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
F-nero Essential combos


Overview

Playstyle
Nerosmile.png F-Nero Is a setplay-proficient zoner that can deny even the most robust of approach games.
Pros Cons
  • Great combo game: F-Nero's combo routing is very flexible and most hits easily confirm into corner carry or at least solid advantage with decent room for optimization.
  • Area denial: Has some of the absolute best ability to deny approaches in all of Melty Blood, sealing the ground with summons and possessing very complementary antiairs.
  • Large, strong normals: Most air and ground normals have good disjoint, active frames, or both with most of them having good reach and functioning well as antiairs.
  • Fourth highest health in the game: F-Nero has the fourth highest health of the cast, allowing him to take more hits than other characters.
  • Good meter gain: Combos generate a lot of meter (over a 100 on clean hits) and F-Nero has good meter dump options to avoid going into max needlessly.
  • High reward gambles: Landing shield counter with meter can lead to breaking 5K and F-Nero's metered reversal can lead to high damage on trade.
  • Forces most of the cast to play his game: Few if any members of the cast will demand as much situational awareness and character-specific counterplay as Nero and much of the opponent's matchup knowledge can still be used against them.
  • 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 clipping him.
  • Poor mobility: No ground dash means having to rely on universal air movement options and a harder time making more subtle spacing adjustments or approaching, especially summonless.
  • Unreliable defensive options: While guessing right can reward handsomely, slow abare and an even slower (only metered) reversal can still make getting put on the backfoot a challenge.
  • Limited IH options: No specials can be whiff cancelled with initiative heat forcing F-Nero to interact with the opponent to IH unlike other full moon characters.
  • Specialized toolkit at a cost: Can have a hard time playing if unable to set up due to lack of more conventional tools.

General Gameplan

One of the best in class of Melty Blood's several setplay/zoner hybrids, F-Nero is a deceptively versatile character that seeks to control the screen with a variety of summons that (mostly) don't go away on hit to make the opponent feel just as restricted in their ability to maneuver as he is, if not more.

F-Nero's assortment of autonomous screen control goes hand in hand with his normals, covering large amounts of space to effectively punish opponents trying to either approach and stop the zoo from getting set up or to shut down escape or disrespect attempts when it is already out, with successful hits leading to high meter gain, corner carrying combos that lead to either pressure and setplay in the corner or a highly advantaged neutral reset with plenty of frame advantage to summon, reposition, or sometimes even do both.


Neutral

MOVEMENT: Without Summons:

While more vulnerable without his insurance and lacking the ability to dash on the ground, Nero still has effective if somewhat committal tools to stop approaches and rumble with in neutral until he either gets a hit or manages to patiently move into a position that allows him to start setting up the zoo. He still has all the standard air movement options in such as double jumping, air dashing, and super jumping to run away to a safer position or even aggress with where approaching or forcing a scramble is necessary.

F-Nero has multiple long reaching grounded pokes to effectively stop sign an opponent with should they be trying to rush in from the ground before a summon can be active in 2C and 5C, the former being farther reaching and covering some air approaches too and the latter being slightly faster, always being confirmable on grounded hit, and not being low profilable. F-Nero's 2A is also larger than average for when something faster is needed to stop opponents that have already come in close.

F-Nero also has a plethora of anti-airs to stop nearly any frontal airborne approach with. 5B is one of the best antiairs in the game, coming out as fast as Nero's A normals and having 6 active frames with a sizable hitbox that also removes much of his head hurtbox to deny most vertical jump in attempts. 5A also covers a similar space to 5B with lower commitment but with an easier to contest hitbox, making it better as a fuzzy mash option against possible empty jumps or air stalling attempts to bait shield with. 3C has some use for catching airborne characters from slightly farther away that are trying to outspace 5B horizontally but is more committal due to having an automatic follow up on whiff and has a large hurtbox above the hitbox. Ant-air shield is particularly notable with F-Nero due to the predictable air approaches he often forces and the very high reward it can potentially yield if he has meter to combo into 214C with. Even without meter F-Nero's damage off of anti-air shield counter is generally higher than average.

