Melty Blood/MBAACC/Shiki Nanaya/Crescent Moon

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Additional Resources

C-Nanaya Match Video Database
Melty Bits: C-Nanaya
Combo trials by Alps and Mariofeeh

Notable Players

Name Color Region Common Venues Status Details


North America Lunar Phase, Netplay Active Found in main Melty server and Melty Blood Community server.
The current best Nanaya player in NA, knows a lot about the character and the game in general, and is always willingly to help if you ask.


Japan KorewaMelty, Play Spot BIG ONE 2nd Inactive


Japan A-cho, Play Spot BIG ONE 2nd Active


Brazil Netplay Active Found in Reverse Beat Brasil.
Strongest and most Active C-Nanaya on the region. He is friendly and has a lot of good footage on Melty Games.


Brazil Netplay Active Found in Reverse Beat Brasil.
Does not play very often nowadays but has a lot of footage available, has fought against some of the best of the region.


Japan A-cho, KorewaMelty, Play Spot BIG ONE 2nd Inactive


North America Netplay Inactive Also known as "Sexy Panda", most of his play can be found on Youtube.


link C-Nanaya is a close-to-mid range character with a large number of options for offense.
Pros Cons
  • Offense: Fantastic offensive kit. Incredibly flexible pressure with long cancel windows which provides the necessary respect to allow for his mixup game.
  • Vast pool of setups: Most diverse okizeme of the entire cast with plenty of different options to threaten the opponent's wakeup, each requiring different answers to disrespect.
  • Defense: Very invincible DP that provides a HKD on hit and can be made safe on block for 100 meter. Also has one of the best backdashes in the game, being one of the fastest and having an optional followup to increase the invincibility frames.
  • Fastfall: Manual fastfall allows for very unique supplements to all parts of his gameplan.
  • Consistency: Great character at all levels of play. Reward scales with skill at a pretty consistent degree.
  • Exploitable Neutral: While overall solid, Nanaya struggles against characters who are good at playing a zoning or keepaway gameplan due to having a short airdash and rather straightforward neutral. In these cases he's forced into risky all-or-nothing decisions.
  • Meterless Routing: Without meter, Nanaya typically can't route into good okizeme without sacrificing damage.
  • Tall Crouch: Taller than average while crouching, making some moves that typically whiff on crouchers hit him.
  • Frail: Below average health means that mistakes will be more punishing.
  • Mid 2A: Slight weakness against fuzzy jump since his only lows are 2B and 2C.

General Gameplan



The thing to understand about C-Nanaya's neutral is not that it is lacking as much as it is different. His short-but-quick dashes are made to complement close-range offense as a priority; which makes the lack of ground he can cover in neutral a bit troublesome. However, there is one key thing Nanaya has that other characters do not: A free manual fastfall. The fastfall can be used to quickly reposition Nanaya as a means to throw off the opponent's expectations.

But before you focus on use of a fastfall, what comes first should be fundamentals. Nanaya's air normals are fantastic at commanding the space in front of him, both for offense and defense. This makes them great for denying and commanding space at the same time going forward. Though his mobility might not be great on its own, it has great uses paired with his aerial moves. With this, what you want to do is slowly inch towards the enemy, claim space doing it, and eventually force them into decisions by the corner that might either start your pressure, or get them killed. Once you understand this, apply fastfalls to turn your regular jumps into bait. Being able to steal momentum by changing the situation is what makes fastfall a great tool, and one that makes Nanaya more of a complete threat in the neutral game.

Do note that applying fastfall may be confusing without sufficient experience playing neutral "normally". It's supposed to be a twist to a base concept, so make sure to understand that base concept first.


Use 236A as space denial if you think the opponent wants to jump into that range. Be prepared to convert to 236C on hit. Do also note that its hitboxes are as large as its hurtboxes, so it can be easily punished with a good poke.

623B is actually pretty good for covering large amounts of airspace; especially since it's fully invincible and air unblockable. Do be wary about making it too obvious though, or being overly reliant on it. Nanaya hurts harder than he can hit.

214B is a high risk, high commitment, low reward tool. Used for (near) fullscreen punishes and hard callouts. Do not use this unless you are absolutely certain above all else the opponent is doing something else and will be hit by it, otherwise it's a free punish.

22A is a gimmick and has a lot of recovery. It has its uses but it's generally best to not make it a regular part of your gameplan, as it will leave you at a huge frame disadvantage and is incredibly reactable.

22[B] is also a gimmick as its uses are extremely linear. Good opponents will punish it a lot, especially if you're obvious about it. Like 22A, learn to save it for the right moments. Don't get antsy just because you can't get in immediately.


Nanaya is a character who (generally) works best at close range, due to the fact he has the most ambiguous options with his normals there. Not only that, but his rewards are also the most plentiful at that range. This philosophy doesn't shine nearly as bright mid to long range, due to lacking tools which are able to continuously command the pace of the match from that distance. This makes it so that Nanaya must make not only creative use of his normals, but good use of his specials in order to keep at the range he wants, and to keep the defender guessing from one to another.

Each of his normals excel in delay pressure due to having good blockstun and huge cancel windows. Mixed in with his teleport specials, the fact he can Reverse Beat ambiguously to "refresh" his normals, and use his normals to keep in, this makes it so that mashing aganist him at all times is an insanely dangerous bet. His 2C and 5C are particularly notable for being able to keep him in. Mixed in with the low pushblock of 2A and 2B, as well as great cancel windows, this makes it tough to assume when and where Nanaya will use which attack.

However, the biggest weakness of delay pressure with his normals is that their "pacing" becomes predictable, since there's not much variety you can take there. This makes them easy to EX Guard, which is a huge problem for Nanaya. Not only because he gets pushed out more easily, but because the added pushback and lost blockstun becomes difficult to compensate for, making it so that the enemy can escape with far less commitment and risk than they would normally.

In order to compensate for this, Nanaya must switch effectively to quicker pressure and back. The player must also utilize frame traps to trick the opponent into either trying to escape or mash. C-Nanaya's ability to frame trap is excellent, thanks to the low commitment and relatively low pushback for how effective at pressuring he is. Combo flexibility has also become much smoother in this version of the game. Thanks to the fact he can now jump cancel 214B, this allows him an actual followup to some of his chains, which wouldn't have led to anything before.

Throws should also be incorporated often whenever enemies hold too much defensive fidelity against his normals. Fortunately thanks to Nanaya's capacity to make ambiguous what he'll do next, such a situation can be made a reality in his favor.

Closing Notes:

  • After every 214A knockdown, or after every f.214B (knockback ver.) midscreen with enough distance, you get a safe HEAT setup. In 214A's case, you still get meaty after it too. Not only that, but you can also superjump and 22A safely after HEAT post-214A knockdown to get away safely as well should you feel the need to make that distance to recover red HP.
  • 5C charge delay is a legitimate tactic. Read more on the Move Descriptions section below, as well as other normals, to understand how they should work.


Note: Many of these same tactics can be shared by F-Nanaya off the same knockdowns

C-Nanaya can make setplay a disorienting nightmare. This is thanks to how many different ways he's capable of crossing up, mixing up stances, teleporting, safejumping, (tick) throwing, and so on; all while being able to fluidly transition among these options. Overall, there's many, many ways Nanaya can benefit off of a good knockdown scenario. So many that listing them all would overwhelm this page. So instead, what's listed will give ideas to get started. You might have wondered what the point of the 236C > 2C > 214A combos were if they ended up just doing less damage than your meterless BnBs. Well here's your answer.



