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 video links to the pre-existing combos.

Additional Resources

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


Nerothink1.png H-Nero Threatens the mid-range with advancing screen control and his moon-exclusive dash.
Pros Cons
  • Good combo game: H-Nero's combo routing is very flexible and most hits easily confirm into corner carry or at least solid advantage.
  • Enhanced mobility: The only Nero moon with a dash, giving a new avenue of approach and meshing well with a fireball that can no longer be easily low profiled and forward moving summons.
  • Large, strong normals: Also bolstered by the dash, 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: H-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 and H-Nero has decent meter dump options to manage half moon meter mechanics well.
  • Forces much of the cast to play his game: Still demands a lot of the situational awareness and character-specific counterplay that the other Nero moons do.
  • 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.
  • Lacking mobility: Despite the addition of a dash H-Nero's overall movement is still rather sluggish, having the longest dash startup in the game.
  • Weak defense: Slow abare options, no reversals beyond universal tools, and no ex guard make getting out on defense an often risky endeavor.
  • Frontal focus: Has limited tools to stop opponents from getting behind him to avoid insurance and blindspot antiairs.
  • Restricted offense: Has a useless 5A6AA for pressure, no + frames off of reverse beat, and a below average damage ceiling to punish mistakes with.

General Gameplan

H-Nero is a unique character that has wide variety of summons that advance while not going away on hit as well as a step dash to bolster his large anti-airs and long-reaching 2A that allow him be more aggressive in maneuvering the screen than some other zoning characters. H-Nero wants to send forward a wall of autonomous hitboxes to enhance his approach or otherwise stifle the opponent's and make it more difficult for them to favorably deal with his anti-airs and massive air normals.



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 a 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.


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


AT ender

H-Nero's air throw gives a hard knockdown that is at minimum +20 in nearly all cases, allowing for dash 2A and 5B to hit meaty against standard wake up timings and dash 2B and 2C to catch mashes and jumps respectively, 2B can also hit meaty while standing in place after air throw or walking back to outspace some reversals and 2A and 2C can hit meaty with a slight walk forward instead of a dash as well. H-Nero can also opt for 421A which while not hitting meaty can stuff a lot of DPs and lead to high plus frames while also being safe on shield.

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 H-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 22X twice or 421B/C. 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. In H-Nero's case 421X mainly recommended when half the screen away from the corner or more in order for the deer hops to not mainly end up off screen.

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.


Half moon's universal metered bunker produces enough frame advantage to safely set any one summon, with 421B/C resulting in the opponent recovering just barely after Nero and 214X and 22X leaving enough frames to still meaty with all uncharged normals except 2C vs fast wake ups after 22X afterward. 22X notably can hit meaty if instantly set and released against an opponent that was knocked down very close and where they're farther away one can still meaty to keep them in place until it detonates, yielding the frame advantage for a simple high/low mixup or to set 421B/C or 63214C. Like other half moon characters, H-Nero also has the ability to opt for a position reliant left/right or a safejump.


While he has high health, no dedicated reversal and Half Moon mechanics do H-Nero and his big hurtbox no favors when put on the defensive. A slow wake up timing and slow normals compound these issues further and ensures H-Nero will generally have to hold more things on offense than other characters making patience key.

Jump: Even without EX Guard, jump remains a staple defensive option to leave the corner when wider gaps and throw attempts are presented. Nero also has one of the smallest j.7 hurtboxes in the game allowing for a deceptively slippery aerial escape game. Nero's strong air normals also bolster getting out of the corner without being intercepted as easily.

Bunker: As with all Half Moon characters, H-Nero can spend 100 meter to input 214D while in blockstun for a fully strike invulnerable bunker that gives a hard knockdown on hit. This knockdown can give enough time to set one summon or to reposition. H-Nero does have good meter gain making this more appealing an option than on some other characters but can still be baited or OS'd if the opponent stays in 5A/throw range during pressure.