As for the air game F-Nero also retains his air options after whiffing his large j.A like a traditional Melty Blood character allowing one to engage in the more standard air footsies this game is known for except backed by a character defining j.B and j.C, both having near unparalleled reach for some of the best walling in the game off of defensive movement like j.7 or air dash back with the former having a very strong hitbox to cover both air to air and air to ground and the latter being active for 10 frames and wallslamming on the final hit turning nearly any stray hit into a potential setup opportunity. Not having landing recovery only makes these buttons even stronger.

If forced to approach without a summon, F-Nero can use IAD with any of his air normals to safejump shield counters from half and full moon characters as well as being able to hold his air dash for a decent amount of time before cancelling it with a button to go further or to stagger antiair attempts. If the opponent respects Nero's approach he can also immediately turn the situation into a high/low mixup, being able to go for IAD j.A vs j.B into 2A or have j.C act as a triple overhead off of a marginally higher air dash.

To harass some enemy zoning or setup and characters with tall dashes the option of throwing out a fireball in the form of 236A exists as well. While there is risk to whiffing it against approaches due to the high recovery the move is + on block and hit at mid and long ranges, usually allowing at least one summon in the case of the former and near guaranteeing one if not two in the case of the latter.

CHARACTERS THAT CAN DASH UNDER 236A:

  • Akiha*, V.Akiha*, Seifuku, Aoko*, Warc*, Ciel, Kouma*, Len (F), NAC, Neco-Arc, Nero (C/F), Roa*, Ryougi, Satsuki*, Tohno*, Nanaya*, V.Sion, Wara (C/H), W.Len (C/F)

CHARACTERS THAT CANNOT DASH UNDER 236A:

  • Arc, Hime, Hisui, Kohaku, Koha-Mech, Len (C/H), Mech-Hisui, Neco-Mech, Miyako, Nero (H), P.Ciel, Ries, Sion, Wara (F), W.Len (H)

Characters that can dash under but can still get their dash startup caught are noted with an asterisk.

As far as close range scramble tools go, F-Nero when uninsured is slightly more limited in his options than many other characters due to most normals being on the slower side and lacking a good backdash to disengage with, making patience more encouraged than usual. As far as mashing options go, 2A does cover slightly more space than most other jabs in the game but isn't active until frame 6 making it weak against characters with fast or even average mashing options up close. 5B is the same speed as 2A making it alright if the opponent is in range and to cover jumps last minute at the same time in exchange for having much higher recovery on whiff. While risky shield can see use here too due to F-Nero reward off of it making it more appealing than it is on most other characters.

If willing to part with meter, F-Nero also has 236C to create space and either intercept a much more telegraphed approach attempt or get a summon from there if the opponent respects and backs off. F-Nero can also present Full Moon charge if the opponent has a lifelead and doesn't want to approach regardless of whether summons are out or not.

Much of this information applies when a summon or two is already out as well.

With Summons:

When backed by his screen control F-Nero has the ability to defend his position and restrict the opponent's ability to get in and make them vulnerable to his anti-airs and air to airs as well as use his summons to buff his own approach and try and put his opponent into pressure.

236B and 214A are generally F-Nero's most used summons for controlling neutral with from the front, with 236B becoming active sooner than any other summon if any opponent is already close and staying on the screen for a long time to cover dash in attempts with. 214A also travels along the ground somewhat slowly, has a high and air unblockable hitbox, and is controlled by negative edge, often making the opponent think twice about dashing or jumping when it's nearby and even being able to punish them chicken blocking air normals or other summons. As with all summons these can push the opponent to take to telegraphed movements such as predictable air approaches or committing to standing in place to shield them.

421A is a staple midscreen and post-j.C ender tool that covers F-Nero's front during its initial summon and then covers the area behind him to deny crossup landing attempts and other movements that attempt to blindspot his anti-airs and other summons. Using 421A alongside one of the above summons will often leave the opponent with only approaching from the air or interacting with a summon as options that aren't just staying put.

214B and 421B are faster forward moving options that both function completely automatically and are often useful for keeping enemy zoning characters from setting up or harassing Nero with projectiles. 214B remains air unblockable allowing it to snipe last minute jump attempts and 421B puts the opponent into blockstun for a very long time if they hold it as well as locking them into shield for a significant period if should they shield it leading to plenty of frames to either set up more or even punish them on reaction for doing so in some cases.