214A is Nanaya's greatest knockdown in that it gives him the most space and time in order to start his grimy mixups.

Here are his most basic mixups on knockdown off midscreen 214A:

  • 66 > (5A >) sj9 > j.22
This causes you to land on the other side of the opponent as they're knocked down. The 5A is there to help your superjump input so you don't mess up.
  • 66 > (5A >) j9 > j.22
A variant of the above in that it's a fake crossup. It looks like you're going to, since you move in that direction, but you actually don't.
  • 66 > (5A >) sj9 > j.44 > j.C
Makes you return to the same side and attack from above. Frame advantage to continue pressure if blocked, combo conversion if not.
  • 66 > (5A >) sj9 > j.44 > j.22
Recommended you do a grab after the fastfall. Do this if your enemy respects you but also predicts the above option.
  • 66 > j8
Always makes you land on the other side of the opponent. Gimmick.
  • 66 > j8~[4]
A variant of the above that actually makes it difficult to see where you'll land. Difficult to make truly ambiguous however.
  • Wait where you are after 214A > Superjump (9) > Fastfall
You land with the fastfall right as the enemy's getting up. This makes it difficult to predict whether Nanaya will be landing left or right.
  • (66 >) (Teleport Crouch)
You can make the enemy react pre-emptively on wakeup and force them to make a bad decision. The teleport crouch can be 214A, 214C (albeit delayed a little), or 22C. Use these in accordance with what your enemy's habits are.

Now here's where Nanaya's okizeme gets absurd. You can layer many of these options on top of one another. And with how many options exist, respecting, disrespecting, reacting, and predicting all become that much more difficult. But in order to use these options correctly you must be willing to predict your opponent and what they'll do on wakeup, rather than just throw these out and assume they will work just because so many options exist. The reward off of many of these alone, depending on what you follow up with, is typically not amazing. Plus, against experienced opponents, they'll have seen all this, will be able to react to many of these, and will know how to counter them. You must outmaneuver your foe in that regard, and know how to get them to crack. With how many options exist at your disposal, it's easy to get carried away. But in the right hands, it's possible to crack your enemy apart.

Note that many of these are unsafe if disrespected properly, and can be disrespected rather easily if predicted, so don't get greedy. These become incredibly dangerous if not though

Some examples of layered mixups:

  • 66 > (5A >) sj9 > j.22 > sj9 > j.22
Double sideswitch. Can be made safe if you omit 5A and do the fastfalls quickly enough.
  • 66 > (5A >) j9 > j.22 > j9 > j.22
Double fakeout. Can also be made safe the same way as the above.
  • 66 > (5A >) sj9 > j.22 > j9 > j.22
Sideswitch into fakeout. Safe if etc.
  • 66 > (5A >) j9 > j.22 > sj9 > j.22
Fakeout into sideswitch. Safe if etc.
  • 66 > (5A >) sj9 > j.22 > sj9 > j.44 > j.C
Sideswitch into Aerial Same-side high.
  • 66 > (5A >) sj9 > j.22 > sj9 > j.44 > j.22 > Throw
Self explanatory.
  • 66 > j8 > j.44 > j.C
Self explanatory.
  • 66 > j8(~[4]/[6]) > land > j9/sj9
Telegraphed landing into unexpected, difficult-to-react-to followup.

The ways you can mix and match these various options go on for miles. See if you can come up with anything new or interesting with this too!


Based off the last two corner combos written in the Corner Combos section, and the Kouma specific sideswitch variant:

  • 2B > 5C > f.214B > j.22 > c.214B, 2C > 214A

Though it isn't visible, this sets up space ever so slightly so that this actually allows for 50/50 scenarios. For example, you can follow up with Dash 22A after landing from 214A, and you'll end up on the other side. You can also apply all the fastfall mixups from the midscreen okizeme section, and the layered mixups as well, making this a very tricky setup that's difficult to react to.

  • 2B > 5C > f.214B > j.22 > 2C > 22C > etc.

Whether the opponent's collision box manages to reach out far enough after being knocked back from 214B depends on many factors. Factors such as collision against your hitboxes, how quickly you did the 2C, etc. But it's overall impossible to master which side you get to control the enemy's landing. However, because of this, this setup is practically a 50/50 in essence. So you can do terrifying mixups like superjump fastfall or delayed 22A post-22C and disguise your landing position before going for a meaty attack.

  • 2B > 5C > f.214B > j.22 > c.214B, 2C > variable delay or soon as possible > 2B > 5BB > 22C > 623AA, land > mixup

DOES NOT WORK ON KOUMA. Also cancel 5BB into 22C into 623AA as quickly as possible to assure this combo does not drop and the latter half lands.

Depending on how long you stick out the 2C for, that will make or break whether the opponent leaves enough room in the corner for you to land on the other side when you mix up. The timing is nearly impossible to tell in real time, unless excruciatingly studied. And even then, there's no way they can perfectly react to all the options you have off this setup.

For the record, this setup is completely safe for okizeme. You can do 22A into 2A ASAP upon landing, and it will be completely safe, beating out even the fastest combination of wakeup speed and 2A startup on the opponent. However in order for this to be possible, you should try to 623AA them as LOW to the ground as possible, so there is minimal time between the airthrow and the part where you have to land before 22A. And yes, the setup is still safe regardless of whether or not you can cross the opponent up, so don't worry about delaying 2C too hard. Also you don't need to be a stickler about doing 623AA THAT low to the ground, depending on matchup. Against V-Sion (fastest wakeup speed+2A mash), at worst, you will trade 2As post 22A if they are mashing on wakeup. There are characters with slower wakeup speed (Aoko, Riesbyfe) and this setup is still extremely scary to disrespect assuming the Nanaya's execution is good. If you wanna practice the 623AA into land > 22A, 2A part, just do 623AA raw on a Crouching Recover A dummy and practice doing it all ASAP.

You can also do dash into meaty, or dash into delayed superjump fastfall (and the mixup is completely ambiguous that way since the possibility of a left/right is ambiguous here too.) Or you can do (dash into) stance mixup, or even 22C feint into even further mixups. And don't forget, you can just tick throw or straight up raw-throw after this setup if the opponent is expecting something else.

The choices you have at your disposal off this setup are dastardly. Though you should be sure to practice execution consistently for this, since it is more demanding than usual in trade for being so good in the corner.


Though defense is Nanaya's least favorite place to be, access to his backdash (two parts), above-average abare, fantastic DP (which can be made safe), and Crescent Moon mechanics, can potentially switch him up from a character to be feared on wakeup, to a character that can play fundamentally great on defense like everyone else.

There is frankly not much advice for Nanaya on defense. Jump out at the right times, mash out at the right times, don't lose your cool, and adapt is all there is to say without being superfluous on the little details. For abstract concepts, most if not all of Melty Blood is better thought of as a very prediction-based than it is a lab or play-based game. There are no "real" rules in which to abide by for defense; and failure to understand why something failed from a play-perspective is simply inexperience with understanding how something works in the game.

Much like his neutral however, he does have some gimmicks in which to spice up his responses to the enemy on block/wakeup. He can cancel the first hit of his 623B into 236C, since said first hit counts as a grounded move. Do be careful not to misinput into 623C instead, otherwise you waste 100 meter and you get punished after as well. And be sure you are close enough for this to work.

