurt much more when you can mix up between having to eat 4k from a shield, a high reward trade-oriented reversal or bait shields and possibly give you your turn. 5B is an absolutely divine antiair, especially up close and can catch sloppy aerial approaches which are very much a possibility with how unnerving playing around your defensive options already is.

Also keep in mind that you can IH shielding, giving you what’s essentially a real, extremely expensive parry if you’re in MAX.

Combos

Combo Notation Help
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.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • 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.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Video examples

Here below is a playlist detailing all of the combos you will need visually to play this character

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A(A) > 2B(1) > 2C > 3C(1)
1831


Meter Gained: 27.9% Meter Given (vs C-Moon): 9.3%
Common F-Nero ground starter.
Normal starter, grounded opponent
  • 5B
700


Meter Gained: 6.3% Meter Given (vs C-Moon): 2.1%
A starter that is seen when F-Nero AA's an opponent or guard crushes them after an IAD j.B is blocked in some cases.
Normal starter, grounded opponent
  • 4C
1106


Meter Gained: 12.6% Meter Given (vs C-Moon): 4.2%
A starter that is seen among new nero players. Best used to call out something since its fast but very - on block.
Overhead starter, grounded opponent
  • 6[C]
1996


Meter Gained: 27.0% Meter Given (vs C-Moon): 9.0%
A +10 on block overhead that is unshieldable and also has clash to absorb heat hitboxes, very common to use this when in the corner or after a j.C ender into 421A and they happened to be sandwiched between Nero and Filth after they air tech.
Normal starter, airborne opponent
  • j.BC
1853


Meter Gained: 22.1% Meter Given (vs C-Moon): 7.3%
This can be seen usually when you are meeting the opponent in the air if they are trying to jump out or to avoid the summon approaching them from the ground.
Normal starter, airborne opponent
  • 2C > 3C
2182


Meter Gained: 23.4% Meter Given (vs C-Moon): 7.8%
CH 2C starter if you anti air'd an opponent with this.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • AT
1200


Meter Gained: 7.0% Meter Given (vs C-Moon): 3.0%
Usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme. Otherwise if F-Nero doesn't end in air throw it lets Nero set up a 421B/A to cover spaces where the opponent techs upon landing.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A(AA) > 2B(1) > 2C > 3C(1) > j.BC > dj.AAC, land sj8/9.C > dj.B(1)C, (land 421A)
4069


Meter Gained: 94.2% Meter Given (vs C-Moon): 39.6%
Normally the combo F-Nero players will use along with the other one below. The part in parenthesis is that you land on the ground still facing the corner, 421A goes behind nero then comes back to his original position. If you want to get an Air throw ender you need to sdj.C instead of dj.B(1)j.C
Normal starter, grounded opponent
  • 2A > 2B(1) > 2C > 3C(1) > j.BC > dj IAD j.C, land sj8/9.C > dj.B(1)C, (land 421A)
3953


Meter Gained: 83.0% Meter Given (vs C-Moon): 29.0%
Another variation other combo F Nero players will use along with the other one above. The part in parenthesis is that you land on the ground still facing the corner, 421A goes behind nero then comes back to his original position. If you want to get an Air throw ender you need to sdj8/9 j.C instead of dj j.(B(1)j.C
Normal starter, grounded opponent
  • (6C >) 236B > 3C(1) > j.BC > dj.BC, (rejump/sj) j.C, (land 421A)
3201


Meter Gained: 70.4% Meter Given (vs C-Moon): 23.4%
A conversion from doing 6C 236B string, usually seen in the corner but can work anywhere.
Normal starter, airborne opponent
  • (j.A/B >) j.C > dj IAD j.C, land sj.C (> sdj.C AT/ dj.B(1)C, land 421A)
3185


Meter Gained: 48.4% Meter Given (vs C-Moon): 16.1%
a simple air-to-air confirm.
CH Shield Counter starter, grounded opponent, 100% Meter
  • D~236D > 214C, 2C > 214A, 6[C], 6C > j.BC > dj.BC, land sj.C > sdj j.C, (land 421A)
5021


Meter Gained: 87% Meter Given (vs C-Moon): 53.95%
A high damaging shield counter combo.
CH Shield Counter starter, grounded opponent, 100% Meter
  • D~236D > 214C, 6C > 214A, (walk under) 5B > 3C(1) > j.B > dj8.BC, land sj.C > sdj.BC, (land 421A)
4409


Meter Gained: 75% Meter Given (vs C-Moon): 42.5%
A side switch variant. Looks like this.