The threat of summon insurance can also allow F-Nero to turn a lot of scrambles in his favor, with them often punishing enemy mashes or allowing him to use his high hitting normals such as 5A and 2C to punish players trying to jump away and disengage. Even when if the opponent gets a hit they will in many cases have to cut their combo short or opt for lower damage routing to avoid the zoo. Throwing Nero to invul through summons can also be an appealing option for the opponent making mashing or jumping a more emboldened option on your part in a lot of situations.

Pressure

Due to his lack of a dash and other conventional tools, F-Nero's pressure has to be structured slightly differently from most other characters in Melty Blood.

If an opponent is dealing with most options in pressure well, not falling for frametraps and punishing summons and airborne offense consistently it is also perfectly fine to commit little if not at all to pressure, either ending combos on j.C and resetting to neutral with high frame advantage immediately or simply opting for a short string that pushes out into neutral.

Ground Normals: While he doesn't have a dash, F-Nero can still somewhat make use of simple and standard Full Moon stagger pressure with his +2 2A and +7 6C giving some room to threaten microwalks into pressure resets and tick throws with when close and 5B and 2B having incredibly long cancel windows when used up close as well. 5C and 2C have difficult to contest hitboxes when spaced properly and can frametrap/stagger when cancelled into from Nero's A and B normals, with 5C and 2[C] pushing back to midscreen the most should that be preferable. 4C can be tacked onto the end of a string as a last attempt at catching the opponent trying to do something. All of F-Nero's normals also have cancel windows extending into practically their entire recovery.

Summons: The most common summons seen in pressure are 236B and 214A due to the former becoming active the soonest and the latter having the least recovery out of Nero's summon pressure options that don't go away on hit. Any summon when blocked acts as a high frame advantage pressure reset allowing a safe walk forward into using normals again or an IAD reset that the opponent has fewer frames if any to stop it with. During midscreen pressure summons can also take advantage of opponents trying abuse backdash against F-Nero's limited chasing options. 6C 236B deserves a special mention as a summon pressure sequence with a rather small gap that is hard to challenge or react to.

Most summons in pressure are however vulnerable to getting challenged by long range sweeps in some matchups as well as dash throw/mash by most of the cast due to leaving Nero considerably minus when used off of normals. The effectiveness of summoning in pressure is highly dependent on the matchup at hand and how effectively one can mislead the opponent's focus with unpredictable cancels and other options in pressure to make reacting difficult and sniff out fuzzy mash/dash if they aren't playing reactively.

Depending on the matchup and opponent different normals cancelled into summons will have varying levels of effectiveness. Fast, close range cancels such as off of 6C and 2A will result in the opponent having an easier time reaching Nero to punish but will also give them less time before a summon is active, as well as making them more vulnerable to jump catch attempts such as with 5B and 3C. Summon cancelling moves like 5C and 2[C] meanwhile give more difficulty to characters with slow dashes but often make jumping out easier and the insurance threat less immediate as well as often being easier to predict or react to.

j.X: While with its own set of risks, the amount of space that Nero's air normals, particularly j.B control can allow him to keep the opponent in place fairly well. Taking to the air can be effective against opponents keen to mash low moves such as sweeps in anticipation of a closer range summon cancel or walk up as well as sometimes function as a bullying tool against opponents that are either passive or are playing characters that lack tools to challenge Nero in the air.

IAD is the most common offensive option on this front due to being faster than j.9 as well as having some built in mixup potential. Double jumping after IAD instead of opting immediately for an air normal off of the air dash can bait out responses such as shield and allow for a potential whiff punish when coming back down or give the time to react to a held shield and opt for an empty jump instead in order to yield a grounded punish with 2B.

Using j.B off of neutral jump often backed by drift back can also be a useful tool more to jail the opponent and discourage dash unders rather than to get back in directly in exchange for being less confirmable without counterhit. j.B(1) in these cases can be air dash cancelled on most standing characters on hit or block to continue pressure or to get a combo in the case of counterhit. Land 4C also works as an easier if less rewarding counterhit conversion option.

