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Atlas Academy => Melty Blood: Actress Again => Nero Chaos (Nrvnqsr) => : Ultima66 November 02, 2008, 08:19:54 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: MBAA Nero
: Ultima66 November 02, 2008, 08:19:54 PM
I can't believe no one has made this thread yet. I played Full Moon today (yeah I've been playing a lot of full moon just to see the changes and since I know I can't really get anything out of other styles since I can't do execution on a stick).

Normals:
-5C is rhino. That shit is AMAZING. Very fast, huge range, combos into 4C for launch.
-6C is mouth. Short range and I hit it accidentally, but 6[C] is a fairly fast grounded overhead for Nero, and it hurts. I saw someone win with 6[C] 6C once, and I don't know how valid comboing out of it is out side of the corner, but 6[C] alone hits for like 1800. If you can get like 6[C] pause 5C 4C j.C x3 j.throw I'm expecting something like 4500 damage from a simple overhead mixup.
-2C is now the NAC 6C thing. Don't complain about it, it might not have quite the vertical range as his old 2C, but much better horizontal range is nice. Also it DOES have a solid vertical range. Don't know what charging it does, but it's chargeable and a fairly fast charge. 2BC is a working launcher.
-2A is a bit shorter, 5A is about the same, 2B is the same.
-5B is choppers. Less range than old 5B of course, but it's much faster. Unsafe though, but it's powerful AA if they don't outrange it.

Specials:
-236A and C are the same. We all know what 236B does so I won't elaborate.
-214A/B are antlions now, and 214A is worse than before I think. I didn't hit with it, but it seems to just be a single launching hit now rather than the old chewing thing, and it moves faster so it's no longer as good for setups or what not. 214B looks basically exactly the same. Maybe it has a slightly bigger hitbox or something.
-214C is the giant gator. It's stupid and you really shouldn't use it. Range is good but it's slow and probably will never hit.
-421 is now creepers. 421A goes behind, 421B in front, 421C around the screen several times.
-63214C is now mosquito swarm. It doesn't do as much and doesn't wallslam like the old claw, but it's not disadvantageous on block.

Honestly I really like full moon Nero and don't see why people aren't playing him more. A good 5C is a huge gain and a solid 6C doesn't hurt either. The losses seem quite small, like 236B is now different but I wouldn't say worse, and deer vs creeper is debatable but I don't think creeper is bad. 5B is definitely the biggest loss, but the new 5B doesn't suck.
: Re: MBAA Nero
: liger November 11, 2008, 04:26:07 PM
Here's a pretty nice MBAA video of Full Moon Nero I found at random. Nero starts at 1:38 and continues through the rest of the video. The player seems pretty skilled, and shows off a lot of what Nero can do in MBAA.

http://www.youtube.com/watch?v=F9GvjIXAEaQ
: Re: MBAA Nero
: ಠ_ಠ Dizzynecro November 12, 2008, 08:30:04 AM
Does giant gator maybe have invincability like old arm super?
: Re: MBAA Nero
: Ultima66 November 12, 2008, 08:33:35 AM
Does giant gator maybe have invincability like old arm super?
Bee swarm does, which replaces his arm super. Gator replaces EX Snake, and doesn't look all that good. It looks like EX Snake but only if they're close to you.
: Re: MBAA Nero
: ಠ_ಠ Dizzynecro November 12, 2008, 09:15:32 AM
Lol ok so gator has inherited uslessness of 5c. Cool that bee swarm give invincibility.
: Re: MBAA Nero
: c-nero 5[c] December 04, 2008, 03:38:37 PM
you say the new 5b is faster than the old one, you do realise old 5b was 5f right?
: Re: MBAA Nero
: Ultima66 December 04, 2008, 07:48:42 PM
you say the new 5b is faster than the old one, you do realise old 5b was 5f right?
Really? I just know it seems less obvious when a Nero throws it out and it's reach is a lot shorter.
: Re: MBAA Nero
: c-nero 5[c] December 06, 2008, 12:28:27 AM
well nero 5B was like his best move for point-blank, was fast as hell, had decent priority and easily linked into combo.
: Re: MBAA Nero
: Fui December 29, 2008, 07:04:46 PM
well nero 5B was like his best move for point-blank, was fast as hell, had decent priority and easily linked into combo.
Yeah...no. While the 5f is true, you need to look at the hitbox. Anyway, if you played nero to a competitive level you'd know better than to use 5b like a 5a/2a. It's very different.
: Re: MBAA Nero
: BurstOfAnger August 08, 2009, 05:38:44 AM
Bump with something either of or not of interest.

