Melty Blood/MBAACC/Nero Chaos/Half Moon

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Character Page Progress

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

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
  • Move Descriptions:
    • Add missing frame data.
    • Add hitboxes to the move images.


Additional Resources

Nero combo compilations
Match Video Database
Nero's Compendium

Players to watch/ask

JP:

Plays mostly C/F. Technically a solid player, if for all the wrong reasons. His entire playstyle is unorthodox and optimized for style.

The Nero to watch. This is his character. Solid, creative, unflinchingly adaptive. If there’s a tournament player you want to watch it’s this guy. The diamond standard of Nero. When the rust red coat shows something is about to go down. Plays every moon with absolute competence.

  • Misty

General Gameplan

Strengths Weaknesses
*Strengths
  • Good corner carry combos
  • Low commitment, summons will almost always cover you
  • Big, overall very good buttons
  • Second highest defense
  • Decent(not great) reversal options
  • Arc drive can go into unblockable setups
  • Good anti airs
  • Has a ground dash for ground mobility
  • Frightening pressure with tons of advantage and guard bar damage
  • helps combat the other moons polarizing MUS
  • can play more with frame traps, staggers and pressure resets due to ground mobility
Weaknesses
  • summons go away on hit and even one goes away if nero blocks
  • Really tall, opens up nero specific pressure on him
  • Jump startup is average
  • Polarizing match ups such as H roa, Hime, Cciel's 236c etc.
  • Because of H moon, not as many opportunities to use the meter he gains
  • loss of 236C(from C/F respectively) no longer has C's 5[C]
  • 421X is a weaker non tracking form of C's 421X
  • no Ex guard or heat and has to rely on bunker to get out of pressure.

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

General Gameplan

Unleash the entire zoo while you sit back not committing and when you finally get hit you get a free combo because your summons bailed you out. Nero alone is not a spectacular character. His summons, however, make him one of the strongest in the game simply for how little you have to commit with them. Has easily the best insurance in the game, enough to be defined by it. Each of his 3 moons is essentially the same character with slight, but playstyle-defining differences.

H-Moon

Last and certainly least, H is easily the weakest of Nero’s moons. H trades 5[C] as well as the significantly better variants of deer and EX birds for something unique, a regular dash. This, coupled with his very big 2A and ground mouths gives him a fairly strong ground poke and tick throw/frametrap game. H’s unique tools unfortunately go away if you get hit, and one even if you block, so H has to play the most “honest” out of the Neros. This moon can work out in matchups where you might need the extra mobility but is generally outdone by the good moons. By no means weak as a character but significantly weaker than Nero generally is.


Neutral

MOVEMENT: Nero is a slow character. There is no denying that. He lacks a traditional forward dash, and his back dash doesn’t go particularly far back. His air dash is a slow, fully horizontal one that can go for quite long if you hold it, and 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 its a two hit large normal that fast for an aerial of its caliber. From there you can either IAD j.B again or do 2A pressure.

Frankly, any positioning outside of the corner his main goal is to obstruct the opponent's path, denying them of invading space, usually forcing mistakes on the opponent who overextends and from there performs the corner carry combo that bring them to the corner where nero begins to do his pressure/okizeme.

With H nero, this time things are a bit different since he now has a 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(whiff) walk up throw
  • 2AA dash 5B 5A(whiff) 2C/5C
  • 2AA iad j.B

Okizeme His 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, 421X(C-nero) 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 if he tries to summon during a blockstring can be challenged by jumps, fortunately that's where j7.C, 3C and 2[C] to counter jump outs will come in handy. it is advised that you established H-nero's melty like pressure with 2A staggers, pressure resets via dash before attempting to use summon during your pressure otherwise the opponent will see right through and will attempt to escape.

Defense

H doesn’t have a character specific reversal per se, but H-Moon’s universal guard bunker is easily the best in the game and one of the stronger universal reversals around. Barely safe on block, fully invincible and hard knockdown, this is what you use when you need something to turn things around Right Now. Not doable on wakeup, for obvious reasons, but still a very strong option. Besides, wakeup is when most things are baited anyway.