236C: While most stable when used on oki, 236C has many uses when cancelled into mid pressure as well. Being 0 when cancelled into from 5C/[C] and 2C/[C] and plus if backed by a blocked summon or done from 6C/[C], this move can function as a pressure reset if the opponent respects or is kept in place by a 2A/B/C or even rising air normal depending on the range at which it is used. It is important to keep in mind different characters have varying levels of effective tools to escape 236C in these situations but if they do end up forced to block they will end up having to hold an obscured high/low mixup or a safe summon into continued offense.

Throw: Despite lacking a dash Nero can still effectively threaten throw in a lot of situations thanks to summons often tacking on extra damage and reducing the tech window. Nero is also tied for having the longest throw range in the game meaning that the amount of walking up that is needed is less than what is required of most characters. Baiting throw tech and punishing with a jump in is also easier for Nero than most other characters thanks to the downwards reach of his j.B

Okizeme

AT ender

F-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for 5[C] and any uncharged normal to hit meaty, with 2A, 5B, and 6C requiring walking forward first. 2B, 2C, and 5C can even hit meaty with a small walk back after air throw.

After AT ender 236C is at least +2 against the faster wake ups in the game and more advantaged against much of the cast as well as being spaced for a 2B follow up to catch dash, jump, and most mashes. Using 2A leaves a slightly smaller mashable gap but is less effective against catching jumps. Any one summon becomes safe if the opponent blocks 236C with varying levels of frame advantage to spare. Setting 214A or 236B can go into a fuzzy high/low setup. There is also the option to just go straight into high/low mixups, 236C's sprites and hitstop making air dash j.X harder to block and allowing deep falling j.B vs empty jump 2A to be done safely as well as making 6[C] more difficult to see. A walk up strike/throw/bait situation can also be made out of 236C oki.

Most of what is detailed in the pressure section can also be done post-AT knockdown with similar caveats though immediately summoning 421B or 214A/B or opting straight for IAD j.X, particularly against slower wake ups, can be harder to respond to. Doing sj.9 after AT can also make some DPs whiff.

j.C ender

While technically not delivering a knockdown, ending combos on j.C is still commonly seen due to the advantage state it leads to. Omitting air throw ender in favor of a j.C wallslam is often preferred in cases where a character has hard to deal with defensive options but lack favorable neutral against F-Nero or it feels like the resources to run effective offense against the opponent at hand aren't there.

Ending a combo near the corner on double jump back or double jump air dash back j.C or just landing a stray j.C from midscreen or farther gives enough time to set one if not two summons safely, the latter notably giving enough time to set 214X or 236B twice or 421A and another summon. There is also the option to use the frame advantage given by j.C's wallslam for movement such as to chase the opponent's air tech or try and shark their landing.

It is important to keep in mind that ending combos on j.C from only single jump height or positioned right below the opponent in the corner gives less room and time to summon and can make setting up punishable or at least minus enough to make a scramble situation where the insurance isn't active yet.

Defense

While F-Nero has high health to afford making some mistakes with, being patient on defense is generally recommended due to his slow abare and lack of meterless reversal making getting out a riskier endeavor than it is for a lot of characters as well as a slow wake up timing meaning he will have to hold more things than usual, especially in conjunction with his big hurtbox.

EX Guard: Likely the most powerful as well as low risk defensive mechanic in the game, F-Nero benefits from ex guard as much as any other member of the cast, if not more. Increased pushback and reduced enemy frame advantage greatly benefits his slow but large 2A and his deceptively strong jump.

Jump: While already essential to defense for the whole roster, Nero in particular has one of the smallest j.7 hurtboxes in the game for whatever reason making him more slippery than average if given room to upback, making an already excellent defensive tool even better. Nero's strong air normals also bolster getting out of the corner without being intercepted as easily.

Normal Abare: 2A is a frame slower than average but can poke out at slightly longer than usual ranges and 5B and 5A are just as fast making them useful against airborne pressure. 4C can also call out wider distanced gaps and is bufferable by virtue of being a command normal.

Shield: While only having shield counter as a viable option in most situations, F-Nero's shield threat is among the most imposing in the game due to its skewed risk/reward whenever he has meter, having the potential to reach 5K damage as well as reaping the standard oki and corner carry of his usual combos. Punishable if met with a chicken block however.