http://www.youtube.com/watch?v=YIUFlAj_o6E&t=4m48s

That mantis claw didn't look like the normal mantis claw....
: Re: MBAA Nero
: Fui August 08, 2009, 04:55:47 PM
9:10, right? Can anyone confirm what the input is?
: Re: MBAA Nero
: Yukarin August 09, 2009, 12:09:23 AM
It's the last hit of the H-Moon 5a6aa move.
: Re: MBAA Nero
: testament101 September 03, 2009, 10:31:55 PM
about 236B...um...what makes the crow fly at them like the 236A version...sometimes I see it and it will just hover there and atk when it's near the opp. and sometimes I just see it stand there then fly at them like 236A whats the deal?
: Re: MBAA Nero
: Tempered September 04, 2009, 01:45:49 AM
for h-nero? i believe it'll hover for like 2-4 seconds before flying downwards. no special inputs necessary for activating it.
: Re: MBAA Nero
: Ultima66 September 04, 2009, 07:27:03 AM
about 236B...um...what makes the crow fly at them like the 236A version...sometimes I see it and it will just hover there and atk when it's near the opp. and sometimes I just see it stand there then fly at them like 236A whats the deal?

There's a couple of different crows for Crescent. There's a whole series of 623A/B/C crows.
: Re: MBAA Nero
: testament101 September 04, 2009, 11:06:51 PM
I just meant for F-Nero. 
: Re: MBAA Nero
: Syxx September 28, 2009, 10:44:53 PM
which is better, F or H?  In Nero player's opinion.
: Re: MBAA Nero
: Arlieth Tralare September 28, 2009, 11:15:20 PM
Overall, F-Nero is the best. EX ground fog lockdown and sonic boom crow are awesome. However, H-Nero EX Wasp is essential for certain matchups like M.Hisui and Red Arc who spend all day in the air and need some way to apply anti-air pressure.
: Re: MBAA Nero
: Irysa September 29, 2009, 07:06:10 PM
C's 623 crows can go up in the air though Arly.

Admittedly it's not as good as Ex mosquito but yeah, they can track the level.

C is still a pretty solid choice imo. It's bare MBAC but gets the job done, although I would agree that F is better and H is better for certain matchups.
: Re: MBAA Nero
: Arlieth Tralare September 29, 2009, 10:46:36 PM
Without MBAC EX Deer, Crescent just doesn't seem as effective as it used to be. He's still viable as a character, but I don't think he has matchups that would excel past Half or Full. If Crescent had MBAC EX Deer, it would be a different matter all together.
: Re: MBAA Nero
: Irysa September 29, 2009, 11:46:50 PM
Yeah, EX deer feels a lot weaker with the stage size increase and the like.

Although japanese players typically always went for the ex crows setup in the corner in AC back before anyway.

I think the real reason I'm still playing C with people is that I'm just too lazy to learn how to hitconfirm differently with F, and his lack of general antiair...H's lack of ex crows feels so odd as well. I dunno really what to do when I airthrow someone into the corner with him besides basic meaty or terrible 2a whiff walk up throw.
: Re: MBAA Nero
: Fui September 30, 2009, 09:25:11 AM
I'm actually quite happy with C, since he's definitely been buffed. Being able to combo off antiair 5b is already a huge plus. They're all viable as characters to use IMO. I haven't even tried out the 623 crows yet.

