Melty Blood/MBAACC/Shiki Nanaya/Half Moon: Difference between revisions
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* '''(EX version)''' - Advantageous on block, so it's good for continuing pressure. Overall not that great of a move compared to the rest of H-Nanaya's arsenal, but it has situational uses. If you must blow meter to prevent going into HEAT too early, this is the move to use on block. On hit, it launches opponents, so you can do a quick combo into 5A -> air combo string. The damage is quite poor however. | * '''(EX version)''' - Advantageous on block, so it's good for continuing pressure. Overall not that great of a move compared to the rest of H-Nanaya's arsenal, but it has situational uses. If you must blow meter to prevent going into HEAT too early, this is the move to use on block. On hit, it launches opponents, so you can do a quick combo into 5A -> air combo string. The damage is quite poor however. | ||
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| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3"> Sensou・Rikuto 「閃走・六兎」 - 623ABC</font>''' | ||
* '''(Description)''' - H-Nanaya's reversal series. Not as good compared to the other Nanaya moons but when used appropriately are still excellent tools. | * '''(Description)''' - H-Nanaya's reversal series. Not as good compared to the other Nanaya moons but when used appropriately are still excellent tools. | ||
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| width="" style="background:#E8E8E8;"| ''' <font size = "3"> | | width="" style="background:#E8E8E8;"| ''' <font size = "3"> Sensou・Ikka 「閃走・一鹿」 - 214ABC</font>''' | ||
* '''(Description)''' - A series of kicks that strike horizontally. Not really used outside of combos. | * '''(Description)''' - A series of kicks that strike horizontally. Not really used outside of combos. | ||
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| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3"> Sensou・Suigetsu 「閃走・水月」 - 22ABC</font>''' | ||
* '''(Description)''' - H-Nanaya's teleport moves. Situational, but overall decent for mix-ups and frame traps. | * '''(Description)''' - H-Nanaya's teleport moves. Situational, but overall decent for mix-ups and frame traps. | ||
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| width="" style="background:#E8E8E8;"| ''' <font size = "3"> | | width="" style="background:#E8E8E8;"| ''' <font size = "3"> Sensou・Ikka 「閃走・一鹿」 - J214ABC</font>''' | ||
* '''(Description)''' - Air versions of the strike kicks. All of them hit mid/air blockable and are generally unsafe to use on hit. | * '''(Description)''' - Air versions of the strike kicks. All of them hit mid/air blockable and are generally unsafe to use on hit. |
Revision as of 22:18, 22 June 2013
Combos
Normal Combos
- First normal midscreen combos, the corner combos, then character specific combos
- explanation
(2A) 2B 5C 2C 5B j.BC dj.BC Airthrow(AT)/j.214B/j.214C
(2A) 5B 5C 2C 2B J.BCA DJ.BC AT/j.214B/j.214C
(2A) 5B 2B 5C 2C 236A 5A {5C} J.BC J.BC AT/j.214B/j.214C (the 5C after 5A is character specific)
(2A) 2B 5C 5A-6A-6A 2C 5B J.BC J.BC AT/j.214B/j.214C
(2A) 5B 2B 5C 5A-6A-6A 2A(link)5B 5C J.BC J.BC AT/j.214B/j.214C
Metered Combos
- ...
- ...
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Spacing
Pressure
Move Descriptions
Normal Moves
2A [Low]
Startup: 6f | Active: 4f | Recovery: 8f Nanaya drops down and does his morning leg stretch. It's slightly slower than other 2A's but the extra vertical hitbox can allow you to stabilize some combos or catch jump-outs from the corner. |
5A [Mid]
Startup: 4f | Active: 4f | Recovery: 9f Standing knife-hand. Doesn't hit crouchers, so it's great for setting up tick throws. Also good for twitch anti-air. |
6A [Mid]
Startup: 8f | Active: 4f | Recovery: 16f Second part of the 5A 6AA chain - a palm thrust to the opponent. Moves him forward; this move is a good to use sometimes to stay in during blockstrings. Can also catch jump-outs similar to 2a. |
6AA [Mid]
Startup: 10f | Active: 4f | Recovery: 17f Third part of the 5A 6AA chain - a slice that moves far forward. Air untechable on hit. It's unsafe on block, but since the window to cancel it into a special is unusually long, you could do some gimmicky frametraps every once in a while. This move makes Nanaya's character box disappear for a few frames so if done close to the opponent mid-screen, it will cross-up. |
2B [Low]
Startup: 8f | Active: 6f | Recovery: 18f Long reaching leg shank that also gains a bit of momentum from a dash. It is a staple low to use for its range, speed, and that it moves him forward. At max range, you can really only hit confirm to 236B 214C though. |
5B [Mid]
Startup: 8f | Active: 2f | Recovery: 15f A very good-ranged poke that also moves forward a bit. This and 2B are your usual mid-range pokes, but note that the active frames aren't great. It's +1 on block though, so you'll be safe even if you don't chain or Reverse Beat into something else. The window to cancel into another move is very small though, so it's not very good for staggered blockstrings. Use it to end blockstrings every now and then to gauge reactions from your opponent - best used to set Nanaya back into optimal mid-range after a blockstring. |
2C [Low]
Startup: 11f | Active: 9f | Recovery: 15f Overall one of his best moves - a slide sweep kick. It moves very far and goes under a good number of projectiles. Be sure to hit confirm this to make the best of it. Use this in blockstrings to keep in and beat out jump-outs. This and 5C make H-Nanaya's staggered blockstrings truly deadly. |
5C [Mid]
Startup: 11f | Active: 8f | Recovery: 13f A roundhouse kick that has a huge hit box and extends to parts above him. Moves him forward a good amount to keep on the offensive during blockstrings - it also beats mashing out of blockstrings and jump-outs; the latter situation being something H-Nanaya players must learn to hit confirm from on command. Prorates very nicely and has an absurd amount of stun on counter hits - usually leading to very damaging combos. 5C moves forward a crazy amount from a dash, but it's a bit on the slow side so be weary of using it too liberally as an anti-air or approach. |
JA [Mid]
Startup: 6f | Active: 4f | Recovery: 30f Your prime air-air move considering how fast it is coupled with how Nanaya pales in comparison to most of the cast while airborne. Be sure to confirm counter hits off this. |
JB [High]
Startup: 8f | Active: 2f | Recovery: 41f A downward horizontal slash. Unlike Crescent, this move only hits once. The horizontal range makes it okay to use for opponents on-level with you in the air, but the active frames are unimpressive. It's better used sparingly as an air-ground move. |
JC [High]
Startup: 10f | Active: 6f | Recovery: 35f An angled downward stab. The hitbox on this move is massive, making it great as an air-ground, as well as a sparingly used air-air if the opponent is under you. It's a little slow so be careful about aimlessly throwing it out. The start-up can be used to do whiff mix-ups to bait out Shields sometimes. |
Special Moves
Sensa・Hattenshou 「閃鞘・八点衝」 - 236ABC
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Sensou・Rikuto 「閃走・六兎」 - 623ABC
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Sensou・Ikka 「閃走・一鹿」 - 214ABC
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Sensou・Suigetsu 「閃走・水月」 - 22ABC
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Sensou・Ikka 「閃走・一鹿」 - J214ABC
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Kyuukouka/Fastfall 「急降下」 - J22
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Arc Drive
Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - 41236C
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