Corner Combos

There's not much in terms of corner specifics outside of 5[C] starters, but here are some below:

Condition Notation Damage
vs V.Sion
Notes
Overhead starter, grounded opponent
  • 6[C], 5[C] > 6[C], 6C > j.BC, land sj8.C(3) > sdj.B(1)C > AT
5369


Meter Gained: 138.8% Meter Given (vs C-Moon): 55.7%
Your damaging 6[C] combo.
Normal starter, grounded opponent, 100% Meter
  • 5[C] > 236C, 3C > j.BC > dj.BC > AT
4739


Meter Gained: 50.1% Meter Given (vs C-Moon): 43.9%
Simple conversion from 5[C] meaty, below are more.
Normal starter, grounded opponent, 100% Meter
  • 5[C] > 236C, walk up 6C, 6[C] > j.BC > dj.BC, (land 421A)
5280


Meter Gained: 56.3% Meter Given (vs C-Moon): 39.8%
More damage from your corner meaty. Don’t try this at max range.

Corner Steal combo setups

Specific combos to setup a corner steal after jC wallbounce ender into 421A, disabling air options to the opponent and making the normal 421A setup even more oppresive.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, corner
  • 2A(AA) > 2B(1) > 2C > j.B > j.C(1) > dj8.B > j.C, land sj8.C > dj8 > {6} j.C, land 421A
3733


Meter Gained: 74.0% Meter Given (vs C-Moon): 24.6%
Essentialy a normal corner combo, but in order to setup the corner steal we require a certain distance, this setup works only on a cornered opponent or very close to it, farther away from it it's not possible, have in mind the next points:
  • We can't launch the opponent too high in the air on the ground string, so we skip 3C (you can do 3C instead of 2C, but never do both)
  • Can't dj9, if you're too far away from the corner and can't continue the combo without dj9 then it's very likely that you won't meet the specific distance for the setup. (Check video for reference of distance)
  • After sj8.C > dj8 you have to drift forward by holding 6 as much as possible before continuing the combo into j.C

If done correctly, Nero should 421A while still facing the corner, meaning the puddle will still cover behind Nero into the middle of the stage, but thanks to the wall bounce of our j.C the opponent is going to be moved away from the corner behind us. When the opponent can air tech they will now face into the corner instead of away. This setup can be more oppresive than the normal 421A setup, as it disables the opponent air dash and super double jump, and only having air back dash and air double jump to escape away, both of those 2 options generally don't cover as much ground as the forward options.
Normal starter, grounded opponent
  • 2AA(A) > 2B(1) > 2C > j.B > j.C > sdj9.AA > j.C, land sj9.C > sdj9.B > j.C, land 421A
3792


Meter Gained: 90.6% Meter Given (vs C-Moon): 36.0%
Essentialy a normal corner carry combo, but in order to setup the corner steal we require a certain distance, this setup works in midscreen albeit not as consistent, in that case you have to do (land sj8.C > dj8 > {6} j.C), have in mind the next points:
  • We can't launch the opponent too high in the air on the ground string, so we skip 3C (you can do 3C instead of 2C, but never do both)
  • On (land sj9.C) hit j.C as soon as possible, as well as the following sdj9.B . Getting the all the specific timings can be very finicky, but they are neccesary to meet the specific distance. (Check video for reference of distance)

If done correctly, Nero should 421A while still facing the corner, meaning the puddle will still cover behind Nero into the middle of the stage, but thanks to the wall bounce of our j.C the opponent is going to be moved away from the corner behind us. When the opponent can air tech they will now face into the corner instead of away. This setup can be more oppresive than the normal 421A setup, as it disables the opponent air dash and super double jump, and only having air back dash and air double jump to escape away, both of those 2 options generally don't cover as much ground as the forward options.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBCC F-Nero 5A.png
MBCC F-Nero 5A hb.png
Damage Red Damage Proration Cancel Guard
300 151 78% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 5 6 1 2.7% -

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

Toggle Hitboxes
Toggle Hitboxes
5B
MBCC F-Nero 5B.png
MBCC F-Nero 5B hb.png
Damage Red Damage Proration Cancel Guard
700 606 70% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 6 23 -14 6.3% Clash 6-11

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

Toggle Hitboxes
Toggle Hitboxes
5C
5C
5[C]
MBCC F-Nero 5C.png
MBCC F-Nero 5C hb.png
MBCC F-Nero 5C BE hb.png
5C Damage Red Damage Proration Cancel Guard
600*2 (1122) (755) 90% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 9 18 -6 5.4%*2 (10.8%) -