I've been trying to learn F-Nero in arcades but it feels kinda different. I'm having trouble even connecting the airdash (doesn't go through or something?) after jC...dunno what's up with that.

Hopefully I won't be bitching about him in the future because he feels very solid right now compared to MBAC. MBAA just seems more intense than MBAC because of the seemingly more effective blockstrings, higher damage/execution combos, and more ways to reversal.

Mosquito and Sludge seem great, but I actually prefer MBAC deer since it doesn't run away once you get hit. It seems quite easy to interrupt your seemingly huge amount of pressure (shield counters, CH, etc).
: Re: MBAA Nero
: Ultima66 September 30, 2009, 09:36:35 AM
I'm actually quite happy with C, since he's definitely been buffed. Being able to combo off antiair 5b is already a huge plus. They're all viable as characters to use IMO. I haven't even tried out the 623 crows yet.

I've been trying to learn F-Nero in arcades but it feels kinda different. I'm having trouble even connecting the airdash (doesn't go through or something?) after jC...dunno what's up with that.

Hopefully I won't be bitching about him in the future because he feels very solid right now compared to MBAC. MBAA just seems more intense than MBAC because of the seemingly more effective blockstrings, higher damage/execution combos, and more ways to reversal.

Mosquito and Sludge seem great, but I actually prefer MBAC deer since it doesn't run away once you get hit. It seems quite easy to interrupt your seemingly huge amount of pressure (shield counters, CH, etc).
Full Moon characters cannot airdash cancel normals. It's the same for every single Full Moon character in the game.
: Re: MBAA Nero
: Ice Queen Lotus September 30, 2009, 10:39:57 AM
I love that fucking wasp. :psyduck: I haven't played around with it enough yet, but I'm pretty sure it has the potential for some stupid combos.
: Re: MBAA Nero
: GenericSuperhero September 30, 2009, 05:24:21 PM
my take on mbaa neros

(4)C nero on ps2 is still a good choice because of a few reasons.  Combo off of 5b is super strong, claw as invul ex, ex crows, deer doesn't disappear when you get hit.  C is probably the strongest in matchups where the opponent is a high priority counterhit fiend, especially cwarc or fakiha.

H nero got nerfed on ps2 because now he can't effectively combo off of 5b, otherwise i'd say he's no1.  Ex wasp is too expensive to count on to lock down jumpy counterhitty opponents but it can be used for that.  I think it's better suited for getting multi summon pressure going.  The dash means hnero plays the strongest up close pressure but at the same time puts him at greater risk to reversals.  Lack of ex crows means his pressure is more aggressive and more straightforward.  He retains mbac snakes, which for me as "that snake guy" makes him excerent.  Dash means better mobility, and also means Hnero has better options against people with unblockable air dp's.  the new A crow is super strong in pressure and so far is my safety move.  Hnero is more yomi heavy, strong all around

Fnero's 6c mouth got nerfed hard.  I don't have framedata to support this but I'm very confident that the charge time got quite a bit slower (any scrub can throw on reaction) and the normal attack time also got slower (no longer useful as a ghetto whiff cancel).  I think 5c rhino also got a bit slower, but not sure.  Fnero's normals have the greatest priority out of the neros and his pressure is the least susceptible to random reversals.  normals and nature of summons give him the safest summon setups.  his pressure is essentially strongest from neutral, and he's got great potential for trix.  3c is an acceptable antiair but not easy to confirm.  5b is kind of poor and rarely useful.  2c is occasionally useful as antiair and spices up blockstrings, that's about it.  fnero is probably the strongest in matches against long range or zoning characters, but takes a very good sense to use properly in neutral.  strong all around though, and has an ex reversal option as well as ez mode f shield
: Re: MBAA Nero
: Fui October 02, 2009, 06:24:45 PM
I'm actually quite happy with C, since he's definitely been buffed. Being able to combo off antiair 5b is already a huge plus. They're all viable as characters to use IMO. I haven't even tried out the 623 crows yet.