If you're playing the game on keyboard, you can cheat (tournament legally) in a way by doing 6[2]6. If you do 6, then hold 2, then press 6 again as you are, you'll always get DP. The window in which this is possible is also relatively forgiving. If you manage to let go of the second 6 (preferably while holding 2) before doing 236 again, you'll also get a clean 623B(1) > 236C every time as well. If you do this, it'll be just a slight bit easier to not accidentally do 623B > 623C. And this is because if you hold 2 while pressing the second 6, the game will not register that second 6 press as an actual 6. It will turn to either a 3 or a 2, meaning no accidental DP super cancel. If you press the second 6 for too long, or even hold it, you'll screw up. But if you keep this simple trick and its nuances in mind, you'll get a clean, safe DP, and possible combo, every time you do this. Another way to do it on keyboard is 6[2]6, release the second six while holding onto 2, press B. Then as the first part of the DP is hitting, [6] then let go of 2, then C. It's tricky, but guaranteed and smooth if you can get it down. These are advantages keyboard and hitbox have that no other controllers do. Hooray for technology!

In addition to the full C-Moon defensive suite, there is also C-Nanaya's amazing two-part backdash. The first part is quick, goes a long way, makes good space, and has plenty of invincibility frames. You DO NOT want to use this willy-nilly. In fact it's good only on hard reads, mainly in the corner. But if you can get this to work, you can punish a number of things that are exclusive to this backdash. The second part of this backdash doesn't have many uses in defense per se, but it is good for creating space. Surprisingly faster than if you were to do the first part of this backdash repeatedly.

Specific scenarios otherwise should be seek troubleshooting with players directly.


  • C-Nanaya's 5B and 236A are good on block for forcing respect against all Himes and all Neros. You can 5B/236A them on block and your 2A will stuff Hime's own 2A. 5B followed by 2A will stuff Nero's 2A and will trade with it after 236A if you both mash as early as possible. Be mindful of staying in range of 5B from C/H-Nero however as it is as fast as your 2A and advantageous for Nero on trade.

Heat Setups

You can set up Heat safely with:

  • f.214B confirms into fastfall, provided the 214B knocks the opponent back far enough for them to not reach you and punish you
  • 214A knockdowns. If you find yourself stuck in the corner at some point because of 214A putting you on the other side, you can safely superjump or 22A out before the opponent can try to punish you.
  • j.BC > dj.BC > fastfall. Also provided the opponent will tech at a point not specific nor close enough to punish you. This is best done midscreen as the lack of space in the corner will make it feasible to punish you for attempting this

Safejump Setups

  • (Hits >) 2C ~ 22C ~ 22B > j.C > land > 2B
If timed correctly, this is a reliable safejump setup. The 22C and 22B must be delayed in a way which will match with the wakeup of your opponent after being knocked down by 2C. This is somewhat tricky to do as the timing can vary among characters, but better to have a safejump than none at all.

An elaborate series of universal safejump setups across all three Nanaya moons.

Optimal DP Punishment

This section will detail which reversals on block can be punished with j.C

Note that for this is accounting for B DPs specifically. This guide will be under the assumption that for multi-hit DPs, you are crouch blocking to minimize blockstun. It will also be under the assumption all DPs are blocked point-blank.

"Midscreen" and "Corner" mean "out of the corner/just far away enough from the edge of it" and "smack dab deep into the corner" respectively.

Midscreen and Corner Punishable
You can punish F-Aoko's 623B by jumping straight up then going right into j.C after blocking her DP.
Midscreen only
You can start with j.C to punish Arcueid 22B by starting with an instant airdash, if you are out of the corner enough.
Note that for C-Arcueid in particular, in the off chance they choose to do the 66B followup to the DP, you must be prepared to tell the difference in timing.
Midscreen and Corner punishable.
Midscreen and Corner punishable.
If she does DP point-blank, IAD forward if you're midscreen, backwards if in the corner.
Midscreen and Corner Punishable
Again, like Aoko, his DP recovery lasts long enough for you to jump and j.C starter punish no matter where you are on the screen.
Midscreen only
IAD as low as possible, ASAP. Hard to actually punish with j.C but consistently doable with practice.

Dealing with C-Nanaya

Dealing with Nanaya defensively can be quite frustrating. He can play at a good close-to-mid range without much worry at all, provided the player makes use of teleports, stances, and Reverse Beats properly. Any adaptations made by the opponent are easily compensated for by smaller adjustments for better reward by the player. This makes it so that breaking Nanaya's pressure is overall mainly reliant on good reads and adaptation, much like against any other character in this game. However, he still very much has to abide by the game's rules for offense, unlike most if not all of the top tiers.

Of course, while every rule has its exceptions, and while it can be easy to turn "rules" on their head in fighting games, there do exist at least a few fairly prominent weaknesses for Nanaya. Outside of 5A, 2A, and 2C, he does not have any normals which can really catch jump outs. 2C is good at catching jump outs in frame-traps, but there's arguably only one distance where it's good as one (mid-range). 5B could be argued as good for catching jumps. However, if it's to be used as a jump-stopper, it only works in one very particular range (close range), and must be reacted to quickly if to be converted, elsewise the enemy escapes. 236A is a very multipurpose special, which can also be used to catch jumps. But once it's blocked, it leads into a scramble situation after.

Overall, the risk/reward of Nanaya catching jump outs is very much in his favor. He doesn't risk much thanks to Reverse Beat and good frametrapping potential, as well as getting about 2k damage for every conversion. HOWEVER, that's assuming the Nanaya is committed enough to look for these conversions. Commitment to these options is what makes dedication to jumpouts so scary in spite of good risk/reward. It is with this information that you can make the Nanaya afraid to commit, or fail to adapt properly by fumbling to commit so hard for mediocre conversions.

Speaking of normals, it's also fairly easy to EX Guard his pressure as well. Of course while there's an insane metagame that can be played based off of defensive predictions alone, it doesn't change the fact that the punishments Nanaya suffers for being too easily EX Guarded isn't hefty. He arguably optimizes himself at a close-to-mid range, but his normals are about as good for pushing him out on EX Guard as they are for keeping him in without. While prediction in fighting games is a two way street, it doesn't change the fact that the Nanaya will be put in a bigger role of commitment if he's being pressured to make different approaches because of EX Guard. It should also be noted that EX Guards have a window where they eat up inputs for the character on offense. How long the attacker can't get their input read after EX Guard depends on the normal. Nanaya's 2B suffers immensely from this, and if the Nanaya isn't prepared with the right timing, he can't make himself safe with a frametrap. At the right range (farthest out) this also makes it so that the defender gets a free jump-out as well, because of all the lag. 5C struggles to keep Nanaya in due to its vaccum effect, so EX Guarding this normal will force the Nanaya to dance on his feet more in followup options. However, this advice regarding EX Guards is on a very, very microscopic level of small interactions between player and opponent, and should not be prioritized so ridiculously. This advice, and none of the advice in this section by extension, should be taken as perfect substitute for playing the game normally; AKA predicting the Nanaya and outplaying based around that.

Notably, his stance teleports are also very broken by jumps (provided the right distance, or if you're in the corner.) The recovery on a failed 214A or 214C that whiffs is brutal. This leaves enough time for an enemy in the air coming down to punish freely with absolutely no worry. For special moves that do about 900 damage either way, having to risk a full jump-in counter-hit combo is savage risk by comparison; especially for someone with significantly below-average defense modifiers like Nanaya.