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

5[C] Damage Red Damage Proration Cancel Guard
600*4 (2115) (1424) 90% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
19 15 18 -6 5.4%*4 (21.6%) -

Charged Rino. Extra hits and launches.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
MBCC F-Nero 2A.png
MBCC F-Nero 2A hb.png
Damage Red Damage Proration Cancel Guard
300 202 78% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 6 2 2.7% -

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

Toggle Hitboxes
Toggle Hitboxes
2B
MBCC C-Nero 2B.png
MBCC C-Nero 2B hb.png
Damage Red Damage Proration Cancel Guard
350*4 (911) (522) 65% (O) N, SP, EX (J) L (1), LH (2-4)
First Active Active Recovery Frame Adv Circuit Invuln
9 12 15 -2 3.6%*4 (14.4%) -

Centipede. First hit is low. Hits 4 times.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
2[C]
MBCC F-Nero 2C.png
MBCC F-Nero 2C hb.png
MBCC F-Nero 2C BE hb.png
2C Damage Red Damage Proration Cancel Guard
1000 808 80% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 18 -4 9.9% Clash 13-16

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

2[C] Damage Red Damage Proration Cancel Guard
1500 1414 80% (O) N, SP, EX (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
25 4 18 -4 9.9% -

Charged Needlenose. Reaches out far and launches on hit.

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Jumping Normals

j.A
MBCC C-Nero j.A.png
MBCC C-Nero j.A hb.png
Damage Red Damage Proration Cancel Guard
350 202 78% (O) SE, N, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 10 - 2.88% -

Nail. Hits mid. 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. Can safejump shield counters off of an IAD thanks to F moon landing mechanics.

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j.B
MBCC C-Nero j.B.png
MBCC C-Nero j.B hb.png
Damage Red Damage Proration Cancel Guard
600, 500 (987) (537) 80% (O) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - - 5.98%, 6.3% (12.28%) -

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

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j.C
MBCC C-Nero j.C.png
MBCC C-Nero j.C hb.png
Damage Red Damage Proration Cancel Guard
300*3, 700 202*3, 404 100%, 90% (M) J HA
First Active Active Recovery Frame Adv Circuit Invuln
9 10 - - 0.9%, 1.8%, 3.6%*2 (9.9%) -

Nightmare. Hits high. Four 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.

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Command Normals

3C
MBCC F-Nero 3C.png
MBCC F-Nero 3C hb.png
MBCC F-Nero 3C2.png
MBCC F-Nero 3C2 hb.png
Damage Red Damage Proration Cancel Guard
1000, 500 (1319) (1000) 75% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 (9) 3 20 -17, -5 9.0%, 4.5% (13.5%) Clash 21-23

Bull. Both hits are air-unblockable, hits past the top of the screen. Jump cancellable. Second hit will most likely not reach if done on a grounded opponent.

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4C
MBCC C-Nero 4C.png
MBCC C-Nero 4C hb.png
MBCC C-Nero 4C2.png
MBCC C-Nero 4C2 hb.png
Damage Red Damage Proration Cancel Guard
800, 600 (1106) (710) 60% (O) (SP), (EX), (J) LH, LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 7 (6) 4 18 -17, -4 7.2%, 5.4% (12.6%) -

Mantis. The second hit is air-blockable, but whiffs on all crouching opponents. Safer than it appears.


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
					


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6C
6C
6[C]
MBCC F-Nero 6C.png
MBCC F-Nero 6C hb.png
MBCC F-Nero 6C BE hb.png
6C Damage Red Damage Proration Cancel Guard
1100 888 80% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 8 12 7 9.9% -

Mouth. Extremely short range, seems to deal quite a bit to the guard bar. Very plus.

Cannot be shielded or bunkered in most cases, but interacts with clash frames as normal. Can only be shielded if shielding the very tip of the hitbox.

6[C] Damage Red Damage Proration Cancel Guard
1400*2 (1996) 1871 50% (O) SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
32 8 14 10 13.5%*2 (27.0%) Clash 24-30

Charged Mouth. Becomes an overhead that gives a great damage combo. Now completely ignores shield and bunker.

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Universal Mechanics

Ground Throw
MBCC Nero Throw.png
Damage Red Damage Proration Cancel Guard
200*9 (1572) (605) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 22 - 0.0% -

Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent in an air-tech state.