I've been trying to learn F-Nero in arcades but it feels kinda different. I'm having trouble even connecting the airdash (doesn't go through or something?) after jC...dunno what's up with that.

Hopefully I won't be bitching about him in the future because he feels very solid right now compared to MBAC. MBAA just seems more intense than MBAC because of the seemingly more effective blockstrings, higher damage/execution combos, and more ways to reversal.

Mosquito and Sludge seem great, but I actually prefer MBAC deer since it doesn't run away once you get hit. It seems quite easy to interrupt your seemingly huge amount of pressure (shield counters, CH, etc).
Full Moon characters cannot airdash cancel normals. It's the same for every single Full Moon character in the game.
Gee that explains it.
: Re: MBAA Nero
: Nightvoomer October 02, 2009, 10:54:02 PM
What you can do is IAD in the after the J.c and its just like you airdashed, but since you it used up your jump you have to land then sj j.c to continue. You can also do j.b delayed j.c jc j.b delayed j.c and if you do it right you will be really close to the ground and be able to jump up and continue combo if you are half the screen to the corner.  In my experience 5b has been gdlk anti air. F snakes have been useful anti jumpins  and when they hit you out of snake recovery and jump for me since it has a pretty good hitbox off the ground. Losing macro throw with held snake is kinda lame with C, but the new held crow is good. Overall I don't like F too much except for bull snakes and 5b.
: Re: MBAA Nero
: Syxx October 03, 2009, 11:10:21 PM
i'm playing F as my main char now

is there any point to 6C?
: Re: MBAA Nero
: Nightvoomer October 04, 2009, 07:29:34 AM
its +8 on block
: Re: MBAA Nero
: Syxx October 04, 2009, 08:46:18 AM
oooo ok, nice
: Re: MBAA Nero
: GenericSuperhero October 21, 2009, 04:53:40 PM
in what situation do you use f 5b?
jiyuna also commented on it being the shit but i haven't really found it to ever be better than the c antiairs
: Re: MBAA Nero
: judge_rl October 22, 2009, 11:49:14 AM
New to the Melty series guys and decided to start w/ Chaos. Expect me to ask questions and check more into this character myself (and, hopefully, contribute).

btw, I watched the vid of you playing during BBG (?) GenericSu and you looked pretty solid. Ciel seemed to be a tough one.

: Re: MBAA Nero
: judge_rl October 31, 2009, 05:38:05 PM
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.
: Re: MBAA Nero
: BurstOfAnger October 31, 2009, 06:06:50 PM
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.
: Re: MBAA Nero
: judge_rl October 31, 2009, 09:03:39 PM
Thank you very much. I am having the hardest time keeping my opponents from buzzing over and around my head, so I am really focusing on breaking that annoyingly abusive strat. Specifically, the chick with the red hair and 2 air dashes, x-ups, and dumb front/back/top/bottom hit-boxes on her air 'normals'...
: Re: MBAA Nero
: BurstOfAnger November 01, 2009, 12:05:47 AM
VAkiha? Use some deers on her.
: Re: MBAA Nero
: GenericSuperhero November 02, 2009, 10:25:21 PM
http://www.meltybread.com/forums/mbac-specific-85/nero-flowchart/

^very comprehensive

2c versus people above your head if you're crescent or half, 3c/2c for full
IAD's from the front beaten by 5b
ground approach gets beaten by any ground summon, 4c (loses to most normals that are already active), A crow (if opponent is tall enough), shield, running away

heat to break pressure with crescent, shield with h and F, shield bunker with H
63214c with C/f
never dodge

read old MBAC section for offensive options
nero's most effective range is every range
close up he's vulnerable to dp's and mashing like anyone else
in MBAA many characters have a better full screen projectile than him so you have to approach to some extent

