Hi, I have a few questions and don't expect anyone to answer them all. This is actually just my method of approaching fighters given my play-style.
I am almost certain that Nero is a good character of choice for me, so...
1. In guarding his front...
-how does Nero keep opponents from approaching him directly via dash up (e.g., notable normals and specials/mobility etc)?
2. In guarding his head...
-how does Nero keep opponents from approaching him from the air (via IAD, sj'ing, etc)?
3. On defense...
-what are some of his unique options of breaking pressure (whether it be taking the offensive or returning the match to neutral)?
4. On offense...
-Nero does not have the health lead: how does he go about establishing his offense? what are his mix-ups and general windows of attack?
5. What is Nero's most efficient range (close/mid/far)?
6. Which characters deserve special mention with match-ups in mind (who has to be handled especially differently)?
**I am posting this now with intentions to return and continue to read up and apply answers on my own, but if discussion is sparked in someone, please feel free.
I hope you can accept my answers. I myself am not a very good Nero player.
1. You can try A deer (421A). It makes people think of striking Nero from the front or from anywhere for that matter cos getting hit by the deer=free combo, unless you got knocked down.
2. Again, A deer can help in an air approach. In fact, A deer is more effective in scoring an air counterhit. You can also try 2C. It has quite a decent vertical range and it's air-unblockable like most normals. Even if you trade hits, it's still in your favour. You can also try 5B to somewhat control space both horizontally and vertically. Very punishable though. One more would be B crow (236B) but it's mainly to make people think before doing the aerial portion of a BnB. You can use A snake (214A) to bait jump-ins. If they didn't see it, free 3k. If they saw it, they'll stop attacking to block it and you can start pressure.
3. IMO Nero has shitty options in escaping pressure. I suppose wake-up dash is unique to him but it's extremely punishable if your opponent sees it. His only EX wake-up is EX claw (63214C) but it's also extremely punishable if they see it. Other than that, you can use the universal methods of escaping pressure like jumping out, bunkering and dodging.
4. Nero has the second highest defense in the game, second to Akiha. I suppose Nero's offense would consist of approaching with IAD jB and using his range to his advantage. Know the range of your attacks like 2B and 5B. The first hit of 5B is very good in close range from what I hear. Be careful of bunkers. Don't always let all the hits of 2B to connect. It's very easy to bunker. And always use his zoo to his advantage. Don't just spam them for you'll get punished. Know when to use them.
5. I guess it's obvious Nero's best range is far.
6. Warc. Blood rings fish-out counterhits from jC and the like. I think there are more but I'm not sure.
Hope all this helps. Somebody correct all the parts I got wrong.