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Atlas Academy => Melty Blood: Actress Again => Shiki Nanaya => : AkiraTheMastodon September 26, 2008, 06:16:15 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 26, 2008, 06:16:15 AM
With all the MBAA threads for characters, noticed Nanaya didn't have one so I'll attempt a thread.
This is my first attempt at a informative thread, please bear with it.  :emo:
Hoping for this thread to contain info on all the different Moons. Contribution is greatly appreciated!
I don't know much about H Nanaya yet, so any info is greatly appreciated.
I'll be constantly editing this whenever I get a chance to test out new things(daily, maybe)

EDIT:
With console out, some of this information may be outdated/need to be changed with Original Balance.
EX: After messing with F Nanaya mid-combo 214B to dash 2A.
Feels like maybe only possible when close corner (When you reach corner via 214B).
This combo used to be pretty free in vanilla, but it feels like recovery on the 214B may have been changed?


I use BE instead of [ ] to denote charge moves, because I am lazy and I don't like it when it happens to be a B move that needs to be charged.
So in other words...I don't like half the page being bolded only to realize it later.



Videos Will update eventually.
http://www.youtube.com/watch?v=N-njMU0mrd4 (F Nanaya vs F Kohaku / H M-Hisui)
http://www.youtube.com/watch?v=KGzqgQFiF4g  (F Nanaya vs F Nanaya) <--- As the name of the video suggests...It's awesome.
http://www.nicovideo.jp/watch/sm4844938 (Linked by Okuhoshi on Page 2) (F Nanaya vs         ) <--- Too lazy to re-watch who it is against.

This set of videos was linked by Okuhoshi.
Original thread below.
http://www.meltybread.com/forums/shiki-nanaya/waruine-thread/
The following videos are of F-Nanaya.

Waruine guide vids
http://www.nicovideo.jp/watch/sm7216286
http://www.nicovideo.jp/watch/sm6868468

パロスペ collection
http://www.nicovideo.jp/watch/sm5213199
http://www.nicovideo.jp/watch/sm5213291
http://www.nicovideo.jp/watch/sm7309483
http://www.nicovideo.jp/watch/sm7314733

Random awsomeness
http://www.nicovideo.jp/watch/sm7205522
http://www.nicovideo.jp/watch/sm5890949
http://www.nicovideo.jp/watch/sm5873460

Basic Full Moon Nanaya Information
(Short video with a bit of information for what F Nanaya can do, maybe will add part 2 with better Oki setups.

http://www.youtube.com/watch?v=depNxtogoio

Basic Crescent Nanaya Combos
Quality is bad, I know. My camera is terrible.
These are some basic combos for Crescent Nanaya, nothing fancy here. With some changes to Nanaya's moveset...his combos are a lot more free-form than before, so you can just go mix/match swap stuff.
http://www.youtube.com/watch?v=htX2Nbopj8Y (http://www.youtube.com/watch?v=htX2Nbopj8Y)



http://www20.atwiki.jp/mbaa_nanaya/
Nanaya Wiki ^ (Linked by Dakanya)
A plethora of knowledge. Browse it when you have the time!

All around change.
Arc Drive and Another Arc Drive has been changed.
Arc Drive seems to hit much earlier than how it used to in MBAC.
Arc Drive has a extension using the motion 123, it'll make it hit faster, but do less overall damage. A low hit. (Thanks yotsu)


Style Notes.
Crescent and Half both have access to dodging, you may also dodge in the air now as well.
Crescent and Full both have access to EX guard, as well as held shield.
Throw breaks are in all modes.
EX Guard restores your guard meter, but does not decrease blockstun.
Whiffing a Shield will reduce the "quality" of your Guard Bar, as well as using dodge.
Successfully shielding a move will improve the "quality" of your Guard Bar.
In short, whiffing shields / using dodges will ruin your Guard Bar's quality and making it easier to land a Guard Crush on you, meaning if you're playing Half Moon and whiffing Shields/Dodges left and right...get ready to be Guard Crushed pretty quickly seeing as how Half has no access to EX-Guard.

