Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
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- Combos:
- Add video links to the pre-existing combos.
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Additional Resources
H-Nero Match Video Database
Nero Combo Compilations
Nero's Compendium
Notable Players
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
alicecolor |
|
Japan |
Play Spot BIG ONE 2nd |
Active |
|
(The) Burning Moon (Web Booby Cop#4605 on discord) |
|
Europe |
Netplay |
Inactive |
Found in every Melty server. A bit lacking on the footage front but can tell you a lot about the character if asked, particularly regarding pressure and strike/throw setups. Not really active anymore but will probably play you if asked.
|
Canceris (Canceris#7506) |
|
South America |
Netplay |
Active |
Found in main Melty server and Melty Sud.
|
Grungrah |
|
North America |
Netplay |
Inactive |
THE H Nero player NA. Found in main Melty server when he's around.
|
LuckyStar |
|
Japan |
A-cho |
Inactive |
The original MBAACC shark. Often goes for unorthodox and stylish plays but is more than competent when he needs to be.
|
MaSa |
|
Japan |
Play Spot BIG ONE 2nd |
Active |
The modern diamond standard for Nero. Often seen playing this character over C for difficult matchups such as F-Hime and C-Mech.
|
Misty |
|
Japan |
KorewaMelty |
Inactive |
|
SAT |
|
Japan |
A-cho, KorewaMelty |
Inactive |
The original diamond standard for Nero.
|
WATERWORKS (NO PAIN NO GAIN#6847 on discord) |
|
North America |
Netplay |
Inactive |
Found in main Melty server and the Melty Blood Community server.
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General Gameplan
Strengths Weaknesses
Strengths
|
- Good corner carry combos.
- Good meter gain
- Low commitment, summons will almost always cover you.
- Big, overall very good buttons.
- Fourth highest health in the game.
- Good anti airs.
- Has a standard forward dash for ground mobility.
- Has both crouching and standing specific with enhanced reward.
- Fireball can't be dashed under at most ranges.
- Can play more with frame traps, staggers and pressure resets due to his ground mobility and long 0 on block 2A.
|
Weaknesses
|
- Some summons go away on hit and even one goes away if Nero blocks.
- Mobility is still pretty below average overall
- Really tall, opens up Nero-specific pressure on him.
- Polarizing match ups such as H-Roa, Hime, etc.
- Because of H moon, not as many opportunities to use the meter he gains.
- Worst 5a6aa in the game
- No EX Guard or reversal options universal half moon mechanics.
|
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.
H-Moon Specifics
H is easily the weakest of Nero’s moons. H trades 5[C] as well as the significantly better variants of 421X and 236C for something unique, a regular dash. This, coupled with his very big 2A and 214X gives him a fairly strong ground poke and tick throw/frametrap game. H’s unique tools unfortunately go away if you get hit, and one even if you block, so H has to play the most “honest” out of the Neros. This moon can work out in matchups where you might need the extra mobility but is generally outdone by the good moons. By no means weak as a character but significantly weaker than Nero generally is.
Neutral
MOVEMENT:
Nero is a slow character. There is no denying that. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and it 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.
With Nero you'd want to first find a suitable space and time to produce 1-2 summons and use those to approach in a safe manner. Most times the summons will cause the opponent to jump to avoid them and that's where your super jump j.C/j.B comes into play. IF you need the time to produce a summon you can hit the opponent with 236A (crow fireball) to gain the time to produce at least one summon against an high mobility opponent and approach from there.
One thing to note about this Nero is that since he has a proper forward dash it does allow him to be a bit more aggressive in terms of his pressure by being able to induce staggers and pressure reset by dashing back in.
Pressure
With all Neros, pressure via screen control is the name of all Nero's game. Mainly 214B a 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 it's a two hit large normal that is 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.
With H-Nero, things are a bit different since he now has a proper ground dash. This does let him take advantage of his rather large 2A and lets him stagger accordingly. A few ideas should help illustrate a few points:
- 2A2A dash 2AA
- 2AA dash 2A > 5C > 22X/421A
- 2AA dash 5B > 5A(w) walk up Throw
- 2AA dash 5B > 5A(w) > 2C/5C
- 2AA IAD j.B
Okizeme
Oki in H-Nero's case is unique in that he has a ground dash and the lack of the aforementioned tools that C or F have, 236C, C's 421X is not there for H. Despite that, H-Nero does have ways to sneak in a summon during his pressure listed above and allows so some mixups to happen such as:
- 22X, jump late j.B
- 22X, empty jump 2AA
- 22X, 2A jump j.C/j.B
The challenge now is that either from AT ender, his pressure can be challengend by jumps if he tries to summon during a blockstring. Fortunately that's where j7.C, 3C and 2[C] to counter jump outs will come in handy. It is advised that you establish H-Nero's fundamental melty pressure with 2A staggers and pressure resets via dash before attempting to use summons during blockstrings otherwise the opponent will see right through you and attempt to escape.