Projectile heavy characters are good against nero (mech, ciel, hsion, faoko, etc)
characters with very high priority air normals are good against nero (almost everyone)
: Re: MBAA Nero
: Syxx November 06, 2009, 04:36:01 PM
f-nero all the way

aka f-kuso
: Re: MBAA Nero
: GenericSuperhero March 24, 2010, 12:08:17 PM
arcade version you could summon 3, console 2 is the max
: Re: MBAA Nero
: MrDizz March 25, 2010, 11:53:40 AM
Ahhh ok i see.thx for the answer!
: Re: MBAA Nero
: testament101 March 28, 2010, 10:20:26 PM
Thank you very much. I am having the hardest time keeping my opponents from buzzing over and around my head, so I am really focusing on breaking that annoyingly abusive strat. Specifically, the chick with the red hair and 2 air dashes, x-ups, and dumb front/back/top/bottom hit-boxes on her air 'normals'...

dealing with VAkiha is easy...j.C all day(j/k of course).  V.Akiha likes to stay in the air a lot and J.C has so much range on it that it will make her guard in the air unless she's right beside you or something.  You can zone her very well with it. Don't get too predictable with it or they'll just start parrying it.  The threat of j.C will make her stay on ground where she's easier to fight IMO.  This is mostly the vibe I get from playing a H V.Akiha a lot.  She just has trouble getting around that move and she can't do that much to get around the ground summons w/o jumping.
: Re: MBAA Nero
: Abstract Nonsense March 29, 2010, 10:38:46 AM
The threat of j.C will make her stay on ground where she's easier to fight IMO.

Work airthrows in too imo.
: Re: MBAA Nero
: MRHAN April 08, 2010, 12:16:16 AM
this thread needs more HOOOOAAAAA!
: Re: MBAA Nero
: GenericSuperhero April 09, 2010, 07:41:21 PM
mrhan post a playvid of yourself i'm curious
: Re: MBAA Nero
: Shlowpoke May 02, 2010, 08:42:49 AM
Is there any way out of this arc drive setup?

http://www.youtube.com/watch?v=fXup0cLH38U#t=2m38s
: Re: MBAA Nero
: Tonberry May 02, 2010, 09:56:35 AM
Is there any way out of this arc drive setup?

http://www.youtube.com/watch?v=fXup0cLH38U#t=2m38s

Wakeup bunker, though I wouldn't use it if it doesn't wallslam since he can probably neutral tech and still combo off ex crows.  Half moon characters and maybe some Crescent/Full characters with better bunkers can time bunker right before the arc drive hits to avoid it.  Len might be able to catwalk after the 2a before the EX crows hit her and dodge it outright.  H/F Kohaku can probably get away with 214b on wakeup. 
: Re: MBAA Nero
: Shlowpoke May 02, 2010, 02:21:22 PM
Wakeup bunker, though I wouldn't use it if it doesn't wallslam since he can probably neutral tech and still combo off ex crows.

After I read your reply, I watched some more videos and saw two different players try dash forward shield on wakeup. Not sure if there's really enough time to do it, but theoretically that would stop the 2a and get you out of ex-crows range.
: Re: MBAA Nero
: GenericSuperhero May 04, 2010, 04:35:01 PM
this will never happen to you in america because i don't do it
: Re: MBAA Nero
: Abstract Nonsense May 06, 2010, 02:34:50 PM
FNero pressure against characters with projectiles.

What do you do? Regular old summon lockdown stuff is super risky there.
: Re: MBAA Nero
: GREEK May 09, 2010, 12:19:26 AM
it seems to me that in my 5 times playing this game (doesn't mean i suck... seriously :'() people just don't fucking stop moving around and attacking.
punish them for that!
end blockstrings with a crow, but mix that shit up!
land with j.c when you're far away, that shit shooulddddd work.
anti air with standing b (i play f nero and this works pretty decently)
never tried 3C
use down charge c in mixup blockstrings and always mixup your fucking blockstrings!
haven't really found a use for b snakes for f nero. a is much better. its also a great get the fuck off move. summon a worm and let em try to attack you, they'll eat a counter hit
all this shit is highly abusable.
go Nero!!  :toot:
 :V :prinny: :teach:
: Re: MBAA Nero
: heir May 09, 2010, 08:20:36 AM
 :psyduck:
: Re: MBAA Nero
: Abstract Nonsense May 09, 2010, 08:17:05 PM
:psyduck:

