Melty Blood/MBAACC/Shiki Nanaya/Crescent Moon: Difference between revisions
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== Overview == | == Overview == | ||
{| | {{StrengthsAndWeaknesses | ||
|intro=[[File:Nanaya's_head.png|link]] '''C-Nanaya''' is a close-to-mid range menace when executed properly. | |||
|- | |pros= | ||
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*Fantastic offensive kit. Is arguably the most flexible when it comes to both pressure and combo routing. On top of also having excellent delay windows, this provides the necessary respect to allow for his mixup game. | *Fantastic offensive kit. Is arguably the most flexible when it comes to both pressure and combo routing. On top of also having excellent delay windows, this provides the necessary respect to allow for his mixup game. | ||
*Most diverse okizeme of the entire cast. | *Most diverse okizeme of the entire cast. | ||
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*Manual fastfall allows for very unique supplements to all parts of his strategy; especially to the parts that would be lacking without it. | *Manual fastfall allows for very unique supplements to all parts of his strategy; especially to the parts that would be lacking without it. | ||
*Great character at all levels of play. Reward scales with skill at a pretty consistent degree | *Great character at all levels of play. Reward scales with skill at a pretty consistent degree | ||
| | |cons= | ||
*Combos do slightly below average damage. | *Combos do slightly below average damage. | ||
*Low overall health means that making a mistake can be punishing. | *Low overall health means that making a mistake can be punishing. | ||
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*The majority of his mixups are not unreactable. Their purpose is better suited to open up the opponent by misleading their focus, instead of forcing coin-tosses. | *The majority of his mixups are not unreactable. Their purpose is better suited to open up the opponent by misleading their focus, instead of forcing coin-tosses. | ||
*Neutral can be a struggle against certain matchups, usually against characters who are strong at playing keepaway. Best way of getting around this relies on a very high-level understanding of neutral and his own movements. | *Neutral can be a struggle against certain matchups, usually against characters who are strong at playing keepaway. Best way of getting around this relies on a very high-level understanding of neutral and his own movements. | ||
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== General Gameplan == | == General Gameplan == |
Revision as of 06:06, 26 January 2023
Additional Resources
C-Nanaya Match Video Database
Melty Bits: C-Nanaya
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Alps |
North America | Lunar Phase, Netplay | Active | ||
apo (あぽ) |
Japan | KorewaMelty, Play Spot BIG ONE 2nd | Inactive | ||
emu (えむ) |
Japan | A-cho, Play Spot BIG ONE 2nd | Active | ||
teru (テル) |
Japan | A-cho, KorewaMelty, Play Spot BIG ONE 2nd | Inactive | ||
Zansatsu | North America | Netplay | Inactive |
Overview
General Gameplan
Neutral
Basics
The thing to understand about C-Nanaya's neutral is not that it is lacking as much as it is different. His short-but-quick dashes are made to complement close-range offense as a priority; which makes the lack of ground he can cover in neutral a bit troublesome. However, there is one key thing Nanaya has that other characters do not: A free manual fastfall. The fastfall can be used to quickly reposition Nanaya as a means to throw off the opponent's expectations.
But before you focus on use of a fastfall, what comes first should be fundamentals. Nanaya's air normals are fantastic at commanding the space in front of him, both for offense and defense. This makes them great for denying and commanding space at the same time going forward. Though his mobility might not be great on its own, it has great uses paired with his aerial moves. With this, what you want to do is slowly inch towards the enemy, claim space doing it, and eventually force them into decisions by the corner that might either start your pressure, or get them killed. Once you understand this, apply fastfalls to turn your regular jumps into bait. Being able to steal momentum by changing the situation is what makes fastfall a great tool, and one that makes Nanaya more of a complete threat in the neutral game.
Do note that applying fastfall may be confusing without sufficient experience playing neutral "normally". It's supposed to be a twist to a base concept, so make sure to understand that base concept first.
