Melty Blood/MBAACC/Shiki Nanaya/Half Moon: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Grounded Specials: corrected 623A/B images)
(→‎Standing Normals: Added 5C back)
Line 303: Line 303:
|invuln=   
|invuln=   
|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.
}}
}}<br/>
{{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.
}}
}}
}}<br/>
}}<br/>

Revision as of 05:14, 19 April 2020

Additional Resources


Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk


NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths/Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

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.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 2C > 5A/B/C > j.BC > dj.BC > Airthrow 3578


Meter Gained: 39.2 Meter Given (vs C-Moon): ???
5C was used for the calculations

Your bread and butter sweep into air finisher.

Extremely basic, but undeniably his most important combo. This is what you will be converting from and into for the vast majority of situations. The rest is by no means mandatory to learn if you can do this
Normal starter, grounded opponent, 2C > 236A, 5A > j.BC > dj.BC > Airthrow 3458


Meter Gained: 41.3 Meter Given (vs C-Moon): ???
The absolute basis of your 236A links, should you choose to opt for these Note that these links aren't that important as few routes truly benefit in any way from them. Not to mention they require said routes to work in the first place
Normal starter, grounded opponent, 2C > 214A, 5A > 5C > j.BC > dj.BC > Airthrow 3856


Meter Gained: 49.7 Meter Given (vs C-Moon): ???
The absolute basis of your 214A links, should you choose to do these Do note that this link will not work on every character in actual combos where the hit count will rise, one of its biggest flaws
Normal starter, grounded opponent, (j.C >) 5B > 2B > 2C > 5C > j.BC > dj.BC > Airthrow 4402


Meter Gained: 49.7 Meter Given (vs C-Moon): ???
Universal punish against everyone in the cast. If it's impossible to squeeze in, or if it makes things too difficult because of hit count affecting airtech and gravity, omit the j.C
Normal starter, grounded opponent, (j.C >) 5B > 2B > 5C > 2C > 236A, 5A > j.BC dj.BC > Airthrow 4762


Meter Gained: 58.8 Meter Given (vs C-Moon): ???
Optimized slightly further from the above version, but more difficult to do

Universal punish against everyone in the cast

If it's impossible to squeeze in, or if it makes things too difficult because of hit count affecting airtech and gravity, omit the j.C
Max range normal starter, grounded opponent, 100% meter 2B > 236B > 214C 2923


Meter Gained: -79.0 Meter Given (vs C-Moon): ???
Max range 2B > 236B confirm This is good for particular scenarios. At max range, 2B won't combo into anything else. You'll rarely run into such a situation, but if you do, it's good to know you can combo this way. Especially since 236B is safe and has such a large super cancel window, and since this ends in hard knockdown
Counterhit aerial normal starter, airborne opponent, j.A/B/C (CH) > land > 5B > 5C > j.BC > dj.BC > Airthrow 4895


Meter Gained: 46.9 Meter Given (vs C-Moon): ???
Staple conversion off of an air-to-air counter hit situation

Deals the most damage by a significant margin, without losing any noticeable amount of meter by not instead opting for other routes

Always do 5B > 5C. If you misjudge the height and if the opponent ends up too high for j.BC, omit the first j.B and go right into j.C before doing the rest of the aerial finisher. Unlike the other two Moons, 5B > 5C > j.C > etc. nets greater damage than if you were to do 5C > aircombo.
Counterhit 623B starter, 100% meter 623B(1, CH) > 236C, 5A > j.BC > dj.BC > Airthrow 3382


Meter Gained: 60.9 Meter Given (vs C-Moon): ???
For when your wakeup DP counter hits before you make it "safe" with 236C. For more information, read the General Gameplan section above

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 2C > 5B/5C > tk.j.214B > land, j.AC > j.BC > Airthrow/j.214B 3820


Meter Gained: 44.1 Meter Given (vs C-Moon): ???
The enemy MUST wallslam in the corner for this to be possible. This is a (near) corner combo

Does more damage than the typical sweep into air combo variant, but difficult to execute. Enemy must be as low to the ground as possible and the tk.j.214B must be done as quickly as possible as well If done heading towards the corner, the j.C in j.AC might have to be omitted dependent on spacing.

If done in the corner, the AT might not be possible due to distance issues, so j.214B instead. You will lose corner position and go back to netural if you use this combo in such a spot, however

OTG Pickups

Condition Notation Damage
vs V.Sion
Notes
Raw airthrow starter Raw Air Throw > Dash ~ 2C > 214A, 5A > 5C > j.BC > dj.BC > Airthrow 3062


Meter Gained: 49.7 Meter Given (vs C-Moon): ???
The best combo you can possibly do off a raw airthrow, anywhere Keep the height of the opponent just low enough so that by the time you do 5A > 5C, they don't go too high for the air combo finisher
Raw airthrow starter, corner-only Raw Air Throw > 214[B], 2C > 214A, 5A > 5C > j.BC > dj.BC > Airthrow 3382


Meter Gained: 60.9 Meter Given (vs C-Moon): ???
Strictly corner-only air throw starting combo

Same as the above, except you add a 214[B] to it

Based on the character, they might have odd collision boxes, which may cause them to bounce out from the corner. In which case, walk away from the corner a little after 214[B] before landing 2C, so they end up where they're supposed to.


Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.


Normal Moves

Standing Normals

5A
5A~6A
5A~6A~6A
Cnana5a.png
HNanaya6a.png
HNanaya6aa.png
Damage Red Damage Proration Cancel Guard
340 192 70% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 2.8% -

Standing knife-hand. Doesn't hit crouchers, so it's great for setting up tick throws. Also good for twitch anti-air.

Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

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.

Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX , (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 17 -3 7.0% -

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.


5B
HNanaya5b.png
Damage Red Damage Proration Cancel Guard
800 576 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 2 15 1 5.6% -

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.


5C
HNanaya5c.png
Damage Red Damage Proration Cancel Guard
1000 672 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 8 13 -3 7.0% -

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.


Crouching Normals

2A
HNanaya2a.png
Damage Red Damage Proration Cancel Guard
300 96 70% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 8 0 2.45% -

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.


2B
Cnana2b.png
Damage Red Damage Proration Cancel Guard
700 432 75% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 6 18 -7 4.9% -

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.


2C
Cnana2c.png
Damage Red Damage Proration Cancel Guard
1000 576 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 9 15 -9 5.6% -

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.


Aerial Normals

Note: All aerial normals are cancellable into Fastfall on hit or block.

j.A
Cnanaja.png
Damage Red Damage Proration Cancel Guard
300 144 75% (O) SE, N, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 2.1% -

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.


j.B
Cnanajb.png
Damage Red Damage Proration Cancel Guard
800 576 90% (O) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 - - 5.6% -

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.


j.C
Cnanajc.png
Damage Red Damage Proration Cancel Guard
1100 768 90% (M) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 6 - - 7.7% -

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

Grounded Specials

Flash Sheath - Eightfold Thrust
236A/B/C
MBHNanaya236A.png
A
A
MBHNanaya236B.png
B
B
MBHNanaya236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
250x6 (1380) 192x6 (1062) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 13 20 -1 1.05%x6 (6.3%) -
  • Nanaya does a series of flurry slashes in front of him.

The quickest version and the safest on block. Unfortunately, it completely whiffs on crouching opponents. Good for covering space in front of you sometimes, and it can also be used to hit confirm from 2C into a combo.

B Damage Red Damage Proration Cancel Guard
200x12 (1983) 163x12 (1614) 100% EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 26 22 -3
-6 (Air)
1.05%x12 (12.6%) -

Moves forward a bit more than A but is also slower on start-up. Pretty much neutral on block and can be used to zone in front of you, hitting crouchers too unlike A. On hit, if not EX cancelled, 236B is actually at frame disadvantage, so be careful.

EX Damage Red Damage Proration Cancel Guard
200x18 (2337) 144x18 (1679) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+8 42 20 -5 -100.0% Full 1-5, High 6-10

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.


Flash Run - Six Rabbits
(EX: Two Fold Six Rabbits)

623A/B/C
MBHNanaya623A.png
A
A
MBHNanaya623B.png
B
B
MBHNanaya623C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1500/600 1056/384 100% EX LH/LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 2 (2) 5
(Single Hit)
33 -24/-20 8.4%/5.6% Full 1-4, High 5-8
  • H-Nanaya's reversal series. Not as good compared to the other Nanaya moons but when used appropriately are still excellent tools.

Has some invincibility start-up and a clash on the ground, so you can clash with a low-hitting move and EX cancel into something else. Overall a gimmicky move since it's air blockable and the clash isn't very reliable.

B Damage Red Damage Proration Cancel Guard
1400, 600x2 (2405) (1699) 100% EX LH
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (2) 6 40 -32 ~ -25 3.6%, 1.75%x2 (7.1%) Full 1-15

The go-to reversal on H-Nanaya. Has more invincibility frames than A and is actually air unblockable (no clash trait though). However, miss with it and you're basically a goner.

EX (Both Nanayas)
(Clone-Only)
Damage Red Damage Proration Cancel Guard
(3578)
400x5 (1696)
(2339)
(813)
100% N/A LH (1st hit),LHA
LHA
First Active Active Recovery Frame Adv Circuit Invuln
11+3
11+5
5 (2) 12 45 -43 (vs Crouching) -100.0% Full 1-55

The reversal becomes air blockable again except for the very first active frames. However, the main attraction to this move is that it makes a clone appear behind your opponent no matter where they are - can be used as a fullscreen punish and will setup a tech punish setup if it hits. It does around 3k damage if both you and the clone cleanly hit, so you can get great damage if you time it correctly; careful, it's very slow on start-up so only use it if you're confident it will hit.


Flash Run - One Deer
214A/B/[B]/C
MBHNanaya214A.png
A
A
MBHNanaya214B.png
B/[B]
B/[B]
MBHNanaya214C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
700 480 60% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
11 9 26 -7 7.7% -
  • A series of kicks that strike horizontally. Not really used outside of combos.