Combos

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A (2A) 2B(1) 2C 3C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Common ground stater across the Nero's. H/F tack on a 3C after 2C usually
Normal starter, Air opponent
  • j.B j.C
???
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.
Normal starter
  • 2C 3C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
2C starter
Normal starter, grounded opponent,
  • 4C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
A starter that is seen among new nero players. best used to call out something since its fast but very - on block

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • Air throw
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
usually your ender after your last j.C rep in your combo. In the corner it then leads to your Okizeme. Otherwise if C-Nero doesn't end in air throw it lets Nero set up a 421B/A for both C/F to cover spaces where the opponent techs upon landing.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A (2A) 2B(1) 2C 3C j.B dj.BC adc j.C land sj8 j.C dj.B(1)C Air throw =
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Very much like C-nero's combos, the bnb
CH starter, airborne opponent,
  • 2C ch 2C 3C jB dj jBjC air dash cancel jC sj28 jC sdj jBjC at
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Counter hit combo starting with 2C, skip air dash cancel if you're close to the corner
Normal starter, grounded opponent,
  • (j.A/j.B)j.C(1-2) airdash j.C, sj j.C sdj j.C AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Air to air basic confirm
Normal starter, grounded opponent,
  • 4C, j.C(1) sdj j.C adc j.C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
-
Normal starter, grounded opponent,
  • 4C -ch- j.B(1hit) sdj j.B j.C adc j.C, sj8 j.C sdj j.B j.C Air throw (236C/5[C], 236C)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
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

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 2A6AAA 2[C] j.B dj.BC adc j.C land sj8 j.C dj.B(1)C Air throw ???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Slightly more damaging twist on the typical BnB. Only works in the corner on standing opponents.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

5A
MBCC C-Nero 5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 - - - - HL 5 4 10 -2 -

Elbow poke. Will whiff on most crouching characters but is a very quick anti-air.


5B
MBCC C-Nero 5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300,200*2,300*3 - - - - HL 5 1(6)1*2,4*3 18 -7 -

Wolf. Has a startup that is equally as fast as 5A but a very long recovery time. Has a very slight blind spot underneath, Ciel's dash can go underneath it. The number of hits in this move make it very difficult to shield.


5C
MBCC C-Nero 5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300,500,800 - - - - HL 10 3(6)2(3)3 16 -7 -

Crocodile. Recovers quicker than it used to in MBAC. EX cancellable.


2A
MBCC H-Nero 2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
200*3 - - - - L 6 2*2,3 10 -1 -

Lobster claw. Hits low. Two-hit poke with longer range than the snakes but less vertical range.


2B
MBCC C-Nero 2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350*2 - - - - L,HL*3 9 4,2,4,2 15 -2 -

Centipede. First hit is low. Hits multiple times and may clash at odd moments. Even though this move has a lot of hits, most of the time you will want to only hit with the first hit due to proration reasons.


2C
MBCC C-Nero 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 - - - - HL 8 8 20 -10 -

Horn. Hits mid. The angle on this is nearly vertical and is a great anti-air.


2[C]
MBCC C-Nero 2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 - - - - HL 25 8 20 -10 -

Charged horn. Launches on standing hit and better proration.


3C
MBCC F-Nero 3C.png
MBCC F-Nero 3C2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000, 500 - - - - HL 9 3(9)3 20 -17 -

Bull. Both hits are air-unblockable, hits past the top of the screen. Jump cancellable. Only hit non-airbone opponents once.


4C
MBCC C-Nero 4C.png
MBCC H-Nero 4C2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800,600 - - - - HL,HLA 10 7(6)4 18 -4 -

Mantis. The second hit is air-blockable. Has a lot of clash frames and is more safe than it appears.


4[C]
MBCC C-Nero 4C.png
MBCC H-Nero 4C2.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800,600 - - - - HL,HLA 25 7(6)4 22 -8 -

Charged Mantis. The first hit becomes special cancelable. Why though.