Speaking of 214A, if you happen to find yourself blocking one, please, throw to punish it. Throw punishes against blocked 214As are universal, meaning anyone can do them. 214A on block is -3, and throws are 2-3f startup. This means no matter what option the Nanaya opts for after, it will not get him out of it. Throws are the sole option which make this punishable, so get used to it. The timing is tight, but consistently possible thanks to the slight buffer window which exists before freely being able to move post-blockstun. It seems impossible, and people may claim it is, but empirically isn't. If you aren't getting the punish, you're timing it wrong. This is one of your nicest showcases of being able to shut down Nanaya pressure, so practice getting it down whenever you can.

If you find your issue is that the Nanaya is particularly fantastic at Rebeat pressure and spacing, the answer is block. Maybe if you block for too long, he will make you juggle too much information, and before you realize it, your guard will break. In that case, do something and predict to escape. If his intention if to guard break you, should he guess you'll keep blocking forever, he'll have to repetitively try and hit you. But offense cannot truly exist for forever in Melty Blood.

But wait, why would you try and block forever anyway in that situation? The answer is because you condition your opponent by blocking too. If he is not opening you up with traditionally strong Rebeat pressure and spacing, then there is only one thing he can do. And that is to force you open through more direct means. He will have to throw you. He will have to forcibly use his built-in mixup specials to throw you off. He will have to do something. The worst part about C-Nanaya's offense is that he risks more than average to force these situations more than any other character. If he attempts these, the risk is heavily skewed in favor to the reward. He compensates for it by other means, but disguising intentions to forcibly open you up is pretty much a non-option for C-Nanaya specifically, unlike most other characters in the game.

Once he is pushed out far enough, he does not excel at far range in the slightest as his options are paltry. If he is close enough, he can either keep on throwing normals, or tick throw. The Throw Tech OS (1A+D) helps exacerbate the Nanaya's offense by making the ambiguity of his timing technically not matter, if he wants to open you up with a throw, unless he calls this out. And he'll have to hard call it out too. Condition the Nanaya with good blocking. Then direct him to certain situations by predicting what he'll do next based on what he's already done. Considering this, numerically the risk/reward is already in that sense, slightly in your favor. If you can read him faster and more consistently than he can read you, you amplify those numbers to degrees any Nanaya player should fear.

If your character happens to have options in neutral that are flexible and good for zoning, as well as mobility, or if your normals just outrange his, it's very easy to frustrate Nanaya. If they don't, then neutral must be played relatively normal for the most part. But if they do, then granted C-Nanaya's (mostly) stable but subpar movement capacity, it's easy to get them to overcommit or not commit properly. Granted this can be broken with the right plays or the right player, but we're speaking from a more rudimentary perspective which applies regardless of skill.


Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

For all of Nanaya's air combo (j.BC > dj.BC) before Air Throw, if you do j.A after j.BC (j.BCA > dj.BC) it's recommended you super jump for the double jump in order to stay at proper height. In order to do this, either input the normal superjump motion (2369) or tap 9 after j.C hits (recommended and easier.) You might also have to throw in a j.A after j.BC or dj.BC in order to keep height correct for Air Throw.

All combos were tested on standing V.Sion. 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

Combo Logic/Theory

C-Nanaya's combos are overall incredibly lenient to perform and definitely among the more forgiving and simpler in the game. Part of this is due to Reverse Beat and the flexibility of his routing, which help to make conversions versatile. For example, the basic string 2A > 2B > 2C > 5BB > 22C can lead into either j.BC > dj.BC > AT, or 236C, 2C > 214A. The first one being a damage optimizing meter gain, the second being a sacrifice of meter and slightly less damage for knockdown.

Many of his combos follow a very similar pattern, with the ending of (2C >) 214A or basic air combo. You will notice that once the enemy gets swept then lifted into the air mid combo, that both these options are available to you. These are most typically what you will end your combos with, depending on what you want in the situation.

The only exceptions to note are when your enemy is too far away and when you get a 2B. In which case, you can only confirm into 5C > 214B from max range (but better something than nothing.) With the exception of his c.214B BnB (the one where he sideswitches midscreen after launching, nets you the most meter), the rest of his combos are just as, if not even more situational, but still important.

NOTE: Raw Air Throw followups are always optimally led with 2C after. If the combo can be followed up by whatever comes after 2C normally, then it'll work for Raw Air Throw combos.

E.g.: 2C > 5C > Basic Air Combo > AT Ender

E.g. 2: 2C > c.214B, 66 2A > 5C > Basic Air Combo > AT Ender

These are normal BnBs by themselves, but can also be used post-Raw AT because of having 2C as part of the combo.

OTG Pick ups

Condition Notation Damage
vs V.Sion
2C starter, grounded opponent, corner
  • 2C knockdown, (66 >) 2AAAA > 623AA

Meter Gained: 30.0 Meter Given (vs C-Moon): 10.1
Easy meterless OTG combo that grants meaningful oki, does not work on Hisui, Kohaku, Mech, Neco Arc, Neco Arc Chaos and Roa.
For Hisui, Kohaku, Mech and Roa, just do 2A > 623AA or 2AA > 623AA, for the cats, it's not possible to otg them with any method.
Video Example
2C starter, grounded opponent, corner, 100% meter
  • 2C knockdown, (66 >) (2AAA > 5B > 2B >) 623C (OTG) > land, 2A > 5C > j.BC > dj.BC > AT

Meter Gained: -57.7~-85.2 Meter Given (vs C-Moon): 33.3
Extremely difficult combo, by all means optional to learn at any level.

Metered OTG corner combo for every time you score a stray 2C.
Note that the preceding number of hits does not matter, unless particularly high (around 6 <)
You must be as close as possible to the opponent after the 2C knockdown, hence dash. Otherwise the 623C won't hit right
Certain characters (ones whose hurtboxes allow for all 6 of the EX DP hits on OTG) don't require the OTG normals in parentheses. Here is a list of them:

Arcueid, Kouma, Miyako, Nanaya, Neco-Arc, NAC, Nero, Red Arcueid, Satsuki.
Video example
2C starter, grounded opponent, corner, 100% meter
  • 2C knockdown, (66 >) 2AAAAAA > 2B > 236C~[6], 2A > 5B > 623AA

Meter Gained: -53.9 Meter Given (vs C-Moon): 27.9
Easier metered OTG, does not work on Neco Arc and Neco Arc Chaos.
Video Example
Throw starter, grounded opponent, 100% meter
Works On: Kouma
  • Throw, 623C, land > 2A > 5C > j.BC > dj.BC > AT

Meter Gained: -90.2 Meter Given (vs C-Moon): 24.7
Kouma-specific metered OTG combo.
Poor Kouma.
Video Example

Normal Combos


Condition Notation Damage
vs V.Sion
Normal starter, Grounded opponent
  • (2A >) 2B > 2C > 5C > 5B > j.BC > dj.BC > AT
4073 (2B starter)

Meter Gained: 75.0 Meter Given (vs C-Moon): 23.6
Basic beginner BnB.
Video Example
Normal starter, Grounded opponent
  • (2A >) 2B > 5C > 2C > c.214B, 66 > 2A > 5C > j.BC > dj.BC > AT

Meter Gained: 101.5 Meter Given (vs C-Moon): 31.5
Midscreen/Facing out from corner.BnB

Second best combo for meter gain by a 3% margin.