A fast moving kick that travels a nice distance. Causes techable ground knockdown so be prepared to tech punish after this hits. On block, it's pretty much unsafe unless you hit right at the shoe tip before you land. You can hit confirm the tipped hit with 5A into an air combo string, meaning this is a decent anti-jump move to use.

B Damage Red Damage Proration Cancel Guard
1200 768 70% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
21 9 26 -6 8.4% -

Slower kick than 214A. Not exactly useful outside of maybe half-charging it to beat mashing away the charged 214B. It's safe on block but you basically have to block to not get punished out of it.

[B] Damage Red Damage Proration Cancel Guard
1600 1152 70% (O) -EX- HA
First Active Active Recovery Frame Adv Circuit Invuln
30 9 21 -1 11.2% -

One of H-Nanaya's two ground overheads. Its safety on block is exactly as 214B. It wall bounces on hit and nets good damage if you do land it.

EX Damage Red Damage Proration Cancel Guard
600x3, (1400), 600x3 (2269) (1450) 70% (O) N/A HA, LH (2nd part)
First Active Active Recovery Frame Adv Circuit Invuln
4+8 9 (12) 1 (2) 6 41 -28 -100.0% Full 1-9, 27-31

A two part EX move. First part would be a kick like 214A/B with multiple hits. Then the second part makes an angled upwards kick. The second part causes untechable knockdown on a grounded opponent. Note that if you've already wall bounced an opponent, the second part won't connect. Mostly used in the 2B -> 236B -> 214C far-ranged poke hit confirm. This is his second ground overhead, but it's a huge gimmick that's easily blocked and punished afterward.


Flash Run - Moon in the Water
22A/B/C
MBCNanaya22A.png
A
A
MBCNanaya22B.png
B
B
C
C
MBCNanaya22C.png
A Damage Red Damage Proration Cancel Guard
- - - Anything except 22A, starting from frame 31 -
First Active Active Recovery Frame Adv Circuit Invuln
12 12 (Invuln. frames) 13 - - Full 12-23
  • H-Nanaya's teleport moves. Situational, but overall decent for mix-ups and frame traps.

Does a crouching stance then teleports about half a screen distance. The distance is shortened if you hit the wall. Since your hitbox disappears during this, you can use as a cross-up in some situations including blockstrings. Easily mashed if anticipated though. You're also invincible during the teleport, so get creative.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
10 14 (Invuln. frames) 8 - - Full 10-23

Does a crouching stance then teleports a jump height above the same spot. After the teleport, you can use any air option normally available to you after an initial jump.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 34
(Before cancelling: 20)
- - -

Goes into the same crouching stance as 22A/B but after a brief moment will return to normal. Used as a feint for 22A/B or a move to cancel into for less recovery.


Aerial Specials

(Fastfall)
j.22
Cnanaj22.png
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 6 (landing) - - -

Nanaya's unique fastfall, no button input. It is used in a lot of mix-ups - high/low/throw and cross-ups. Get creative and condition your opponent to get the best mileage out of this.


Flash Run - One Deer (Air)
j.214A/B/C
MBHNanaya214A.png
A
A
MBHNanayaj214B.png
B
B
MBHNanaya214C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 576 70% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 9 4 (Landing) -2 (Lowest Height TK) 5.6% -
  • Air versions of the strike kicks. All of them hit mid/air blockable and are generally unsafe to use on block.

On hit, it causes an air tech state, which is mostly a gimmick. Its main use is to run away from pressure and/or the corner.

B Damage Red Damage Proration Cancel Guard
1200 768 70% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 9 8 (Landing) -6 (Lowest Height TK) 8.4% -

Wall bounces on hit and next to air throw is the to-go ender for most air combos. Allows you to possibly harass opponents after the air tech and nets you around 10% meter each hit.

EX Damage Red Damage Proration Cancel Guard
600x3, 1400, 600x3 (3000) (1986) 70% (O) N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+6 9 (14) 1 (2) 6 - -31 (vs Crouching)
-25 (vs Standing)
-100.0% Full 1-9, 27-31

A two part EX move. Like the grounded version, it won't fully connect if you've already wall bounced the opponent at least once. This is the move you'll defer meter to as it adds a ridiculous amount of damage to any combo. It's essentially the round ender, and also causes opponents to enter an air tech state. Done really close to the ground, it actually causes hard knockdown like its grounded version, but does much more damage.


Arc Drive

Flash Sheath - Monk Imprisoned by Doubts
41236C in Heat
Cnanaad.png
Damage Red Damage Proration Cancel Guard
4000 2650 50% N/A U
First Active Active Recovery Frame Adv Circuit Invuln
2+29~31 139 28 - removes all Full 1-174

An unblockable Arc Drive that includes a clone Nanaya for added vertical range. It is dodgeable - for Full Moon characters, they can just dash through you instead and it will make them backdash the Arc Drive. If used as a punish for a suspected jump out, you can connect into a combo afterward. The cooldown is actually pretty decent even on whiff, but there are usually better uses for meter in HEAT.


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull