Melty Blood/MBAACC/Shiki Nanaya/Half Moon

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Character Page Progress

This page is mostly complete, consider joining as an editor to help finish it up. Please update this character's roadmap page when one of the editing goals have been reached. When no main goals are left, please remove this section from this page.

In Progress To-do
  • Combos:
    • Add video links to the pre-existing combos.
  • Additional Ressources/Players to watch/ask
    • (Add any external links to ressources such as video guides or articles.)
    • (If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.)
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses.
    • Add Neutral and Defense subsections, adapt what's already written as you see fit.

Additional Resources

H-Nanaya Match Video Database

Players to watch/ask


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Strengths / Weaknesses
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General Gameplan

H-Nanaya is an extremely basic character that will test players' proficiency in stagger pressure, understanding of neutral, and ability to hit confirm. Even though Half has the best normals suited for neutral play, a significant number of the cast can still out-range and overwhelm. H-Nanaya is best on the ground as his air normals aren't exactly abusable and easily beaten out in most air-air situations. H-Nanaya excels at close-to-mid-range, which you can judge as the distance where 5B can link into 2C in a combo and closer. At this range, you have all your relevant options available to you - any further and it's essentially playing neutral again.

At long range, you have your 236A/B for zoning, but they're easily countered if you recklessly throw them out preemptively. If you smell a jump, you can use 214A to confirm into 5A > air combo string. The 214A will only link into 5A if you confirm at max distance (where you essentially hit with his shoe and then begin to descend back onto the ground) so it's likely you'll only use this a few times before your opponent tries to bait it out and punish or respects your anti-jump measures altogether. Other than that, you have to weave through whatever tactics your opponent uses to try to keep you out using H-Nanaya's limited air mobility, dash, and selective use of his dash-momentum normals. Competent opponents will always make your job as Nanaya difficult because they know Nanaya is at his worst in neutral, but once you get in on them...

It's your turn! Remembering the optimal range where all of Half's normals can realistically reach, your stagger pressure is among the best in the game. Staggering - delaying normals to make deceptive frame pockets for foes to "escape" (but ultimately fail) - is key to winning with H-Nanaya. Your B and C normals will almost always beat out attempts to mash out cleanly, and 2C and 5C, due to their start-up frames, can beat out both mashing and jump-outs. You'll also want to stagger to get the most forward momentum out of your normals, making pressure seem endless to your opponent. The minimum range where 2A whiffs is also where you can frame trap your foe with any of your B or C normals. Let's not forget your teleports and fastfall can be incorporated for maximum frustration.

As almost all of your normals will be used in blockstrings, it's important to remember that you master the concept of hit confirming. 236A > 5A links from 2C if you don't have any normals to pick up the opponent after, and does good damage too. Against jump-outs with 5C, you have to train your reflexes to instinctively jump forward and use either j.A/B/C to confirm and double jump into j.BC air throw or whatever variant you find necessary. j.A will hit at all ranges, even on opponents who were able to jump very high before getting swatted by 5C, but you lose a lot of damage. j.B is the most realistic and doesn't hurt the damage as much. j.C handles ranges below and near your level, yielding the highest damage, but as it's slow on start-up, it's risky to try to hit confirm with it.

At the end of an air combo, you either use j.214B to get +10 meter, a wall bounce, and an opportunity to anti-air a possibly careless foe, or air throw. Almost always you want to use j.214B, although in the corner, air throw is best as you make it a guessing game to whether you'll stuff out their jump with dash-in 5A/5C, dash-in tick throw, or anticipate a jump-out from max 214A range and punish. If you think they'll mash, dash-in 2A, 2B, 5B, etc. will beat out most efforts and you rinse and repeat into combos into air throw until they're dead or escape (in which case back to neutral for you).

