Melty Blood/MBAACC/Nero Chaos/Full Moon
- 1 Character Page Progress
- 2 Additional Resources
- 3 Move Descriptions
Character Page Progress
Players to watch/ask
- Luckystar: Plays mostly C/F. Technically a solid player, if for all the wrong reasons. His entire playstyle is unorthodox and optimized for style.
- Yuuki: A sort of rising star F-Nero player. Has been improving a lot lately and should be a go-to player to look for mid-high-level F play.
- Asciux - Found in main melty server
CHARACTER IN ONE SENTENCE: Unfair, insurance based brute force space denial character.
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.
Where C is the unstoppable force, F is the immovable object. 421x replaces deer with filth, a different and equally important tool to keep people still and a big factor in making people approaching you a huge risk. Also has a significantly larger 2C, so has an easier time hitconfirming from longer range. 236B lets you cover yourself fairly well in neutral, and coupled with 6C lets you bully people for days. F is also capable of getting very high damage from the right situations, thanks to 6C and crocodile. Better set of normals overall for playing a longer range than C.
No landing recovery on j.B only makes the button stronger.
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.
Instead of a conventional dash, Nero’s forward dash is a teleport, similar to Slayer’s. It is invulnerable from frame 1, but very slow to recover, although the timing to punish it is also very late, so late that people not accustomed to it might in fact whiff a premature punish.
In F-moon this also becomes his back dash, with identical properties. The teleport is useful as either a reversal, (be very sure that your opponent is committing to the wrong direction and hard or you will likely get punished) or moving to a safe position covered by one of your summons, usually EX Crows.
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.
With all neros, pressure via screen control is the name of all nero's game.using his 214A/B series in conjuction with cnero's 421B and fnero's 236B 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. His pressure truly shines in the corner after either an AT ender or a j.C ender as the last wallslam to be used. where he can freely land and plant a 421A to cover forward tech
Pressure is simple to understand with F-nero as he has stagger 2A, IAB j.B, IAD j.C, 6[C] that is +10 on block, and 6C that is +7 on block and is commonly special cancelled into 236B which is +15. with all of this at your disposal you also have one of the larger grabs in the game to boot that deals a good deal of damage for a throw, even with reduce taken into account. Now moving on to what to do for Okizeme or post j.C ender.
Any time with F nero that you score a AT ender and have 100% meter minimum you can so very similar things to what C nero does. Your initial options are listed below
- Air throw, 236C
- Air throw, 5[C] 236C
There are reasons to doing one over the other the former option is to get maximum frame advantage while the latter option is for a meaty 5[C] to keep people in check, such as using 5[C] against characters like satsuki and tohno that have good sweep options like tohno's slide or satsuki's 2C After that point you got a few ideas from there and they are also listed below.
- (2A/2B) 214[A] iad fuzzy(j.C dj j.B) Use 2B generally just to be on the safe side
- 2A, 9 late j.B or empty jump 2A
- walk up throw/bait
the ones in bolded are to illustrate the important of doing 2A/2B after 236C as it keeps the opponent in check if they try to dash out. If they try to jump out, you can guard crush them with 2C as it is AUB and go straight into an aerial sequence that is listed in the normal combos. if they try to either ground shield or Air shield the crows, you can ground and air throw them accordingly.
Next is j.C ender used for the last wall slam ender so if you look at the sequence below this is how it follows
- j.B j.C dj j.B j.C,(land) j.C, (land, 421A)
From here, is where F Nero places trap, filth behind him and monopolizes the space behind if the opponent happens to tech forward and is now sandwiched between nero and filth he can do the following
- 2AA, empty jump low
- 2AA 6[C]
- 2AA, late j.B
- 2AA, 2AA, throw
this is just a short list of things he is able to do with the former option leaving him +10 and close to nero for a 2A to follow up among other options. If they neutral or back tech, depending on how many air options they used up or have left are put into a dangerous spot of getting AUB by 3B, 5B or just face another round of pressure into 5[C] 236C if resources permits you to do so. With his simple yet robust its encouraged to try and be creative with how you apply this information based on the MU to prioritize j.C ender or Air throw ender
A rule of thumb
if the character has moves that let them stall in the air such as Hime's float you don't want to go for the 421A ender if the opponent can rps you post 236C ender meterless such as satsuki 2C you'd rather not go for that.