Normal Abare: 2A is a frame slower than average and its longer hitbox takes an additional two frames to come out but can still poke out during wider gaps and at a surprising range. 5B is the same speed as a standard 2A and can work against close up pressure and tick throw attempts. 2C can catch characters trying to hover above Nero's head and 4C can also call out wider distanced gaps.

Shield: Half moon shield cannot be held and delivers an automatic follow up if not connecting with a projectile making its use a little more limited compared to Crescent and Full's but can still work against telegraphed options or on a hard read.


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.


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

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

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

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.


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

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
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

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

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

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

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

Meter Gained: 47.3% Meter Given (vs C-Moon): 20.2%
Basic air-to-air confirm.

Corner Combos

Condition Notation Damage
vs V.Sion
Normal starter, standing opponent
  • 2A > 5A6AA > 2[C] (> 3C) > j.B > dj8.BC > land sj8.C > sdj.BC > AT

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. Doesn't work at all against necos, Lens, Miyako, and PCiel.

Air Dodge Combos to burn meter

Condition Notation Damage
vs V.Sion
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

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

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

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.


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

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% -

While fast and high hitting, Nero's even higher hurtboxes during the animation make this move usually worse than the character's other antiair options for directly contesting jumpins but its speed allows it to work well as a stop sign against instant air dashes and off of ex shield as well as being the most reliable tool for guard breaks to punish the opponent air blocking normals and certain summons close to the ground with.

This move also whiffs crouchers giving access to the 5A6E OS as well as being the go-to reverse beat normal for pressure and its height can allow it to be used to catch jumps in pressure sometimes after a summon.

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. Use is mostly limited to standing specific combos.

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

4C's animation hitting from the side. The only part of Nero's 5A6AA that doesn't whiff crouchers. Launches on hit and has enough untech time to combo into 2[C].

Toggle Hitboxes
Toggle Hitboxes
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%) -

First hit is as fast as 5A without whiffing crouching opponents making it useful as an up-close abare and scramble tool. The first hit also sweeps crouchers at 100% prorate allowing 2B to be omitted for better combo opportunities and can serve as a rewarding tool for blowing up crouch tech in pressure.

5B should always be cancelled during the first hit in combos to prevent the later hits from pushing the opponent out and worsening damage and is also generally unsafe to let go uncancelled past the first few hits in pressure. In general lacking confirmability and high recovery limit 5B's usefulness in neutral though it can sometimes prove effective as a walling normal especially when the opponent is on low health.

Toggle Hitboxes
Toggle Hitboxes
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%) -

Doesn't see much use due to low blockstun and high recovery but can sometimes still function as a stop sign against approaches that would counterhit 2C or stuff 5[C]'s startup. Launches and cannot be cancelled until the final hit.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

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%) -

Two-hit poke with longer range than C-Moon 2A but less vertical range. Useful pressure tool for its reach and being 0 on block.

Toggle Hitboxes
Toggle Hitboxes
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%) -

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 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.

Toggle Hitboxes
Toggle Hitboxes
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% -

An active and high hitting antiair, covering significant vertical space. 2C can also be half charged to stuff air stalls where fully charging it would take too long. While a strong vertical antiair, it does extend a fairly high hurtbox and has a long recovery making it a little more punishable than some other antiairs when misused. Also useful for catching people jumping away to avoid a summon after hitting Nero.

Begins charging if held for 8f, full charge after 13f.

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% -

Better hitbox and damage but too slow to see much use an antiair. Mostly used in 5A6AA combos and can also be used as an occasional stagger in pressure. Pushes back significantly on block and launches on hit.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

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% -

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. Should also be reverse beated into when using j.B as an air to ground from higher up.

Toggle Hitboxes
Toggle Hitboxes
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) / 50% (O) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - - 4.65%, 4.9% (9.55%) -

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 jumpin. Even 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.