Defense
H-Nero doesn’t have a character specific reversal per se, but H-Moon’s universal out of blockstun bunker is easily the best in the game and one of the stronger universal reversals around. Barely safe on block, fully invincible and hard knockdown, this is what you use when you need something to turn things around Right Now. Not doable on wakeup, for obvious reasons, but still a very strong option. Besides, wakeup is when most things are baited anyway.
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.
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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.
- Use attack X with Y follow-up input.
- 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.
|
Starters
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
1743
|
|
Meter Gained: 9.4% |
Meter Given (vs C-Moon): ??? |
Common H/F-Nero ground starter. |
|
|
Normal starter, grounded opponent
|
|
1106
|
|
Meter Gained: 9.8% |
Meter Given (vs C-Moon): ??? |
A starter that is seen among new Nero players. Best used to call out something since it's fast but very - on block. |
|
|
Normal starter, airborne opponent
|
|
1853
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
This can be seen usually when you are meeting the opponent in the air if they are trying to jump out or to avoid the summon approaching them from the ground. |
|
|
Enders
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
|
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. |
|
|
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2AA > 2B(1) > 2C > 3C(1) > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.B(1)C > AT
|
3836
|
|
Meter Gained: 82.4% |
Meter Given (vs C-Moon): 55.6% |
Very much like C-nero's combos, the BnB. |
|
|
4C starter, grounded opponent
|
- 4C, j.C(1) > sdj.C > j.66 j.C
|
2509
|
|
Meter Gained: 25.9% |
Meter Given (vs C-Moon): 11.1% |
|
|
CH 4C starter, grounded opponent
|
- CH 4C > j.B(1) > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
|
3812
|
|
Meter Gained: 71.3% |
Meter Given (vs C-Moon): 35.3% |
a combo for when you hit 4C as a call out against someone that was overextending in their approach. Does a bit more damage and meter gain with this particular combo. |
|
|
CH starter, airborne opponent
|
- CH 2C, 2C > 3C > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
|
5274
|
|
Meter Gained: 86.0% |
Meter Given (vs C-Moon): 46.3% |
Counter hit combo starting with 2C, skip air dash cancel if you're close to the corner. |
|
|
Normal starter, airborne opponent
|
- j.C > j.66 j.C, land sj.C > sdj.BC > AT
|
4227
|
|
Meter Gained: 47.3% |
Meter Given (vs C-Moon): 20.2% |
Basic air-to-air confirm. |
|
|
Corner Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, standing opponent
|
- 2A > 5A6AA > 2[C] > j.B > dj8.BC > land sj8.C > sdj.BC > AT
|
4288
|
|
Meter Gained: 82.8% |
Meter Given (vs C-Moon): 42.5% |
Slightly more damaging twist on the typical BnB. Only works in the corner on standing opponents. |
|
|
Air Dodge Combos to burn meter
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, full corner carry
|
- 2AA > 2B(1) > 2{C} > jB > jA > dj9 > jB > jC > adc > jC, land sj9 > jC > Air Dodge Cancel > dj9 > jC > AT
|
3549
|
|
Meter Gained: 64.5%(-50.0%=14.5%) |
Meter Given (vs C-Moon): 46.9% |
Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail down, generally you don't want to add any kind of delay on the air normals. |
|
|
Max range starter, full corner carry
|
- 2A > 2B(1) > 2{C} > jB > jA > sdj9 > jB > dl.jC, land sj9 > jC > Air Dodge cancel > sdj9 > (jB) > jC > AT
|
3659
|
|
Meter Gained: 56.5%(-50.0%=6.5%) |
Meter Given (vs C-Moon): 31.7% |
Full corner carry combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. This combo can be tricky to nail down. On the final sdj9 you can skip jB for more stable AT ender. |
|
|
Normal starter, corner or near corner
|
- 2AA > 2B(1) > 2{C} > 3C(1) > jB > dj8 > jB > jC, land sj8 > jC > Air Dodge Cancel > sdj9 > (jB) > jC > AT
|
3821
|
|
Meter Gained: 63.7%(-50.0%=13.7%) |
Meter Given (vs C-Moon): 39.0% |
Corner or near corner combo variation with Air dodge cancel to burn 50.0% meter and prevent entering in Heat mode when you don't want to. If you're not in the corner and instead near the corner, do dj9 on the first dj; If you miscalculate this distance from the corner and do dj9 leaving you next to the corner you will have to fix the combo, after the Air Dodge Cancel you have to instead do dj8 > jC > AT. |
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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.