63214C: F-Nero's dedicated reversal is slow and ineffective (and usually unsafe) against airborne opponents as well as having a superflash to make shielding it on reaction easy if the opponent meatied with an A normal. It also loses invincibility shortly before active also making it throwable. Despite these flaws it is safe on block if the opponent ends up blocking it and if it trades F-Nero can pick up with a full combo, adding further to his high risk/high reward options.

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% -

Slightly slower than average but functions as a decent anti-air thanks to it sporting greater vertical and horizontal range than most 5As. Cannot be whiff cancelled by like most other A normals.

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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

Shrinks Nero's hurtbox considerably and functions as one of the best anti-airs in his kit sporting a solid hitbox and good active frames to boot, as well as having a very generous cancel window in pressure and quick startup to make it reliable for reactive use. Sports fairly long recovery on whiff however.

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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%) -

Hits very far out in front, limited vertical range. Hits twice and cannot be cancelled until the second hit. Pushes out more than the charged version making it the safer option when trying to create distance to summon.

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

Wallslams the opponent on hit and yields high damage in the corner. Hits four times and cannot be cancelled until the fourth hit.

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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% -

Single hit poke with decent horizontal range.

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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%) -

An unconventional sweep, sweeping on the first hit and then extending into three longer hitboxes. The long active frames on this move make it good for punishing techs and timing meaties with ease as well as an important tool for converting most grounded hits. Should almost always be cancelled on the first hit in combos outside some advanced routes in the corner for height and scaling reasons.

While technically a comfortable -2 on block, 2B when not used close to the opponent has a tendency to push back enough for the final hit or two to whiff making it important to cancel it during its early hits in these cases. When used up-close however it does have a very long cancel window extending through the entire recovery.

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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

Covers a large amount of space but a little slow to reliably anti-air with. F-Nero's longest range normal for checking opponents from a distance but can't confirm grounded hits from max range.

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

Reaches out far and launches on hit. Pushes out on block more than the uncharged version making it safer for creating distance to summon.

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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% -

Very large for a j.A and hits at a downward angle. A good low commitment scouting and rising antiair move thanks to retaining air options on whiff. Can work as a mixup tool out of IAD followed by land 2A thanks to only hitting once and having lower hitstop than Nero's other air normals.

Can safejump shield counters when done out of an IAD thanks to Full Moon landing mechanics.

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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) / 50% (O) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - - 5.98%, 6.3% (12.28%) -

Very good and hard to contest move both in neutral to cover both horizontal and landing space and on offense as a double overhead hitting jump in. Is a tentacle. Tentacle has a slight crossup hitbox forcing the opponent to be much more precise when getting behind Nero than most other characters. Despite all of j.B's strengths its second hitbox cannot be cancelled even on hit limiting its conversion ability at its hardest to contest angles.

Can safejump shield counters when done out of an IAD thanks to Full Moon landing mechanics.

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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%) -

With 10 active frames, unrivalled horizontal reach, and providing a wallslam on the final hit, j.C is an important preemptive walling tool and option to cover horizontal space when rising and an essential combo tool for corner carry and ensures any hit Nero gets leads to significant frame advantage.

Despite its reach and disjoint at the tip j.C has no vertical disjoint and extends a large hurtbox before active making it vulnerable to getting stuffed sometimes by preemptive normals from multiple angles.

Also has use on the offensive as easy coverage against forward air tech and can safejump shield counter when done out of an IAD or serve as a triple overhead from slightly higher air dashes.

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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

The Second hit reaches past the top of the screen. Launches on hit making it useful both for standard combos and for immediately confirming into when getting off the ground fast is necessary such as in the mirror.

Should be cancelled on the first hit in combos and pressure for height reasons on hit as well as the second hit whiffing most crouchers on block. Can also be used as a more horizontal anti-air where 5B won't quite reach or for catching jumps when a summon is nearby.

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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%) -

The second hit whiffs on all crouching opponents (as well as standing Len, WLen, Miyako, and Necos) if the first hit is blocked as well as not being cancellable on block for either hit.

Despite these flaws, 4C sees an important use as a distanced tool for checking the opponent's movement, stopping predictable dash ins and discouraging both dash and jump in pressure when pushed out. Also an important tool for confirming far hits where 2B(1) doesn't reach such as off of max range 2A. Has a small blind spot right in front of Nero.

