Melty Blood/MBAACC/Shiki Nanaya/Half Moon: Difference between revisions
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|description=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. | |description=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. | ||
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{{MoveData | |||
|image=HNanaya5c.png | |||
|caption= | |||
|name=5C | |||
|data= {{AttackData-MB | |||
|damage=1000 | |||
|reddamage=672 | |||
|proration=80% (O) | |||
|circuit=7.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=11 | |||
|active=8 | |||
|recovery=13 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=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. | |||
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Revision as of 05:14, 19 April 2020
Additional Resources
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Overview
Strengths |
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Weaknesses |
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General Gameplan
H-Nanaya is an extremely basic character that will test players' proficiency in stagger pressure, understanding of neutral, and ability to hit confirm. Even though Half has the best normals suited for neutral play, a significant number of the cast can still out-range and overwhelm. H-Nanaya is best on the ground as his air normals aren't exactly abusable and easily beaten out in most air-air situations. H-Nanaya excels at close-to-mid-range, which you can judge as the distance where 5B can link into 2C in a combo and closer. At this range, you have all your relevant options available to you - any further and it's essentially playing neutral again.
At long range, you have your 236A/B for zoning, but they're easily countered if you recklessly throw them out preemptively. If you smell a jump, you can use 214A to confirm into 5A -> air combo string. The 214A will only link into 5A if you confirm at max distance (where you essentially hit with his shoe and then begin to descend back onto the ground) so it's likely you'll only use this a few times before your opponent tries to bait it out and punish or respects your anti-jump measures altogether. Other than that, you have to weave through whatever tactics your opponent uses to try to keep you out using H-Nanaya's limited air mobility, dash, and selective use of his dash-momentum normals. Competent opponents will always make your job as Nanaya difficult because they know Nanaya is at his worst in neutral, but once you get in on them...
It's your turn! Remembering the optimal range where all of Half's normals can realistically reach, your stagger pressure is among the best in the game. Staggering - delaying normals to make deceptive frame pockets for foes to "escape" (but ultimately fail) - is key to winning with H-Nanaya. Your B and C normals will almost always beat out attempts to mash out cleanly, and 2C and 5C, due to their start-up frames, can beat out both mashing and jump-outs. You'll also want to stagger to get the most forward momentum out of your normals, making pressure seem endless to your opponent. The minimum range where 2A whiffs is also where you can frame trap your foe with any of your B or C normals. Let's not forget your teleports and fastfall can be incorporated for maximum frustration.
As almost all of your normals will be used in blockstrings, it's important to remember that you master the concept of hit confirming. 236A -> 5A links from 2C if you don't have any normals to pick up the opponent after, and does good damage too. Against jump-outs with 5C, you have to train your reflexes to instinctively jump forward and use either j.A/B/C to confirm and double jump into j.BC air throw or whatever variant you find necessary. j.A will hit at all ranges, even on opponents who were able to jump very high before getting swatted by 5C, but you lose a lot of damage. j.B is the most realistic and doesn't hurt the damage as much. j.C handles ranges below and near your level, yielding the highest damage, but as it's slow on start-up, it's risky to try to hit confirm with it.
At the end of an air combo, you either use j.214B to get +10 meter, a wall bounce, and an opportunity to anti-air a possibly careless foe, or air throw. Almost always you want to use j.214B, although in the corner, air throw is best as you make it a guessing game to whether you'll stuff out their jump with dash-in 5A/5C, dash-in tick throw, or anticipate a jump-out from max 214A range and punish. If you think they'll mash, dash-in 2A, 2B, 5B, etc. will beat out most efforts and you rinse and repeat into combos into air throw until they're dead or escape (in which case back to neutral for you).