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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
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
144
|
78% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
10
|
-2
|
2.1%
|
-
|
Elbow poke. Will whiff on all crouching characters but is a very quick anti-air.
|
5A~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
384
|
80% (M)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
16
|
-5
|
4.2%
|
-
|
Has the same animation as F's 5B but whiffs crouchers.
|
5A~6A~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
768
|
60% (O)
|
(N), SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
6
|
17
|
-5
|
7.0%
|
Clash 10-15
|
Combination - Nero uses three summons with increasing range ending with the opponent airborne, You can use 2[C] to launch.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 200*2, 300*3 (1259)
|
(778)
|
100%, 60% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
1 (6) 14
|
18
|
-7
|
2.1%, 1.4%*2, 2.8%*3 (13.3%)
|
-
|
Wolf. Tied with 5A as your fastest normal but long recovery on whiff. Has a very slight blind spot underneath, Ciel's dash can go underneath it. The number of hits in this move make it very difficult to shield. Sweeps crouchers.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 500, 800 (1234)
|
(700)
|
60% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
3 (6) 2 (3) 3
|
19
|
-7
|
2.1%*2, 6.3% (10.5%)
|
-
|
Crocodile. B normal levels of blockstun so still at -4 disadvantage on 5A rebeat and launches on hit, also cannot be cancelled until the final hit on hit or block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
170*2 (293)
|
(165)
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
5
|
9
|
0
|
1.19%*2 (2.38%)
|
-
|
Lobster claw. Hits low. Two-hit poke with longer range than C-Moon 2A but less vertical range.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*4 (911)
|
(498)
|
65% (O)
|
N, SP, EX (J)
|
L (1), LH (2-4)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
12
|
15
|
-2
|
2.8%*4 (11.2%)
|
-
|
Centipede. First hit is low. Hits 4 times. Even though this move has a lot of hits, most of the time you will want to only hit with the first hit due to very high proration.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
480
|
80% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
8
|
20
|
-10
|
6.3%
|
-
|
Horn. Hits mid. The angle on this is nearly vertical and is a great anti-air.
|
2[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1008
|
90% (O)
|
N, SP, EX (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
8
|
20
|
-10
|
8.4%
|
-
|
Charged horn. Much harder to contest hitbox and launches on grounded hit with better proration but pretty slow for an antiair. Does noticeably more guard damage and pushes out more on block. Also your greatest source of damage off 214A hitting an opponent. Less untech time on hit than C's for some reason.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Jumping Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
192
|
78% (O)
|
SE, N, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
10
|
-
|
2.24%
|
-
|
Nail. Hits mid. Has good air to ground reach. Falling or IAD j.A 2A can sometimes open opponents up due to Nero's other air normals hitting multiple times and having different amounts of hitstop on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600, 500 (987)
|
(511)
|
80% (O)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
-
|
-
|
4.65%, 4.9% (9.55%)
|
-
|
Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range. Your go to air button for creating space against airborne and grounded opponents.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*3, 700
|
192*3, 384
|
100%, 90% (M)
|
N, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
10
|
-
|
-
|
0.7%, 1.4%, 2.8%*2 (7.7%)
|
-
|
Nightmare. Hits high. Four hits. You can combo this move into itself but only three times due to wallslam count (Only counted when the last hit connects). Its reach is very deceptive. Causes you to land faster off of an iad than any other button allowing you to safejump shield counters. Whiffs all crouchers except Tohno, Nanaya, Hime, Wara, and Nero.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000, 500 (1363)
|
(977)
|
75% (O)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3 (9) 3
|
20
|
-17, -5
|
7.0%, 3.5% (10.5%)
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
4C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 600 (1106)
|
(676)
|
60% (O)
|
(N), (SP), (EX), (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
7 (6) 4
|
18
|
-17, -4
|
5.6%, 4.2% (9.8%)
|
-
|
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
|
4[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800, 600 (1106)
|
(676)
|
60% (O)
|
(N), SP, EX, (J)
|
LH, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
7 (6) 4
|
22
|
-21, -8
|
5.6%, 4.2% (9.8%)
|
-
|
Charged Mantis. The first hit becomes special cancelable. Why though.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
200*9 (1572)
|
(573)
|
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.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200 (1056)
|
506
|
30%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
7.0%
|
-
|
Nero grabs and punches them to the ground for a bounce. Hard knockdown if done as a combo ender.
|
|
|
Standing
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
198
|
50%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
3.5%
|
-
|
Same animation as Shield Bunker.
