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Author Topic: F-Nanaya General Discussion  (Read 18861 times)

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Offline heavymetalmixer

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F-Nanaya General Discussion
« on: April 10, 2013, 07:26:03 AM »
It's kinda weird to see there's not a F-Nanaya Thread, i'm just a newbie on this so i don't know if the people here jst don't like to play him, but well, if there's anyone that wants some info on F-Nanaya, please post it here.
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Offline Sashi

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Re: F-Nanaya General Discussion
« Reply #1 on: April 10, 2013, 06:25:17 PM »
Spam that warui ne.
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Offline heavymetalmixer

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Re: F-Nanaya General Discussion
« Reply #2 on: April 11, 2013, 06:45:55 AM »
What about blockstrings? or pressure in general?
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Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #3 on: April 11, 2013, 10:17:18 AM »
What about blockstrings? or pressure in general?
I don't play F-Nanaya myself, but it is common knowledge that Full Moon characters are unable to Reverse Beat. Therefore, he along with the other F-Moon characters play the typical 2D fighting game pressure. You want to end blockstrings with as much + frames as possible in order to give yourself an opportunity to reset pressure.
Although a lot of F-Nanaya's normals seem to be exactly the same as his C/H counterparts, do not be fooled. The animations may be the same, but they are much safer on block, leaving it up to you to create deceptive frametraps and initiate stagger pressure. Knowing what moves are jump-cancellable on block will also greatly expand your limited pressuring options.
Like Sacchin said above, if you're not abusing Warui Ne in some grotesque way, you're probably playing him wrong. I imagine a classic example being something like 5A>5B>jc>j.2A>etc or jump-in j.C>jc>j.2A>etc. This should even be applicable to IADs and 22B. Remember the dive kick IS an overhead, so while it's not as easy to lock an opponent in blockstun as it is in C/H, you should have more mixup options. Correct me if I'm wrong.
Remember, your goal isn't to keep the opponent in blockstun until they stop blocking, cuz they won't. You want them to see an opportunity, attempt to mash out, only to fall victim to a well-placed frame trap. The more they fall for this, the more they will come to respect your moves, giving you momentum and control of the match.
« Last Edit: April 11, 2013, 10:22:53 AM by hipikachu »

Offline Sashi

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F-Nanaya General Discussion
« Reply #4 on: April 11, 2013, 12:02:38 PM »
Right, right. 2B is still the normal Nanaya 2B, which means that it still hits really far. 2A and waruine are your best pressure tools. 5C is actually really good anti air, especially now that it's more active. Once you get a hit in, just rekka to setup oki.


You don't really need meter for anything outside of IH, so just waste it on ExRekka combos when you're about to hit Max. Remember that it doesn't work on airborne enemies, though.

Against players who aren't used to it, 623B~B can ruin their punish attempt. Obviously never works on players who expect it.

You can do the double shoryu combo by doing a tk8.22 motion (228) at the end of the first 623 to make it a bit easier.

Stuff like IADj.B dj.warui ne and 22B warui ne are hilarious and makes the other guy feel stupid.
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Offline TheMaster_Rahl

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Re: F-Nanaya General Discussion
« Reply #5 on: April 11, 2013, 12:12:16 PM »
Knowing what moves are jump-cancellable on block will also greatly expand your limited pressuring options.
I pretty sure that F-Nanaya has no jump cancelable moves on block. Only a few chars in melty have this kind of thing. Ex: H-Roa 6C and BE6C, and H-Satsuki (was it 214?) 214A. Those are like the only 2 moves in the game that I know of that are jump cancelable on block. But what you are saying about dive kicks is pretty much correct otherwise. You can end strings in plus frame places and go for dive-kick or other jump-ins, but the opponent has the opportunity to mash/reversal, ect.

Offline Inso

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Re: F-Nanaya General Discussion
« Reply #6 on: April 11, 2013, 05:39:58 PM »
Well, I actually play F-Nanaya (which I'll be refering to by Funya as of now) and I can give you a few tips too if my opinion means anything.