Pretty much that.
: Re: MBAA Nero
: GenericSuperhero May 15, 2010, 09:31:13 AM
abstract: fnero vs ranged characters:
part 1: be patient
part 2: be good enough at shielding to sit there and shield all the normal projectiles and if they're not zar they'll get frustrated and do something else
3: charge your meter when they're waiting for you to come in and die, then go in with lots of meter or even max if they let you
4: shield into snakes and then pressure, or shield/crow to make an equal ranged exchange
5: lots of fake offenses mixed with just landing and projectile exchange
6: don't attack from cross screen, advance gradually and cautiously
7: ex special when you really need to: ex crow from midscreen or ex snake will at least stop the shooting
8: if you can get it down, B sludge will stop them from shooting for 3 seconds or so

basically the idea is just to not get hurt; if a ranged character isn't hurting you at long range he's not winning.  and if you're gaining meter or you've got a health advantage, you're winning.  they'll probably start playing the game if they're not winning
: Re: MBAA Nero
: BurstOfAnger May 15, 2010, 05:58:40 PM
7: ex special when you really need to: ex crow from midscreen or ex snake will at least stop the shooting

Except that F-Nero doesn't have Ex Snake. Ex Gator won't do much in stopping the shooting...
: Re: MBAA Nero
: GenericSuperhero May 16, 2010, 06:08:40 AM
it's a delayed, miscreen ex snake that functions like a giant version of the antlions.  it has its uses, trust me and think about it
: Re: MBAA Nero
: Abstract Nonsense May 16, 2010, 02:12:02 PM
it's a delayed, miscreen ex snake that functions like a giant version of the antlions.  it has its uses, trust me and think about it

Sometimes i like to throw it down when people are hovering above my head and only have either one air dash or one double jump left.


Okay lads, let's talk about zoos! Have been messing around with some things and was wondering, what are the major fuzzies and mixups that you guys use? What about the more esoteric and situational ones? Seeing as how Nero has a seemingly bottomless well of gimmicks, we might as well start exploring that in earnest.

One thing, how well can you run fuzzies with JUST ex-crows, is it even possible? For example, with FNero, one of my current things is to do 5B 2B 2C(blocked) ex crows. Then, if you think they're going to block crows, drop an A Lion and sj at them. Then you can do deep jB 8/9jB -A- -> combo. Or you can do deep jB -> land 2a/2b. You also get your standard a lion throw gimmicks on top of that.


(This also works without Ex-Crows. All you really need is the A lion. What the crows do is cover the snake and the sj in. The problem with this fuzzy is that it's probably character specific and might now work on all characters. Have only tested it on VSion.)

Also, what do you think about having an A lion, jB (blocked) -A- iad jC? This setup doesn't seem very strong, aside from the fact that you can alter the height of the jB to get 2 or 3 hits off of jC. Same with any jC set up really, such as ex-crows -> jB (blocked) -> jC.

Oh, and stumbled upon something kind of douche-tastic. How big is the gap in 5B 2B(blocked) 421C? Between the 2B and the 421C that is? Depending on the size of it, something that might be effective is 5B 2B (blocked) 421C after airthrowing into corner.

Since 421C pulls people out of corner, what you can do with this is on the first pass back, you can use 2B, 2C, B snake, or B crow to push them back into corner from that distance. Then, you can sj jB at them. Depending on when you sj and when you jB (deep or regular) you can get crossup/non-crossup jB, or land behind/land in front 2a/2b.

You can get further alteration by changing when you cancel the first 2B into 421C.

