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.
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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.
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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.