Melty Blood/MBAACC/Shiki Nanaya/Full Moon

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Combos

Be sure to check this article about F-Nanaya: https://drunkardshade.com/2015/09/20/melty-bits-f-nanaya/

Normal Combos

Midscreen
  • (2A) > 5B > 2B > 5C > 236 B x3
Basic full Rekka combo. On characters like Akiha, Len/White Len, you need to slightly delay the last Rekka so that the whole combo connects, or else the final hit will pass through them and you'll get punished.
  • (2A) > 5B > 2B > 2C > delay > 623B~2B~82 > land > 623B~B > sj9.BC > air throw
The double DP combo all F-Nanaya players should master. Great damage and meter gain. The hardest part is getting the fastfall to come out fast and clean. You have a bit of time to get the second 623B out so don't fret or else you won't get the execution down consistently. Delay the second flip kick and super double jump (flick down once and then up-forward) to get maximum height to do j.BC. You can omit the j.B if you feel like you can't get the air throw because the opponent is too high. Works in the corner too, just omit 2B so that you're not pushed too far away (the first 623B won't fully connect if you do).
  • Raw airthrow > 5[C] > IAD (slight delay) j.C > 623B~2B~82 > land > 623BB > sj9.C > air throw
Does around 3k and is a corner carry. On the second DP, you want to mash B to get the flip kick out since the 623B won't connect cleanly most of the time.
  • Raw airthrow > 5[C] > IAD j.C > 623B~B > sj9.BC > air throw
Does a little less damage than the above combo but is much easier.
  • Shield counter > 2C > delay > 623B~2B~82 > land > 623B~B > sj9.BC > air throw
Double DP from a shield counter - you have plenty of time to adjust your spacing on the 2C after the counter so just take it easy.
Corner
  • (2A) > 5B > 2B > 2C > delay > 623B~2B~82 > j.B > j.C > sj9.B > j.C > air throw
A corner variant of the original double DP combo where you fastfall into aerials instead. Does a little less damage, but since it keeps Nanaya closer to the ground, you get a bit more frame advantage after the air throw.
  • (2A) > 5B > 2B > 2C > 214A
Okizeme set-up on cornered opponents. It's better than using Rekkas as 214A will pop the opponent out a bit, giving you both sides to work with for oki.
  • Raw airthrow > 5[C] > 2C > delay > 623B~2B~82 > land > 623BB > sj9.BC > air throw
Does upwards of 3k and looks kinda cool as well. Will give you a good chunk of meter afterward also.
Approaching the corner
  • (2A) > 5B > 2B > 2C > (slight delay; watch Nanaya lean forward) > 214B (close version) > 2C > 236 A/B x3 OR 214A
Ground combo extension you can do if you're nearing the corner. The close 214B will launch the opponent up and the corner will stop you short the normal distance you lunge so you can link the 2C into standard Rekkas or 214A for okizeme. After the 2C, you can also go for double DP to end the round, if necessary.

Metered Combos

Midscreen
  • (2A) > 5B > 2B > 5C > 236C
Basic ground combo into EX Rekka. Does around the same damage as the double DP combo and sets up for okizeme as well.

Initiative Heat Combos

  • (2A) > 5B > 2B > 5C > 236B x2 IH > dash 2A > 5B > 2B > 2C -> 623B~2B~82 > land > 623B~B > sj9.BC > air throw
Almost always does 5k damage and up (does around 6k if you get a j.C starter). Essentially a full-screen corner carry.

Strategy

F-Nanaya loses out on very versatile ranged tools in exchange for normals with excellent frame advantage, a quick and lengthy air dash, and crazy ambiguous pressure. You'll essentially struggle against most of the cast to get in - be patient and use your air dash combined with moves like 2B and 2C to slowly close in space. If the opponent has no reliable anti-air moves though - choose your dive kick wisely to thwart Shield attempts and get to work. Your dive kicks yield great frame advantage, cross-up, and beat-out a good number of moves. However, with Current Code's Counter system, if your opponent trades with a dive kick, you're gonna eat a fat combo.

Once in, your 2A alone can be used as your blockstring due to its insane frame advantage. Stagger it into dash 2A, tick throw, 5A fake-outs into more 2As or a tick throw, or try to meaty frametrap by going into a jump -> dive kick, 2B or 2C. Partially charged 5Cs work fine too in tandem with fully charged ones to beat out mash attempts. Your two teleport series also keep your opponent guessing. While his pressure is very strong, it can get very predictable, so keep your opponent guessing or else they'll disrespect and send you back into neutral or into the next round.