Meter management is pretty straightforward with this character. If you need to recover red health (Nanaya bleeds so you usually do), just hold enough meter until you reach 200% and don't get hit. HEAT in Half also augments your inherently amazing pressure game, so it's a good idea to usually aim for HEAT mode. However, if you have too much meter early in the round where you're at near-full health, a blockstring into 236C is acceptable as 236C is advantageous on block. Some opponents will want to bunker the 236C - regardless if you're doing it with normal meter or HEAT meter (the latter would almost always cause you to auto-Circuit Spark), so look at your opponent's meter before committing to the entirety of 236C. Otherwise, save meter for the j.214C ender on your air combos. It does AMAZING damage and you'll need it to end rounds most of the time. j.214C alone is what makes H-Nanaya's damage output so sublime, so always keep it in your thoughts.
When you're pressured, there's not much to do. Your 2A is too slow to mash out of much, and your 623B can be baited very easily. Just block and when you have 100% or more meter, 214D Shield Bunker a blocked attack. Half Moon Shield Bunkers are silly, invincible from start-to-finish, and if they hit - forced hard knockdown for your opponent. That gives you enough time to reset the situation, as well as do which-way fastfalls if you know what you're doing. On certain meaty set-ups, you can use 623C and punish foes with 3k damage for giving you trouble, but you need to understand how those set-ups and characters work before you gamble it all like that.
Pressure
H-Nanayas pressure is all about creating long block strings to make your opponent want to mash or jump out or creating small block strings and throwing your opponent/baiting their throw tech. If you stagger your normals you will catch mash very easily with H-Nanaya which will lead to a combo however most good players will stop mashing vs H-Nanaya because they understand that his blockstrings are hard to mash out of. This is where you want to start creating smaller blockstrings to throw your opponent so your pressure has some threat as H-Nanaya has no other way of mixing the opponent up. To catch jump outs you want to be using the 5a 6e OS when you go to throw your opponent, another way to catch jump outs is by using 214a at the end of your blockstrings as you will get a a combo with link 5a if they try to jump out and 214a hits. Using staggered normals in blockstrings will also catch jumps especially 5c and 2c though I dont think good players will like to jump out so much that these will catch jump outs.
Here are some example H-Nanaya blockstrings and their purposes.
2a2a 2b 5c 2c 5b (214a) This blockstring lets you stagger your normals and then end with a + on block 5b. If you think the opponent will jump out you can use 214a at the end and this should catch their jumpout and grant you a combo(will also beat most mash the opponent uses and give you a combo. If you have conditioned them to jump you can try resetting your pressure earlier with a rebeat 5a or completing the string and choosing to do something different after such as just waiting and seeing what your opponent does and reacting or doing something risky such as dashing or IADing back in. 2a2a2a IAD j.b Simple blockstring to reset your pressure and catch people mashing low attacks in your pressure.
2a2a walk/dash 5a 6ethrow Thow your opponent and catch their jump if they mash.
2a2a 5b is +1 on block so you can decide to anything you want after this as long as you are close enough.
2a2a 2b 2c 5rebeat/22c 2b This block string is designed to put you away from your opponent so you can catch them mashing with a 2b after. Once they respect this string you could go for a reset or continue your blockstring after the rebeat instead of resetting it.
2b 2/5a or 236b 2b at its max range can only combo into 236b, if the 2b hits you would want to go into 236b then cancel into 214c for a combo. If the 2b gets blocked you may want to 5a rebeat for more frame advantage.
2a2a2a 5b 2b 2c 5c 5a6aa 236b 236c 5b 2c 2b 5c This is a jail blockstring only used for when you want to put the opponent into blockstun for as long as possible if the opponent is on lower health and the timer is going to run out, or you just want to just meter on 236c to stop AUTO HEAT from going off I guess. Notes: You can use the following moves to be + on block. 5b +1 236c like +3 to +5 idk its + a lot. Use this as a meter dump or to keep your blockstrings going. tk214a input as 2147a + enough for a 2a after idk how much. Normal 214a is -3 on block but using tk214a you can extend your blockstrings a lot if you know how to do it. Its for more advanced H-Nanaya users I guess.
