Melty Blood/MBAACC/Shiki Nanaya/Crescent Moon: Difference between revisions
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:Far range BnB | :Far range BnB | ||
'''(5A/2A/j.C), 5C, 2C, | '''(5A/2A/j.C), 2B, 5C, 2C, 5BB, 22C, j.BC, j.BC, AT''' | ||
:Close range BnB | :Close range BnB | ||
'''(2A | '''(2A/j.C)2B 5C 214B 8/9 22 214B 2C 214A''' | ||
:Meterless corner 214A ender.After the first 214B you tiger knee the fastfall,the 214B after the fastfall should be the close(launcher) version. | |||
'''(2A/j.C)2B 5C 214B 9...''' | |||
'' ...j.B j.BC j.BC AT '' | |||
'' ...22 2C 5BB 2A j.BC j.BC AT '' | |||
'' ...22 2C 214B 2C 5bb 22C j.BC j.BC AT '' | |||
==Metered Combos== | ==Metered Combos== | ||
'''(2A/5A,j.B/C), 5B, 5C, 2C, 2B (slight delay), 623C, 2A, | (5A/2A/j.C) 2B 5C 2C 5BB 22C 236C 2C 214A | ||
:Midscreen 214A ender combo (requires 100% meter,but 236C gives back about 11.5% meter) | |||
'''(2A/5A,j.B/C), 5B, 5C, 2C, 2B (slight delay), 623C, 2A, 5B, j.BC, j.BC, AT''' | |||
:Corner combo (requires 100% meter) | :Corner combo (requires 100% meter) | ||
=Strategy= | =Strategy= |
Revision as of 10:58, 4 January 2012
Combos
Normal Combos
5A/2A, 2B, 2C, 5C, j.BC, j.BC, AT
- Basic beginner BnB
(2A/j.C), 2B, 5C, 214B
- Far range BnB
(5A/2A/j.C), 2B, 5C, 2C, 5BB, 22C, j.BC, j.BC, AT
- Close range BnB
(2A/j.C)2B 5C 214B 8/9 22 214B 2C 214A
- Meterless corner 214A ender.After the first 214B you tiger knee the fastfall,the 214B after the fastfall should be the close(launcher) version.
(2A/j.C)2B 5C 214B 9...
...j.B j.BC j.BC AT ...22 2C 5BB 2A j.BC j.BC AT ...22 2C 214B 2C 5bb 22C j.BC j.BC AT
Metered Combos
(5A/2A/j.C) 2B 5C 2C 5BB 22C 236C 2C 214A
- Midscreen 214A ender combo (requires 100% meter,but 236C gives back about 11.5% meter)
(2A/5A,j.B/C), 5B, 5C, 2C, 2B (slight delay), 623C, 2A, 5B, j.BC, j.BC, AT
- Corner combo (requires 100% meter)
Strategy
Crescent
They see me slidin'...they hatin'
A very solid character that relies heavily on fundamentals, especially in neutral. His zoning is decent at best against most of the cast regardless of his A normals, so he can really test your patience and understanding of neutral. However, once C-Nanaya gets in, he can run his shit for days, and is extremely pressure based. C-Nanaya's general playstyle is playing patient in neutral and using his backdashes, 2A, j.A, and j.C properly in order to get in. He has problems in neutral against most of the cast, but once he gets in it's his turn. His pressure is based off a small amount of normals, and rely heavily on staggers, so pressuring well with C-Nanaya will test a player's brain and mindset.