Can be used as a corner-switch.
Video Example
Normal starter, Grounded opponent
  • (5A/2A/j.C >) 2B > 5C > 2C > 5BB > [8]/22C > j.BC > dj.BC > AT
4816 (2B starter)

Meter Gained: 85.0 Meter Given (vs C-Moon): 26.6
Essential high-damage BnB.
Video Example
Normal starter, Grounded opponent
  • (5A/2A/j.C >) 5C > 2C > 2B > 5BB > sj8.CB(2) > sdj.BC > AT

Meter Gained: 85.0 Meter Given (vs C-Moon): 26.6
Situational high-damage BnB (Warning: Tons of Rebeat Penalty).
Video Example
Normal starter, Grounded opponent
  • (5A/2A/j.C >) 5B > 5C > 2B > 2C > c.214B, 66 > 2A > 5C > j.BC(A) > dj.BC(A) > (j.66 >) AT

Meter Gained: 108.5 Meter Given (vs C-Moon): 33.6
Absolute strongest meterless BnB in terms of both damage and meter gain.
Ideally you want to delay the 5C somewhat before the 2B.
Video example
Far range normal starter, Grounded opponent
  • (2A/j.C >) 2B > 5C > f.214B (> TK.j.22)

Meter Gained: 31.0 Meter Given (vs C-Moon): 9.3
Far Range BnB

Only real combo off max-range 2B

The fastfall after 214B can safely set up for Heat activation.
Video Example
Counterhit starter, Airborne opponent
  • CH starter > (66 >) (5B/2C >) 5C > j.BC > dj.BC > AT

Meter Gained: 64.0~71.0 Meter Given (vs C-Moon): 20.3~22.4
Max damage confirm off of counterhit j.A, j.B(1), j.C, or 623A for air-to-air situations, damage calculated off of j.C Counter Hit Starter.
Using 5B before 5C adds more damage, but it's harder due to it being height sensitive, while 2C makes it more stable, but you lose out on damage.
Practically speaking, feel free to omit 5B/2C and go right to 5C.
Video Example
EX Shield starter, Airborne opponent
  • EX Shield Anti-Air > CH 5A, (66 >) 2C > 5C > j.BC > dj.BC > AT

Meter Gained: 70.0 Meter Given (vs C-Moon): 20.6
Generally the best go-to option off EX Shield Anti-Air 5A.
Video Example


Note that there are no Arc Drive combos here as Nanaya's Arc Drive is completely pointless. Don't use it unless you wanna style on the opponent and mess around.

Condition Notation Damage
vs V.Sion
Normal starter, Grounded opponent, 100% Meter
  • (5A/2A/j.C >) 2B > 5C > 2C > 5BB > 22C > 236C, 2C > 214A

Meter Gained: -37.4 Meter Given (vs C-Moon): 28.3
214A ender combo off of super. Good balance between damage and okizeme.
You can move sideways during 236C to adjust position before the followup.
Video Example
Normal starter, grounded opponent, 100% meter
  • (5A/2A/j.C >) 2B > 5C > 2C > 5BB > (22C >) 236C~[4]~[6], 2C > 5BB > (22C >) j.BC(A) > dj.BC(A) > AT

Meter Gained: -19.6~-19.0 Meter Given (vs C-Moon): 38.1~38.6
Same as the above. Except this time, you're deliberately going to move backwards as the 236C is slashing, make it miss, cause the enemy to drop, then land into the 236C again, before going for the optimal damage variant.

Sounds strange. But for some reason, causing the enemy to fall out of the 236C then land back into it as late as possible seems to make the combo prorate in a way where you can pick it up and continue it to do more damage than usual.

Note that doing this trick while ending with 214A for hard knockdown will not score more damage. For 214A enders, just let all the 236C slashes hit.
Video Example
Normal starter, grounded opponent, 100% meter
  • 5B > 5C > 2C > 2B > 623C, 2A > 5C > j.BC > dj.BC > AT

Meter Gained: -39.8 Meter Given (vs C-Moon): 33.6~35.8
Staple damage BnB, depending on delay timings, this combo can have different variants.
Not delaying 2C allows you to hit 623C while they are higher in the air which makes the 2A more lenient, but you will get 8 hits total after 623C which results in less damage.
Fully delaying 2C will allow 623C to hit entirely, making it 10 hits total, but since the opponent will be closer to the ground it makes for the tightest 2A link, however letting 2B launch them somewhat high in the air before going for 623C makes the link easier.
Video Example
Counterhit 623B starter, Grounded opponent, 100% Meter
  • CH 623B > 236C, 2A > 5B > 623AA/623BB

Meter Gained: -69.2~-72.6 Meter Given (vs C-Moon): 17.1~19.5
Combo for when you do the DP into EX cancel and you happen to counter hit the enemy with DP. Your enemy won't go high enough for 2C to work post 236C, so this is your go-to alternative. Move towards your enemy during 236C or this may not work.
Video Example
Normal starter, Grounded opponent, Blood Heat
  • 5B > 2B > 2C > 5C > AAD

Meter Gained: -all Meter Given (vs C-Moon): 13.5
AAD BnB, applicable anywhere.
Video Example
Normal starter, Grounded opponent, Blood Heat
  • 5B > 5C > 2B > 2C > c.214B, 66 > 2A > 5C > AAD

Meter Gained: -all Meter Given (vs C-Moon): 24.4
Optimized midscreen version of the AAD Combo.
Video Example

Corner Combos


Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent,
  • (2A/j.C >) 2B > 5C > f.214B > tk.j.22 > c.214B, 2C > 214A

Meter Gained: 58.0 Meter Given (vs C-Moon): 18.9
Ambiguous corner left/right setup combo.

This combo is hardest to perform on Aoko, so if you really want to make sure your execution here is solidified, use her.

Note that this does not work on Kouma. For him, just use the below variant.
Video Example
Normal starter, grounded opponent,
  • (2A/j.C >) 2B > 5C > f.214B > tk.j.22 > c.214B, 5C > 5BB > 22C > 623BB

Meter Gained: 82.0 Meter Given (vs C-Moon): 25.7
Ambiguous corner left/right setup combo #2
Works on Kouma unlike the above combo.
Video Example
Normal starter, grounded opponent,
  • (2A/j.C) 2B > 5C > f.214B > ...

Meter Gained: variable Meter Given (vs C-Moon): variable
(Follow-up of the combo above)
  • ...Jump Cancel > j.66 > j.B(2) (> land > j.BC >) dj.BC > AT

Meter Gained: 58.0~74.0 Meter Given (vs C-Moon): 18.5~24.2
Basic far-range corner-carry BnB
Video Example
(Follow-up of the combo above)
  • ...j.22 > 2C > (2B >) 5BB > 22C > j.BC > dj.BC > AT

Meter Gained: 94.0~101.0 Meter Given (vs C-Moon): 29.3~31.4
If you and your opponent are close enough to the corner so that they can't airtech in time after the wallslam.
Use of 2B before 5BB not suggested if the hit-count is low.
Video Example
(Follow-up of the combo above)
  • ...j.22 > (2C >) c.214B > 2C > (2B >) 5BB > 22C > j.BC > jd.BC > AT

Meter Gained: 109.0~124.0 Meter Given (vs C-Moon): 33.8~38.7
Max meter and damage conversion.
For practical purposes, feel free to omit 2C.
Video Example
(Follow-up of the combo above)
  • ...j.22 > 2C > 22C > etc.