Learn the double 623BB combos as the damage output on it combined with your meter gain makes F-Nanaya a pain to deal with if left to his own devices. It also makes every successful reversal of yours very aggravating - it'll likely win a few rounds for you due to it usually breaking 3k damage raw. Outside of 623BB combos, your 236 Rekka series will give you tons of time to set-up creative and sadistic okizeme. Unfortunately, F-Nanaya's okizeme set-up combos net him poor damage, but your options off of it are too good to pass up unless you understand neutral well enough to just disrespect with 623BB the whole game and abuse your huge 1-frame air throw into some more double 623BB's.

Meter management is pretty simple. In neutral, use your Full Moon meter charge if it's safe to do so while you figure out how to approach. Double 623BB combos net you around 70 meter per go, so keep hitting people and you'll get into MAX eventually. You'll mostly be Initiative Heat cancelling whiffed dive kicks to heal your red health and keep your flimsy self alive, or just holding it to Circuit Spark if things turn sour. If you have good health but extraneous meter, you can go for the EX Rekka (236C) which does hard knockdown on standing foes and an impressive amount of damage too. If you're feeling confident, you can activate Blood HEAT in max, and your Rekka series is actually a frame trap for your Another Arc Drive (which will ALWAYS guarantee you 5k+ damage). Due to Full's insanely momentum-dependent gameplan, saving meter so you can Circuit Spark once you reach 300 or Max to save your behind and your positional advantage is probably best, though.

Move Descriptions

Normal Moves

2A
2A [Low]

Startup: 4f | Active: 4f | Recovery: 5f

Terrible horizontal range so don't think about using this to try to mash out of decent pressure. However, it's insanely fast and advantageous on block, making it the cornerstone of your blockstrings and frametrap pressure. Use this to mix-up into tick throws, dive kick, more 2As, and a lot of other stuff. The key to F-Nanaya is making sure you stagger 2A effectively and strike fear into your opponent's heart with it. Can also be used to confirm air counters since it stabilizes quite nicely, but it will take away a good bit of damage if used this way.


5A
5A [Mid]

Startup: 5f | Active: 4f | Recovery: 5f

Horrid range - not really much use for it besides breaks in 2A staggers into tick throws (it whiffs on crouchers) or catching air counter-hits. It is advantageous on block and could be used as an anti-jump move against cornered opponents once in a full moon.

2B [Low]

Startup: 8f | Active: 4f | Recovery: 15f

Slightly different from Crescent's and Half's as it has less active frames and therefore slightly less horizontal range. Furthermore, it has less raw cooldown and is still easily staggered into your C normals, making it useful for blockstrings. This has the furthest horizontal reach in F-Nanaya's moveset and is fundamental for poking and keeping pressure. If you're fishing for a hit, remember you need to account for the distance from you and your opponent. To play it safe when attacking from afar, you can hit confirm with the first hit of 236B then fall back or finish the Rekka.

5B
5B [Mid]

Startup: 8f | Active: 2f | Recovery: 15f

Has good horizontal range but isn't too fast. Moves forward a bit and is +1 on block. Aside from poking for a Rekka set-up at max range, you'll be using this to catch air counter-hits into the standard air combo (j.BC j.BC airthrow). Only use this sparingly in blockstrings since you can't stagger this and it usually pushes F-Nanaya too far away to do anything threatening.

2C
2C [Low]

Startup: 8f | Active: 8f | Recovery: 12f

The movement is negligible compared to Crescent's and Half's 2C slides but this makes his hitbox smaller, allowing you to duck under some projectiles and moves. The start-up is on par with your B normals, has very nice active meaty active frames, and good frame advantage - using it to poke is acceptable.


5C
5C [Mid]

Startup: 9f | Active: 4f | Recovery: 16f

A forward-moving axe kick. Has decent horizontal range and surprisingly good vertical range. You can use this to maximize damage off of air counter-hit hit confirms, and under some situations, can be used as an anti-air. Due to its arc, it's not really effective in catching jump-outs. Counter hits from this usually garner good damage combos, so mix this in with 5[C] sometimes. Safe on block on its own and you can special cancel it as well.

5[C]
5[C] [High]

Startup: 28f | Active: 4f | Recovery: 16f

Chargeable overhead variant of the kick. The cancel window is right as it hits, so be prepared to hit confirm - it combos into any non-teleport special including 623BB into aircombo. On airborne opponents (usually in a combo), it ground bounces, so you can instant air dash an air normal or buffer a 2C to extend combos. Best used when you mix it up with partially charged 5Cs. Safe on block.

JA
JA [High]

Startup: 5f | Active: 4f | Recovery: 41f

Tiger Knee kick in the air. Very fast and chains into itself but has poor range. Full Moon characters can cancel j.A's into an airdash, and so this is good for the occasional air poke. Use it sparingly for pressure while in the air to mix it up with other aerials otherwise it's rather easy to mash out of. Since you can chain it close to the ground from an instant air dash, you can actually use this to imitate a fuzzy guard string in tandem with your divekicks and fastfall.