While safe on block against most of the cast, some characters can straight up punish it and that number increases further the closer it is used.


The following is a (non-exhaustive) list of punishes to be aware of when using 4C:


Meterless Punishes: 			Arc Drive Punishes:	Cannot Punish:
Moons	Character	Punishes	Character		Moons	Character
HF	Hime		236B		Aoko			CH	V. Sion
CF	Nanaya		f.214B		Kouma			F	Wara
CH	Sion		214A		Roa			CF	Warc
F	V. Sion		22C		Hisui/HisuiMaids	C	Satsuki
H	Roa		236A		Akiha			CHF	Len
CHF	KohaMaids	Most Assists	Vaki			H	W. Len
CF	Mech		236A		Neco Arc		
C	KohaMech	421A		
H	KohaMech	623A/B		150 Meter Punishes:
F	KohaMech	623A		H-Warc	624C
CHF	Tohno		Microdash 2C
					
100 Meter Punishes:			Can Only Punish Poorly Spaced 4C:
Moons	Character	Punishes	Moons	Character	Punishes	
F	Aoko		624C		HF	Kouma		236
CHF	Hime		tk.236C		HF	Miyako		236C
H	Nanaya		623C		CHF	Ries		AD
C	Miyako		236C		CH	Wara		5C
CHF	Ciel		623C		CHF	Koha/KohaMaids	2C
CH	Ciel		236C		CH	Arcueid		236C
CHF	Sion		236C		HF	Arcueid		421C
CH	Roa		236C		CHF	P. Ciel		236A
H	Mech		623C		H	Satsuki		22B/C
CHF	Seifuku		623C		CH	Ryougi		623A
F	Seifuku		214C		F	W. Len		236A
F	Satsuki		214C		C	Nero		624C
CHF	Ryougi		214C/22C	CHF	Nero		4C
C	W. Len		421C		CHF	NAC		3C
F	NecoMech	623C		C	NecoMech	623C
					


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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% -

Extremely short range but one of F-Nero's defining pressure tools. High plus frames and lack of hurtbox make this move very abusable on offense, leading to easy and safe pressure resets, flexible staggers, and better frame advantage when cancelled into summons than any other normal that isn't its own charged variant.

Cannot be shielded or clashed with during the first 4 active frames. Can be shielded and clashed during the final 4 active frames, but since the hitbox stays the same, this will usually only happen in situations where 6C would have whiffed had the shield or clash not extended into it.

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

Becomes an overhead that's air untechable on grounded hits leading to high damage combos as well as being even more plus on block but pushes out slightly more than the uncharged version. Has better frame advantage when summon cancelled on block than any other normal and does considerable guard damage. Now completely ignores shield and bunker.

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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. Comboable if they choose not to tech. 421A is a safe follow up against most tech options.

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 the target to the ground. Ground bounces and comboable when done raw, giving Nero his air dash back if it was used already allowing for corner carry combos to still be done. When used as a combo ender tends to give +20 frame advantage minimum against standard wake up timings.

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. Sometimes necessary due to F-Nero not having IH options on whiff.

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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. Can be air thrown if used predictably and has punishable landing recovery if baited while airborne.

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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. Despite immediate invulnerability the recovery is long enough that it's punishable even after the opponent whiffs most moves. Can be used to avoid most last arcs and to reposition if covered by a summon properly.

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. A fast fireball but with long recovery that cannot be cancelled making it risky to throw out against characters that can dash under it or are keen on jumping over it. Can link into most uncharged normals on counterhit.

B Damage Red Damage Proration Cancel Guard
800 252 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24* X (154) 15 15 (min) 7.2% -

A crow will float in front of Nero, activating an immediately shooting forward if it comes close to an opponent. A major component of F-Nero's ground control, throwing a wrench in many character's approaches. Sees use in pressure too due to activating faster than other summons when used up close and yielding high frame advantage on block as well as being safe against shield in almost all cases.

Despite its many strengths 236B does go away on hit unlike most other summons making it less effective against enemy zoners and characters that can poke underneath it. Seifuku in specific can also crouch under it unless used off of blocked 6c at the closest of ranges.

