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« on: September 14, 2008, 12:37:27 AM »
I'll just point out situational pressure options and techniques for Nero...take from it what you will...
Okizeme/Blockstrings:
5b meaty. Good for wakeup mashy people. Follow up with 2b 2c jb jc jc jc airthrow. If blocked, follow up w/ blockstring (2b B snake, 2c B snake, 5a whiff, 214a, etc.)
5b(1) 2c --> 4c jc jb jc (if it connects) or 214b/421a/5a if it's blocked. Blockstun from 2c is sufficient to safely release b snake in most situations.
B snake. Either walk up and grab, block/bait poke for CH/knockup, or release B deer during blockstun.
5b(1) 214b throw - gimmicky
Ex Crows: You know how to use these. If you have a ton of meter (MAX/Blood) you can Ex crows > 2b > Ex Crows > Ex Deer/Heat/Arc Drive
Situational stuff/tricks:
A snake > walk up throw. Jump if you smell a poke/heat/reversal grab and activate A snake to punish.
Unblockable AD setup: B snake > Ex Crows > AD. B snake needs to hit to generate blockstun for it to chain into blockstun setup. Matter of timing/intimidation.
Fullscreen combo: B snake > A crow knockup. This combos into a fullscreen knockup if timed correctly and A crow hits. Follow up w/ SJ jC aircombo.
Snake glitch: 214a/b > 214a/b while first snake is dropping out of coat. Hold A after second if A snakes are released.
Neutral Heat/Deer setups:
(B snake) Ex crows > Heat/Ex Deer
Heat > Ex crows > Ex Deer - Health is recovered during Ex Crows summon animation, use last bit of meter to summon Ex Deer.
Reversals:
Shitty 63214C (7f) reversal, obvious. Relies entirely on startup invincibility and assumption that opponent is poking with a meaty.
Antiair: 5d 5a 2c aircombo <-- essential antiair reversal for Nero.
2c CH. Most people will pick up on this if you spam it and will jump-in shield. This is bad news for Nero because recovery on 2c is so bad a neutral shield will still leave you at a disadvantage. Follow up CH with 2c aircombo.
5a. Very situational. If CH'd, 2c into aircombo. However, if you want to use 5a antiair you will need to immediately follow up with 2c for the knockup, whether or not it's going to be CH'd or hits normally.
Corner grab combo:
Throw(corner) 5b 2c jb jc jc airthrow (invalid)
Timing is very strict (1-2f?), unsafe on whiff if opponent ground techs. Good damage. Assumption that opponent will not airtech.
Winning back pressure:
Know his normals. jC at max range is best, because opponents don't suspect to get hit at its max distance and opponent's lack of ability to counter at its max range. jA is very good at mid-close range due to its low hitbox, large amount of active frames, and fast speed. jB is good to follow up on an already-blocked attack, or to hit at its max distance. It's very slow for its properties, and should not be used in general except on jump-ins. If you are falling back on your blockstrings, try jumping forward with jA and preparing to combo into jC. If they are still crouching while you throw out jA, fall with jB to go on the offensive. Your main concern using ja is CH moves, like mecha's jetpacks, aoko's 236a, and Ciel's random ex halo from nowhere. Nero's quickest approach is his IAD, but you are vulnerable during the beginning of the airdash. IAD jB is pretty effective for closing in.
Be able to connect jB into 5b. This is crucial. 5B has a knockup property against crouching opponents so you can combo jB 5b 2c aircombo. Useful because Nero's jB is 2-hit it's not as easily blocked. If opponent is somehow hit while standing, 5b can be combo'd with 4c knockup.