Make good friends with downback. Nero has slower than average normals, no forward dash, a mediocre airdash and longer than average jump startup. If you cannot commit insurance fraud with an already active summon, you’re going to play the same blocking simulator the rest of the roster has to, except worse. Again, do not be afraid to part with meter. Nero is not a meter-dependent character, he simply uses it very well. He has some very strong reversals to play with in every moon, so make use of them.
F’s own reversal, the insect swarm, is an interesting case. It is invincible very slightly into active and will, again, always at least trade. Notable traits however are the fact that it is plus on block and hit, and the insects keep going even if Nero himself is hit, meaning it acts as a very strong starter, netting you upwards of 4-5k on trade. However, it is also tiny vertically and easy to clear with a strong jumpin. However, opponents actively baiting this now risk getting shielded or even mashed out, so don’t underestimate the psychological power of simply having 100 meter. Has no pushback on shield, but is only punishable up close as the insects getting shielded so late into recovery means you will recover possibly even before your opponent. A strong reversal, and at its strongest when simply threatened, rather than used. If your opponent doesn’t respect the threat of it, however, feel free to make them.
F’s shield deserves its own paragraph. The shield counter is nothing special in itself, being identical to H. What is special, however, is the sheer reward of landing one. For the low low price of 100 meter,you can easily break 4k on lower defense characters with little effort from one. On high enough air hits you can even get this damage meterless if you’re quick. Keep this in mind, and combined with the threat of insect swarm, intimidate any potential offense with simply the fact that you have 100 meter in stock. A single slipup is going to hurt much more when you can mix up between having to eat 4k from a shield, a high reward trade-oriented reversal or bait shields and possibly give you your turn. 5B is an absolutely divine antiair, especially up close and can catch sloppy aerial approaches which are very much a possibility with how unnerving playing around your defensive options already is.
Also keep in mind that you can IH shielding, giving you what’s essentially a real, extremely expensive parry if you’re in MAX.
All videos have inputs on
- The go to combo
- Second one is generally off of counterhit 2A
- Third one you generally don't go for and is mostly a confirm off of a raw j.C starter)
- This is your standing confirm
- This is a harder but way more stable corner to corner route for lens/ryougi
- corner bnb
- The standing corner option
- This is a corner combo for when you want to squeeze the extra damage with a jB since on certain characters you'll be too far away on the go to bnb
- This is what you should go for off of a 6[C starter in the corner]
- This is your general midscreen 6[C confirm]
- Easier version for miscreen 6[C]
- And easier version for corner 6[C starter]
- Go to version for a 5[C starter (alongside a hitstop OS)]
- Easier version of 5[C starter (can't hitstop OS here)]
- This is in case you didn't OS and went for 236C no matter what
- This you will use either to squeeze that extra damage to close the round or if you're in max mode
- Meterless bunker conversion corner to corner
- Harder version with higher damage
- Unlikely to happen corner version
- Metered bunker corner to corner
- Metered midscreen version
- Unlikely metered corner version
- Post throw OS, covers no tech and neutral tech
Puts most characters in a bad position in back tech forward tech is the best option against this OS but it's basically a 50/50 (since he can just jump back jC to catch forward tech) and you still have to use either double jump or airdash to not go into the 5B 421A is also an ok option after throw
- This is a very easy throw combo
- Throw airthrow combo
- This is an unblockable setup
- I honestly don't know if i should even post this but this is the optimal combo period this also requires you to do a 1f link 2A after the 6C, unlikely to use
- Forgot to put an example of 421A ender
There's not much in terms of corner specifics outside of 5[C] starters, but here are some below
|Frame Data Help|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
|Damage||Base damage done by this attack.
(X) denotes combined and scaled damage done against standing C-V. Sion.
|Red Damage||Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-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.
|Circuit||Meter gained by this attack on hit.
(X%) denotes combined and scaled meter gain.
|Cancel||Actions this move can be cancelled into.
SE = Self cancelable
|Guard||The way this move must be blocked.
L = Can block crouching
|Startup||Frame when the first hitbox is present.|
+ denotes the frames before and after super flash.
|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.
|Recovery||Frames that this move has after the active frames if not canceled.|
|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 equal or less than this move's advantage, it will result in opponent hitting that move.
|Invul||The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected by certain types of attacks.
X y~z denotes X type of invincibility happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
6 or 4+QA
j.6 or j.4+QA
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