Air Throw
Air Throw
j.6/4A+D
MBCC Nero AirThrow.png
Damage Red Damage Proration Cancel Guard
1200 (1056) 533 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 9.0% -

Nero grabs and punches them to the ground for a bounce. Hard knockdown if done as a combo ender.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBCC Nero 214D.png
MBCC F-Nero 236D hb.png
MBCC C-Nero j.B.png
MBCC F-Nero j.236D hb.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% -

Same animation as Shield Bunker.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% -

Same animation as j.B.

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Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCC Nero 214D.png
MBCC Nero 214D hb.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

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

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Blood Heat
Blood Heat
A+B+C during MAX
MBCC Nero ABC.png
MBCC Nero ABC hb.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
20 3 25 - uses all Full 1-22

Wide hitbox but only covers less than 2/3rds of Nero's height.

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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCC Nero ABC.png
MBCC Nero CSpark hb.png
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.

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Special Moves

Ground Dash
MBCC C-Nero 66.png
MBCC F-Nero 44.png
Forward Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 56 - - Full 1-53
Back Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 60 - - Full 1-51

Special ground dashes that teleport Nero and are invincible from frame 1.

236X
MBCC C-Nero 236A.png
MBCC C-Nero 236A hb.png
MBCC F-Nero 236B.png
MBCC F-Nero 236B hb.png
MBCC C-Nero 236C.png
MBCC C-Nero 236C hb.png
A Damage Red Damage Proration Cancel Guard
800 353 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 X 31 -3 7.2% -

A crow will travel quickly in a horizontal line. 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
800 252 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24* X (154) 15 15 (min) 7.2% -

A crow will float in front of Nero 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 (1785) (849) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+44 46 3+14 - -100.0% Full 1-3

Costs 100% Meter. Summons many 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.

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214X
MBCC F-Nero 214A.png
MBCC F-Nero 214A hb.png
MBCC F-Nero 214C.png
MBCC F-Nero 214B hb.png
MBCC F-Nero 214C hb.png
A Damage Red Damage Proration Cancel Guard
1200 707 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
62 (min) 4 39 - 10.8% -

A snake will travel slowly across the ground. This snake is controlled by negative edge: 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 707 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
62 (min) 4 39 - 10.8% -

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

EX Damage Red Damage Proration Cancel Guard
2000 1818 80% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
7+59 4 7+26 - -100.0% -

Costs 100% Meter. Summons a gigantic crocodile that is air-unblockable and takes a while to come out. Mainly used in shield counter combos.

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421X
MBCC F-Nero 421X.png
MBCC F-Nero 421A hb.png
MBCC F-Nero 421B hb.png
MBCC F-Nero 421C hb.png
A Damage Red Damage Proration Cancel Guard
300*5, 500*10 202*5, 404*10 80% (O)*5, 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 20 (18) [2 (8~10) 2]x10 47 - 0.9%*5, 2.7%*10 -

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

B Damage Red Damage Proration Cancel Guard
505*N 404*N 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
47 - 57 - 2.7%*N -

A dark cloud will go in front of Nero and travel across the ground until it hits the edge of the screen where it will disappear. This version of Premature Egg will not hit upon summoning and will not return.

EX Damage Red Damage Proration Cancel Guard
400*24 303*24 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7+40 [2 (8~10) 2]x24 7+56 - -100.0% -

A dark cloud will travel back and forth across the ground three times. This version of Premature 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.

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63214C
MBCC F-Nero 63214C.png
MBCC F-Nero 63214C hb.png
Damage Red Damage Proration Cancel Guard
450*8 (2372) (1327) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7+8 80 7+84 -42 ~ 8 -100.0% Full 1-12

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

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Arc Drive

Armament 999
41236C during Max/Heat
MBCC C-Nero 41236C.png
MBCC C-Nero 41236C AD hb.png
Damage Red Damage Proration Cancel Guard
3500 2323 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2+60 8 81 - removes all Full

Nero transforms and charges forward. Lengthy startup, but unblockable and unshieldable.

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Another Arc Drive

Armament 999
41236C during Blood Heat
MBCC C-Nero 41236C.png
MBCC C-Nero 41236C AAD hb.png
Damage Red Damage Proration Cancel Guard
3000*2 (5350) (3442) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
2+40 X (78) X 86 - removes all Full

Improved version. Nero charges toward to edge of the screen, then charges back to his original position. Faster startup than Arc Drive.

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Last Arc

Number of the Beast
Grounded EX Shield during Blood Heat
MBCC C-Nero LastArc.png
MBCC C-Nero LastArc hb.png
Damage Red Damage Proration Cancel Guard
700*15 (3029 ~ 6145) (2640 ~ 5219) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
1+7 100 39 - removes all Full

Nero fires an unblockable laser.

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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