I can agree with all the information in this thread except this one:
5C is actually really good anti air, especially now that it's more active.
Funya's 5C IIRC has 4 or 5 active frames, so it sucks for antiair by my standards despite working along with 5A to catch jump out attempts. It's hitbox is very different from H-Nanaya or F-Shiki's 5C, which are definately really good.

- Pressure: his tools are instant divekick, 5B, 2A and fear of counterhit rekka.

Instant divekick will be plus on block as long as it doesnt connect at the shoulder or higher with a medium height char, in which case they can challenge your 3 frame 2A and maybe even win. Two things that can blow it up are shields and chicken blocks, althought you can make shield counters whiff by angling the divekick certain ways, it's not really a reliable strategy cuz it can get blown up by other stuff.

5B is +1 on block but it's pretty shitty because you have very little time to cancel it and it pushes back a lot, most of the time you'll have to commit to a confirm or risk losing combos, but if you get the other player to respect it you can extend pressure with it. Fun fact, anytime you get a counter hit 5B, you can link another 5B.

2A is plus on block, and you can do some gay 2AAA dash in 2AAA Full Moon pressure as long as the other player isn't mashing. 2A 5A 2A string catches mashing, along with other staggers.

The 1st 236A you do is something like -3/5 on block, so you can use it for string resets although it's a little risky. If you time the 2nd 236A properly it will beat mashing and keep him scared. I suggest you always buffer another 236 behind it and on reaction to:
* ground hit: press A again to gain oki.
* counter hit: ideally you should go for the 5B link combo but well, good luck cuz it's a tight link. Alternativaly you can try 236C but depending on timing 236A will come out anyway.
* air hit: don't press anything or you might eat a punish after he techs the OTG.
Whenever the second rekka gets blocked is where you have little options other than stop pressure.

- Gameplan: respect neutral because you'll rarely win head on, but go for 2B+rekka or 214B when you think he's not expecting it. Funya's backdash, 214B and 623BB are pretty good escape options, specially 623BB if the other player is not used to punishing it. If the opponent jumps in too much, start DP'ing his ass for free 3k damage. Funya's raw airthrow can be pretty damaging with the right combos, so go for it when you see a chance. Keep him guessing when you get pressure and fish for counterhits with divekick, and if you notice he's respecting go for tick throws, "5{C}/5[C] + teleport" shennanigans or straight up jump/IAD fastfall mixups. 5[C] by itself is a slow overhead, but the good point is it moves you forward so the range is misleading for an overhead normal. Use that feature smartly and you might hit people with it.

Other than that, I don't like burning meter on 236C for combo enders unless it's the easy hitconfirm into kill or a hard punish because:
*IH on Funya is pretty scary for safe DP and crossup/non-crossups rekka IH cancels, and the occasional Spark to get out of combos.
* 236C knockdown doesnt get me better oki options than 2C+rekkas knockdown aside from maybe a universal safejump.
* double DP combos do more damage (despite losing oki).
But that's just me.

Oh, and please ppl, for the love of all that is holy.... when you're going for oki and you're near corner, do 2C 214B (cross) 2C 214A instead of 5C/2C rekka. It's unspeakably better. Other Funya players (even the japanese) just derp rekka combos all day and everytime I see that shit it makes me rage.

If you have any other questions, I'd be glad to help.
« Last Edit: April 11, 2013, 07:48:41 PM by Inso »
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Offline Crusayer

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Re: F-Nanaya General Discussion
« Reply #7 on: April 11, 2013, 10:31:44 PM »
Is it practical to learn the 2C 214B (cross) for midscreen?  I found you can do a microdash 2C 214A against some characters after 214B.

Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #8 on: April 11, 2013, 10:49:51 PM »
I pretty sure that F-Nanaya has no jump cancelable moves on block.
Ugh, sorry. I'm being a Blazblue faggot again. I automatically assumed that if crouching normals were jump cancellable on hit in this game, then there were bound to be tons of normals that are jump-cancellable on block. Sorry for spreading false information.