Meter Gained: 39.0 Meter Given (vs C-Moon): 11.7
Sets up corner okizeme. See more in the Corner Okizeme section
Video Example
Normal starter, grounded opponent,
  • 5B > 5C > 2B > 2C > f.214B > j.22 > 2C > (2B >) 5BB > 22C > j.BC > dj.BC > AT

Meter Gained: 109.0~116.0 Meter Given (vs C-Moon): 33.8~35.9
Max damage and meter gain corner combo
Again, like the midscreen variant, it's best to delay 5C before going into 2B.
Video Example


Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent, 100% Meter
  • 5B > 5C > 2C > 2B > 623C, 2A > 2A > 5B > j.BC > dj.BC > AT

Meter Gained: -40.8 Meter Given (vs C-Moon): 34.4
Easier variant of the 623C combo, damage calculated from the 10 hits variant.
Video Example
Normal starter, grounded opponent, Blood Heat
  • 2B > 5C > 2C > 5BB > AAD

Meter Gained: -all Meter Given (vs C-Moon): 16.5
Corner AAD BnB variant.
Video Example
Normal starter, grounded opponent, Blood Heat
  • 5B > 5C > 2B > 2C > c.214B, 2C > 5C > AAD

Meter Gained: -all Meter Given (vs C-Moon): 25.8
Highest damage corner AAD BnB.
Video Example

Move Descriptions

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.


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

Damage Red Damage Proration Cancel Guard
340 196 65% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 4.0% -

Average 5A. Hits the upper area, so it will whiff on crouchers. It is also whiff cancellable. Granted the speed as well, this factors make it one of your most, if not arguably your most versatile Reverse Beat tool for offense. Can be a decent anti-air provided the right timing and position thanks to its good range (relative to the normal), speed, and placement of hitbox. However it should not be used carelessly as it will still lose out to many prominent air-to-ground normals generally speaking. Best used as an anti-air after a shielded air-normal with EX Shield. Hitting the higher areas grants it access to the 5A~6E~5A OS.

5B Damage Red Damage Proration Cancel Guard
700 400 100% N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 11 0 7.0% Clash 8-11

Fantastic pressure tool. Being a smooth, constant animation all throughout, and being 0 on block, it can be insanely difficult for the opponent to tell what you'll make of this. You can Reverse Beat it, reset with it, pressure into it, and cancel out of at any given point after it hits. Though the range is rather pathetic, the application for close-range offense is incredible. Has a bit of a clash box on the upper half of Nanaya's arm during all its active frames.

5B~B Damage Red Damage Proration Cancel Guard
1000 686 63% (O) (N), (SP), (EX), (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 39 -16 10.0% -

Combo tool, usually for max damage. Not cancellable on block. Do not even think of using this for pressure.

5B~[B] Damage Red Damage Proration Cancel Guard
1000 686 60% (N), SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
28 4 41 -16 10.0% -

Charged version of 5BB that hits overhead. Extremely slow, telegraphed, can only come at a particular time (after 5B, giving the enemy extra time to react), high-risk for pathetic reward, and the rewards you may choose are not plentiful. Special cancellable on block, meaning you can cancel it with 22C to make it safe, but your pressure ends there and you are not likely to net anything. Will see less practical use than 5BB. Do not think of using this move ever.

5C Damage Red Damage Proration Cancel Guard
1300 931 90% (M) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 5 26 -12 15.0% -

A safe, but not-so-good long-range option. However, a pretty good close-range option. The animation lasts a long time, and is cancellable around when the visual effect fades out (so about 10f). This makes it good for pressure, but somewhat risky in that the pushblock is stronger than all his other normals. Keeps you in, but mixed with the fact that it's highly unsafe on block up close, it strongly telegraphs the need for Reverse Beat as you must delay it to sink in closer. Pushes you back super hard if your next Reverse Beat cancels it early, and whiffs (e.g. 5C > 5A on a blocking croucher.) Can be charged for an overhead, which is where this normal really begins to shine as a pressure tool. The cancel window still stays as lenient as it should regardless of how long it charges, so long as it remains as 5C and not 5[C] when released. This allows for all sorts of deceptive mixups that get the enemy thinking about blocking an overhead, but not about the followup options. For example, 5{C} into 2B can trick people into blocking high, but unable to block low if their reaction is not up to par. Also because it can cancel late, you technically get more "time" on your pressure if you delay this and it gets blocked. Thanks to the wide potential of Reverse Beat, delaying then cancelling this normal can allow for unorthodox timings on your mixups and offense.

5[C] Damage Red Damage Proration Cancel Guard
1500 1470 50% N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
27 4 26 -11 15.0% -

Slower than average overhead, but can still work if used at the right but unexpected situations. If it hits, the enemy will be launched. Cancellable and can be Reverse Beat on both hit and block, making it safe and effective. Cancel window on block is not nearly as lenient as the regular 5C. So you must act out of it quickly if this is blocked. Safe options are 5B, 236A, or even 5B > 236A. Both are safe on block, and can confirm on hit. Hit confirms into air combo on 5B, 236C followup on 236A, and 5B into 236A. On block, 5B is still versatile (read on it above) so if guarded against, you still technically get to play provided you didn't exhaust too many normals.

Crouching Normals

Damage Red Damage Proration Cancel Guard
300 98 68% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 9 -1 3.5% -

Standard but highly effective 2A. Good range, paired with both good startup and active frames. This makes it great for defensive mashing, many different types of offensive structure, and Reverse Beats of all purpose. Also whiff cancellable.

Damage Red Damage Proration Cancel Guard
700 441 75% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 6 16 -7 7.0% -

Nanaya's best long-range option during pressure, but also sadly his only real long-range option anyway. A great normal regardless. Despite its range and strength, its blockstun is deceptive. You can use this up close, and the enemy won't be able to act out of it until near the end of its cooldown animation. Because the cancel window post-hit lasts about as long, and because the animation is constantly moving, this sees a lot of usage for pressure in ways almost identical to 5B. Also given the added bonus of having even less pushblock. Due to its range as well, it's fairly practical for commanding respect at mid-to-long range. However, because of Nanaya's pushblock on his 5C and 2C (his other only "real" longer range normals), followup application from that range becomes difficult, so do be careful or creative after if your opponent knows of this weakness.

Damage Red Damage Proration Cancel Guard
1000 588 60% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
11 9 15 -9 8.0% -

Unusual but efficient 2C. Low profiles many things. Though that sounds promising, the use that factor sees is not very frequent. Still viable in the sense that if the situation is specific enough, Nanaya can abuse that fact. It's a slide, so it moves you forward. Similar to 5C, during pressure if the enemy's blocking this move, then you sink in closer to them. However, also similar to 5C, if cancelled too early (and if that normal whiffs), then the amount you sink in is not much at all. In fact you might just become farther apart. Slow startup mixed with the deceptive cancel timings and blockstun of other normals makes this a great tool for catching enemies trying to act out of your pressure. And again, much like all your other normals, the cancel window post-hit is long, so you can use this to continue pressure. Also decent for catching backdashes, if timed right. Hard knockdown on hit, and can OTG after.

Aerial Normals

Note: All aerial normals are cancelable into Fastfall on block/hit.