JB [High]

Startup: 8f | Active: 2f | Recovery: 41f

Nearly identical to H-Nanaya's j.B but with less horizontal range below. It's a horizontal slash that hits once. Decent air-to-ground move and is really your only option if an airborne opponent is on-level with you. That said, it's not especially effective in air-air situations.

JC [High]

Startup: 10f | Active: 6f | Recovery: 35f

The downward stab shared by all Nanaya moons. It has notable start-up but its hitbox is respectable and is key to Nanaya's zoning and pressure game. Once the hitbox is out, it won't lose to much in air-to-air combat so as long as the opponent is below you.

J2ABC
J2ABC

Startup: 6f | Active: Until landing | Recovery: 2f

  • (Description) - The infamous "warui ne!" dive kick series. Technically special moves since you can Initiative Heat cancel them on whiff. Only works at the apex of any forward or neutral jump. Pretty much F-Nanaya's most versatile move, although no longer his "best." It's fast, crosses up, beats a good number of things in air-to-air if you are above them and will trade with most horizontal attempts to kill it. A good number of anti-airs can stamp it out easily though. If you did a jump-in with a move, and have one more jump left to spare you can jump cancel your previous move and use a dive kick. This also applies to IADs. The move is punishable if the opponent airblocks it at a certain height above ground though. The dive kicks also OTG relaunch, so they can be used to hit confirm deep 2Cs into an air combo.
  • (A version) - Falls equivalent to about an 80 degree angle incline in respect to Nanaya. Depending on the timing and jump direction done before, it can cross-up or not. Safe on ground block and can be used to stagger pressure 2As or even initiate a tick throw after opponents respect the 2As.
  • (B version) - Falls equivalent to about a 60 degree angle incline in respect to Nanaya. Done close to the opponent, it will likely always cross-up. On block, it is identical to the A version.
  • (C version) - Falls equivalent to about a 40 degree angle incline in respect to Nanaya. Travels quite far horizontally, so it can be used to cover distance against opponents with poor anti-airs or to run away from a bad situation. On block, it is identical to the A version.

