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Topics - kasuya

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Shiki Nanaya / Nanaya's whiff cancel strings and mixups
« on: March 11, 2008, 11:59:59 AM »
Hey guys, look through the other threads and realized that there isn't much regarding Nanaya's whiff cancel strings/mixups..
Though I might create a tread for people to collate their thoughts/ideas/suggestions/flames etc into one thread for easier reference :x

Nanaya's 5a has a 4f startup, which is faster than others' 5a.
While most people like to use whiff canceling defensively (to prevent punishment)
I feel that Nanaya allows you to be creative in your whiff canceling chains, thrown in with stagger guards for counterhit baiting, tick throws or IADs for hi/lo mixups.

2a2b2c5c 5a(whiff):
Staggering the 2c and 5c will bring you closer to the opponent, if your opponent blocks the whole chain consistently, you can miss the 5c into 5a whiff, and tick throw him there and then. Either that or whiff cancel immediately on 2c block and IAD into whatever you like.

5c2b 5a whiff 2a (etcetc):
I use this to bait counterhits sometimes, which will allow you a free combo. On block, just reset the whiff cancel chain again.

Basically just try to whiff your c attacks for maximum blockstun on your opponent :p

What some people like to do to counter whiff canceling:

-Jump: Can be easily punished by 5a (or 5b if you are close enough, clash frames help sometimes) guardbreaks, air throws, or end your chain with a 236a to catch them as they are jumping

-Shield: Stagger your attacks to make timing less predictable (and hence make shielding seem less desirable). If he misses a shield, punish him fully for mind games! Tick throws work here as well.

-Heat: Nothing much you can do, but bait it if you can. (Not sure if Nanaya has safe attacks that can clash with heat)

-Backdash: Usually this would reset the state of pressure to neutral, but if an opponent gets predictable with backdashes, you can dash 2c to punish that shit. Note that he can't do this in the corner.

-Block: Feel free to keep chaining your whiff cancels, or throw him


On ground throw, you have several options for wakeup:
-Meaty: Usually 2a for low guard or 5c jump outs, if you are confident, 5[ c ] as overhead (launches on hit, knocks down on counterhit)

-Super jump mixup: Superjump backdash for overhead, or superjump 22 (downdash) in front or behind the waking opponent

Nanaya BnBs:

Basic BnBs:
2a2b2c 5c j.bc j.bc throw
The most standard BnB, easy to input, but low damage.

2a2b2c 5c5b j.bc j.bc throw
As stated in other threads, this nets more dmg, but is harder to input. In general, you try to delay(short one of about .1s?) 5c after the 2c. Too long a delay and it ends up as an OTG.

Other BnBs:
Nanaya has a fast (and long range) 2b that you can abuse the shit out of, sometimes this is better than 2a for punishing.

For more damage, use the following chain (you need to be semi close to the opponent for 2c to hit)
(2a)2b5c 2c5b j.bc j.bc throw
This nets ~800-1000 more damage than the basic BnB (open with 2b) and about ~400 more damage if you start with 2a.
Landing a j.C overhead into the combo above starting with 2b can mean a devastating 4.5k-5k+ damage. (you need to input the 2b AFTER you have landed or you will get a reverse beat penalty)

623c BnB(corner): //Flashy stuff :p
(groundstring into launcher) cancel into 623C 2a5b (just before the opponent hits the ground) j.bc j.bc throw
Note that if you have the meter for it, you can keep looping this combo infinitely, ie [2a5b 623c]x as much as your meter can afford..
Or if you aren't in the corner, you can do a 2a236a(air hits) cancel into 623c (as seen in TaMa's vid in the other thread)



Thats all for now :p will try to add more as I find more.. please feel free to give comments, suggestions or correct me where I'm wrong! Thanks

EDIT: added some BnBs

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