EX Damage Red Damage Proration Cancel Guard
210*13 (1785) (849) 90% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+44 46 3+14 - -100.0% Full 1-3

Costs 100% Meter. Summons many 236B crows. Extremely versatile super with low recovery, finding many places of use on offense be it during oki or from a blockstring, or even in order to control space in neutral to restrict approaches and possibly get the frame advantage to set up or heat. When blocked allows for a safe summon or for a harder to see high/low mixup. Brief invul at the start guarantees the crows come out. Also functions as F-Nero's lowest commitment meter management option when trying to keep from entering MAX prematurely.

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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 and is activated by releasing the A button. The button however does not need to be held until the snake appears on the ground allowing a short period where one can press other A moves such as 236A. Launches on hit and is air-unblockable, making it possible to even set up guard break scenarios with this move.

During the summon animation of 214A/B, another one of either can be summoned if the first hasn't reached the ground yet. If done with two 214A snakes, releasing A will activate both simultaneously.

B Damage Red Damage Proration Cancel Guard
1200 707 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
62 (min) 4 39 - 10.8% -

A snake will travel quickly across the ground. This move automatically activates when it is near an opponent, sharing the same launching and air-unblockable properties when active. Some characters are fast enough to dash through 214B before it is active making it weaker than 214A for controlling ground approaches but its speed makes it better for disrupting enemy zoning.

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

Costs 100% Meter. Summons a gigantic crocodile that is air-unblockable and takes a while to come out. Used in shield counter combos to rack up significant damage and can be used off of some other launching counterhits too. Fully air untechable on ground or air hit.

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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 and then coming back to where it was originally summoned. An integral tool for protecting the space behind Nero that his anti-airs don't cover and being his go-to option after ending combos on a j.C wallslam. Has a hitbox when first coming out from the front and can be plus on block if used point blank. Forces standing on hit for some reason.

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

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

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

A dark cloud will travel back and forth across from one side of the screen to the other three times. This version of Premature Egg will disappear upon Nero getting hit. Has more startup than the A version but can still be used off of j.C enders, especially when either in MAX or to keep from entering it. Restricts a lot of space and leads to very enhanced pressure opportunities on block if one isn't hit out of it.

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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. Plus on block in most instances but very slow and easy to shield in response to the superflash, leading to a counterhit punish. Can also be thrown before active if the opponent is close and can still be unsafe on hit if it hits the opponent while airborne.

Despite these risks, this move can also yield higher damage than nearly any other reversal in the game if it trades, leaving Nero actionable and free to do a full combo with a chunk of extra damage tacked on.

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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. Unblockable, unshieldable, unclashable and invul through the entire recovery but easily dodged or backdashed and lengthy startup makes it generally easy to maneuver around if just thrown out. Both AD and AAD have niche use in unblockable setups usually in conjunction with 236C but generally aren't the most reliable to implement.

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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. Second hit might not connect depending on the situation.

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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. Very active but can be low profiled or avoided by getting behind Nero.

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Notable Players

Name Color Region Common Venues Status Details
96

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Japan A-cho Active
ambaa
(アンバー)

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Japan A-cho,
KorewaMelty
Inactive
Donnie

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South America Dream Match,
Netplay
Active
hakujun
(白純)

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Japan Play Spot BIG ONE 2nd Active Currently the most active Nero player in Japan, has footage against more of the more recent JP playerbase than anyone else listed.
Jbelanger

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North America Netplay Active Strong pocket Nero.
LuckyStar

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Japan A-cho Inactive The original MBAACC shark. Often goes for unorthodox and stylish plays but is more than competent when he needs to be. Has more footage than any other Nero player against opponents of all skill levels. Fond of not blocking and random selects palette.
Sen

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North America Netplay Inactive Former most active F-Nero in NA.
yu-ki
(ゆーき)

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

Players to ask in the community

Opinions may differ between players and not all may agree on the same topic.

Name Discord username Languages Servers
Canceris cancerisr Spanish, English Every major Melty discord
Donnie donnie7th Spanish, English Meltycord, MBCS, Melty Sud, Reverse Beat Brasil
Web Booby Cop Web Booby Cop#4605 English, German Every major Melty discord

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