Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Shiki Nanaya => : fiendmaw October 16, 2011, 03:48:22 AM
When's Melty on Steam?
ahaha that's no--wait, what?
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MBAACC
Crescent
+ 5C Duration increased
+ 214A Damage increased
+ 214C Profile lower, recovery shortened
- 236A Cannot come as close to the opponent as before
- 2A Recovery increased
Full
+ Warui Ne Performance increased
+ 236A Faster start up
+ 214AC Stronger
+ 22B to Warui Ne Enabled
Half
+ Forward walk faster
+ Backwards walk faster
+ 5C More forward movement
+ 2A Hitbox stronger
+ 214A Recovery shortened
+ 214B Recovery shortened
+ BE214B Faster charge, hitbox improved
-5A6A Prorate stronger
CC 1.05
General
+ Arcdrive recovery shortened(can combo after it).
+ AAD startup time dramatically increased.
+ Fastfall no longer has rebeat penalty.
+ Airthrow automatically performs a fastfall if it connects in neutral state.
Crescent
+ 236C is now air untechable,follow-ups are possible from certain heights.
+ 214A(overhead teleport),623B,236C and 623C now OTG relaunch.
+ 214A is now a hard knockdown
+ You can now hold directions after you perform BE22B(charged 22B) for different effects:5 is the old position,8 for higher up,2 for lower,4 in front,6 farther back.
Half
+ 214C OTG relaunch.
Full
+ Warui Ne(divekicks),623B and 623C OTG relaunch.
+ BE5C now groundbounces the opponent on air hit.
CC 1.07
General
- Defense lowered
+ 2B now retains dash momentum
Crescent
+ 214B is now jump-cancellable on hit
Full
+ 5C now has 2 more active frames(4 total active)
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All in all an amazing addition to Crescent's tools(I'm sad that F didnt get it though...).
It would be great if F could IH from 214B, any chance they made that possible?
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I saw a Nanaya in a recent matchvideo that played him actually well.
I'm waiting eagerly for more footage? :mystery:
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Never stoped to think about rules of IH, I just accepted some moves could be IH'ted and others couldn't. Just meant it would be delicious using that fat blockstun for, let's say, a fastfall mixup setup. But that's just me dreaming, and you can do something like that with the rekkas anyway.
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It would be great if F could IH from 214B, any chance they made that possible?
I don't think so since it'll also have to be EX cancelable to be IH'd, right? At least I THINK that's the rules on IH cancels.
F-Nanaya doesnt have safe on block EX moves,the only way to make it safe would be IH if that was the case.Wouldve been cool for him to have that,but it wouldnt be as strong as you might think.
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was wondering if someone with an actual way to test changes could tell me; have there been any actual hitbox changes for nanaya in 1.07? maybe someone with access to that current code cab that had 1.05 on it sometime ago? was that ever updated to 1.07?
specifically j.b's poor crossup boxes. it always kinda irked me how inconsistent that was. probably hoping in vain but its something i really wanted to see improved so i had to ask.
haven't been paying melty much mind recently so maybe someone has seen a vid or something that would point to this.
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HUGE change to F-Nanaya,his 5C has 2 more active frames,which brings the total amount of active frames to a GLORIOUS FOUR FRAMES! ::) :V :emo:
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Updated first post.
2B retaining dash momentum might be huge.
214B obviously really good.
Defense nerf doesnt look too groundbreaking.
5C having 2 more active frames makes it a bit better as anti-air(i think its not gonna matter in the long run,they just put it in line with every other normal attack,active frames-wise)
The future is looking good nanaya bros!
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Godlike info
By the way where can info like these be collected? If it's in the internet I might even try and learn japanese to get them :x
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Godlike info
By the way where can info like these be collected? If it's in the internet I might even try and learn japanese to get them :x
I didnt get them from a certain spot,I just combined all the previous info ive collected and put them into one post.
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It seems his 236a and 236b rekkas had a damage boost by about 200 for a and 300 for b version.