Is it practical to learn the 2C 214B (cross) for midscreen?  I found you can do a microdash 2C 214A against some characters after 214B.
If you can get a free 214A knockdown, go for it. Oki, free Oki everywhere. I know F-Sion players that would kill to get a hard knockdown midscreen like that. If C-Nanaya, can do it, there's no reason to believe that F-Nanaya can't. Besides, can you get anything else more productive off a 2C to begin with?

You can do the double shoryu combo by doing a tk8.22 motion (228) at the end of the first 623 to make it a bit easier.
I'm quite curious about this actually, when do you input the 22 and when do you input the 8? Right after the flip kick? Before the jump cancel? I'd love to try it out myself, but my damn pad can't read the "2" direction precisely, rendering me unable to do consistent DPs, or even Warui Ne's  :'(
« Last Edit: April 11, 2013, 11:04:45 PM by hipikachu »

Offline Inso

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Re: F-Nanaya General Discussion
« Reply #9 on: April 11, 2013, 11:22:24 PM »
Is it practical to learn the 2C 214B (cross) for midscreen?  I found you can do a microdash 2C 214A against some characters after 214B.
I've never seen that done midscreen, could you make a video of it or save a training dummy? I've tried doing dash back 2A/2B and can't seem to get the hang of it. But hey, that doesnt mean anything, my execution isnt good, maybe you can do it if you practice hard enough.

In some characters you can add a little damage midscreen by doing 2C 214B and then B rekkas. Works on: Nero, Wallachia, Ries, Miyako, Kohaku, Kouma... can't remember any others right now.

@hipikachu
immediatly after you press the button for the flip kick you buffer 228, it should work. Somehow I have to delay it a little to get it consistently.
« Last Edit: April 11, 2013, 11:32:37 PM by Inso »
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Offline Crusayer

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Re: F-Nanaya General Discussion
« Reply #10 on: April 12, 2013, 06:36:17 AM »
I've only gotten it to work if you do less than 3 hits before doing 214B.  I.e. (2A / 2B) 2C 214B.

I dunno how character specific it is either.  I tried it against Vsion and Koha only lol.

Oh and on a side note, I saw recently that you can actually OTG off a throw on the slower get up characters like Kouma.
« Last Edit: April 12, 2013, 06:39:31 AM by Crusayer »

Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #11 on: April 12, 2013, 11:40:09 AM »
IMHO, 214A oki isn't as good for F-Nanaya as the rekka knockdown is. F-Nanaya doesn't have the directional BE22B teleports, and he flourishes better in a situation where opponents have to make minute decisions on which-way and high/low with the rekkas.
Oh, and please ppl, for the love of all that is holy.... when you're going for oki and you're near corner, do 2C 214B (cross) 2C 214A instead of 5C/2C rekka. It's unspeakably better. Other Funya players (even the japanese) just derp rekka combos all day and everytime I see that shit it makes me rage.
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Offline Sashi

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Re: F-Nanaya General Discussion
« Reply #12 on: April 12, 2013, 11:53:23 AM »
That's corner specific 'cause rekkas don't leave space for oki, I believe. 214A leaves a gap in the corner 'cause you're standing there. :v
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Offline Inso

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Re: F-Nanaya General Discussion
« Reply #13 on: April 12, 2013, 02:31:16 PM »
IMHO, 214A oki isn't as good for F-Nanaya as the rekka knockdown is. F-Nanaya doesn't have the directional BE22B teleports, and he flourishes better in a situation where opponents have to make minute decisions on which-way and high/low with the rekkas.

That said, double side-switching with fastfall -> 22B -> warui ne/whatever or 214A -> 22A -> whatever gimmicks are hilarious.
Well, I have to hold that since you actually played me and saw what I did xD
But I think the mixup potencial when you do near corner 214A oki is insane, the mixups are that much better that it doesnt matter if the opponent has 1 second longer to think about it, he's gonna have to guess sometimes.
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Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #14 on: April 13, 2013, 04:48:42 PM »
That's corner specific 'cause rekkas don't leave space for oki, I believe. 214A leaves a gap in the corner 'cause you're standing there. :v

@pika: I'll admit 214a is better in corner for oki. But for mid-screen it's arguable, but I'd prefer my braindead rekkas anyday mid. :toot:

When did Sacchin become pika  :psyduck:

Offline noradseven

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Re: F-Nanaya General Discussion
« Reply #15 on: May 24, 2013, 01:48:17 PM »
Started playing this dude after fighting that really good BR F-nanaya, dude is pretty fun.