Specials
Use 236A as space denial if you think the opponent wants to jump into that range. Be prepared to convert to 236C on hit. Do also note that its hitboxes are as large as its hurtboxes, so it can be easily punished with a good poke.
623B is actually pretty good for covering large amounts of airspace; especially since it's fully invincible and air unblockable. Do be wary about making it too obvious though, or being overly reliant on it. Nanaya hurts harder than he can hit.
214B is a high risk, high commitment, low reward tool. Used for (near) fullscreen punishes and hard callouts. Do not use this unless you are absolutely certain above all else the opponent is doing something else and will be hit by it, otherwise it's a free punish.
22A is a gimmick and has a lot of recovery. It has its uses but it's generally best to not make it a regular part of your gameplan, as it will leave you at a huge frame disadvantage and is incredibly reactable.
22[B] is also a gimmick as its uses are extremely linear. Good opponents will punish it a lot, especially if you're obvious about it. Like 22A, learn to save it for the right moments. Don't get antsy just because you can't get in immediately.
Offense
Nanaya is a character who (generally) works best at close range, due to the fact he has the most ambiguous options with his normals there. Not only that, but his rewards are also the most plentiful at that range. This philosophy doesn't shine nearly as bright mid to long range, due to lacking tools which are able to continuously command the pace of the match from that distance. This makes it so that Nanaya must make not only creative use of his normals, but good use of his specials in order to keep at the range he wants, and to keep the defender guessing from one to another.
Each of his normals excel in delay pressure due to having good blockstun and huge cancel windows. Mixed in with his teleport specials, the fact he can Reverse Beat ambiguously to "refresh" his normals, and use his normals to keep in, this makes it so that mashing aganist him at all times is an insanely dangerous bet. His 2C and 5C are particularly notable for being able to keep him in. Mixed in with the low pushblock of 2A and 2B, as well as great cancel windows, this makes it tough to assume when and where Nanaya will use which attack.
However, the biggest weakness of delay pressure with his normals is that their "pacing" becomes predictable, since there's not much variety you can take there. This makes them easy to EX Guard, which is a huge problem for Nanaya. Not only because he gets pushed out more easily, but because the added pushback and lost blockstun becomes difficult to compensate for, making it so that the enemy can escape with far less commitment and risk than they would normally.
In order to compensate for this, Nanaya must switch effectively to quicker pressure and back. The player must also utilize frame traps to trick the opponent into either trying to escape or mash. C-Nanaya's ability to frame trap is excellent, thanks to the low commitment and relatively low pushback for how effective at pressuring he is. Combo flexibility has also become much smoother in this version of the game. Thanks to the fact he can now jump cancel 214B, this allows him an actual followup to some of his chains, which wouldn't have led to anything before.
Throws should also be incorporated often whenever enemies hold too much defensive fidelity against his normals. Fortunately thanks to Nanaya's capacity to make ambiguous what he'll do next, such a situation can be made a reality in his favor.
Closing Notes:
- After every 214A knockdown, or after every f.214B (knockback ver.) midscreen with enough distance, you get a safe HEAT setup. In 214A's case, you still get meaty after it too. Not only that, but you can also superjump and 22A safely after HEAT post-214A knockdown to get away safely as well should you feel the need to make that distance to recover red HP.
- 5C charge delay is a legitimate tactic. Read more on the Move Descriptions section below, as well as other normals, to understand how they should work.
Okizeme
Note: Many of these same tactics can be shared by F-Nanaya off the same knockdowns
C-Nanaya can make setplay a disorienting nightmare. This is thanks to how many different ways he's capable of crossing up, mixing up stances, teleporting, safejumping, (tick) throwing, and so on; all while being able to fluidly transition among these options. Overall, there's many, many ways Nanaya can benefit off of a good knockdown scenario. So many that listing them all would overwhelm this page. So instead, what's listed will give ideas to get started. You might have wondered what the point of the 236C > 2C > 214A combos were if they ended up just doing less damage than your meterless BnBs. Well here's your answer.
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 > Superjump (9) > Fastfall
- 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.
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 smae way as the above.
