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Author Topic: A Nanaya guide(of sorts)  (Read 6654 times)

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Offline Magikarp9

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A Nanaya guide(of sorts)
« on: March 10, 2007, 03:33:00 AM »
This guide is a work in progress and will be edited repeatedly.

Nanaya as a character is best described as....misunderstood.
He exemplifies the system of Melty Blood, whiff cancelling, reverse beating, and chaining his 2as into 5as and vice versa.

The US(at large) considers him a strong (yet?), scrub character.
The Japanese instead think of him as average but underplay him.

By no means can I assert to everyone that Nanaya is top tier, but as a Nanaya player of some years, I hope to clarify misunderstandings and foster more Nanaya players in the future. This is a collection of my knowledge, taken from my own play, vids, and consultations with other players.

NORMALS

5A
-A fast(4f) anti air normal.
-Does NOT typically hit crouchers unless they do a move that makes them huge
-Has the distinction of being one of the fastest recovering 5as (14f), giving Nanaya whiff cancels that are 1-2f faster than other people.
-Airunblockable, normally used as antiair after a shield, or as precision antiair for CH. Spamming 5a is not usually good unless you're using it to gain reaction time to link into a more damaging air combo.
-Has unusually long range, extending to the tip of his finger(Hitbox was slightly nerfed in Ver.B), allowing him to beat attempts to jump out.
-Viable tactic of such is to dash in with option select 5a, then either empty chain into another normal, or dash throw after the 5a recovers
-Can be shielded high OR low
-Hits mid

5B
-An average speed normal
-Does NOT hit most people crouching at the tip of its hitbox(but it will hit people standing/in the air), thus must be used semi-deep to hit crouchers
-Has a significant amount of shield frames(all  frames except the first in its startup) before the hit connects
-Does NOT prorate, thus is a damaging combo starter IF you do connect it
-Safe on block(-1)
-Airunblockable
-Any B input during the first 7(NEEDS CONFIRMATION) frames of the move will result in the command move extension 5b. Any B input after that will result in the actual move coming out, and the ability to perform the command move extension 5b will be removed in this time period.
-This is important as doing 5b2b(late) is a powerful Nanaya poke.
-MUST be shielded High
-Hits mid

5B -> 5B
-Command move extension to 5B
-Requires 5b to be inputted fairly quickly after the first 5B connects(on block OR hit)
-Launches on hit
-DOES NOT have special whiff cancel properties like Tohno Shiki's 5B -> 5B
-Hits Mid
-Can be charged
-Not cancellable on block

5B -> 5(B)
-Command move extension to 5B
-Hits HIGH(OVERHEAD)
-Special cancellable on BLOCK OR HIT
-Launches on hit
-Untechable on hit(for set amount of frames or 100% untechable?Needs checking)
-Typically cancelled into 22c

5C
-Heavy hitting normal
-Can be charged
-Has certain shield frames(very minimal, 2 only) in its startup(frames 2-3). These shield frames are extended if you hold onto the [C] button and attempt to charge 5C
-Easily hits most crouchers and attacks that bring characters below their crouching animation height
-Moves Nanaya forward significantly on connect
-Deceptive amount of hit frames. Has only a very short window where it hits(3 frames) but creates a huge amount of hitstop when it connects.
-Has a massive amount of cancellable recovery frames
-Unlike most moves(as of Ver.B), has some uncancellable recovery frames at the end of it
-Whiff cancelling 5c is +3f
-As a level 3 move, prone to being shield bunker canceled/shield bunkered if predictably used
-Must be shielded HIGH
-Hits MID

5[C]
-Hits HIGH(OVERHEAD)
-Juggles on hit
-Has some shield frames in the middle of the move's startup

2A
-A decent-speed poke(5f) IT IS NOT AMONG THE FASTEST
-For a A move, has extremely long range
-Use off dash momentum for options
-Does NOT hit low
-Can be shielded high OR low

2B
-A decent-speed poke(7f)
-Has deceptively long range and is out for a long time(lots of active frames for a B move)
-Leaves you at neutral when whiff canceled(true +/-)
-Moves Nanaya forward slightly on connect
-Forms the basis of his pressure game
-AirUnblockable
-Hits LOW
-Must be shielded LOW

2C
-A very long slide kick
-Lasts ridiculously long and has large duration where it hits people
-Unlike most moves(as of Ver.B), has quite some uncancellable recovery frames at the end of it
-Moves Nanaya forward dramatically, even on whiff
-Most common move used to punish groundtech
-Airunblockable
-Works well as anti-air as its hitbox is extremely low and can hit people when they land and forget to block low
-Hits LOW
-Must be shielded LOW


That's all I have for now, more later
« Last Edit: March 10, 2007, 06:36:30 AM by Magikarp9 »

Offline linalys

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Re: A Nanaya guide(of sorts)
« Reply #1 on: March 10, 2007, 11:52:34 AM »
I think it's worth nothing 5[c] is jump cancellable?  Compared to the other examples of like the Arcs. 
<Xenozip> actually i think miyako was intuitive for linalys
<Xenozip> simple because his playstyle is.. well..
<Xenozip> linalys
<Xenozip> true chaotic

Offline Caer

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Re: A Nanaya guide(of sorts)
« Reply #2 on: March 16, 2007, 07:04:31 AM »
Ooh, nice job. It's great that Nanaya's getting some throrough treatment as well. =)

Offline TheCatSyd

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Re: A Nanaya guide(of sorts)
« Reply #3 on: June 16, 2007, 11:18:41 AM »
2abc5cb jc j.bc sdj j.bc AT

5bc2cb jc j.bc sdj j.bc AT

5bc2c delay 214b delay 5bc (this may vary dependant on character) jc j.bc sdj j.bc AT (only works in corner)

5c2b5bb jc j.c sdj j.bc AT (impractical, but if you can somehow get it off w/e)

j.c land 5b combo

« Last Edit: June 16, 2007, 05:28:17 PM by TheCatSyd »

Offline TheCatSyd

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Re: A Nanaya guide(of sorts)
« Reply #4 on: June 27, 2007, 02:27:27 PM »
Anyone know of any good followups for 5B -> 5(B) aside from the already mentioned 22C?

Offline Nas

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Re: A Nanaya guide(of sorts)
« Reply #5 on: August 09, 2007, 07:56:42 AM »
wow fucking nanaya has some fucking sick blockstrings (unlike shiki).. btw 22a any good? like for example like in blockstrings ending with 5C... cuse it seems to work at well (haha well i think it is ) but yo... i do like the mind game fuck so im gonna play him at C3


Nas... mastering the knife game one match at a time...
Basically... kind of a big deal....