As far as combos and stuff, I can get 3 hits before the 214B midscreen fairly consistant for oki.

j.C 2A/5B 2C 214B, dash 2C 214A works midscreen, does like 3.3k on V>sion

Near corner you can also do 214B, 2C, 214B, dash 2C>whatever, it's pretty much max damage after a whiffed reversal.

His pressure seems to be do simple shit to get your opponent honest, then start just doing the most confusing shit you can thing of IAD j.C super jump fastfall, teleport divekick...because why not.

Offline abitofBaileys

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Re: F-Nanaya General Discussion
« Reply #16 on: May 25, 2013, 04:26:33 PM »
His pressure seems to be do simple shit to get your opponent honest, then start just doing [...] divekick...because why not.
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Offline hipikachu

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Offline Sashi

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Re: F-Nanaya General Discussion
« Reply #18 on: September 22, 2013, 12:49:44 AM »
The Nanaya looks like he was sandbagging and the VAkiha looks day 1. :v Would have been funnier if the VAkiha actually looked like he tried.
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Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #19 on: September 22, 2013, 06:44:35 AM »
Yeah, sorry 'bout that. Guy's an H-Roa main. He was trying, but he's loves zoning with anything that has a projectile, so it's gonna take him a while to realize she's a rushdown char. I spent a year trying to convert him from Brawl to MB too, so that's another factor.

F-Nanaya is sadly me. I've realized way back that no one plays FGs with me if I don't sandbag. T_T
« Last Edit: September 22, 2013, 06:48:32 AM by hipikachu »

Offline Tonberry

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Re: F-Nanaya General Discussion
« Reply #20 on: September 22, 2013, 09:02:01 AM »
I've realized way back that no one plays FGs with me if I don't sandbag. T_T

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Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #21 on: September 22, 2013, 02:47:46 PM »
I've realized way back that no one plays FGs with me if I don't sandbag. T_T

:<

True story: last time I astral'd a Stylish Makoto player on BB, his exact words were:
"fuck ur lucky my special didnt come out -- OMG wat iz dat?! I nevah seen dat shit b4!! u fuckin gamesharkin or shit?!"

It was Hazama's astral too. You know, the 3DCG CUTSCENE one?
« Last Edit: September 22, 2013, 02:54:29 PM by hipikachu »

Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #22 on: September 23, 2013, 04:11:38 PM »
@Butterfree
Just saw your matches earlier, nice F-Nanaya! TBH I find rekkas boring, but you actually made them look pretty cool. Almost enough for me to pick him up. Almost. I can't stand char-specific shit on my main/sub. Maybe I'll just casually sub him. (Curse dem Warui Ne OTG tech)

Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #23 on: September 24, 2013, 11:12:58 AM »
It's not that I'm unwilling to learn char-specific tech, it's just that I'd rather learn it as an advantage as opposed to a handicap, if you get what I mean. For example, F-Wlen has her universal set of BnBs, but against unlucky Kouma mains, she gains new tech to make them miserable. Unlike in F-Sei's case where she has an almost universal set of BnB, but when Ryougi comes along, you're the unlucky one.

In other words, I'm obsessed with having SOMETHING to fall back and rely on.

Offline hipikachu

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Re: F-Nanaya General Discussion
« Reply #24 on: September 24, 2013, 12:54:06 PM »
It happens on Ryougi, Akiha, Len, and others. Sad thing is I don't even remember this being a problem in MBAA PS2, although don't take my word for it; it's been a while.
Isn't it possible that you've gotten faster at stick as opposed to pad? Assuming you played on Dualshock 2 back in the day of course.