If you're playing as Half Moon, you are unable to hold shield, and cannot choose when you want to heat.
There are Auto Shield counters in Half Moon, a different one if you're standing, crouching, or in the air, you can follow these up.
You will automatically Heat when you reach 200%(If you aren't being combo'd)
You will automatically Circuit Spark when you receive a hit while being in Heat.
You cannot EX Guard.
You cannot Last Arc.
You cannot AAD, but Nanaya's Arc Drive in Half seems to be like his AAD in Crescent and Full, but it will hit only once for less damage.


If you're playing as Full Moon, you can hold shield, but you cannot choose when you want to heat, unless you are in MAX.
If you shield a move, you must input 236D to perform a shield counter, then you may follow up afterwards.
You may perform a action called "Initiative Heat" (Like an FRC or cancel from KOF). You must be in MAX to do this. Simply press ABC after a normal, or specific moves and you will enter normal Heat, but you will cancel the recovery on the move you chose to IH. You can extend combos this way, or use this as a safe method to Heat.
You can EX Guard.
You cannot Dodge/Air Dodge.
You cannot perform Reverse Beats. But 5B 2B is allowed.
2B 5B / 5C -> 2C / 2C -> 5C is not allowed either.

I forgot if there was anything else, if there is, someone please point it out and I'll edit the info.


Crescent Moon Nanaya
New stuff (9-27-08) {Thanks Lolisauce for reminding me about the OTG with 623B! Forgot I had said that haha)
Added - 623B OTG/214B/22B charge height information. Credit : Lolisauce}
New Stuff (11-01-08) {New combos involving 214B and 5BB}

Chargeable 22B -
When you charge it, you will always appear behind your opponent, at a fairly high normal height.
623B/C -
if you press a button at the end of the 623B/C it will cause a throw to happen. So if you want to go be doing
623C combos, don't press anything at the last hit, otherwise he'll perform the throw.
623b/c - I think someone (maybe you?) mentioned that you could OTG into these to get the throw ender.
214b - Basically, what I could tell from the 214b corner combo is that it just plain recovers faster, allowing you to catch them with a 2a as they fall.  It was used around quarter screen away from the wall, but it should work anywhere within the movement distance of 214b.  In other words, as long as you end up in the corner after you reappear from 214b, you'll be able to combo after.  Whether this becomes practical or not is uncertain, since it looks like it should be easier to time than the 623c corner combo (as well as working further from the wall), but most likely won't do as much damage.  If the old ReAct 214b(close) corner combo was back, then we'd be in business, but 214b(far) does less damage.

 
Combos
All the old combos still work, 5B variant on norm BnB, 623C loops etc.
With the changed 214B, and the inclusion of a vertical high jump, Nanaya can do some cool looking stuff.

Simply ground string into 2C delay 214B dash toward 2A 5C jc j.B j.C jc j.B j.C airthrow
Make sure you are close so you get the "pop up" version of 214B, and don't forget to make a small delay between 2C and 214B. I'll add more specific combos to this later when I get a chance to try more, but that's pretty much it.

You can include 5BB in your BnBs, then vertical high jump j.C j.B jc j.B j.C airthrow for more damage.
A simple 2ABC 5BB high jump j.C j.B j.B j.C airthrow will do a lot more than a standard BnB
I'll add more when I get a chance to try stuff out.

Using 623C in midscreen combos is a lot more easier now, since you can just use 2A 5C to catch on almost everyone in the cast, rather than using 2A 236A like before. (You can still do that if you want to be fancy.)

Half Moon Nanaya(Will edit in a day or two with info on his normals, and moves)
New Stuff(9-27-08)  {New Information on Normals and his Moves. Credit: LoliSauce}
New Stuff (9-28-08) (Moves, and some new things on Normals)
New Stuff (10-02-08)(6AAA set and changed 214B charged info)
New Stuff (10-05-08) (Added a video showing some Moves/Normals)
New Stuff (10-10-08) (Changed combos section, combos from MBAA Nanaya Wiki. Credit to Dakanya for linking it.)