- 66 > (5A >) sj9 > 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 > Throw
- Self explanatory.
- 66 > j8 > j.44 > j.C
- Self explanatory.
- 66 > j8(~[4]/[6]) > land > j9/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!
Corner
Based off the last two corner combos written in the Corner Combos section, and the Kouma specific sideswitch variant:
- 2B > 5C > f.214B > j.22 > 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.
- 2B > 5C > f.214B > j.22 > 2C > 22C > etc.
Whether the opponent's collision box manages to reach out far enough after being knocked back from 214B depends on many factors. Factors such as collision against your hitboxes, how quickly you did the 2C, etc. But it's overall impossible to master which side you get to control the enemy's landing. However, because of this, this setup is practically a 50/50 in essence. So you can do terrifying mixups like superjump fastfall or delayed 22A post-22C and disguise your landing position before going for a meaty attack.
- 2B > 5C > f.214B > j.22 > c.214B, 2C > variable delay or soon as possible > 2B > 5BB > 22C > 623AA, land > mixup
DOES NOT WORK ON KOUMA. Also cancel 5BB into 22C into 623AA as quickly as possible to assure this combo does not drop and the latter half lands.
Depending on how long you stick out the 2C for, that will make or break whether the opponent leaves enough room in the corner for you to land on the other side when you mix up. The timing is nearly impossible to tell in real time, unless excruciatingly studied. And even then, there's no way they can perfectly react to all the options you have off this setup.
For the record, this setup is completely safe for okizeme. You can do 22A into 2A ASAP upon landing, and it will be completely safe, beating out even the fastest combination of wakeup speed and 2A startup on the opponent. However in order for this to be possible, you should try to 623AA them as LOW to the ground as possible, so there is minimal time between the airthrow and the part where you have to land before 22A. And yes, the setup is still safe regardless of whether or not you can cross the opponent up, so don't worry about delaying 2C too hard. Also you don't need to be a stickler about doing 623AA THAT low to the ground, depending on matchup. Against V-Sion (fastest wakeup speed+2A mash), at worst, you will trade 2As post 22A if they are mashing on wakeup. There are characters with slower wakeup speed (Aoko, Riesbyfe) and this setup is still extremely scary to disrespect assuming the Nanaya's execution is good. If you wanna practice the 623AA into land > 22A, 2A part, just do 623AA raw on a Crouching Recover A dummy and practice doing it all ASAP.
You can also do dash into meaty, or dash into delayed superjump fastfall (and the mixup is completely ambiguous that way since the possibility of a left/right is ambiguous here too.) Or you can do (dash into) stance mixup, or even 22C feint into even further mixups. And don't forget, you can just tick throw or straight up raw-throw after this setup if the opponent is expecting something else.
The choices you have at your disposal off this setup are dastardly. Though you should be sure to practice execution consistently for this, since it is more demanding than usual in trade for being so good in the corner.
Defense
Though defense is Nanaya's least favorite place to be, access to his backdash (two parts), above-average abare, fantastic DP (which can be made safe), and Crescent Moon mechanics, can potentially switch him up from a character to be feared on wakeup, to a character that can play fundamentally great on defense like everyone else.
There is frankly not much advice for Nanaya on defense. Jump out at the right times, mash out at the right times, don't lose your cool, and adapt is all there is to say without being superfluous on the little details. For abstract concepts, most if not all of Melty Blood is better thought of as a very prediction-based than it is a lab or play-based game. There are no "real" rules in which to abide by for defense; and failure to understand why something failed from a play-perspective is simply inexperience with understanding how something works in the game.
Much like his neutral however, he does have some gimmicks in which to spice up his responses to the enemy on block/wakeup. He can cancel the first hit of his 623B into 236C, since said first hit counts as a grounded move. Do be careful not to misinput into 623C instead, otherwise you waste 100 meter and you get punished after as well. And be sure you are close enough for this to work.
