*not really about his pressure but dealing with pressure*
I'm a new Nero player and I have trouble dealing with throws in the corner/in general. Usually they'll just run up and grab me. I'll ty 2A but it doesn't work. If there's a gap I try j.A but I have no idea how safe/reliable that is.
Another thing is if people are jumping above Nero trying ot mix him up, what are his options? Just hope that you block correctly?
Uh when you're in the corner things are not good. His normals aren't really meant to deal with close pressure. Here are your options:
1. Block and wait for a gap to jump out. This is arguably the best option, especially against certain characters. You can do a defensive jumpout with jA or just try to jump airdash out.
2. Forward dash out. Works only with meaties that have a lot of recovery time on whiff. His teleport is highly punishable, and against a lot of characters you will find yourself punished on most whiffed attacks.
3. 2B. This has an early clash frame, despite the fact that it takes a while to come out. May clash the poke during the opponents blockstring and deal a hit into aircombo. Loses to fast pokes and IAD.
4. 5B. This is "fast" but the first hit is somewhat high, so it loses completely to low pokes like Warc/Arc 2B, Nanaya 2B/C, etc. Beats IAD, loses to low pokes.
5. 2C. This is a psychic anti-air reversal. You need to completely predict that the opponent is going to jump and attack. It still loses to certain IADs since it takes so long to come out. You'll most likely end up with a comboable CH, but this really shouldn't be used. It has one clash frame, but takes forever to come out and STILL loses to certain attacks since it clashes once and then completely whiffs until the ridiculously long cooldown ends.
6. Dodge/shield. What can I say, this is pure yomi. Dodge beats out meaties with a lot of recovery but loses to 2aaaa/throw, shield is a 50/50 gamble if you completely guess (assuming you time it correctly). If you land it, punish them.
7. 2A. Nero's 2a kinda sucks because of its slower-than-normal-2a speed, and not easily comboable at a certain distance. You won't find this working too often, especially if you're a masher. It can give some pushback though at a certain distance (where their 2a whiffs), giving you the advantage to get out of the corner.
8. Reversal (63214C). Uhh, pretty bad idea but still an option. Punishes/wallslams meaties, grants full invincibility on startup but it takes so damn long to come out and is 100% punishable on block. Bad idea except on wakeup, in which it's still kind of a bad idea.
9. Shield Bunker(214D)/Bara(63214C~D). Nero's bunker kinda sucks. Doesn't wallslam, instead it grants a techable knockup (can't OTG bunkers either, don't try). His bara can be used if you're good at punishing moves with a lot of hitstop.
Ultimately, learn to block and jump out. Eating a throw or two most likely won't hurt you too much. Be patient and watch your opponent for gaps. Also, against characters that reset blockstrings with a lot of reverse beats (ie Nanaya), their damage is highly prorated, so the longer you duke it out the lower their damage will be (up to 3 consecutive RBs).
Edit: Changed 5C to 2C (typo). Nero 5C as an option hahaha funny.