Also if you do a non-crossup option you get to do it again.

 :V


Another way to set this up should be off of B Crow or B snake walk up pressure.
: Re: MBAA Nero
: Kumlekar August 26, 2010, 10:48:35 PM
Just wondering, as F-Nero, what should I be using to anti-air superjumps? In MBAC it was always 5B, but thats not an option with full moon.
: Re: MBAA Nero
: GenericSuperhero November 10, 2010, 05:22:53 PM
5b when they're low enough, 3c if they are within the range of the first hit (you have to time this wisely because 3c is slow to come out and can get hit before the active frame).  2c and charge 2c are not good choices against superjump but can be good against people chicken jumping or air spacing (be aware that the farthest frames at 45 degrees from nero's feet are not active frames)
: Re: MBAA Nero
: hobbes August 20, 2011, 07:57:06 AM
Hello guys. I have very poor execution and thought f-nero might be the character for me. I also tend to play a little defensively and I like to spend a second or so planning my next move or mixup. I really appreciate the advice in the thread so far, but I was wondering if anyone has the basic bnb for f-nero. I think they are vastly similar to c-nero, but I never really played him,

I guess I could check out the MBAC nero thread. But even if the comboes are pretty simple, I just would like a place to start before I start working on mixups, setups, and matchups.

The mizuumi.net wiki didn't really have any comboes in cresent or full, however I found this: http://www28.atwiki.jp/mbaa_666/pages/21.html
A translation would be cool too. Sorry for posting in an old topic, but I think this is where I belong..
: Re: MBAA Nero
: GenericSuperhero August 20, 2011, 09:11:12 PM
T_T at picking fnero because your execution is bad

rough guide to fnero combos:

fnero can't airdash; his max damage combos are different for fullscreen to corner, midscreen, and corner
fullscreen can be defined as comboing across nearly the whole screen and putting the opponent into the corner; the boundary for "fullscreen distance" to the corner can be approximated by cornering a training dummy and throwing him away from the corner: where he lands is the minimum distance from whence a fullscreen combo to the opposite corner is required

midscreen distance begins at the other side of this boundary
corner distance begins at this same boundary, but assuming that you're going to end the combo in the close corner rather than the far one

full screen max damage combo:
2a 2b 3c (one hit) jump forward- jb (both hits) jc (you must stretch the gap between the jb and jc as long as possible) second superjump forward- ja ja jc | land, superjump forward- jc,  second jump- jc airthrow

if you find it easier, you can replace the two ja's with a jb same as the first one, but it will work in less situations

if you hitconfirm the opponent when he's too far away from you, the first jb will only get one hit and your combo will fail; in this case use a shortened hitconfirm combo such as jb (one hit) second jump jb (two hits) jc followed by airthrow back into the corner or letting them wallslam the far corner

there is no easier fullscreen combo; if you can't execute this, then use the 3c starter and instead do jump jb (2) second jump jb (2) jc airthrow

midscreen you can use the same combo as fullscreen with slight adjustments, or you can replace the air component with simply jump jb (2) second jump jb(2) jc (lengthen gap between last jb and jc), land, superjump jc second jump jb (2) jc airthrow

starting at about 1-2 character widths past the boundary point, you can use a variation of the max damage corner combo:
2a 2b 2c 3c (1 hit) jump jb (2) second jump jb (2) jc (lengthen gap), land superjump forward jc second jump jc airthrow

at about 1 character past the middle of the screen you change the superjump forward to a vertical superjump and add a jb before the last jc. this is the corner combo, which is nero's max dmg combo

these combos aren't really that much easier than those of most characters in the game, if that's what you were hoping for.  if you want to get easy damage in the corner/midscreen just do 3c launcher into
midscreen: jb jc, second superjump forward jb jc, land superjump up jc, second jump jb jc airthrow
corner: jb jc, second jump, jb jc (lengthen gap), land, superjump up, jc (3 hits) second superjump forwards jb jc airthrow