Meter management is pretty straightforward with this character. If you need to recover red health (Nanaya bleeds so you usually do), just hold enough meter until you reach 200% and don't get hit. HEAT in Half also augments your inherently amazing pressure game, so it's a good idea to usually aim for HEAT mode. However, if you have too much meter early in the round where you're at near-full health, a blockstring into 236C is acceptable as 236C is advantageous on block. Some opponents will want to bunker the 236C - regardless if you're doing it with normal meter or HEAT meter (the latter would almost always cause you to auto-Circuit Spark), so look at your opponent's meter before committing to the entirety of 236C. Otherwise, save meter for the j.214C ender on your air combos. It does AMAZING damage and you'll need it to end rounds most of the time. j.214C alone is what makes H-Nanaya's damage output so sublime, so always keep it in your thoughts.

When you're pressured, there's not much to do. Your 2A is too slow to mash out of much, and your 623B can be baited very easily. Just block and when you have 100% or more meter, 214D Shield Bunker a blocked attack. Half Moon Shield Bunkers are silly, invincible from start-to-finish, and if they hit - forced hard knockdown for your opponent. That gives you enough time to reset the situation, as well as do which-way fastfalls if you know what you're doing. On certain meaty set-ups, you can use 623C and punish foes with 3k damage for giving you trouble, but you need to understand how those set-ups and characters work before you gamble it all like that.


H-Nanayas pressure is all about creating long block strings to make your opponent want to mash or jump out or creating small block strings and throwing your opponent/baiting their throw tech. If you stagger your normals you will catch mash very easily with H-Nanaya which will lead to a combo however most good players will stop mashing vs H-Nanaya because they understand that his blockstrings are hard to mash out of. This is where you want to start creating smaller blockstrings to throw your opponent so your pressure has some threat as H-Nanaya has no other way of mixing the opponent up. To catch jump outs you want to be using the 5A~6E OS when you go to throw your opponent, another way to catch jump outs is by using 214A at the end of your blockstrings as you will get a a combo with link 5A if they try to jump out and 214A hits. Using staggered normals in blockstrings will also catch jumps especially 5C and 2C though I dont think good players will like to jump out so much that these will catch jump outs.

Here are some example H-Nanaya blockstrings and their purposes.

2AA > 2B > 5C > 2C > 5B (> 214A) This blockstring lets you stagger your normals and then end with a + on block 5B. If you think the opponent will jump out you can use 214A at the end and this should catch their jumpout and grant you a combo(will also beat most mash the opponent uses and give you a combo. If you have conditioned them to jump you can try resetting your pressure earlier with a rebeat 5a or completing the string and choosing to do something different after such as just waiting and seeing what your opponent does and reacting or doing something risky such as dashing or IADing back in. 2AAA IAD j.B Simple blockstring to reset your pressure and catch people mashing low attacks in your pressure.

2AA walk/dash 5A~6E Thow your opponent and catch their jump if they mash.

2AA > 5B is +1 on block so you can decide to anything you want after this as long as you are close enough.

2AA > 2B > 2C > 5rebeat/22C, 2B This block string is designed to put you away from your opponent so you can catch them mashing with a 2B after. Once they respect this string you could go for a reset or continue your blockstring after the rebeat instead of resetting it.

2B > 2/5A or 236B, 2B at its max range can only combo into 236B, if the 2B hits you would want to go into 236B then cancel into 214C for a combo. If the 2B gets blocked you may want to 5A rebeat for more frame advantage.

2AAA > 5B > 2B > 2C > 5C > 5A6AA > 236B > 236C, 5B > 2C > 2B > 2C
This is a jail blockstring only used for when you want to put the opponent into blockstun for as long as possible if the opponent is on lower health and the timer is going to run out, or you just want to just meter on 236c to stop AUTO HEAT from going off I guess.

Notes: You can use the following moves to be + on block.

  • 5B (+1)
  • 236C (+5). Use this as a meter dump or to keep your blockstrings going.
  • tk.214A input as 2147A + enough for a 2A after idk how much. Normal 214A is -3 on block but using tk.214a you can extend your blockstrings a lot if you know how to do it. Its for more advanced H-Nanaya users I guess.

214[B] is an overhead but its really slow. Every good player will block this every single time but people with slow reactions or people who have not seen it before may get hit by it.

22C can be used like a 5A or 2A rebeat in a blockstring as it cancels your current normal and can be canceled early.
Other teleports 22A/22B can be used in pressure but its very gimicky and not recommended. Maybe use these once every 10 games.

When you would usually go for an IAD in pressure you could try doing 9 22 2A to do a fake fastfall mixup because this actually catches people low somehow, only use this if your opponent shows any amount of respect to your pressure. If your opponent really respects you instead you could do a throw.

After moves where you are - such as 236B or 214A but not - enough to be punished you can cheese your opponent by using the 623B DP after beating their normals. You can even use 623B > 236C ex cancel to continue your pressure and combo if they mash. This is a good mindgame to keep on your opponent but don't try to overuse it.


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.

Of all three Nanayas, Half Moon is the absolute simplest in terms of both combo theory and execution. You shouldn't be concerned with scoring the most optimal numbers you can. The best damage you can earn as this character comes through very specific routes on his normals and specials. Because of this, constantly optimized damage an impractical pipe dream, as you'll be using Reverse Beats often. Yet unlike Crescent Nanaya, his moves also don't prorate in a way which lets you squeeze out more in some alternative way. Furthermore, H-Nanaya is the anti-jump Nanaya. His most damaging combos will not usually align with his main method for damage dealing.

To compensate for all these negatives, Half-Moon Nanaya tends to score higher damage at a more consistent rate than the other two; even with Reverse Beat Penalty accounted for. His most practical combos in this sense, ARE his most damaging combos (go ahead and lab if you wish, see if you'll find anything new. You won't. And no, double-stacking 214A in a combo never deals more than just one.) This makes it easier to keep the focus on conversions, which are also very simple. They are always the typical Melty Blood air combo BnB (j.BC > dj.BC > AT) with very little variety or trickery to them, making him an easy character to understand, pick up, and use for players on all levels.

Because H-Nanaya combos are so generic and streamlined, there will not be much to this section. Everything you can do midscreen (save for one AT combo and one corner carry) you can do in the corner as well, regardless of where anyone is.

All combos were tested on Sion Tatari (standing). 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

Normal Combos


The entire combo list will only list AT enders. AT enders are interchangeable with j.214B or j.214C. Use j.214B as an ender if you want a tech-chase situation (which H-Nanaya is rather good at thanks to his good anti-airing ability), an extra 10 meter, and/or if airdashing to your AT ender won't reach in time; it does the same damage anyway. Use j.214C for (about 1K) extra damage IF you haven't exceeded the bounce-count per combo. Otherwise the last part of the super will pass through, and you'll likely have wasted 100 meter for less damage than usual.

If you find the 214A/236A links too difficult, then replace them with/skip straight into the typical sweep-into-launch routes instead (2C > 5C (> 5B)). 214A/236A links are optimal, but don't add any truly significant amount of meter or damage (in fact only about 100-300 more.) So mastering them is by all means optional in the grand scheme of things.

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2AA > 5B > 5C > 2C > delay > 2B > 214A > link > 5A > 5C > j.BC > j.ABC > AT
Meter Gained: 74.2 Meter Given (vs C-Moon): 32.9
Good 2A starter BnB. Reliable and relatively simple.
Normal starter, grounded opponent
  • 2C > 5A/B/C > j.BC > dj.BC > AT
Meter Gained: 39.2 Meter Given (vs C-Moon): 17.9
5C was used for the calculations.

Your bread and butter sweep into air finisher.

Extremely basic, but undeniably his most important combo. This is what you will be converting from and into for the vast majority of situations. The rest is by no means mandatory to learn if you can do this.
Normal starter, grounded opponent
  • 2C > 236A, 5A > j.BC > dj.BC > AT
Meter Gained: 41.3 Meter Given (vs C-Moon): 18.8
The absolute basis of your 236A links, should you choose to opt for these.
Note that these links aren't that important as few routes truly benefit in any way from them. Not to mention they require said routes to work in the first place.
Normal starter, grounded opponent
  • 2C > 214A, 5A > 5C > j.BC > dj.BC > AT
Meter Gained: 49.7 Meter Given (vs C-Moon): 22.4
The absolute basis of your 214A links, should you choose to do these.
Do note that this link will not work on every character in actual combos where the hit count will rise, one of its biggest flaws.
Normal starter, grounded opponent
  • (j.C >) 5B > 2B > 2C > 5C > j.BC > dj.BC > AT
4402 (5199)
Meter Gained: 49.7 (57.4) Meter Given (vs C-Moon): 22.4 (25.7)
Universal punish against everyone in the cast.
If it's impossible to squeeze in, or if it makes things too difficult because of hit count affecting airtech and gravity, omit the j.C.
Normal starter, grounded opponent
  • (j.C >) 5B > 2B > 5C > 2C > 236A, 5A > j.BC > dj.BC > AT
4762 (5525)
Meter Gained: 58.8 (66.5) Meter Given (vs C-Moon): 26.3 (29.6)
Optimized slightly further from the above version, but more difficult to do.

Universal punish against everyone in the cast.

If it's impossible to squeeze in, or if it makes things too difficult because of hit count affecting airtech and gravity, omit the j.C.
Normal starter, grounded opponent
  • (j.C >) 5B > 2B > 5C > 2C > delay > 2A > 214A > 5A > 5C > j.BC > j.BC > AT
5215 (5970)
Meter Gained: 69.6 (77.3) Meter Given (vs C-Moon): 30.9 (34.2)
Optimized slightly further from the above version, but more difficult to do.
Universal punish against everyone in the cast.
Max range normal starter, grounded opponent, 100% meter
  • 2B > 236B > 214C
Meter Gained: -79.0 Meter Given (vs C-Moon): 15.5
*Max range 2B > 236B confirm.
This is good for particular scenarios. At max range, 2B won't combo into anything else. You'll rarely run into such a situation, but if you do, it's good to know you can combo this way. Especially since 236B is safe and has such a large super cancel window, and since this ends in hard knockdown.
Counterhit aerial normal starter, airborne opponent
  • CH j.A/B/C > land > 5B > 5C > j.BC > dj.BC > AT
Meter Gained: 46.9 Meter Given (vs C-Moon): 21.2
Staple conversion off of an air-to-air counter hit situation.

Values given for j.C.

Deals the most damage by a significant margin, without losing any noticeable amount of meter by not instead opting for other routes.

Always do 5B > 5C. If you misjudge the height and if the opponent ends up too high for j.BC, omit the first j.B and go right into j.C before doing the rest of the aerial finisher. Unlike the other two Moons, 5B > 5C > j.C > etc. nets greater damage than if you were to do 5C > aircombo.
Counterhit 623B starter, 100% meter
  • CH 623B(1) > 236C, 5A > j.BC > dj.BC > AT
Meter Gained: -79.1 Meter Given (vs C-Moon): 37.2
For when your wakeup DP counter hits before you make it "safe" with 236C.
For more information, read the General Gameplan section above.

Corner Combos

Condition Notation Damage
vs V.Sion
Normal starter, grounded opponent
  • 2C > 5B/5C > tk.214B > land, j.AC > j.BC > AT/j.214B
Meter Gained: 44.1 Meter Given (vs C-Moon): 20.0
The enemy MUST wallslam in the corner for this to be possible. This is a (near) corner combo.

Does more damage than the typical sweep into air combo variant, but difficult to execute. Enemy must be as low to the ground as possible and the tk.j.214B must be done as quickly as possible as well.
If done heading towards the corner, the j.C in j.AC might have to be omitted dependent on spacing.

If done in the corner, the AT might not be possible due to distance issues, so j.214B instead. You will lose corner position and go back to netural if you use this combo in such a spot, however.

OTG Pickups

Condition Notation Damage
vs V.Sion
Raw airthrow starter
  • Raw AT, Dash ~ 2C > 214A, 5A > 5C > j.BC > dj.BC > AT
Meter Gained: 49.7 Meter Given (vs C-Moon): 23.5
The best combo you can possibly do off a raw airthrow, anywhere.
Keep the height of the opponent just low enough so that by the time you do 5A > 5C, they don't go too high for the air combo finisher.
Raw airthrow starter, corner-only
  • Raw AT, 214[B], 2C > 214A, 5A > 5C > j.BC > dj.BC > AT
Meter Gained: 60.9 Meter Given (vs C-Moon): ???
Strictly corner-only air throw starting combo.

Same as the above, except you add a 214[B] to it.

Based on the character, they might have odd collision boxes, which may cause them to bounce out from the corner. In which case, walk away from the corner a little after 214[B] before landing 2C, so they end up where they're supposed to.

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

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 340 192 70% 2.8% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 3 4 9 -1 -

Standing knife-hand. Doesn't hit crouchers, so it's great for setting up tick throws. Also good for twitch anti-air.

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -

Second part of the 5A6AA chain - a palm thrust to the opponent. Moves him forward; this move is a good to use sometimes to stay in during blockstrings. Can also catch jump-outs similar to 2A.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX , (J) LH 9 4 17 -3 -

Third part of the 5A6AA chain - a slice that moves far forward. Launches into an air untechable state on hit. It's unsafe on block, but since the window to cancel it into a special is unusually long, you could do some gimmicky frametraps every once in a while. This move makes Nanaya's collision box disappear for frames 10-23 so if done close to the opponent mid-screen, it will cross-up.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 576 90% (O) 5.6% N, SP, EX, (J) LH 7 2 15 1 -

A very good-ranged poke that also moves forward a bit. This and 2B are your usual mid-range pokes, but note that the active frames aren't great. It's +1 on block though, so you'll be safe even if you don't chain or Reverse Beat into something else. The window to cancel into another move is very small though, so it's not very good for staggered blockstrings. Use it to end blockstrings every now and then to gauge reactions from your opponent - best used to set Nanaya back into optimal mid-range after a blockstring.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 672 80% (O) 7.0% N, SP, EX, (J) LH 11 8 13 -3 -

A roundhouse kick that has a huge hit box and extends to parts above him. Moves him forward a good amount to keep on the offensive during blockstrings - it also beats mashing out of blockstrings and jump-outs; the latter situation being something H-Nanaya players must learn to hit confirm from on command. Prorates very nicely and has an absurd amount of stun on counter hits - usually leading to very damaging combos. 5C moves forward a crazy amount from a dash, but it's a bit on the slow side so be weary of using it too liberally as an anti-air or approach.

Crouching Normals

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 96 70% (O) 2.45% -SE-, -N-, -SP-, -EX-, (J) L 5 4 8 0 -

Nanaya drops down and does his morning leg stretch. It's slightly slower than other 2A's but the extra vertical hitbox can allow you to stabilize some combos or catch jump-outs from the corner.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 432 75% (O) 4.9% N, SP, EX, (J) L 7 6 16 -7 -

Long reaching leg shank that also gains a bit of momentum from a dash. It is a staple low to use for its range, speed, and that it moves him forward. At max range, you can really only hit confirm to 236B > 214C though.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 576 60% (O) 5.6% N, SP, EX, (J) L 10 9 15 -9 -

Overall one of his best moves - a slide sweep kick. It moves very far and goes under a good number of projectiles. Be sure to hit confirm this to make the best of it. Use this in blockstrings to keep in and beat out jump-outs. This and 5C make H-Nanaya's staggered blockstrings truly deadly.

Aerial Normals

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

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 144 75% (O) 2.1% SE, N, J LHA 5 4 10 - -

Your prime air-air move considering how fast it is coupled with how Nanaya pales in comparison to most of the cast while airborne. Be sure to confirm counter hits off this.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 576 90% (O) 5.6% N, J HA 7 2 - - -

A downward horizontal slash. Unlike Crescent, this move only hits once. The horizontal range makes it okay to use for opponents on-level with you in the air, but the active frames are unimpressive. It's better used sparingly as an air-ground move.

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1100 768 90% (M) 7.7% N, J HA 9 6 - - -

An angled downward stab. The hitbox on this move is massive, making it great as an air-ground, as well as a sparingly used air-air if the opponent is under you. It's a little slow so be careful about aimlessly throwing it out. The start-up can be used to do whiff mix-ups to bait out Shields sometimes.

Universal Mechanics

Ground Throw
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1400 465 100% 0.0% - U 2 1 20 - -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (1408) 506 30% 0.0% - U 1 1 12 - -

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 Counter
Shield Counter
Auto after a succesful Shield (Air OK)
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 40% 3.5% SP, EX, (J) LHA 8 2 20 -4 -

Same animation as C-Moon's 5BB.

Crouching 1500 (1117) 714 50% 10.5% SP, EX, (J) LA 8 4 18 -4 -

Same hitboxes as F-Moon's 2C.

Air 500 (303) 174 50% 3.5% - HA 6 4 - - -

Same animation as j.C

Shield Bunker
Shield Bunker
214D in neutral or blockstun
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 4 19 -5 Clash 1-10
(Clash) 500 192 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

Similar to his 5BB.

Blockstun 0 0 100% -100.0% - LHA 18 3 22 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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

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

Nanaya's unique fastfall, no button input. It is used in a lot of mix-ups - high/low/throw and cross-ups. Get creative and condition your opponent to get the best mileage out of this.

Grounded Specials

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 250*6 (1380) (1062) 100% 1.05%*6 (6.3%) EX LHA
(Whiffs vs Crouch.)
11 13 20 -1 -
  • Nanaya does a series of flurry slashes in front of him.

The quickest version and the safest on block. Unfortunately, it completely whiffs on crouching opponents. Good for covering space in front of you sometimes, and it can also be used to hit confirm from 2C into a combo.

B 200*12 (1983) (1614) 100% 1.05%*12 (12.6%) EX LHA 11 26 22 -3 (vs Ground.)
-6 (vs Air.)

Moves forward a bit more than A but is also slower on start-up. Pretty much neutral on block and can be used to zone in front of you, hitting crouchers too unlike A. On hit, if not EX cancelled, 236B is actually at frame disadvantage, so be careful.

EX 200*18 (2337) (1679) 100% -100.0% - LHA 4+7 42 20 5 Full 1-5, High 6-11; 24-26; 39-41

Advantageous on block, so it's good for continuing pressure. Overall not that great of a move compared to the rest of H-Nanaya's arsenal, but it has situational uses. If you must blow meter to prevent going into HEAT too early, this is the move to use on block. On hit, it launches opponents, so you can do a quick combo into 5A -> air combo string. The damage is quite poor however.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1500/600 1056/384 100% 8.4%/5.6% EX LH/LHA 6 2 (2) 5 33 -24/-20 Full 1-4, Clash 5-6, High 5-8
  • H-Nanaya's reversal series. Not as good compared to the other Nanaya moons but when used appropriately are still excellent tools.

Has some invincibility start-up and a clash on the ground, so you can clash with a low-hitting move and EX cancel into something else. Overall a gimmicky move since it's air blockable and the clash isn't very reliable.

B 1400, 600*2 (2405) (1699) 100% 3.6%, 1.75%*2 (7.1%) EX LH 5 2 (2) 6 40 -32 ~ -25 Full 1-15

The go-to reversal on H-Nanaya. Has more invincibility frames than A and is actually air unblockable (no clash trait though). However, miss with it and you're basically a goner.

EX (Both Nanayas) (3578)
400*5 (1696)
100% -100.0% - LH*, LHA 11+2 5 (2) 12 45 -41 (vs Stand.)
-43 (vs Crouch.)
Full 1-27
(Clone) 400*5 (1696) (813) 100% - - LHA 11+3 5 (2) 12 - -39 (vs Stand.)
-43 (vs Crouch.)

The reversal becomes air blockable again except for the very first active frames. However, the main attraction to this move is that it makes a clone appear behind your opponent no matter where they are - can be used as a fullscreen punish and will setup a tech punish setup if it hits. It does around 3k damage if both you and the clone cleanly hit, so you can get great damage if you time it correctly; careful, it's very slow on start-up so only use it if you're confident it will hit.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 700 480 60% (O) 7.7% -EX- LH 10 9 26 -7 -
  • A series of kicks that strike horizontally. Not really used outside of combos.

A fast moving kick that travels a nice distance. Causes techable ground knockdown so be prepared to tech punish after this hits. On block, it's pretty much unsafe unless you hit right at the shoe tip before you land. You can hit confirm the tipped hit with 5A into an air combo string, meaning this is a decent anti-jump move to use.

B 1200 768 70% (O) 8.4% -EX- LH 20 9 26 -6 -

Slower kick than 214A. Not exactly useful outside of maybe half-charging it to beat mashing away the charged 214B. It's safe on block but you basically have to block to not get punished out of it.

[B] 1600 1152 70% (O) 11.2% -EX- HA 29 9 21 -1 -

One of H-Nanaya's two ground overheads. Its safety on block is exactly as 214B. It wall bounces on hit and nets good damage if you do land it.

EX 600*3, (1400), 600*3 (2269) (1450) 70% (O) -100.0% - HA (3), LH (3) 4+7 9 (12) 1 (2) 6 41 -28 Full 1-9, 27-31

A two part EX move. First part would be a kick like 214A/B with multiple hits. Then the second part makes an angled upwards kick. The second part causes untechable knockdown on a grounded opponent. Note that if you've already wall bounced an opponent, the second part won't connect. Mostly used in the 2B > 236B > 214C far-ranged poke hit confirm. This is his second ground overhead, but it's a huge gimmick that's easily blocked and punished afterward.

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - Any* - - - 36 - Full 12-23
  • H-Nanaya's teleport moves. Situational, but overall decent for mix-ups and frame traps.

Does a crouching stance then teleports about half a screen distance. The distance is shortened if you hit the wall. Since your hitbox disappears during this, you can use as a cross-up in some situations including blockstrings. Easily mashed if anticipated though. You're also invincible during the teleport, so get creative.

B - - - - - - - - 32 - Full 10-23

Does a crouching stance then teleports a jump height above the same spot. After the teleport, you can use any air option normally available to you after an initial jump.

C - - - - - - - - 20 - -

Goes into the same crouching stance as 22A/B but after a brief moment will return to normal. Used as a feint for 22A/B or a move to cancel into for less recovery.

Aerial Specials

Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 576 70% (O) 5.6% -EX- LHA 9 9 4 -2 (TK) -
  • Air versions of the strike kicks. All of them hit mid/air blockable and are generally unsafe to use on block.

On hit, it causes an air tech state, which is mostly a gimmick. Its main use is to run away from pressure and/or the corner.

B 1200 768 70% (O) 8.4% -EX- LHA 12 9 8 -6 (TK) -

Wall bounces on hit and next to air throw is the to-go ender for most air combos. Allows you to possibly harass opponents after the air tech and nets you around 10% meter each hit.

EX 600*3, 1400, 600*3 (3000) (1986) 70% (O) -100.0% - LHA 4+5 9 (14) 1 (2) 6 - -25 (vs Stand.)
-31 (vs Crouch.)
Full 1-9, 27-31

A two part EX move. Like the grounded version, it won't fully connect if you've already wall bounced the opponent at least once. This is the move you'll defer meter to as it adds a ridiculous amount of damage to any combo. It's essentially the round ender, and also causes opponents to enter an air tech state. Done really close to the ground, it actually causes hard knockdown like its grounded version, but does much more damage.

Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4000 2650 50% removes all - U 2+11 46 16 - Full 1-61

An unblockable Arc Drive that includes a clone Nanaya for added vertical range. It is dodgeable - for Full Moon characters, they can just dash through you instead and it will make them backdash the Arc Drive. If used as a punish for a suspected jump out, you can connect into a combo afterward. The cooldown is actually pretty decent even on whiff, but there are usually better uses for meter in HEAT.

Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
White LenCrescentHalfFull