|
Crouching
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500 (1117)
|
714
|
50%
|
(SP), (EX)
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
10.5%
|
-
|
Same animation as 2B.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
198
|
50%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
-
|
3.5%
|
-
|
Same animation as j.B.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Neutral
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
192
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0%
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
192
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%
|
Strike 1-7
|
Nero steps to the side and throws some shade.
|
Blockstun
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0
|
0
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
3
|
22
|
-7
|
-100.0%
|
-
|
H-Moon specific reversal bunker.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
336
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
X (16)
|
31
|
-6-2
|
5.6%
|
-
|
A crow will travel diagonally downward. This move is better in some ways than the standard A crow of the other moons because opponents cannot dash under it. It will not reach all the way across the screen. Can be + if spaced.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
240
|
40% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
122
|
19
|
42
|
-
|
5.6%
|
-
|
A crow will float above Nero and descend at a 45 degree angle after a bit. This move will not hit until its descent.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
230*12 (2070)
|
(1463)
|
90% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+6
|
X
|
81
|
7
|
-100.0%
|
-
|
Costs 100% Meter. Summons crows that fly horizontally. Untechable in the air, can be comboed from upon air hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
"hmm today I will jump in on H-Nero" "hmm today I will jump in on H-Nero"
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 160*10 (1725)
|
(659)
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
68 (min)
|
3
|
39
|
-
|
5.6%, 0.42%*10 (9.8%)
|
-
|
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 chewed and then dropped from the top of the screen in a ground-tech state. You can hit the opponent with other attacks while he is being chewed. Important note: A nice knowledge check is that if you have the snake out, it won't disappear on hit. That means if you're hit by an IAD or dash button with snake out, you could end up winning the trade. Against unknowing opponents, this might get you games. During 214A's chewing animation, Nero can't use special moves, command normals, airdash, or superjump.
You can't do a floor summon (214X, 22X) when another is already out. However, there is a delay before a floor summon is counted as being "out", so you can do two summons in quick succession.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
384
|
87% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
56 (min)
|
3
|
34
|
-
|
7.7%
|
-
|
A snake will travel quickly across the ground. This snake automatically activates when it is near an opponent. Air techable on hit, untechable on counter hit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1152
|
75% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+29
|
3
|
2
|
23
|
-100.0%
|
-
|
Costs 100% Meter. Summons a mouth that covers most of the screen. Is air unblockable but easily shielded.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
384
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
31
|
10
|
4
|
14
|
3.5%
|
-
|
A single deer will jump towards the opponent. Useful for surprising opponents who try to jump or airdash behind you. All deers have faster startup than in C-Moon, but B/EX deers won't change the direction they are facing when behind the opponent.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*3
|
384*3
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
81
|
10 (39) 10 (39) 10
|
52
|
-
|
5.6%*3 (16.8%)
|
-
|
A single deer will take its time jumping forwards for three attacks and then disappear. This deer takes a while to get out.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800*5
|
384*5
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+61
|
10 (39) x5
|
2+50
|
-
|
-100.0%
|
Full 1-5
|
Costs 100% meter. Quickly summons a deer that will hop its way to the opposite end of the screen and will cover more ground than the B deer. Attacks 5 times.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*4 (1074)
|
(773)
|
60% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
53 (min)
|
320*
|
43
|
-
|
2.8*4 (11.2%)
|
-
|
A snake will travel across the ground for as long that player holds the corresponding button. The button choice only affects the snake's travelling speed, with A being the slowest and C the fastest. Upon releasing the button, a trap will be set at that location. When the enemy steps on it, it will be triggered and will do a total of four hits. The trap disappears if Nero is hit.
Note: Once the trap has been triggered, it only disappears if any of the following conditions hold:
- It does 4 consecutive attacks (including blocked and whiffed).
- Half a second has elapsed since the last attack connected, and the trap was not retriggered.
If it hasn't done four attacks in a row, and it gets retriggered, the hitcount resets. This can be used for an infinite blockstring: Crouching hitboxes are larger than standing hitboxes, so if the opponent crouchblocks three hits, is forced to stand up before the fourth is triggered, and is then forced to crouch again, it will reset the trap's attacks.
Note: You can't do a floor summon (214X, 22X) when another is already out. However, there is a delay before a floor summon is counted as being "out", so it is possible to summon twice in quick succession.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500*4
|
384*N
|
70% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12+194
|
16 (106) 16 (106) 16 (106) 16
|
12+26
|
-
|
-100.0%
|
-
|
Costs 100% meter. Summons a poisonous flying creature with needle that follows the enemy around and stings occasionally for 4 hits. The hornet flies away if Nero is hit. Not a reversal.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500
|
2208
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|