6A
MBCC F-Nero 5B.png
MBCC H-Nero 6AAA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
6A 600 - - - - HL 8 4 16 -5 -
6AA 1000 - - - - HL 10 6 17 -5 -

Combination - Nero uses three summons with increasing range. Don't ever use this.


j.A
MBCC C-Nero j.A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 - - - - HLA 7 4 12 - -

Nail. Hits mid. Has good air to ground reach.


j.B
MBCC C-Nero j.B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600,500 - - - - HA 8 3,2 18 - -

Tentacle. Hits high. Has potential to cross up if you are above the enemy, good horizontal range.


j.C
MBCC C-Nero j.C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300*3,700 - - - - HA 9 2*3,4 22 - -

Nightmare. Hits high. Four hits. You can combo this move into itself but only three times due to wallslam count. (Only counted when the last hit connects) Its reach is very deceptive.


Throw
6 or 4+QA
MBCC Nero Throw.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400*9 - - - - - 3 1 22 - -

Nero lifts the opponent up and lets his pet birds do some damage. Launches the opponent.


Air Throw
j.6 or j.4+QA
MBCC Nero AirThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1200 - - - - - 2 1 10 - -

Nero grabs and punches them to the ground for a bounce.


Guard Bunker
214D
MBCC Nero 214D.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 - - - - HLA 26 4 22 -5 -

Nero steps to the side and throws some shade. Costs 50.0% meter during blockstun.

Special Moves

Chaos Release - Black Wings
236X
MBCC D-Nero 236A.png
MBCC C-Nero 236B.png
MBCC H-Nero 236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 - - - - HLA 9 16 39 total -6 -

A crow will travel diagonally downward. This move is better in some ways than the standard A crow of the other moves because opponents cannot dash under it. It will not reach all the way across the screen.

B 800 - - - - HLA 122 20 42 total - -

A crow will float above Nero and descend at a 45 degree angle after a bit. The time the crow takes to attack is longer than that of 236B of C-Nero. This move will not hit until its descent.

EX 230*12 - - - - HLA 4+6 - 90 total +7 -

Costs 100% Meter. Summons crows that fly horizontally. Untechable in the air, can be comboed from upon air hit.


Chaos Discharge - Reptilian
214X
MBCC C-Nero 214X.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*11 - - - - HLA 65 3 39 total - -

A snake will travel slowly across the ground. This snake is controlled by negative edge: releasing the A button will "activate" it. Upon being hit the opponent will be chewed and then dropped from the top of the screen. You can hit the opponent with other attacks while he is being chewed.

You can't do a floor summon (214X, 22X) when any floor summon is out. However, there is a delay before a floor summon is counted as being "out", so you can do two summons in quick succession.

B 1000 - - - - HLA 56 3 34 total - -

A snake will travel quickly across the ground. This snake automatically activates when it is near an opponent. Untechable on counter hit.


Chaos Discharge - Large Tsunami
214X
MBCC C-Nero 214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 400*11 - - - - HLA 65 3 39 total - -

Costs 100% Meter. Summons a mouth that covers most of the screen. Is air unblockable but easily shielded.


Chaos Release - Horned Beasts
421X
MBCC C-Nero 421X.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 - - - - HLA 37 10 44 - -

A single deer will jump towards the opponent. There is a blind spot directly in front of Nero when summoned. Useful for surprising opponents who try to jump or airdash behind you.

B 800*2 - - - - HLA 146 4(61)4 60 total - -

A single deer will take its time jumping forwards for three attacks and then disappear. This deer takes a while to get out.

EX 1500*3 - - - - HLA 2+107 4(41)4(41)4 52 total - -

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. Does not appear to go away until its off the screen.


Chaos Discharge - Scaled Insect Form
22X
MBCC H-Nero 22X.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400*4 - - - - HLA 66 1(16)1(16)1(16)1 43 Total - -

A snake will travel at variable speed across the ground for as long that player holds the corresponding button. 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 attacks.

Note: You can't do a floor summon (214X, 22X) when a floor summon 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.


Chaos Discharge - Flying Poisonous Insect
63214C
MBCC D-Nero 63214C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000*3 - - - - HLA 207 1 39 Total - -

Costs 100% meter. Summons a poisonous flying creature with needle that follows the enemy around and stings occasionally for 4 hits. The hornet flies away if Nero is hit. Not a reversal.

Arc Drive

Armament 999
41236C
MBCC C-Nero 41236C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3500 - - - - - 2+60 8 81 - -

Can only be used in Max or Heat. Lengthy startup, but unblockable and unshieldable.


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