214[b] is an overhead but its really slow. Every good player will block this every single time but people with slow reactions or people who have not seen it before may get hit by it.
22c can be used like a 5a or 2a rebeat in a blockstring as it cancels your current normal and can be canceled early. Other teleports 22a/22b can be used in pressure but its very gimicky and not recommended. Maybe use these once every 10 games.
When you would usually go for an IAD in pressure you could try doing 9 22 2a to do a fake fastfall mixup because this actually catches people low somehow, only use this if your opponent shows any amount of respect to your pressure. If your opponent really respects you instead you could do a throw.
After moves where you are - such as 236b or 214a but not - enough to be punished you can cheese your opponent by using the 623b DP after beating their normals. You can even use 623b236c ex cancel to continue your pressure and combo if they mash. This is a good mindgame to keep on your opponent but don't try to overuse it.
Combos
Of all three Nanayas, Half Moon is the absolute simplest in terms of both combo theory and execution. You shouldn't be concerned with scoring the most optimal numbers you can. The best damage you can earn as this character comes through very specific routes on his normals and specials. Because of this, constantly optimized damage an impractical pipe dream, as you'll be using Reverse Beats often. Yet unlike Crescent Nanaya, his moves also don't prorate in a way which lets you squeeze out more in some alternative way. Furthermore, H-Nanaya is the anti-jump Nanaya. His most damaging combos will not usually align with his main method for damage dealing.
To compensate for all these negatives, Half-Moon Nanaya tends to score higher damage at a more consistent rate than the other two; even with Reverse Beat Penalty accounted for. His most practical combos in this sense, ARE his most damaging combos (go ahead and lab if you wish, see if you'll find anything new. You won't. And no, double-stacking 214A in a combo never deals more than just one.) This makes it easier to keep the focus on conversions, which are also very simple. They are always the typical Melty Blood air combo BnB (j.BC > dj.BC > AT) with very little variety or trickery to them, making him an easy character to understand, pick up, and use for players on all levels.
Because H-Nanaya combos are so generic and streamlined, there will not be much to this section. Everything you can do midscreen (save for one AT combo and one corner carry) you can do in the corner as well, regardless of where anyone is.
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
Normal Combos
IMPORTANT NOTICE REGARDING THE BELOW SECTION:
The entire combo list will only list AT enders. AT enders are interchangeable with j.214B or j.214C. Use j.214B as an ender if you want a tech-chase situation (which H-Nanaya is rather good at thanks to his good anti-airing ability), an extra 10 meter, and/or if airdashing to your AT ender won't reach in time; it does the same damage anyway. Use j.214C for (about 1K) extra damage IF you haven't exceeded the bounce-count per combo. Otherwise the last part of the super will pass through, and you'll likely have wasted 100 meter for less damage than usual.
If you find the 214A/236A links too difficult, then replace them with/skip straight into the typical sweep-into-launch routes instead (2C > 5C (> 5B)). 214A/236A links are optimal, but don't add any truly significant amount of meter or damage (in fact only about 100-300 more.) So mastering them is by all means optional in the grand scheme of things.
Corner Combos
OTG Pickups
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
5A~6A 5A~6A~6A |
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5B
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5C
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Crouching Normals
2A
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2B
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2C
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Aerial Normals
Note: All aerial normals are cancellable into Fastfall on hit or block.
j.A
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j.B
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j.C
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Special Moves
Grounded Specials
Flash Sheath - Eightfold Thrust
236A/B/C |
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Flash Run - Six Rabbits
(EX: Two Fold Six Rabbits) 623A/B/C |
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Flash Run - One Deer
214A/B/[B]/C |
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Flash Run - Moon in the Water
22A/B/C |
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Aerial Specials
(Fastfall)
j.22 |
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Flash Run - One Deer (Air)
j.214A/B/C |
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Arc Drive
Flash Sheath - Monk Imprisoned by Doubts
41236C in Heat |
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