Video of Moves/Normals (Incomplete)
I forgot to do j.214, 623C, 236C, 2A, and what not. I apologize.
http://www.youtube.com/watch?v=_34d-s5VpRg

Normals
2a - Changed to a ducking kick.  Seems around the same range for the old 2a, maybe slightly longer range.  It's definitely not as high of an attack hitbox anymore though, so you won't be able to 2a people out of a low invincibility move (such as Sion 6b) anymore.  Slight nerf overall.

5b - Forward kick.  Looks like this actually has more range and decent forward movement on it, as well as being able to hit crouchers.  Despite those buffs over the old 5b, he will now lose the 5b[b] overhead and the combo off of it, which is a pretty hefty potential nerf.  Also, because of the lowered attack hitbox, it looks like doing 5ab as a quick relaunch on ground-to-air CH doesn't work anymore.

5c - Really short range kind of roundhouse kick.  Major nerf.  It's much less range and also no forward movement.  It whiffed in blockstrings a lot in the videos.  Haven't seen any charge versions of this, so NanayaH may have lost every ground overhead now.  =<
Above move descrip from LoliSauce.

H-Nanaya's 2A is a low hit move, but it is slow. It comes out at 6F.
Same as C-Nanaya 2A on block, leaves you at Neutral F.

5A 6AA - H Nanaya's 5A 6AA set is ...hm...don't know what to say about it. I need to try it out some more to get a better idea but this is what it looks like...

6A - A first 6A will have him do a palm jab, it looks somewhat like Miyako's outstretched arm in j.B
6A - A second 6A will have him do a slash with his knife, resembles his 236 in F Moon. When I did this pointblank I had passed through the opponent, and appeared on the other side.
I'll need to try more combos out with his 6A set if it's possible.

On connecting the last hit of 5A 6AA, the last 6A will produce a launch effect.

H Nanaya cannot charge his 5C like F Nanaya can.
j.B hits only once.


Moves

236 - FAST.  It was fast enough that you couldn't really move much throughout the duration, which sucks, but also fast enough that you could combo off of 2c 236a.  It might have just been an invalid combo though, since I only saw that happen once, so I'm not sure what to make of it yet.

623 - 623a/b are just the vanilla shoryu, same as MBAC Nanaya.  623c creates a mirror image Nanaya immediately behind the opponent, which mimics his actions.  Both of the kicks have attack hitboxes and Nanaya now gains invincibility during the startup of it.  Because of the mirror Nanaya kicking them towards you, it looks like you might not be able to corner combo off of it, but maybe you can still combo off of it at certain ranges (mirror nanaya kicking them into you from a certain distance?).  Overall it's a great reversal or punish move, but not sure if anything can actually be done off of it.
H Nanaya cannot charge 22B

BE214B has a wallslam property to it, as well as becoming a OverHead.

214A is a short ranged, fast startup kick. (You may do an EX after a 214A, such as 214C. This applies to both 214A and j.214A)
214B is a slightly longer ranged kick, with a slower startup than 214A.
214C is a longer ranged kick, and has a 623 shoryu ender to it.
All 214s are the same as their j.214 variants. (Need to double check on charged 214B in the air, if it's possible.)

H Nanaya's 236 may look the same as C Nanaya's, but their are a few key differences.
H Nanaya's 236 is much faster than C Nanaya's. However, with C Nanaya you may move left or right during a 236, but with H Nanaya, you cannot move left or right.  You will be stuck in one spot.
H Nanaya can cancel the first hit of 623B to an EX. I'm wondering if you can do a 623B cancel first hit 623C then follow up with a combo...

Combos

2A 2B 2C 5C jc j.B j.C jc j.B j.C airthrow or j.214C

2A 2B 2C 5C 5B jc j.B j.C jc j.B j.C airthrow or j.214C

2A 2B 5C 2C 5B jc j.B j.C jc j.B j.C airthrow or j.214C

2A 2B 5C 2C 5B 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

5B 2B 5C  5A 6A 6A 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

Anything -> 2C 236A 5C jc j.B j.C jc j.B j.C airthrow or j.214C

Corner
BE214B  2A jc j.B j.C jc j.B j.C airthrow or j.214C

On counter hit...
BE214B 214A 5A 5C jc j.B j.C jc j.B j.C airthrow or j.214C


Full Moon Nanaya
(Will edit in a day or two with info on his normals)
New Stuff (9-27-08) {New combo pointed out by Pfhor, j.A descrip changed, thanks LoliSauce}
New Stuff (9-28-08)[/glow] {Added new info on charged 5C, and j.2 moves along with small info on 214B combo)
New Stuff (10-05-08) {Added a video showing his Moves/Normals}
New Stuff (10-10-08) {Added a few combos, made a new section "Other Notes" added a bit of info to 236 set)
New Stuff (10-12-08) {Added info to 236 set / combos}
New Stuff (11-01-08) {Added new combos/New Section. Initiative Hit Combos}


