Melty Blood/MBAACC/Shiki Nanaya/Full Moon: Difference between revisions
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Revision as of 11:07, 23 August 2022
Additional Resources
F-Nanaya Match Video Database
Video of combos listed on this page
Players to watch/ask
JP:
NA:
- Alps
- Butterfree (Retired)
- sosusosu
SA:
Overview
Strengths |
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Weaknesses |
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General Gameplan
Neutral
F-Nanaya loses out on very versatile ranged tools in exchange for normals with excellent frame advantage, a quick and lengthy air dash, and crazy ambiguous pressure. You'll essentially struggle against most of the cast to get in - be patient and use your air dash combined with moves like 2B and 2C to slowly close in space. If the opponent has no reliable anti-air moves though - choose your dive kick wisely to thwart Shield attempts and get to work. Your dive kicks yield great frame advantage, cross-up, and beat-out a good number of moves. However, with Current Code's Counter system, if your opponent trades with a dive kick, you're gonna eat a fat combo.
Meter management is pretty simple. In neutral, use your Full Moon meter charge if it's safe to do so while you figure out how to approach. Double 623BB combos net you around 70 meter per go, so keep hitting people and you'll get into MAX eventually. You'll mostly be Initiative Heat cancelling whiffed dive kicks to heal your red health and keep your flimsy self alive, or just holding it to Circuit Spark if things turn sour. If you have good health but extraneous meter, you can go for the EX Rekka (236C) which does hard knockdown on standing foes and an impressive amount of damage too. If you're feeling confident, you can activate Blood HEAT in max, and your Rekka series is actually a frame trap for your Another Arc Drive (which will ALWAYS guarantee you 5k+ damage). Due to Full's insanely momentum-dependent gameplan, saving meter so you can Circuit Spark once you reach 300 or Max to save your behind and your positional advantage is probably best, though.
Pressure
Once in, your 2A alone can be used as your blockstring due to its insane frame advantage. Stagger it into dash 2A, tick throw, 5A fake-outs into more 2As or a tick throw, or try to meaty frametrap by going into a jump -> dive kick, 2B or 2C. Partially charged 5Cs work fine too in tandem with fully charged ones to beat out mash attempts. Your two teleport series also keep your opponent guessing. While his pressure is very strong, it can get very predictable, so keep your opponent guessing or else they'll disrespect and send you back into neutral or into the next round.
Learn the double 623BB combos as the damage output on it combined with your meter gain makes F-Nanaya a pain to deal with if left to his own devices. It also makes every successful reversal of yours very aggravating - it'll likely win a few rounds for you due to it usually breaking 3k damage raw. Outside of 623BB combos, your 236 Rekka series will give you tons of time to set-up creative and sadistic okizeme. Unfortunately, F-Nanaya's okizeme set-up combos net him poor damage, but your options off of it are too good to pass up unless you understand neutral well enough to just disrespect with 623BB the whole game and abuse your huge 1-frame air throw into some more double 623BB's.
Okizeme
Note: Many of these same tactics can be shared by C-Nanaya off the same knockdowns
F-Nanaya has about as large a quantity of okizeme options as his Crescent counterpart. Many of which are shared, some of which are scarier than anything C has. Unfortunately, his rigid combo-ability makes it difficult for him to balance both damage and knockdowns; especially since he's designed to be geared more towards the former. It's also an issue when considering that flexible combo-ability is what gives C-Nanaya great okizeme options in the corner, something F-Nanaya can't truly afford as well.
All things considered, this doesn't mean he isn't capable of it. Far from it in reality. Setplay is still very much an option for F-Nanaya whenever he does score one, so learn to abuse this to its fullest to complement the gains on your damage even further.
- Midscreen
-OFF 214A- (NOTE THAT MOST OF THESE WILL NOT WORK ON HIME DUE TO HER UNUSUALLY LARGE COLLISION BOX)
214A is Nanaya's greatest knockdown in that it gives him the most space and time in order to start his grimy mixups.
