Melty Blood/MBAACC/Shiki Nanaya/Crescent Moon
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 pressure based character with overall limited mobility[unless in F] but great pressure[unless in F]. A very simple character for beginners to pick up and play, however ultimately hard to win with in higher levels of play. He ultimately 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 four frames more recovery.Very good for anti-airing IAD's or poorly spaced air normals,since it tends to trade/win alot. 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. It has excellent speed and reach,and recently was allowed to preserve dash momentum,and the range is deceptively long. 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.It can hit crouchers so it can tag people from a bit of a distance away,and being +1 advantage on block makes it quite attractive as a blockstring ender. |
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. You can add your dash momentum to the it and in general it does a good job of punishing landing recovery even if they are far away from you.It has alot of forward movement,and can be cancelled late,making it a stable of Nanaya's blockstrings.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. |
5[C] [Overhead]
The charge version of 5C becomes an 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]
An air-to-air poke.Don't just throw this out,use it when you know the opponent will do something/are in range of the opponent. |
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 pick them up 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 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
Standard ground throw.Does about 1400 damage,but on average it will do less because of reverse beats. |
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
You can now combo after it,but don't expect miracles in terms of damage output. |
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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