Toggle Hitboxes
Toggle Hitboxes
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%) -

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.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

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

The second hit reaches past the top of the screen. 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. Can also be used as a more horizontal anti-air where 2C is prone to getting stuffed or for catching jumps when a summon is nearby.

Toggle Hitboxes
Toggle Hitboxes
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%) -

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

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%) -

The first hit becomes special cancellable allowing for either a relatively pushed out summon or a 236A that will most likely be spaced to be +.

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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. Comboable if they choose not to tech or with certain summons out when timed right.

Air Throw
Air Throw
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 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. Combo'd air throw technically leaves the opponent in an OTG state but only opens up incredibly situational combos, usually with 421B/C.

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.

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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.

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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.

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Special Moves

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 -6-2 5.6% -

A crow will travel diagonally downward. No longer a fullscreen fireball but works as an effective harassing tool for mid to long range that can't be dashed under but can still be vulnerable to aggressive air approaches. Can link into most uncharged normals on counterhit, most often into 4C from ranged hits.

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. The crow sprite disappears off screen if used while cornered.

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 on both air and ground hit. A decent meter management option in combos, pressure, or neutral.

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Toggle Hitboxes
MBCC C-Nero 214X.png
MBCC C-Nero 214A hb.png
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 and is activated by releasing the A button, unlike the 623X series only the A button can be used for 214A. 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.

Upon being hit the opponent will be chewed and then dropped from the top of the screen for a ground techable knockdown, allowing for either another summon on the read they don't tech or a potential tech punish if they do. The opponent can still be hit with other attacks during the chewing animation, but special moves, command normals, airdash, or super jump cannot be done for the duration of the animation.

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 and it's even possible for both to hit the opponent, resulting in them being dragged down by one and then dropped from the top of the screen at the location of the other.

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 move automatically activates when it is near an opponent, launching them on hit. 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
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 large mouth that tracks the opponent and covers much of the screen, launching on hit with long untech time. Is air unblockable but easily shielded. Fullscreen reach gives this move use for some long range CH pickups such as on far 236A air hit. Sometimes used to cover the screen during deer oki to obscure a mixup.

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Toggle Hitboxes
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, including turning around on them if they're behind Nero. Can function like a slow, plus, disjointed normal in pressure and can stuff several DPs on oki. Useful for covering both more horizontally off approaches and attempts to get behind Nero. 421A can also OTG relaunch and doesn't require a jump cancel to confirm into an air combo.

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. Hops significantly higher than the A version.

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 while hopping just as high. Attacks 5 times.

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Toggle Hitboxes
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 to potentially extend the trap's duration if you force the opponent to stand block and then crouch block, this works because crouching hitboxes are larger than standing hitboxes, however the trap position has to be in the precise spot for it to work and the opponent doesn't have to move.

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.

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Toggle Hitboxes
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 closely follows the enemy around and stings occasionally for 4 hits. The hornet flies away if Nero is hit. Not a reversal. Useful tracking option and meter management tool after j.C wallslam enders.

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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. Invul through the entire recovery but unlikely to hit anyone outside niche setups in which the opponent is stuck blocking the 22X series.

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Reverse Beats and Gaps

5A 2A 214A 214B
2A -7 -11 -25 -20
2B, 2B, 5C -4 -8 -25 -20
2C, 2[C] -1 -5 -22 -17
5[C] 2[C] 421A
2A 14 20
5B, 2B, 5C 11 17
2C, 2[C] 8 14

MBAACC's "neutral frame" is counted as the "0th" gap frame in this table. Opponents do not benefit from autoguard on this frame and must block all attacks correctly, but are not able to act until the next frame.

Notable Players

Name Color Region Common Venues Status Details


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


Europe Netplay Active 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.


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

HNero color01.png

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.


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.


Japan KorewaMelty Inactive


Japan A-cho,
Inactive The top Nero player during the early days of MBAACC. Some footage is a little dated but also contains some forgotten gems of Nero play.

MBAACC Navigation

Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
White LenCrescentHalfFull