Here are his most basic mixups on knockdown off midscreen 214A:
- 66 > (5A >) sj9 > j.22
- This causes you to land on the other side of the opponent as they're knocked down. The 5A is there to help your superjump input so you don't mess up.
- 66 > (5A >) j9 > j.22
- A variant of the above in that it's a fake crossup. It looks like you're going to, since you move in that direction, but you actually don't.
- 66 > (5A >) sj9 > j.44 > j.C
- Makes you return to the same side and attack from above. Frame advantage to continue pressure if blocked, combo conversion if not.
- 66 > (5A >) sj9 > j.44 > j.22
- Recommended you do a grab after the fastfall. Do this if your enemy respects you but also predicts the above option.
- 66 > j8
- Always makes you land on the other side of the opponent. Gimmick.
- 66 > j8~[4]
- A variant of the above that actually makes it difficult to see where you'll land. Difficult to make truly ambiguous however.
- Wait where you are after 214A > sj9 > j.22
- You land with the fastfall right as the enemy's getting up. This makes it difficult to predict whether Nanaya will be landing left or right.
- (66 >) Teleport Crouch
- You can make the enemy react pre-emptively on wakeup and force them to make a bad decision. The teleport crouch can be 214A, 214C (albeit delayed a little), or 22C. Use these in accordance with what your enemy's habits are.
And as a bonus, here are some F-Nanaya specific setups that C can't do off the same knockdown:
- IAD ~ j.A(w)/j.22
- Leads into an ambiguous left/right whichway
- j8/9 ~ j.2X
- Depending on your position, this may end up a true 50/50. Though actually getting the position for it is rather hard
Now here's where Nanaya's okizeme gets absurd. You can layer many of these options on top of one another. And with how many options exist, respecting, disrespecting, reacting, and predicting all become that much more difficult. But in order to use these options correctly you must be willing to predict your opponent and what they'll do on wakeup, rather than just throw these out and assume they will work just because so many options exist. The reward off of many of these alone, depending on what you follow up with, is typically not amazing. Plus, against experienced opponents, they'll have seen all this, will be able to react to many of these, and will know how to counter them. You must outmaneuver your foe in that regard, and know how to get them to crack. With how many options exist at your disposal, it's easy to get carried away. But in the right hands, it's possible to crack your enemy apart.
Note that many of these are unsafe if disrespected properly, and can be disrespected rather easily if predicted, so don't get greedy. These become incredibly dangerous if not though
Some examples of layered mixups:
- 66 > (5A >) sj9 > j.22 > sj9 > j.22
- Double sideswitch. Can be made safe if you omit 5A and do the fastfalls quickly enough.
- 66 > (5A >) j9 > j.22 > j9 > j.22
- Double fakeout. Can also be made safe the same way as the above.
- 66 > (5A >) s9 > j.22 > j9 > j.22
- Sideswitch into fakeout. Safe if etc.
- 66 > (5A >) j9 > j.22 > sj9 > j.22
- Fakeout into sideswitch. Safe if etc.
- 66 > (5A >) sj9 > j.22 > sj9 > j.44 > j.C
- Sideswitch into Aerial Same-side high
- 66 > (5A >) sj9 > j.22 > sj9 > j.44 > j.22 > 4/6A+D
- Self explanatory
- 66 > j8 > j.44 > j.C
- Self explanatory
- 66 > j8(~[4]/[6] >) Land > j/sj9
"Telegraphed landing into unexpected, difficult-to-react-to followup
The ways you can mix and match these various options go on for miles. See if you can come up with anything new or interesting with this too!
-OFF 214C-
214C is arguably F-Nanaya's most absurd okizeme tool. You can cancel with dj.8 post-knockdown, then follow up with j.2B. Depending on the many, tiny nuances of your cancel timing and height, this effectively makes it a true 50/50 mixup in nature. The large quantity of tells put collectively together are improbable, if not outright impossible to react to in your left/right landings. This is a strength for 214C that F-Nanaya has in which C-Nanaya does not.