Move Descriptions
Normal Moves
2A [Mid]
A mashable knife-hand to the legs. This move is good for combos, pressure, and mashing out in general. The placement of the hit box is pretty high so you could use it to hit the opponents landing recovery. You'll also be using it to pick up air counter hits as fast as possible. |
5A [Mid]
This 5A is mashable and empty cancellable. This is not quite the same 5A as from MBAC, as it has about of frame more of start up. Also, because of the new Anti-A Armor system, it is really hard to use it as an anti-air. Now, the main uses for it is for reverse beats and to punish certain moves or guard breaks. You get a good bit of untech-time after it hits so you can follow it up with a j.B or 623C for a combo. |
2B [Low]
A long-reaching leg shank. Great for throwing a quick move in, killing mash-outs and high Shields. You might as well be swinging the hand of God with this move as it has excellent speed and a great hitbox. You can only connect to 5C when you hit the opponent with the end of 2B so you need to be aware of your distance from the opponent. |
5B [Mid]
Still has clash like in MBAC, but has been changed a bit. 5B is great for wreaking opponents low shield. Since it is quite risky to use 5A as an anti-air now, it might be good to use this every once and a while now... but if you clash you'll end up losing a lot of other moves. But, the hitbox has been expanded to hit crouchers on hit and on block so it can tag people from a bit of a distance away. You are not really at a disadvantage after hitting on block, so this move is also great for blockstrings. |
5B -> B [Mid]
This is the follow up to 5B, it launches the opponent on hit. This move has auto-HJC and is chargeable. There really is not any use for this move outside of combos as you cannot cancel it on block. You could use this for combos after a 2C (->2B 5BB [Air]), and you can cancel it any way after hit, but on block you'll definitely eat a counter hit from any move with a bit of reach. The high jump cancel works by pressing up right after hitting with the follow up 5B, just slide the stick up after hitting. You cannot do it by holding up. |
5B -> [B] [Overhead]
If you charge it to the max, 5BB becomes an overhead. You can special cancel it on hit on block. Because of that, you should cancel into 22C to make it safe on block, or follow up with an air combo since the opponent cannot air tech it. You can't cancel it into another move like a low for a high low so all the opponent has to do it block high. |
2C [Low]
A slide with really good horizontal movement. It is much like the 2C from MBAC, but because of the landing recovery now, you can aim at the opponent's landing and you should whenever you can. You can even add your dash momentum to the 2C and aim for landing recovery even if they are far away from you, but be careful about moves that have cross-up hitboxes. It also has some functionality as a mash out and for escaping air-to-ground dive moves. Your tech punisher of choice, use it anywhere if you smell a tech: chances are this will catch it. |
5C [Mid]
A chargeable stab that has moves forward quite a good bit, making it easy to push the opponent to the corner of the stage during blockstrings. Using 5C to shorten the gap between you and your opponent, then reverse beating for a good bit of +frames works on most characters and is still staple Nanaya play. It moves a good bit forward, so you could aim for your opponent's landing as a somewhat reliable anti-air. |
5[C] [Overhead]
The charge version of 5C comes out about the same time as the flash effect now, AND it is a bit faster, making it harder to see than in MBAC and a good overhead. You can also be creative with the move, making high-low mixups with things like 5{C} -> 2B. The follow up for this overhead can be 5B, 236A then an EX cancel, or just a jump cancel, all into air combos. |
j.A [Mid]
Cannon balls to force people down in the air don't work anymore so don't even try it. Also, because you decelerate when you use air moves after a super jump, cannon ball is REALLY ineffective.His only air move that has a decent horizontal range, but because it's an A attack, don't expect miracles. |
j.B [Overhead]
A two-hit air swipe, you can cancel the first hit of the move into anything. The best place to use this move is right in front of the opponent, with the tip of the move. For air-to-air, you should cancel the first hit into j.C, so that if you get an air CH you can re-jump into an air combo. You can also easily use this move after IAD and fuzzies. |
j.C [Overhead]
An air knife thrust with decent range. This move won't lose to much because of the anti-A system. This move has decent start-up and vital to Nanaya's zoning. This move has a good hitstun so you can follow up with a combo easily. |
Ground Throw
Nanaya can now ground throw in any direction,but the damage of his throw has been reduced. Even though it may not look like it, a well-timed superjump->fastfall can cross-up opponents if you throw them in the corner, this essentially gives him a which-way. |
Air Throw
Nanaya's airthrow has a few +frames on it, but if you and your opponent are not in the corner, the match goes to neutral. |
Special Moves
Sensa・Hattenshou 「閃鞘・八点衝」 - 236ABC
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Sensou Rikuto 「閃走・六兎」 - 623ABC
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Sensa~ 「閃鞘~」 - 214ABC
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Sensou・Suigetsu 「閃走・水月」 - 22ABC
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Fastfall - j.22
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Arc Drive
Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - 41236C in HEAT or MAX
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Another Arc Drive
Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - 41236C in BLOOD HEAT
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Last Arc
Kyokushi・Nanaya 「極死・七夜」 - Standing or crouching EX shield in BLOOD HEAT
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