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Melty Blood/MBAACC/Nero Chaos/Half Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.


Additional Resources

H-Nero Match Video Database
Nero Combo Compilations
Nero's Compendium

Notable Players

Name Color Region Common Venues Status Details
alicecolor

Color

Japan Play Spot BIG ONE 2nd Active
(The) Burning Moon
(Web Booby Cop#4605 on discord)

Color

North America 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)

Nero Color22.png

South America Netplay Active Found in main Melty server and Melty Sud.
Grungrah

Random color

North America Netplay Inactive THE H Nero player NA. Found in main Melty server when he's around.
LuckyStar

Random color

Japan A-cho Inactive The original MBAACC shark. Often goes for unorthodox and stylish plays but is more than competent when he needs to be.
MaSa

Color

Japan Play Spot BIG ONE 2nd Active The modern diamond standard for Nero.
Misty

Color

Japan KorewaMelty Inactive
SAT

Color

Japan A-cho,
KorewaMelty
Inactive The original diamond standard for Nero. Solid, creative, unflinchingly adaptive. When the rust red coat shows something is about to go down. Plays every moon with absolute competence.
WATERWORKS
(NO PAIN NO GAIN#6847 on discord)

Color

North America Netplay Infrequently
active
Found in main Melty server and the Melty Blood Community server. Doesn't play this character anymore.

General Gameplan

Strengths Weaknesses
Strengths
  • Good corner carry combos.
  • Low commitment, summons will almost always cover you.
  • Big, overall very good buttons.
  • Fourth highest health in the game.
  • Decent (not great) reversal options.
  • Arc Drive can go into unblockable setups.
  • Good anti airs.
  • Has a standard forward dash for ground mobility.
  • Frightening pressure with tons of advantage and guard bar damage.
  • Helps combat the other moons' polarizing matchups.
  • Can play more with frame traps, staggers and pressure resets due to his ground mobility.
Weaknesses
  • Some summons go away on hit and even one goes away if Nero blocks.
  • 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.
  • Loss of 236C (from C/F respectively) and no longer has C's 5[C].
  • 421X is a weaker non-tracking form of C's 421X.
  • No EX Guard or Heat and has to rely on Bunker to get out of pressure.

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

General Gameplan

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

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.
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.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A(A) > 2B(1) > 2C > 3C
1743


Meter Gained: 9.4% Meter Given (vs C-Moon): ???
Common H/F-Nero ground starter.
Normal starter, grounded opponent
  • 4C
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
  • j.BC
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
  • AT
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme.

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.

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
5A
5A~6A~6A
MBCC C-Nero 5A.png
MBCC C-Nero 5A hb.png
MBCC F-Nero 5B.png
MBCC H-Nero 6AA hb.png
MBCC H-Nero 6AAA.png
MBCC H-Nero 6AAA hb.png
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 most 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% -
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
5B
MBCC C-Nero 5B.png
MBCC C-Nero 5B hb.png
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. Has a startup that is equally as fast as 5A but a very long recovery time. Has a very slight blind spot underneath, Ciel's dash can go underneath it. The number of hits in this move make it very difficult to shield.

Toggle Hitboxes
Toggle Hitboxes
5C
MBCC C-Nero 5C.png
MBCC C-Nero 5C hb.png
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. Recovers quicker than it used to in MBAC. EX cancellable.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
MBCC H-Nero 2A.png
MBCC H-Nero 2A hb.png
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
2B
MBCC C-Nero 2B.png
MBCC C-Nero 2B hb.png
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
2C
2[C]
MBCC C-Nero 2C.png
MBCC C-Nero 2C hb.png
MBCC C-Nero 2C BE hb.png
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

j.A
MBCC C-Nero j.A.png
MBCC C-Nero j.A hb.png
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
j.B
MBCC C-Nero j.B.png
MBCC C-Nero j.B hb.png
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
j.C
MBCC C-Nero j.C.png
MBCC C-Nero j.C hb.png
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

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 (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
4C
4[C]
MBCC C-Nero 4C.png
MBCC C-Nero 4C hb.png
MBCC C-Nero 4C2.png
MBCC C-Nero 4C2 hb.png
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

Ground Throw
MBCC Nero Throw.png
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.

Air Throw
Air Throw
j.6/4A+D
MBCC Nero AirThrow.png
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.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBCC Nero 214D.png
MBCC F-Nero 236D hb.png
MBCC C-Nero 2B.png
MBCC H-Nero 236D hb.png
MBCC C-Nero j.B.png
MBCC F-Nero j.236D hb.png
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


Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCC Nero 214D.png
MBCC Nero 214D hb.png
MBCC H-Nero 214D hb.png
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
Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCC Nero ABC.png
MBCC Nero CSpark hb.png
MBCC Nero CSpark Air hb.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Toggle Hitboxes
Toggle Hitboxes


Special Moves

236X
MBCC D-Nero 236A.png
MBCC D-Nero 236A hb.png
MBCC C-Nero 236B.png
MBCC C-Nero 236B hb.png
MBCC H-Nero 236C.png
MBCC H-Nero 236C hb.png
A Damage Red Damage Proration Cancel Guard
800 336 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 X (16) 31 -6 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.

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
214X
MBCC C-Nero 214X.png
MBCC C-Nero 214A hb.png
"hmm today I will jump in on H-Nero"
"hmm today I will jump in on H-Nero"
MBCC C-Nero 214C.png
MBCC C-Nero 214B hb.png
MBCC C-Nero 214C hb.png
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
421X
MBCC C-Nero 421X.png
MBCC C-Nero 421A hb.png
MBCC H-Nero 421BC hb.png
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
22X
MBCC H-Nero 22X.png
MBCC H-Nero 22X hb.png
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
63214C
MBCC D-Nero 63214C.png
MBCC D-Nero 63214C hb.png
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

Armament 999
41236C during Heat
MBCC C-Nero 41236C.png
MBCC C-Nero 41236C AD hb.png
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


General
FAQ
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