Damage Red Damage Proration Cancel Guard
300 147 75% (O) -N-, -J-, -SP- LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 10 - 3.0% -

Standard j.A. Pretty much only ever used for air-to-air. Hits in front of you and in spots above you, so use this to catch enemies on either of those ends if they're close enough for this to hit. Mashable. This makes it decent for fishing out opponents in the air for simple aerial-combo confirms. Also makes it decent for setting up aerial tick throws. Can cancel on whiff with an air movement or another air normal, or it's even possible to special cancel it into j.22.

Damage Red Damage Proration Cancel Guard
500*2 (935) 294*2 (549) 90% (O) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 4.0%*2 -

An air normal which is in two parts, and hits twice. The larger more useful hitbox only comes out on frame 9, yet the range is still not great. Unfortunately not at all a good normal for neutral due to its two-hitting factor, and its mediocre range. Two hits dictate that if the first part supposedly gets a Counter-Hit, the second part will inevitably ruin any hopes of a confirmed followup anyway. The situations which will call for this attack during neutral aren't high in number at all. However, it is great for pressure. Due to hitting twice quickly in succession, this can potentially throw off people's defenses regarding high/low blocking. Mixed in with the fact that you can cancel the first hit, this makes it a favorable attack for close-range offense. Also confirms into 2A into combo on hit.

Damage Red Damage Proration Cancel Guard
1100 784 90% (M) N, J HA
First Active Active Recovery Frame Adv Circuit Invuln
10 6 - - 11.0% -

Nanaya's strongest neutral tool. Long startup, but also fairly long active frames to match. Hitbox lands a very nice diagonal-low to horizontal area, despite looking only like the former. Useful for commanding a certain distance. Great for ground-to-air thanks to its big range, blockstun, and hitstun. Overall a very safe move to use at the right spots. Biggest weakness is how telegraphed it is. Do be wary that because Nanaya overall lacks versatility in neutral, that overusing this can be a weakness as well if the enemy knows how to beat it.

Universal Mechanics

Ground Throw
Damage Red Damage Proration Cancel Guard
1400 474 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Standard ground throw, but pretty fast. Recovers quickly enough for any oki you want. Does about 1400 damage, but will do less in practice because of Reverse Beat penalty.

Air Throw
Air Throw
Damage Red Damage Proration Cancel Guard
1600 (1408) 517 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Standard air throw. Ground bounces the opponent and makes Nanaya automatically enter Fastfall if done raw, cause an untechable knockdown and leaves you in a pretty lengthy landing recovery as a combo ender.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

Similar to his 5BB.

Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
16 6 25 - -100.0% (min) Full 1-23

Skinny Heat activation. A bit on the faster side, but its small hitbox makes it easier to bait. Regardless, it's yet another defensive option Nanaya has at his disposal.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Special Movement

(Backdash Extender)
(during backdash)
Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 36 - - Full 1-32

Similarly to C-Tohno, C-Nanaya can manually extend his backdash, giving him full invincibility for the majority of this move.

Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 5 - - -

This is the Nanaya exclusive fastfall. It is used in a lot of mix-ups, high/low/throw and cross-ups.

Grounded Specials

"Zankei ni Shosu"
"Zankei ni Shosu"
A Damage Red Damage Proration Cancel Guard
250*6 (1380) (1081) 100%*5, 80% (O) EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 22 20 -1 1.5%*6 (9.0%) -
  • Nanaya takes a stance and rapidly slashes at the opponent.

This is the version you will use the most for a huge variety of reasons. Though the startup is fairly liable to Counter Hit, the hitbox covers a good area. On block, it is -1. So if guarded against, it can make for a scramble situation (though a rather gimmicky one.) Lastly, it is EX Cancellable. So on stray uses, you can confirm this on reaction into 236C and knock down for okizeme.

As a much lesser known fact, it is actually plus on hit. Yes that's right, plus on hit. So you can continue pressure, and if your enemy mashes, then they'll be Counter Hit for it. But this is only assuming your normal's strength is equal to or quicker than your enemy's. For example, your 2A will beat out their A mashing if this hits, and your 2B will beat their B mashing, but your 2B will lose out to their A mashing. If your opponent doesn't know this, you can abuse it against them to command respect and set up other grimy tactics, if not get full combos should they disrespect wrong.

Do beware this move's weaknesses. At certain points, it can be jumped/airdashed over if the enemy's high enough. This leaves you open to whiff punish. But even worse, the hitbox is as big as the hurtbox, and the hits can be easily low profiled. The recovery is absurd too. All these factors leave you a huge open target should this whiff, so be careful.

Can move during the attack.

B Damage Red Damage Proration Cancel Guard
220*12 (2182) (1644) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 47 25 -6 1.5%*12 (18.0%) -

The B version has more start-up but more hits and damage than the A version. However, cannot be cancelled into anything on hit nor block. Still can be hit the same ways as the A version (low profiling, whiff punishing, and attacking the active areas.) No real use for this move outside severely niche opportunities that might as well not exist.

EX Damage Red Damage Proration Cancel Guard
300, 280*5, 300, 280*5, 300, 280*5 (3664) (3145) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+7 72 24 -5 -100.0%, 11.5% (-88.5%) Full 1-5, High 6-10

Comes out decently fast, and does very good damage for a standalone EX. This move is now air untechable on hit so you combo into a hard knockdown anywhere on the screen. You can also make your DP's safe by EX cancelling the first hit into this move. It's negative on block, but similar to 236A in that it's not so negative that you can't at least force a scramble situation. The things you can force are incredibly limited and gimmicky though so be careful.

Can move during the move to adjust your position should it hit, so your followups won't be too far.

Damage Red Damage Proration Cancel Guard
800, 400 (1311)
700 (1945)
100% (CH), EX LH
First Active Active Recovery Frame Adv Circuit Invuln
7 2 (2) 5 33 -24, -20 8.0%*2 (16.0%) Full 1-4, High 5-10
  • These are Nanaya's dragon punches (dragon kicks are more like it)

Note - Hitting a button at the end of the move will cause Nanaya to perform an airthrow type move which will send them back to the ground behind you. So a example would be that you did a 623 facing right, your final throw ender will send them back to the left.

Upper body invincibility, EX Cancellable on first hit. Can be useful to counter hit opponents out of the air, but it has two hits. One for departing from the ground, the other more towards the air. No full body invulnerability, but upper body invul is there. Only real use is as a pre-emptive callout in ground-to-air situations when you think an enemy will use an air normal at the right timing and spacing. If you get a counter hit with this move, then you score huge damage. If you get a hit with this DP but don't score a counter-hit, you can still press a button after to throw your enemy downwards like your B version. The window is forgiving so it's easy to react to counter-hit vs. no-counter-hit scenario if you use this.

Damage Red Damage Proration Cancel Guard
800, 300*2 (1302)
700 (1914)
100% (CH), EX LH
First Active Active Recovery Frame Adv Circuit Invuln
6 2 (2) 6 40 -32 ~ -25 8.0%, 4.0%*2 (16.0%) Full 1-15

Full body invincibility, air unblockable, knockdown followup on hit, great angle, EX cancellable on the first hit (since you're on the ground) into 236C, essentially making it a safe DP. One of the stronger DPs in the game thanks to its many wonderful uses, and basically being the only safe one. Your reversal of choice. Can press a button after the first two or three hits for hard knockdown toss.

