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'''Shiki Nanaya'''  
'''Shiki Nanaya'''  


Players that choose Nanaya will find a character that players similar to Shiki Tohno, but with a couple more tools for mixup and movement. He may be less straight forward than Tohno, but he excels at tech punishes and stacking reverse beats, so advanced players will feel right at home.
Players that choose Nanaya will find a character that seems similar to Shiki Tohno. However, whereas Tohno excels in neutral with his range, Nanaya is the opposite. However, once on the offensive, his field of play becomes apparent: his pressure and ability to stack Reverse Beats truly makes him a formidable foe. While easy to pick up for beginners, high level play will challenge the adaptability and endurance of Nanaya players.


[[Melty Blood/Shiki Nanaya/Crescent Moon|Crescent]]<br>
[[Melty Blood/Shiki Nanaya/Crescent Moon|Crescent]]<br>
The most popular moon and for a good reason. Crescent players will find an arsenal of moves clearly suited to stagger pressure, frametraps, and okizeme. Crescent has limited mobility, but makes up for it with an impressive arsenal of situational teleports, ground normals that move him forward and easily stack onto one another, and the most diverse okizeme (and damaging) of the three moons. Proficiency with him relies on understanding the nuances of his pressure, the patience to deal with his poor neutral game, and intelligent meter management.


[[Melty Blood/Shiki Nanaya/Half Moon|Half]]<br>
[[Melty Blood/Shiki Nanaya/Half Moon|Half]]<br>
The least popular moon, but overall a very balanced character yet threatening. Especially noteworthy is that due to his dash momentum augmenting the horizontal range of many of his ground normals, he has the best neutral game of the three moons. Like Crescent, Half shines best with staggered pressure strings that seem endless. Whereas Crescent needs to be up close and personal during block strings to truly be a menace, Half can do the same, as well as command mid-range sufficiently due to his ranged normals. He loses a strong mix-up and okizeme game but his pressure is arguably as good as Crescent's; plus he can also anti-air/anti-jump much better than the other two moons. His damage output is overall consistently higher than both Crescent's and Full's and his meter management is very simple.


[[Melty Blood/Shiki Nanaya/Full Moon|Full]]<br>
[[Melty Blood/Shiki Nanaya/Full Moon|Full]]<br>
A powerful mix-up oriented character that excels in combining speed and ambiguity to conquer foes. His air dash goes a greater distance now, and can be cancelled early into an aerial, leading to decent which-way mix-ups. His ground normals are less intuitive than the other two moons, but the pure frame advantage of moves like 2A and 2C allow you to trick up your opponent with your dive kicks, allowing you to quickly change up your pressure from high to low at nauseating proficiency. He shines against opponents without a reliable anti-air or reversal. His okizeme deals a lot less damage without meter than Crescent's, but his double DP combos quickly give you the damage (and meter) to turn the tide of battle. Due to his lack of range, he is more momentum-oriented than the other two, but he has enough tools that patient and smart play can thwart opponents.


=Statistics=
=Statistics=

Revision as of 23:22, 22 June 2013

Nanayabanner.png


(Click here for the original Shiki Nanaya page)


Introduction

A nightmare version of Shiki Tohno created by TATARI and kept in existence by White Len. He is a manifestation of Shiki Tohno's murderous intent and lives only for his next kill. Nanaya is smooth, confident, and treats life (and death) casually.

Stage: Starlight Crossing

Starlight Crossing.PNG

BGM: Lurk

Moon Overview

Shiki Nanaya

Players that choose Nanaya will find a character that seems similar to Shiki Tohno. However, whereas Tohno excels in neutral with his range, Nanaya is the opposite. However, once on the offensive, his field of play becomes apparent: his pressure and ability to stack Reverse Beats truly makes him a formidable foe. While easy to pick up for beginners, high level play will challenge the adaptability and endurance of Nanaya players.

Crescent

The most popular moon and for a good reason. Crescent players will find an arsenal of moves clearly suited to stagger pressure, frametraps, and okizeme. Crescent has limited mobility, but makes up for it with an impressive arsenal of situational teleports, ground normals that move him forward and easily stack onto one another, and the most diverse okizeme (and damaging) of the three moons. Proficiency with him relies on understanding the nuances of his pressure, the patience to deal with his poor neutral game, and intelligent meter management.

Half

The least popular moon, but overall a very balanced character yet threatening. Especially noteworthy is that due to his dash momentum augmenting the horizontal range of many of his ground normals, he has the best neutral game of the three moons. Like Crescent, Half shines best with staggered pressure strings that seem endless. Whereas Crescent needs to be up close and personal during block strings to truly be a menace, Half can do the same, as well as command mid-range sufficiently due to his ranged normals. He loses a strong mix-up and okizeme game but his pressure is arguably as good as Crescent's; plus he can also anti-air/anti-jump much better than the other two moons. His damage output is overall consistently higher than both Crescent's and Full's and his meter management is very simple.

Full

A powerful mix-up oriented character that excels in combining speed and ambiguity to conquer foes. His air dash goes a greater distance now, and can be cancelled early into an aerial, leading to decent which-way mix-ups. His ground normals are less intuitive than the other two moons, but the pure frame advantage of moves like 2A and 2C allow you to trick up your opponent with your dive kicks, allowing you to quickly change up your pressure from high to low at nauseating proficiency. He shines against opponents without a reliable anti-air or reversal. His okizeme deals a lot less damage without meter than Crescent's, but his double DP combos quickly give you the damage (and meter) to turn the tide of battle. Due to his lack of range, he is more momentum-oriented than the other two, but he has enough tools that patient and smart play can thwart opponents.

Statistics

Character 100% 75% 50% 25% Estimated Health
Shiki Nanaya 1.00 1.00 0.95 0.90 11866
Average ? ? ? ? ?

Palettes

Nanaya-colors.png

No. 12: Yu Narukami (Persona 4)

No. 15: Aizawa Eiichi (G-senjou no Maou)

No. 17: Shirou Emiya (Fate/Stay Night)

No. 22: SHIKI Tohno (Tsukihime)

No. 23: Rouga Zanma(Big Bang Beat)

No. 24: Iori Yagami (King Of Fighters)

No. 27: Gilgamesh (Fate/Stay Night)

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