As a bonus, F-Nanaya also gets all the other mixups that C does from this particular move.
- Corner
- Filler > 2C > c.214B, 2C > 214A
Though it isn't visible, this sets up space ever so slightly so that this actually allows for 50/50 scenarios. For example, you can follow up with Dash 22A after landing from 214A, and you'll end up on the other side. You can also apply all the fastfall mixups from the midscreen okizeme section, and the layered mixups as well, making this a very tricky setup that's difficult to react to.
This frankly not so preferred for F-Nanaya compared to C. C-Nanaya has routes which can lead into the part after "Filler", since he can jump cancel his 214B. As F-Nanaya cannot, this is an extremely situational, though possible setup.
Defense
F-Nanaya has strong defensive options but must balance them with his low health limiting his ability to survive risky decisions. 623B can go through oki and pressure tools that other characters might have to respect. It’s also a great cancel option from shield. Skilled opponents will try to play around it with DP-safe setups, but it’s impossible to mitigate entirely. If you study matchups, find gaps, and learn your opponent’s patterns, you can tear their offense apart and frustrate them. It can be tempting to RPS on wakeup all the time, but be careful to not get too impatient; your strongest tools can be used against you if they become bad habits. However, if you have MAX, 623B IH is an amazing tool that is effectively impossible to punish on whiff, leaves you plus on block, yields a combo on hit, and because you’re F moon, gives you all your red health back. Waiting to use this on wakeup is often a better idea than bursting a combo, unless it’ll kill you or you’ll run out of MAX before then.
Nanaya’s A buttons are extremely fast but relatively small. You can mash out of throw setups, but trying to tech (especially with an OS) is sometimes a better option. If you tech a throw, 2B and 2C are strong abare options that will hit at the range throw tech leaves you at. 5A anti-airing air pressure can work, but consider shield 623B as well. In some matchups, 214B can be a useful abare option, often against characters who seek to do pressure by outranging your tools such as Hime and Wara, though it is easily baited and not to be relied upon. Keep an eye out for setups that teleports can escape and air tech traps that fastfall can mess with; these options can catch an opponent off guard, but are also not something to base your defense around.
Overall, F-Nanaya’s defense revolves around wise placement of DPs and occasionally mixing in something wild to throw your opponent off. His tools reward matchup knowledge, and his DP means that you’re never out of a round until your HP hits 0.
Misc.
- Blood Heat Setups
You can set up Blood Heat safely with:
- f.214B confirms, provided the 214B knocks the opponent back far enough for them to not reach you and punish you
- 214A knockdowns. If you find yourself stuck in the corner at some point because of 214A putting you on the other side, you can safely superjump or 22A out before the opponent can try to punish you.
- j.BC > dj.BC > j.22. Also provided the opponent will tech at a point not specific nor close enough to punish you. This is best done midscreen as the lack of space in the corner will make it feasible to punish you for attempting this
- Using Initiative Heat
Initiative Heat is easily used when F-Nanaya is in MAX. He has many ways in which to make it impossible to punish for incredibly easy execution. The three moves in which he can whiff cancel into IH are:
- Of course you can also do 236A, but since B lasts longer, your window for IH cancelling is wider. The angle at which 236B hits is impractical to challenge. There's just about no bad situation in which to do 236B > IH in order to recover red health. This is your best move for such an occasion
- Divekick is also whiff cancellable with IH. It takes longer than the rekkas, and it might leave an extremely small enough gap for retaliation with its startup. But it's still extremely difficult to challenge in all practical terms. Another excellent option for going into IH
- Now this one seems wild, and it is. You seriously have to rely on this when the above two options are less prone to execution error, and by extension, punishment. But if you can do it correctly, you not only get the fastest startup of the three, but the most i-frames. You have to IH about 5f or so after the move has been input. So you have to press it ASAP, basically. But if you do this right, there's absolutely zero way whatsoever to interfere or punish you, unless a projectile is involved at nigh-impossible specifics and circumstances.
And just like any other F-Moon character, IH is possible when any of your attacks are blocked. In being a rushdown character, this is also advantageous for F-Nanaya.
There's also some neat tactics where you can use Initiative Heat in the middle of pressure/blockstrings
- Filler > 236B x3 > IH
- Listed in "Initiative Heat Combos" above, but also doubles as a totally legitimate blockstring, and pressure extension
- Filler > 236C > IH
- If this is blocked, you can cancel into IH immediately after 236C is finished, and you'll be plus. This is an extremely obscure tactic.
- Once you know that you can do this, the trickery is pretty much gone. And the cooldown is too much for you to sensibly use this as delay pressure. Still not bad though
- Safejump Setups
- (Hits >) 2C ~ 22C ~ 22B > j.C > land > 2B
- If timed correctly, this is a reliable safejump setup. The 22C and 22B must be delayed in a way which will match with the wakeup of your opponent after being knocked down by 2C. This is somewhat tricky to do as the timing can vary among characters, but better to have a safejump than none at all.
An elaborate series of universal safejump setups across all three Nanaya moons.
- Extra
F-Nanaya's 5C is actually is very advantageous tool against all Himes and all Neros. You can 5C them on block and your 2A will stuff their own 2A. Be careful not to confuse this for 5[C]. It's safe on block overall, but even against them it's not plus.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
All combos were tested on Sion Tatari (standing). All damage and meter gain calculations are thus based on such, unless otherwise specifically stated. If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) If they're not listed, despite such parenthesized normals being in the transcript, it was omitted because it follows the basic pattern of either:
- A starters resulting in less damage but more meter if you stack them on before B/C starters due to scaling
- j.A always adding more damage and meter in air combo finishers
- j.B/C always adding more damage if used as starters, on top of more meter
- Adding a proper string of normals fully before DDP also always nets more
Combo Logic/Theory
F-Nanaya is a very straightforward character, so understanding how his combos should be utilized isn't difficult at all. All you need to know is that:
- Your go-to option is converting into Double DP combo, typically off of 2C
- If you want a hard knockdown and good okizeme, end your combo/confirm with 2C > 214A
- Rekka ender is a gimmick, but depends more on what the players will do after. In certain cases however, such as post max-range 2B, rekka's the only choice you have
The rest is situational awareness, and knowing what each individual combo listed below is good for. Thanks to the streamlined nature of F-Moon, and especially F-Nanaya, knowing what to convert into, or what you want to convert into, is incredibly easy, and will often times just fall into either Double DP, 214A, or Rekka. Mostly the first. There isn't much to discuss beyond this.
- Extra Part 1: 2C
Generally, the most optimal chain before DDP is 5B > 2B > 2C, so you'll be using 2C before the first DP a lot as F-Nanaya. It's important to understand the effect of 2C on this combo due to its constant use, and effect on height.
Delaying 623B a little after 2C is recommended, as it will net you some lowered height on the opponent. This gives you a bit more time to input, will guarantee three hits instead of sometimes-two (optimizing damage), and will ultimately make execution easier due to the distance between the ground and the launched opponent.
- Extra Part 2: Burst Bait
As mentioned in the previous part, filler into 2C typically precedes the DDP combo. In situations where the enemy has MAX, this makes Circuit Spark after 2C a common, but effective way to punish you post-landing.
If you think they'll do this, you could bait with jump/22B after 2C, then punish (22B recommended as safer since your hurtbox disappears). This is a strong option. If they burst AFTER getting hit by 2C, they'll be left in an aerial state, which makes the hitbox on their Circuit Spark worse, and forces extra lag due to landing frames. If they don't burst here, then you still get a hard knockdown, and thus okizeme; powerful for F-Nanaya's extreme rushdown style.
- Extra Part 3: Covering Misc. Scenarios
Sometimes you might just use 623BB and accidentally catch an enemy in the air thanks to its air unblockable property. It's highly unlikely, if not impossible in such cases, for you to follow up with the combo as normally intended. In times such as those it's best to improvise by eyeballing through experience and settling for some iteration of 623BB > sdj.(B)C > AT, cutting out the fastfall and second DP entirely.
Final piece of advice is to practice this BnB after multiple random chains at various paces and distances.
- E.g.: 2AA > 5C > Combo, 2A > 5B > 2C > Combo, etc.
You won't actually be using such freeform chains in real matches like this as they aren't desirable in any way. But it does help solidify your execution by ironing out any loose ends.
- Extra Part 4: The 214B Extension
You might've read that a midscreen c.214B extension is possible. However, the dash into 2C is tricky and you can't seem to do it. Admittedly it is a very tough combo to execute, albeit netting much nicer damage and meter gain. Mainly because of the strict timing on the dash > 2C. The best advice one can offer for this scenario is that you can buffer the dash after 214B, making it so that Nanaya does it on the first frame it's possible to move. After inputting the dash, it becomes a matter of timing your 2C so that it cancels at just the right moment. Keep practicing this and you'll be able to execute it consistently without dropping.
If your issue with this extension was something else, refer to this video/its description.
The launching version for 214B adjusts its gravity and height based on two things:
- The preceding number of hits
- The position of the enemy
In order for the dash into 2C to work, you need to make sure that before 214B, the enemy is in knockdown state before touching the ground (so 2C is mandatory) and that the preceding number of hits (including 2C) does not go above 3. Any less than 3 is fine however, so long as 2C is somewhere before 214B. So instead of 5B 2B 2C, you could instead opt for 2AA 2C, 2A 2B 2C, j.C 2A 2C, etc., and 214B into dash 2C will still work.
The above rules apply to everyone except the following five characters:
- Hime, Nanaya, Ryougi, and Warachia. These four are an exception in that instead of three hits, this combo will only work if there's only two hits before 214B.
- Arcueid. This combo just does not work on her period.
- Closing Notes:
- You might not always be able to get the sdj.ABC ender (depending on your position and how early/late you cancel out of 623BB), but sdj.BC ender is always possible.
- There cannot be too much delay between 2C and 214B. You need to do 214B as soon as enemy height during knockdown becomes low enough to launch instead of knock back. Any millisecond later and they'll be too low for dash 2C to work.
- Somewhat obvious but you can omit the dash and just do 2C into 623B if you're close enough to the corner. That version applies to everyone without exception.
Performing the Double DP Combo
For people starting F-Nanaya, learning the nuances to his iconic double DP combo (623BB > tk.j.22 > land > 623BB > sdj.BC > AT) is tricky, granted there are many ways that it can become invalid. However, this section is dedicated to helping you master the nuances so that you can pull it off consistently every time.
Note: Doing 2C before the 623B will make timing easier, and having the dummy crouch will allow more time before airtech. If you want to practically optimize your execution, set your dummy to stand and start the combo (with 623B) point-blank. There will be such scenarios where you'll need this, after all.
Video reference for how the combo is supposed to look. Feel free to look to this while practicing the combo yourself and reading the rest of this section: https://www.youtube.com/watch?v=6Y7pjfnTQ74
- Part 1: The First 623BB
The first DP is nothing tricky. Just do the second B of this special as fast as you can.
Tip for keyboard/hitbox: You can input 6[2]6, holding 2 as you input the second 6 and the shoryuken will come out clean. This applies to every other DP input in the game too, of course.
- Part 1.5: Transitioning to the Fastfall
While this is not utterly necessary to know like other parts, it absolutely does help smoothen things out.
