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
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Region |
Common Venues |
Status |
Details
|
alicecolor |
|
Japan |
Play Spot BIG ONE 2nd |
Active |
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(The) Burning Moon (Web Booby Cop#4605 on discord) |
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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.
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Canceris (Canceris#7506) |
|
South America |
Netplay |
Active |
Found in main Melty server and Melty Sud.
|
Grungrah |
|
North America |
Netplay |
Inactive |
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.
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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.
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Misty |
|
Japan |
KorewaMelty |
Inactive |
|
SAT |
|
Japan |
A-cho, KorewaMelty |
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.
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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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Overview
Playstyle
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.
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- Large hurtbox: Nero is the tallest character in the game giving several characters additional pressure options against him such as new fuzzy and pressure opportunities.
- 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.
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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.
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
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 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.
Combos
Combo Notation Help
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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.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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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.
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X(w)
|
X input must not hit the opponent (Whiff).
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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.
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sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
|
X is optional. Typically the combo will be easier if omitted.
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[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.
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]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.
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{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
|
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
|
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
|
The first attack must be a Counter Hit.
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Air CH
|
The first attack must be a Counter Hit on an airborne opponent.
|
66
|
Performs a ground forward dash.
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j.66
|
Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
|
Performs an Instant AirDash.
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AT
|
Performs an Air Throw. (j.6/4A+D)
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IH
|
Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
|
Performs an Another Arc Drive.
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Starters
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
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1743
|
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Meter Gained: 9.4% |
Meter Given (vs C-Moon): ??? |
Common H/F-Nero ground starter. |
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Normal starter, grounded opponent
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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. |
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|
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. |
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Enders
Condition
|
Notation
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Damage vs V.Sion
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Notes
|
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Normal starter, grounded opponent
|
|
1200
|
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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. |
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|
Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
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- 2AA > 2B(1) > 2C > 3C(1) > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.B(1)C > AT
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3836
|
|
Meter Gained: 82.4% |
Meter Given (vs C-Moon): 55.6% |
Very much like C-nero's combos, the BnB. |
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4C starter, grounded opponent
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- 4C, j.C(1) > sdj.C > j.66 j.C
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2509
|
|
Meter Gained: 25.9% |
Meter Given (vs C-Moon): 11.1% |
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CH 4C starter, grounded opponent
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- CH 4C > j.B(1) > sdj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
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3812
|
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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. |
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CH starter, airborne opponent
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- CH 2C, 2C > 3C > j.B > dj.BC > j.66 j.C, land sj8.C > sdj.BC > AT
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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. |
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Normal starter, airborne opponent
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- j.C > j.66 j.C, land sj.C > sdj.BC > AT
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4227
|
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Meter Gained: 47.3% |
Meter Given (vs C-Moon): 20.2% |
Basic air-to-air confirm. |
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Corner Combos
Condition
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Notation
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Damage vs V.Sion
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Notes
|
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Normal starter, standing opponent
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- 2A > 5A6AA > 2[C] (> 3C) > j.B > dj8.BC > land sj8.C > sdj.BC > AT
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4288
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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. |
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Air Dodge Combos to burn meter
Condition
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Notation
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Damage vs V.Sion
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Notes
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Normal starter, full corner carry
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- 2AA > 2B(1) > 2{C} > jB > jA > dj9 > jB > jC > adc > jC, land sj9 > jC > Air Dodge Cancel > dj9 > jC > AT
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3549
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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. |
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Max range starter, full corner carry
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- 2A > 2B(1) > 2{C} > jB > jA > sdj9 > jB > dl.jC, land sj9 > jC > Air Dodge cancel > sdj9 > (jB) > jC > AT
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3659
|
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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. |
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Normal starter, corner or near corner
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- 2AA > 2B(1) > 2{C} > 3C(1) > jB > dj8 > jB > jC, land sj8 > jC > Air Dodge Cancel > sdj9 > (jB) > jC > AT
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3821
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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
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Header
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Tooltip
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Move Box Colors
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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
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Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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Proration
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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.
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Circuit
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Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
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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.
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Guard
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The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
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Startup
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Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
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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.
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Recovery
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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.
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Advantage
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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.
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Invul
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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.
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Normal Moves
Standing Normals
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5A
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Damage
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Red Damage
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Proration
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Cancel
|
Guard
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300
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144
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78% (O)
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-SE-, -N-, -SP-, -EX-, (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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5
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4
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10
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-2
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2.1%
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-
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Elbow poke. 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.
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5A~6A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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600
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384
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80% (M)
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N, SP, EX (J)
|
LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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8
|
4
|
16
|
-5
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4.2%
|
-
|
Has the same animation as F's 5B but whiffs crouchers. Use is mostly limited to standing specific combos.
|
5A~6A~6A
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Damage
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Red Damage
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Proration
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Cancel
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Guard
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1000
|
768
|
60% (O)
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(N), SP, EX (J)
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LH
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First Active
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Active
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Recovery
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Frame Adv
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Circuit
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Invuln
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10
|
6
|
17
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-5
|
7.0%
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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].
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|
Toggle Hitboxes Toggle Hitboxes
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Damage
|
Red Damage
|
Proration
|
Cancel
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Guard
|
300, 200*2, 300*3 (1259)
|
(778)
|
100%, 60% (O)
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N, SP, EX, (J)
|
LH
|
First Active
|
Active
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Recovery
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Frame Adv
|
Circuit
|
Invuln
|
5
|
1 (6) 14
|
18
|
-7
|
2.1%, 1.4%*2, 2.8%*3 (13.3%)
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-
|
Wolf. 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.
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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. 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
|
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. Useful pressure tool for its reach and being 0 on block.
|
|
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. An unconventional sweep, hitting low and sweeping on the first hit and then extending into three more mid hitting 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.
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|
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. 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%
|
-
|
Charged horn. 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
|
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. 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
|
|
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%)
|
-
|
Tentacle. Hits high twice. 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
|
|
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 times. 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
|
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, second hit reaches past the top of the screen. Jump cancellable. 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
|
|
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 and 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%)
|
-
|
Charged Mantis. 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 +.
|
|
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. Comboable if they choose not to tech or with certain summons out when timed right.
|
|
|
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.
|
|
|
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. 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
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.
|
|
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, 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.
|
|
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 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.
|
|
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. Invul through the entire recovery but unlikely to hit anyone outside niche setups in which the opponent is stuck blocking the 22X series.
|
|
Toggle Hitboxes Toggle Hitboxes
|
MBAACC Navigation