Special Moves

Sensa・Yotsuji 「閃鞘・四辻」 - 236ABC
  • (Description) - Rekka slashes. Nanaya lunges forward and does a series of slashes dependent on the user's input. After the first Rekka, subsequent 236A/B inputs result in the same follow-up moves.
  • (A version) - Rekka starter. Moves you forward a bit and actually has low cooldown and a good hitbox. You can use this to poke out every now and then, and if your opponent respects the Rekka sequence, you can run in with 2A or whatever; otherwise, you can beat out mashing with the second Rekka since the chain window is huge. Decent frame trap move overall as it's advantageous on block.
  • (B version) - Rekka starter. Lunges you further but is no longer advantageous on block by itself. Use this when hit confirming max range 2B/5B pokes.
  • (236A/B) - Second hit of the Rekka series. On standing targets, it has a decent amount of hitstun, so Initiative Heat cancel this to get some of the deadlier combos in your arsenal. On falling foes it causes hard knockdown. Decent hitbox and safe on block, but you basically have to back out after this one if it's blocked.
  • (236A/B) - Rekka ender. It causes hard knockdown on both standing and falling foes. On certain characters such as Akiha or Len, inputting this too quickly while they stand can cause the attack to whiff completely, giving them time to punish you. On falling opponents, you need to input this as quickly as possible to guarantee hard knockdown. Extremely laggy unless it gets hard knockdown and is unsafe on block unless IH cancelled. Its hitbox is also deceptively very poor so don't try to beat out mashing with it.
  • (EX version) - One of F-Nanaya's best metered options, and is the go-to option to burn off extraneous meter. The move starts with two Rekka slashes into Sensa Hattenshou but it ends with the final Rekka hit giving him an okizeme setup with excellent damage, meaning you can end rounds with this. Careful though, the final (and most damaging) hit won't connect on an airborne/falling opponent. Using 236C over the A/B Rekkas gives you higher damage output while maintaining the same utility. However, 236C doesn't link from max range 2B/5B unless you got a counter hit, so in these cases, you have to use 2B/5B -> 236B (first one only) -> 236C, which sacrifices some damage but you'll likely break 3k anyway. Not safe on block.
Sensou・Rikuto 「閃走・六兎」 - 623ABC
  • (Description) - Nanaya's Dragon Kick. Standard reversal move that happens to be EX cancelable on the first hit (except for EX DP itself).
  • (A version) - No invincibility and is air blockable but it can be fastfall-canceled on whiff or hit by pressing a button after reaching its apex. It does have good proration should you combo from it though (from an air counter for example). Use this to mess up opponents who are sloppy in punishing your reversals. Should be used sparingly due to its situational utility.
  • (B Version) : The DP of choice and one of F-Nanaya's best (and lamest) moves. Air unblockable can be canceled into a flip-kick at the end of it by pressing any attack button again. It can also be EX canceled from the initial ground hit but that prorates poorly.
  • (Any attack button) - The flip-kick at the apex of 623B is jump cancelable, leading into an air combo. However, you'd best learn how to fastfall cancel the flipkick into another 623BB to get nearly 3k off any 623 reversal. Huge hitbox but is air blockable (safe on block though). On even unclean 623B hits, you can try to mash out the flip kick follow-up and super jump cancel into an air move.
  • (EX Version) : The same as Crescent Moon's EX DP; you can still do links off it too. Also OTG relaunches into a tech punish set-up. Extremely situational since most combos from it do terrible damage in Full Moon mode, and it's air blockable again.
Sensou・Suigetsu 「閃走・水月」 - 22ABC
  • (Description) - Nanaya's teleport set, largely for mix-ups and pressure. F-Nanaya's are nearly identical to H-Nanaya's for reference.
  • (A Version) : teleports you forward and is good for cross-ups if your opponent respects your pressure. Easily mashed if anticipated by the opponent though. It's invincible during the teleport so you could pass through certain projectiles and set-ups.
  • (B Version) : teleports you into the air above where you were standing. It sets you at the apex of your jump, so you can do any option off an initial jump including your divekicks.
  • (C Version) : A feint that's great for F-Nanaya as it allows him to cancel normals for blockstrings and okizeme to keep up the pressure while being relatively safe. Since you cannot Reverse Beat in Full Moon, this is the next best thing.
Sensa~ 「閃鞘~」 - 214ABC
  • (Description) - Offensive teleports nearly identical to Crescent Moon Nanaya's.
  • (A version: Hassen 「八穿」) : Air unblockable overhead slash that forces hard knockdown (even on OTG relaunch). Has fairly long start-up but can be used in conjunction with the rest of his teleports to keep the opponent guessing. On block, it's safe to block, but it essentially turns into a game of Rock-Paper-Scissors with the opponent. If the opponent tries to mash punish it, you can use 623B and do a double DP combo for a free 3k. If they respect it, you can throw them. In the corner, this leads to better okizeme than the Rekka series as you can do which-ways and have a lot of time to set-up teleport shenanigans.
  • (B version: Nanaya 「七夜」) : A huge half-screen slash that either wallslams (if you attack "far") or launches the opponent upwards (if you attack "close"). The wallslam version is extremely unsafe on block but can be used in height-specific combos near the corner. The close version crosses up with the opponent on block and is slightly safer. Both versions are mainly used in positioning combos near the corner. Unlike the Crescent version, you cannot jump cancel the far version on hit. Furthermore, you cannot IH cancel this move.
  • (C version: Hitokaze 「一風」) : A command throw. If your opponent is scared to mash, jump, or backdash out of your teleports, this will grab them. Puts you into an air state afterward with plenty of time to do teleport/fastfall mix-ups to keep the opponent on their toes as to how you will attack afterward.
Kyuukouka/Fastfall 「急降下」 - J22
  • (Description) - Nanaya's signature fastfall, no button input. Use it for cross-ups, high/low guesses, which-way guesses in the corner, and is essential to Nanaya's mix-up game.

Arc Drive

Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - 41236C
  • (Description) - Nanaya slows time and does an arcing jump followed by a knife slash much like Tohno's Arc Drive. Hits mid provided that you do not hold 1, 2 or 3 for the lower version. Fully invincible during active frames. Can be blocked, and is very slow. Only real use it has is if you read a laggy move, since this will past through it and hit them. If you punish a jump-out with this, you can follow-up with a combo. If the opponent dodges the follow-up slash, your cooldown is relatively low, so you may be able to block afterward.
  • (1/2/3 Variant) - Hold any down motion during the Arc Drive causes the move's start up and damage to decrease. However, it will also hit low in exchange.

Another Arc Drive

Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - 41236C
  • (Description) - Nanaya assumes the same pose as his AD, but now creates a clone of himself that travels with him in order to cover a very large area of space on the screen. This is completely unblockable but is easily evaded by dodging. If it hits, it guarantees minimum of 5k damage so if you can combo into it, it will be to your benefit. On whiff it's very punishable however.

Last Arc

Kyokushi・Nanaya 「極死・七夜」
  • (Description) - EX Shield on the ground. Is essentially a screen-wide command throw, but it will miss if the opponent is invincible or crosses over you while in the start-up pose, meaning it could be punished. On a successful grab, he throws his knife at the opponent while teleporting behind their back and twists their neck as the knife hits. Does more damage the more HEAT gauge you have.

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