You can only input the flipkick of 623BB after the final hit of the DP strikes. While this is not a buffer, the time in between the DP's last hit and kickflip can feel deceptively ample. This might however, subtly trick you into doing the wrong timing for fastfall. The fastfall relies on a jump cancel, and jump cancels in this game must be done upon strike-contact, meaning no buffer or early inputting.
In short, you want to input the flipkick ASAP after the final hit of the first DP. But you want to rely on the visual cue of the flipkick hitting before doing the fastfall. Keep this in mind and your fastfall inputs, as well as your ASAP 623BB inputs, should become those few levels smoother.
- Part 2: The Fastfall
Inputting the fastfall can be done several ways:
- 822
- 228
- 282
What matters more than the method here is that you do the fastfall as quickly as possible. You can buffer your motion 1 frame (a.k.a. immediately) after the flipkick of 623BB hits.
Note 2: It doesn't matter which one you pick. HOWEVER, if you're performing 282 on keyboard, make sure there's a little delay after the 8 before the second 2, otherwise the jump won't register.
- Part 3: The Second 623B
This is where timing and position get tricky. At this point, your aim is to net two hits on the initial part of this attack (the ascension), not one.
The key here is to NOT do your attacks as fast as possible. You need to leave a small gap in between the time when you land to when you do the DP. This timing may be natural to beginners at first with enough practice, but there is such a thing as executing this part too quickly. Doing so will have you hit the opponent too high. This results in either unoptimal damage or dropping the combo entirely.
Video showcase of this error: https://www.youtube.com/watch?v=er0D6qkx3xo
Compare the small timing gap of 623B to the example video linked above, and you may eventually notice the difference. Try to avoid this mistake in any case, or at least be prepared to cut off j.B from the rest of the sequence on reaction.
- Part 4: 623B~B, The Second Flipkick
Unlike the first DP, you actually want to delay the second B for this part of the special, to let the enemy's height drop a little so the next part becomes easier.
A good point to know when to do the second B is to input it a split second after the visual effect from the kick on the first B fades out. But of course, don't wait out too long on this, otherwise you'll pass the input window.
It's best to practice and learn the timing by attrition. You can practice the delay for this attack with just a regular DP too, if it helps.
- Part 5: The Air Combo Finisher
The final part of the combo: sdj.BC > AT
In this game, super double jump input can be done as 2369, or a quick 9 tap during the most immediate window an aerial attack is jump cancelable. HOWEVER, the second method is incompatible with what's to be explained next, so learn the former method if you haven't already, no matter what controller you're using.
Superjump cancel towards the enemy as late as possible from the flipkick in order to lower the opponent lower even more, putting you at optimal height for the finisher. Super jump cancelling towards the enemy may result in you only being able to net j.C, or worse, drop the combo. Learn the delay and super jump cancel with 2369, since doing it with 9 if delayed too much isn't possible.
In most cases, you can still land dj.BC if you jump out of the flipkick ASAP. However, this method is to guarantee the last few hits and weed out all scenarios where it'd be impossible otherwise.
- Closing
In review, the simple input of:
- 623BB > j.22 > 623BB > sdj.BC > AT
With detail becomes more like:
- 623BB > j.22 (slight delay >) 623B~B ~ sdj.BC > AT
Practice having all this in mind and you shouldn't run into any more surprise mistakes when doing the combo. And once you can do this consistently, then converting into it during real matches should, with a bit of experience and practice, quickly become second-nature.
Normal Combos
A video demonstration of the combos listed below can he found here.
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
Note: All aerial normals are cancellable into Fastfall on block/hit.
j.A
j.B
j.C
Command Normals
j.2X
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a succesful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
j.22
(Fastfall)
j.22 |
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Grounded Specials
236X
623X
214X
22X
Flash Run - Moon in the Water
22A/B/C (No EX) |
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Arc Drive
Another Arc Drive
Flash Sheath - Monk Imprisoned by Doubts
41236C in Blood Heat |
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Last Arc
Extreme Death - Seven Nights
Grounded EX Shield during Blood Heat |
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