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Author Topic: F-Nero General Strategy  (Read 5646 times)

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Offline LivingShadow

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F-Nero General Strategy
« on: June 20, 2012, 01:23:35 PM »
There doesn't seem to be any discussion on this character, but I'd like to get some talk going.

I've picked up F-Nero as a sub over the course of this past fall and I have the basic combos down. However, I'm having trouble applying pressure in the corner after an airthrow. For the most part I land EX crows and then either 2b, BE6c, or throw, but I can't seem to get anyone to respect it. Should I be using antlion instead of crows? (if so a or b?)

I also presume that using 421a after a throw into the corner is correct for catching techs.


Also, just because:

Corner combo off of BE6c 100% meter
BE6c~BE5c236c AT 2c j.c j.c AT 4.5k against VSion

Offline Sashi

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Re: F-Nero General Strategy
« Reply #1 on: June 20, 2012, 03:31:03 PM »
Get them to respect and then 2[C]~ Knock down their guard damage, make them nervous~

EDIT: By the way, 6[C]5[C]6[C]6C into tricks is way more hype. Also does 4k with just that. Add in air combo and it's easy 5k. Meterless. Man, Nero is a dumb character.
« Last Edit: June 20, 2012, 04:18:51 PM by Sacchin 22A »
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Offline LivingShadow

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Re: F-Nero General Strategy
« Reply #2 on: June 20, 2012, 04:50:03 PM »
Get them to respect and then 2[C]~ Knock down their guard damage, make them nervous~

EDIT: By the way, 6[C]5[C]6[C]6C into tricks is way more hype. Also does 4k with just that. Add in air combo and it's easy 5k. Meterless. Man, Nero is a dumb character.

The thing is getting them to respect in the first place. Should I just land->crows->2c or what?

As for the combo, just felt like using EX crows in a combo for the hype.

Offline Irysa

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Re: F-Nero General Strategy
« Reply #3 on: June 21, 2012, 01:25:12 AM »
F-Nero is not the moonstyle for offensive pressure, but he gets better defensive area denial

I honestly prefer to omit airthrow and land 421a then fish for airtech and anti air with 5b. Teching forward causes you to get caught in the 421a. This doesnt work vs chars who have the ability to move themselves a really long way after a forward airtech but you can still chase after them.

The other option they have is to not to tech at all which lets you drop whatever the fuck you want/get in range for a potential techpunish or get close enough to 6c pressure.

6c is + frames by itself, and doing 6c 236b 6c 236b strings when you are up close is both anti mash and looks very mashable.

If you airthrow, you can do 214c for ex gator and then guess on either 3c to catch people jumping out, or walk up and throw them for a shitload of damage.

If you're going to ex crows in the corner you should probably learn to do the fuzzyguard with 214[a] as well.
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[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline LivingShadow

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Re: F-Nero General Strategy
« Reply #4 on: June 21, 2012, 05:20:27 AM »
F-Nero is not the moonstyle for offensive pressure, but he gets better defensive area denial

I honestly prefer to omit airthrow and land 421a then fish for airtech and anti air with 5b. Teching forward causes you to get caught in the 421a. This doesnt work vs chars who have the ability to move themselves a really long way after a forward airtech but you can still chase after them.
This is what I've been doing when I can't connect the airthrow for whatever reason. I'll keep that in mind.
Quote
The other option they have is to not to tech at all which lets you drop whatever the fuck you want/get in range for a potential techpunish or get close enough to 6c pressure.

6c is + frames by itself, and doing 6c 236b 6c 236b strings when you are up close is both anti mash and looks very mashable.
I'll keep this in mind, the pressure strings I've been using have too much pushback.

What's the confirm off of 6c? 3c?
Quote
If you airthrow, you can do 214c for ex gator and then guess on either 3c to catch people jumping out, or walk up and throw them for a shitload of damage.

If you're going to ex crows in the corner you should probably learn to do the fuzzyguard with 214[a] as well.
I heard this fuzzy guard mentioned before. Is it (deep) j.b 214[a] j.b?
« Last Edit: June 21, 2012, 10:09:53 AM by LivingShadow »

Offline Irysa

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Re: F-Nero General Strategy
« Reply #5 on: June 25, 2012, 07:16:29 AM »
6c 236b 6c is an automatic hitconfirm and frametrap. you can just do air combo after it or w/e since 236b launches. 6c 2a or just 6c 6c 6c repeatedly is also legit.

And no, thats not quite how the fuzzy works. You want to do 214[a] then iad jb, rising jb, then release the 214a. Fnero somewhat struggles to "set up" the fuzzy compared to C though. You either need some very precise spacing midscreen (sort of luck dependant) or get them to fully respect after a 5[c] or 2[c] (possibly with 236a, or 236c like mentioned before or whatever followup) so you can 214[a] then iad jb into fuzzy.

One of the important plus sides to his fuzzy is also that if they successfully block it you keep momentum.

Other tidbits, in pressure, throw out 214[a] when not too far (a few 2as or early 2b cancel), then 3c immediatly and hold up forward. If they jump you get air combo off the 3c and if they block your 214[a] keeps you safe and you can throw out more summons.

Do not play f-nero if you want to like, establish offensive space control with summons and then move in, that is what C is for. Like I said, the character works better when you work to severely limit the vectors the opponent has to work with, and then intercept them or move in when they are trying to figure out what to do.
When you are just trying to get people to respect your basic blockstrings you have to look at what they are disrespecting with. If they mash backdash or jump a lot then 5[c] and 2[c] work well, if they are spamming high shield or low shield you swap your 5 or 2 [c] respectively, if they are spazzing dp start canceling off 2b etc. Once you get people to start respecting a boring blockstring of 2a staggers 2b 5[c] or w/e then you can start being more lame with rising jb falling jc kind of crap or iad jump hold back spaced jb to frustrate people.

And just be a fag with jb beacuse that move is overpowered.
« Last Edit: June 25, 2012, 07:28:48 AM by Irysa »
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline LivingShadow

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Re: F-Nero General Strategy
« Reply #6 on: June 25, 2012, 01:02:59 PM »
So for the Fuzzy you're working with the range of the j.b to connect when rising. That's what I thought, but I had the order wrong.

Zoning wise, I think I have the idea. I've been favoring 236b after 5[c] to prevent my opponent from just dashing right at me. Then when they come at me I meet them with j.c, 2c or 3c. At extremely long range I sometimes throw out 421b then IAD which forces them to jump or get stuck on the ground.


Also, j.b everything. It functions as a crossup too.