If you're playing the game on keyboard, you can cheat (tournament legally) in a way by doing 6[2]6. If you do 6, then hold 2, then press 6 again as you are, you'll always get DP. The window in which this is possible is also relatively forgiving. If you manage to let go of the second 6 (preferably while holding 2) before doing 236 again, you'll also get a clean 623B(1) > 236C every time as well. If you do this, it'll be just a slight bit easier to not accidentally do 623B > 623C. And this is because if you hold 2 while pressing the second 6, the game will not register that second 6 press as an actual 6. It will turn to either a 3 or a 2, meaning no accidental DP super cancel. If you press the second 6 for too long, or even hold it, you'll screw up. But if you keep this simple trick and its nuances in mind, you'll get a clean, safe DP, and possible combo, every time you do this. Another way to do it on keyboard is 6[2]6, release the second six while holding onto 2, press B. Then as the first part of the DP is hitting, [6] then let go of 2, then C. It's tricky, but guaranteed and smooth if you can get it down. These are advantages keyboard and hitbox have that no other controllers do. Hooray for technology!
In addition to the full C-Moon defensive suite, there is also C-Nanaya's amazing two-part backdash. The first part is quick, goes a long way, makes good space, and has plenty of invincibility frames. You DO NOT want to use this willy-nilly. In fact it's good only on hard reads, mainly in the corner. But if you can get this to work, you can punish a number of things that are exclusive to this backdash. The second part of this backdash doesn't have many uses in defense per se, but it is good for creating space. Surprisingly faster than if you were to do the first part of this backdash repeatedly.
Specific scenarios otherwise should be seek troubleshooting with players directly.
Misc.
- C-Nanaya's 5B and 236A are good on block for forcing respect against all Himes and all Neros. You can 5B/236A them on block and your 2A will stuff Hime's own 2A. 5B followed by 2A will stuff Nero's 2A and will trade with it after 236A if you both mash as early as possible. Be mindful of staying in range of 5B from C/H-Nero however as it is as fast as your 2A and advantageous for Nero on trade.
Heat Setups
You can set up Heat safely with:
- f.214B confirms into fastfall, 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 > fastfall. 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
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.
Optimal DP Punishment
This section will detail which reversals on block can be punished with j.C
Note that for this is accounting for B DPs specifically. This guide will be under the assumption that for multi-hit DPs, you are crouch blocking to minimize blockstun. It will also be under the assumption all DPs are blocked point-blank.
"Midscreen" and "Corner" mean "out of the corner/just far away enough from the edge of it" and "smack dab deep into the corner" respectively.
- Midscreen and Corner Punishable
- You can punish F-Aoko's 623B by jumping straight up then going right into j.C after blocking her DP.
- Midscreen only
- You can start with j.C to punish Arcueid 22B by starting with an instant airdash, if you are out of the corner enough.
- Note that for C-Arcueid in particular, in the off chance they choose to do the 66B followup to the DP, you must be prepared to tell the difference in timing.
- Midscreen and Corner punishable.
- Midscreen and Corner punishable.
- If she does DP point-blank, IAD forward if you're midscreen, backwards if in the corner.
- Midscreen and Corner Punishable
- Again, like Aoko, his DP recovery lasts long enough for you to jump and j.C starter punish no matter where you are on the screen.
- Midscreen only
- IAD as low as possible, ASAP. Hard to actually punish with j.C but consistently doable with practice.
Dealing with C-Nanaya
Dealing with Nanaya defensively can be quite frustrating. He can play at a good close-to-mid range without much worry at all, provided the player makes use of teleports, stances, and Reverse Beats properly. Any adaptations made by the opponent are easily compensated for by smaller adjustments for better reward by the player. This makes it so that breaking Nanaya's pressure is overall mainly reliant on good reads and adaptation, much like against any other character in this game. However, he still very much has to abide by the game's rules for offense, unlike most if not all of the top tiers.