remember that nero can only wallslam 3 times and jb is not prorated (so the more you stick in the better) and you can pretty much improvise
: Re: MBAA Nero
: hobbes August 21, 2011, 10:21:54 PM
Thank you very much GenericSuperhero. I do enjoy watching you play, and I think f-nero is really cool. I just am a poor player, looking to gain all the advantages I can. Appreciate the advice, gonna go practice ~
: Re: MBAA Nero
: Omicron Austin September 29, 2011, 10:07:44 PM
Hey guys, I was wondering if I could get any tips on my C-Nero.  I just started picking him up, but I don't really know how his gameplay should flow, how to do really effective combos, etc.  Plus, this is against an opponent significantly better than me.

It's 40 minutes long; you're going to see a lot of the same things, so I'd suggest skipping near the end to where I'm at least slightly more comfortable with the matchup.

http://www.youtube.com/watch?v=vRWCoh09mq8

Thanks in advance!
: Re: MBAA Nero
: GenericSuperhero September 30, 2011, 08:13:19 PM
if MBAACC picks up i'll write full scale nero strategy guides.  you can pick up combo basics and hitconfirms from jp videos; Luckystar/solty has the most cnero matches on youtube.  http://www.youtube.com/watch?v=zM6DXkx5EZE&feature=results_video&playnext=1&list=PLC1246A6F2AB02C0A  this video can give you a rough idea of game/pressure flow and combo basics; the jp vids can be confusing because they're usually one game long and luckystar has a very particular play style.

the basic cnero combo starter is 2a or 5b (1 hit) into 2b (1 hit) 2c jb (2 hits) ja   second jump jb (2 hits) jc (4 hits)
from here: if you're far from the corner, use airdash into jc and then land and superjump jc second jump jb jc airthrow.
if you're in the corner, just skip the airdash part.

basic nero oki after airthrow is ex crows or snake.  If you think the opponent will jump, use 5b as oki antiair (if you land 5b at a distance, confirm using jb or jc; 4c the way you were doing it will never work)  alternatively, you could walk up and force a simple 2a/5b/throw mixup oki.

you can get an idea of how the pressure chains work from the video.  2c is a long blockstun move that allows you to cancel into a summon safely by putting you at a safe distance and frame advantage (though this doesn't work on all characters).  if you're confident the opponent won't try to mash out, you can also cancel 2b into a summon; this has less frame advantage.  the idea of nero pressure is to use a summon to cover your pressure reset; after summoning you can airdash in, summon, some more, or whatever.  if the opponent tries to escape or attack you when you try to summon, you have to scare him by mixing up summon reset with meaty punishes; do this by canceling 2c or 2b into 5a and then using 4c to catch mashes and 5b to catch jumpouts.  once the opponent is scared, you can get creative and keep pressure going or decide to go for a throw.

as far as neutral is concerned, every player has a different approach.  generally, be conservative because your moves have huge recovery.  use summons when your opponent isn't harrying you to gain some neutral advantage and maybe a safe angle of attack.  summons in neutral, such as b deer, can also be used defensively to discourage or disadvantage an attacking opponent.  generally, use 5b and 2c as antiairs against appropriate angles of attack.  jc loses to most air moves in a conflict; this is mostly a zoning tool that you use to protect space or hit an opponent during move startup.

importantly IAD jb is the basic rushdown tool of nero because it has the best air to ground angle and performs better in counterhit situations.

against miyako, antiairs are very important but whiffing one will screw you over because she can punish.  you should try to gain neutral advantage by getting snakes or deer out in order to limit miyako's movement options; this makes her attacks suicidal and your rushdown safe.  with the ground covered by a summon, her only choices are to attack by air (exposed to your antiair), retreat, or block and then get caught in your safe rushdown.  4c will beat out her dash rushdown if you hit her before her move is out.
: Re: MBAA Nero
: Komidol October 01, 2011, 07:04:51 AM
Whatever, Summons.  どうでもいい。