Melty Bread Forums
Atlas Academy => Melty Blood: Act Cadenza => Nero Chaos (Nrvnqsr) => : linalys September 02, 2007, 12:44:53 PM
When's Melty on Steam?
ahaha that's no--wait, what?
-
This is secretly an anti Nero thread in the Nero forum disguised as a helpful list for Nero!
Everyone (who has played against Nero) knows and loves 4c. But you have to be careful as you can't just completely spam it at will (or can you?). This is a list for people to contribute what Nero has to be careful of as he's pushing those buttons. Obviously if you shield, bara, or dodge it (either by being too close to Nero or command dodge) you can punish him but what this thread is concentrating on (hopefully) is what you can do after a blocked 4c.
Short Characters: (Only tested Ren, Miyako, and WRen)
These characters don't have to worry about crouch blocking 4c as the 2nd hit will always miss them.
Ren
Ground block:
TK EX Ice
A little hard but is quite doable, the closer you are the easier. Probably won't get the best amount of hits as you basically have to aim for his feet to hit him in time IMO.
Air block:
EX Ice
Obviously this is a bit easier than the ground version.
Special notes: Ren can catwalk under 4c.
Miyako:
Ground block
623c
Have to be really close to Nero but Miyako's fastest move is capable of catching Nero before he recovers.
236c
This isn't distance dependant at all since she always moves the same distance forward regardless of how close to Nero she is. Timing seems really tight though, might be forced to reversal just to hit Nero.
Air Block:
No options
WRen:
Ground block
623a
Can't be too far away but this is the punish of choice as it leads into combo into knockdown.
2b/5b
Won't really lead into anything but you can tag him with these. But why? Just use 623a.
214b
Needs to be pretty close, doesn't really lead into any better options than 623a.
Air Block:
No options.
Normal Characters (They have to block 4c crouching or the 2nd hit will hit them)
Satsuki:
Ground Block:
214a/c
Both work as long as you're close enough, which is actually pretty far. You probably only want to use 214a unless you're close to a corner. But if you really want/need that damage go ahead and use 214c.
Air Block:
No options.
Hisui:
Ground Block:
Arc Drive
Not a bad option, isn't very hard and leads to good damage. You just have to be in heat/max which isn't always going to be the case.
EX Dust
It comes out in 2? frames so it's definitely fast enough, but if you're close enough to use this and hit Nero, you're close enough for the 4c to miss in the first place? Might as well just do a normal combo.
Air Block:
236c
Needs to be so close you generally will never be in a position to punish with this, but it's possible. a/b versions don't seem to have enough range.
Tall class (Do Nero and Wara go here? Probably not, dunno yet.)
-
wait, i thought you couldn't air block this move...
and i doubt WLen counts as a "short" character. her hit box is taller than Len's
-
First hit is unairblockable, second is blockable.
WRen's hitbox is small enough for the 2nd hit to miss.
-
Ciel
Ground block:
236C - Pretty obvious. Covers the whole screen so spacing isn't an issue.
Air block:
? ? ?
-
KohaHisui (as Kohaku)
Ground Block:
214xx. Why get your hands dirty if you can have your little sister do the work for you, lol?
63414C (heat mode only). Though, if you're gonna do this, you might as well bara it, but I think it's never too late.
Air:
Dunno, since dummy mode is absolutely useless when tagging Kohaku, I haven't tried any air options yet. >:(
-
W.Arc
j.2c
clash, clash, AHAHAHAHAHA! >:D
623a/b/c
look at that! how did i suddenly get in range? :mystery:
c
hey, a hit is a hit
-
Hey, add some formatting to your sections to make it easier to read, thx
-
Gimme a nice table I can copy then! I dunno how to do format on a forum page. :psyduck:
Besides for all I know you just want to read your own counter list that much easier! I'm on to you!
-
In Japan, no matter where I played after a 4c I was punished with Nanaya's 214b and Arc's Arc Drive. 100% of the time.
4c is complete and utter shit. All air moves (with decent priority) go through it like butter and against good players everyone just shields right through it.
-
In my experiences as kohasui, if you clash nero's 4c just cancel the clash into 5c and then 2c if you clash again. Both of these attacks have clash frames on the first frame of startup and they go through 4c's clash like butter. If you are pro you can cancel the first clash into an arc drive for instant 3k damage too.
Otherwise:
Ground Block:
If you are too far away to combo normally:
2c > 22b/22c
INSTANT PLANT SETUP HAHA
214b/a
How reliable this is depends on how far away hisui is.
AD
Self explanatory
Air Block:
I haven't tried these but they should work
j.214a/j.214b
Land then combo with 5b into air combo
j.C
you might have to airdash if you aren't close enough.
-
Nanaya can 214B punish it on block I think.