Of course, while every rule has its exceptions, and while it can be easy to turn "rules" on their head in fighting games, there do exist at least a few fairly prominent weaknesses for Nanaya. Outside of 5A, 2A, and 2C, he does not have any normals which can really catch jump outs. 2C is good at catching jump outs in frame-traps, but there's arguably only one distance where it's good as one (mid-range). 5B could be argued as good for catching jumps. However, if it's to be used as a jump-stopper, it only works in one very particular range (close range), and must be reacted to quickly if to be converted, elsewise the enemy escapes. 236A is a very multipurpose special, which can also be used to catch jumps. But once it's blocked, it leads into a scramble situation after.
Overall, the risk/reward of Nanaya catching jump outs is very much in his favor. He doesn't risk much thanks to Reverse Beat and good frametrapping potential, as well as getting about 2k damage for every conversion. HOWEVER, that's assuming the Nanaya is committed enough to look for these conversions. Commitment to these options is what makes dedication to jumpouts so scary in spite of good risk/reward. It is with this information that you can make the Nanaya afraid to commit, or fail to adapt properly by fumbling to commit so hard for mediocre conversions.
Speaking of normals, it's also fairly easy to EX Guard his pressure as well. Of course while there's an insane metagame that can be played based off of defensive predictions alone, it doesn't change the fact that the punishments Nanaya suffers for being too easily EX Guarded isn't hefty. He arguably optimizes himself at a close-to-mid range, but his normals are about as good for pushing him out on EX Guard as they are for keeping him in without. While prediction in fighting games is a two way street, it doesn't change the fact that the Nanaya will be put in a bigger role of commitment if he's being pressured to make different approaches because of EX Guard. It should also be noted that EX Guards have a window where they eat up inputs for the character on offense. How long the attacker can't get their input read after EX Guard depends on the normal. Nanaya's 2B suffers immensely from this, and if the Nanaya isn't prepared with the right timing, he can't make himself safe with a frametrap. At the right range (farthest out) this also makes it so that the defender gets a free jump-out as well, because of all the lag. 5C struggles to keep Nanaya in due to its vaccum effect, so EX Guarding this normal will force the Nanaya to dance on his feet more in followup options. However, this advice regarding EX Guards is on a very, very microscopic level of small interactions between player and opponent, and should not be prioritized so ridiculously. This advice, and none of the advice in this section by extension, should be taken as perfect substitute for playing the gmae normally; AKA predicting the Nanaya and outplaying based around that.
Notably, his stance teleports are also very broken by jumps (provided the right distance, or if you're in the corner.) The recovery on a failed 214A or 214C that whiffs is brutal. This leaves enough time for an enemy in the air coming down to punish freely with absolutely no worry. For special moves that do about 900 damage either way, having to risk a full jump-in counter-hit combo is savage risk by comparison; especially for someone with significantly below-average defense modifiers like Nanaya.
Speaking of 214A, if you happen to find yourself blocking one, please, throw to punish it. Throw punishes against blocked 214As are universal, meaning anyone can do them. 214A on block is -3, and throws are 2-3f startup. This means no matter what option the Nanaya opts for after, it will not get him out of it. Throws are the sole option which make this punishable, so get used to it. The timing is tight, but consistently possible thanks to the slight buffer window which exists before freely being able to move post-blockstun. It seems impossible, and people may claim it is, but empirically isn't. If you aren't getting the punish, you're timing it wrong. This is one of your nicest showcases of being able to shut down Nanaya pressure, so practice getting it down whenever you can.
If you find your issue is that the Nanaya is particularly fantastic at Rebeat pressure and spacing, the answer is block. Maybe if you block for too long, he will make you juggle too much information, and before you realize it, your guard will break. In that case, do something and predict to escape. If his intention if to guard break you, should he guess you'll keep blocking forever, he'll have to repetitively try and hit you. But offense cannot truly exist for forever in Melty Blood.