Damage Red Damage Proration Cancel Guard
900, 500, 360*4 (2450)
700 (2996)
100% (CH) LH(1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+0 5 (2) 12 47 -35 ~ -28 -100.0% Full 1-16

No real reason to use this as a reversal, since B version gets all the same jobs done very well, with even more safety and defensive purpose for no meter at all. Only use is in combos for optimizing damage. Air blockable after first hit unlike the other two DPs. Very fast startup makes it possible to OTG Kouma after throw and makes for a gapless punish out of shield.

A Damage Red Damage Proration Cancel Guard
1400 882 100% - H
First Active Active Recovery Frame Adv Circuit Invuln
32-33 2 29 -3 9.0% Full 22-X
(Whiff Data) Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
26 12 29 - - Full 22-37
  • These are Nanaya's 'offensive' teleports.

After a fairly long start-up, Nanaya teleports to the opponent and from above. This move hits overhead, and is easily his best knockdown as it gives him the most time to set up, allowing for the most mixup potential.

Contrary to how the animation suggests, this is NOT Shieldable. Do not try to Shield it, you will get Counter Hit.

Truly unsafe on block only on EX guard, creates a scramble situation post throw tech on normal block. You can always throw Nanaya after blocking it, and the only thing he can do thanks to the neutral frame is to tech it. If you EX guard it, the throw becomes a true punish.
The other times you might get punished for doing this is in certain matchups (H-Ryougi, Satsuki, PCiel, etc.), because 1F startup moves and 3f startup cmd grabs can also punish it. 2F startup moves however it may seem, can't, thanks to the aforementioned neutral frame, unless you, once again, EX guard.

Do note that this is also air unblockable. If you try to jump out, you might get hit by it, but that depends on the timing and distance of the teleport to the enemy. If the enemy is at apex height, this move will not catch them. And if this attack just doesn't detect a target to hit, then Nanaya will be left open to hit under some recovery.

Nanaya's hurtbox appears a little before he actually slashes you, but do not try to go after it if you are anything but perfectly confident with the spacing and timing to catch him out and combo from it.

f.B Damage Red Damage Proration Cancel Guard
900 882 40% (O) (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
14 3 38 -21 9.0% Full 5-10

Nanaya preforms a half-screen slash. Main use of this move is in his combos. His most punishable move on block by far. It can now be jump-cancelled on hit making it possible to follow up (in trade for now being a mid instead of a low), thus making his long range combos a potential threat if you are near the corner.

c.B Damage Red Damage Proration Cancel Guard
1600 1176 80% (M) - L
First Active Active Recovery Frame Adv Circuit Invuln
8/9 3 34 -12 15.0% Full 5-X

If done close to the opponnent, Nanaya slashes through them along with launching them upwards. The opponent cannot air tech. Only use at all is for combos to maximize meter gain.

C Damage Red Damage Proration Cancel Guard
2000 1706 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
30 ~ 37 2 31 - 0.0% High 20-X, Full X
(Whiff Data) Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
24 8 29 - - High 20-31

After a fairly long start-up, Nanaya teleports near the opponent and throws them. This is a command grab. You are in a bit of an aerial descending state right after it, so you can get an easy setup from the air. You are also granted meaty after it, so you can land and still mix up that way as well.

Flash Run - Moon in the Water
A Damage Red Damage Proration Cancel Guard
- - - Any* -
First Active Active Recovery Frame Adv Circuit Invuln
- - 36 - - Full 12-23
  • Another set of teleports, these are more zoning related.

Nanaya immediately does a horizontal teleport. Can be deceptively fast, not very useful for avoiding attacks though, can be good to end blockstrings once in a while with this, to keep your opponent on their toes. Be careful as your options out of it are ridiculously limited, and you are very unsafe if the opponent is ready to mash against this particularly on reaction.
Cancelable into anything except 22A 9 frames after the invincibility period.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - Full 10-23
[B] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 46 - - Full 21-34

Nanaya does a vertical teleport, you are in a neutral jump state after this move and have all your air options after (minus choosing a left/right directional influence as you fall). The charge version of this move causes Nanaya to teleport to the opponent, no matter where they are on the screen. And by holding a direction with the charged version, he appears in different places, granted he will be significantly minus and telegraphed this way. You have all your air options after this version as well.

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 20 - - -

Nanaya assumes the teleport stance.... and does nothing. This is the feint. Very useful in pressure for baiting reactions, resetting, exercising respect, and making normals safe if you can't Reverse Beat. As a bonus, it can be cancelled halfway through the animation. This makes it a legitimate mixup, as 214A and 22C > (dash >) 2B have timings that are so split in difference that it becomes difficult to tell apart on defense. Nigh impossible if done on wakeup. The possibilities go even beyond that granted the crouch can be cancelled by absolutely anything and from almost anything. One of the most, if not outright the most crucial centerpiece to C-Nanaya's capacity as a character thanks to its unmatched flexibility and mixup potential with 214A+C.

Arc Drive

AD Damage Red Damage Proration Cancel Guard
2500 1960 30% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+21 27 16 -16 removes all Full 1-51
~1/2/3 Damage Red Damage Proration Cancel Guard
2200 1470 40% (O) - L
First Active Active Recovery Frame Adv Circuit Invuln
2+8 41 16 -24 removes all Full 1-52

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.

Holding any down motion during the arc drive causes the move's start-up and damage to decrease, although he goes slightly farther. It will also hit low.

Terrible move. Easily blocked/dodged, awful meter cost, prorates damage harder than even the simplest practical combos you can execute in whichever situation you find yourself using this. Never use in a serious match. In fact just never use it period.

Another Arc Drive

Damage Red Damage Proration Cancel Guard
2500, 7000 (5483) (3880) 50% (O) - U
First Active Active Recovery Frame Adv Circuit Invuln
3+12 46 16 - removes all Full 1-38

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 if space on the screen. This is completely unblockable, but easily evaded via Dodge. After Nanaya "touches" the opponent with this move, he'll disappear for a period of time, and Dodge can be done immediately after with no consequence, and Nanaya will be left a sitting duck in Counter Hit state for absurdly long. However, if you combo into this, you'll shave away at least half the enemy's life (refer to his normal and corner metered combos), so it's strong in that regard.

Because Full Moon characters lack the Dodge mechanic, they have to manually find some other way to avoid it. Against the corner, cancelled out of a move with strong blockstun, they're forced to manually backdash it, as every other option after will fail. The time which Nanaya does the slash is dependent on how far he travels after startup. The longer he travels, the longer the delay before the slash. If you're midscreen, backdash by doing a forward dash, as he will appear behind you. If you're in the corner, he cannot appear behind you, so backdash normally.

Lesser known fact, you can airthrow the Nanaya clone after a certain height, and this is a free (though difficult and risky to execute) punish. Frankly better if you just dodge it anyway as you get full combo.

Last Arc

Extreme Death - Seven Nights
Grounded EX Shield during Blood Heat
Damage Red Damage Proration Cancel Guard
3500~7000 2800~5100 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
7+0 4 28 - removes all Full

Nanaya does a cool pose, then throws his knife at the opponent while teleporting behind their back and twisting their neck whist the knife hits. Does more damage the more gauge you have during Blood Heat.

Hits around the entire horizontal area, vertical area extending to around as tall as Nanaya himself. So certain aerial attacks can go over it, and it will not catch moves with full invulnerability, such as certain DPs.

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