But wait, why would you try and block forever anyway in that situation? The answer is because you condition your opponent by blocking too. If he is not opening you up with traditionally strong Rebeat pressure and spacing, then there is only one thing he can do. And that is to force you open through more direct means. He will have to throw you. He will have to forcibly use his built-in mixup specials to throw you off. He will have to do something. The worst part about C-Nanaya's offense is that he risks more than average to force these situations more than any other character. If he attempts these, the risk is heavily skewed in favor to the reward. He compensates for it by other means, but disguising intentions to forcibly open you up is pretty much a non-option for C-Nanaya specifically, unlike most other characters in the game.
Once he is pushed out far enough, he does not excel at far range in the slightest as his options are paltry. If he is close enough, he can either keep on throwing normals, or tick throw. The Throw Tech OS (1A+D) helps exacerbate the Nanaya's offense by making the ambiguity of his timing technically not matter, if he wants to open you up with a throw, unless he calls this out. And he'll have to hard call it out too. Condition the Nanaya with good blocking. Then direct him to certain situations by predicting what he'll do next based on what he's already done. Considering this, numerically the risk/reward is already in that sense, slightly in your favor. If you can read him faster and more consistently than he can read you, you amplify those numbers to degrees any Nanaya player should fear.
If your character happens to have options in neutral that are flexible and good for zoning, as well as mobility, or if your normals just outrange his, it's very easy to frustrate Nanaya. If they don't, then neutral must be played relatively normal for the most part. But if they do, then granted C-Nanaya's (mostly) stable but subpar movement capacity, it's easy to get them to overcommit or not commit properly. Granted this can be broken with the right plays or the right player, but we're speaking from a more rudimentary perspective which applies regardless of skill.
Combos
Combo Notation Help | |
---|---|
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.
|
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:
|
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. |
For all of Nanaya's air combo (j.BC > dj.BC) before Air Throw, if you do j.A after j.BC (j.BCA > dj.BC) it's recommended you super jump for the double jump in order to stay at proper height. In order to do this, either input the normal superjump motion (2369) or tap 9 after j.C hits (recommended and easier.) You might also have to throw in a j.A after j.BC or dj.BC in order to keep height correct for Air Throw.
All combos were tested on standing V.Sion. 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
Combo Logic/Theory
C-Nanaya's combos are overall incredibly lenient to perform and definitely among the more forgiving and simpler in the game. Part of this is due to Reverse Beat and the flexibility of his routing, which help to make conversions versatile. For example, the basic string 2A > 2B > 2C > 5BB > 22C can lead into either j.BC > dj.BC > AT, or 236C, 2C > 214A. The first one being a damage optimizing meter gain, the second being a sacrifice of meter and slightly less damage for knockdown.
Many of his combos follow a very similar pattern, with the ending of (2C >) 214A or basic air combo. You will notice that once the enemy gets swept then lifted into the air mid combo, that both these options are available to you. These are most typically what you will end your combos with, depending on what you want in the situation.
The only exceptions to note are when your enemy is too far away and when you get a 2B. In which case, you can only confirm into 5C > 214B from max range (but better something than nothing.) With the exception of his c.214B BnB (the one where he sideswitches midscreen after launching, nets you the most meter), the rest of his combos are just as, if not even more situational, but still important.
NOTE: Raw Air Throw followups are always optimally led with 2C after. If the combo can be followed up by whatever comes after 2C normally, then it'll work for Raw Air Throw combos.
E.g.: 2C > 5C > Basic Air Combo > AT Ender
E.g. 2: 2C > c.214B, 66 2A > 5C > Basic Air Combo > AT Ender
These are normal BnBs by themselves, but can also be used post-Raw AT because of having 2C as part of the combo.
OTG Pick ups
Metered
Normal Combos
Meterless
Metered
Note that there are no Arc Drive combos here as Nanaya's Arc Drive is completely pointless. Don't use it unless you wanna style on the opponent and mess around.
Corner Combos
Meterless
Metered
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
5B
5B~B/[B] |
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5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
Note: All aerial normals are cancelable into Fastfall on block/hit.
j.A
j.B
j.C
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 Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
4444
j.22
(Fastfall)
j.22 |
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Grounded Specials
236X
623X
214X
22X
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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