Other Notes
Horizontal type airdash
Against a Half Moon Style opponent, you can do 2A, and backdash to avoid the auto-spark.

Important Note!

Remember, you cannot Reverse Beat while playing as F-Nanaya.
You cannot do 2B 5B, but you are allowed to do 5B 2B.

Normals
2A is a elbow poke (like Aoko 2A from MBAC) A low hit. (4F startup, +3f on block)
2B same 2B as MBAC, except on block. (8f startup, -4 on block)
2C Nanaya will extend his leg outward to kick. (Does not move him forward like his 2C in MBAC) (8f startup, -2 on block)
5A is a standing elbow jab, shorter range than the 5A of Crescent. (5f startup, +3f on block)
5B is a a horizontal kick like Half Moon. (8f startup, +1f on block)
5C is a roundhouse-ish kick, brings his leg up pretty high. (11f startup, -2f on block)
5CBE is a overhead. (26f startup, -3f on block)
j.A is a short ranged knee thrust, overhead. (5f startup)
j.B/j.C is the same as MBAC (one hit only though for j.B) (8f startup)
j.2 A/B/C is a dive kick, like Yun/Yang from 3s. Depending which button you use, will alter the angle of the kick. j.A will be a fairly steep angle, j.B won't be as steep, a little more angled, and j.C being a 45 degree angle downward kick. A overhead of course, and can be used to also cross the opponent up as well.
j.2A/B/C all have the same startup. (6f startup)
j.2A/B/C is IHable on block, hit, or whiff.

IH= Initiative Heat.

According to JP Wiki, writer says...
j.2A is equivalent to about 80 Degree Angle
j.2B is equivalent to about 60 Degree Angle
j.2C is equivalent to about 40 Degree Angle


Many people like to call this kick the "Warui ne" kick, because Nanaya says "Warui ne?!" when he does it.

Dive Kicks may not be TK'd like V Sion j.2B.
You can do these on straight up jump, a jump toward or super jump.
You may not dive kick off a backward momentum jump, or if you are falling from your second aerial jump.
Dive kicks must be done at a certain point during your jumps. The "pinnacle."
If you did a jump in and had a j.A / j.B / j.C blocked, you may jump cancel and perform a dive kick off of this jump.
Same rules apply about being off ...
1) Forward Jump
2) Neutral Jump
3) "Pinnacle" of Jump.



You cannot do j.2A/B/C if you did 22B.

A blocked j.2A/B/C deals a small chunk to the Guard Bar, about equivalent to 2A x5.
j.2A/B/C all deal the same amount of damage to the Guard Bar.

Dive Kick (j.2A/B/C) Fun

j.2A/B/C -After Rekka-

Doing a j.2A with Nanaya being at the furthest possible ending distance from final Rekka will have him dive kick in front of the opponent, without actually hitting them. If your opponent assumed you would hit them high via j.2A, they might still be blocking high...meaning you can go in for a low hit and end with a Rekka to start the fun all over again.

j.2B seems to be the middle ground, hitting in between the distance of j.2A and j.2C. Haven't found much tricks with this as of yet.
Timing it right as the opponent is getting up will have you land right next to them, but you won't hit the opponent, because they will still be invincible as they are getting up from the ground.

Doing j.2C early as your opponent is getting up will have you go right through them, and appear on the other side. You'll be slightly out of range for your 2A at this space. If you want your 2A to be able to connect after a j.2C, the distance during your Rekka finish is what determines it, from what I've tried so far.

Jumping towards the opponent and doing a j.2 can make it cross them up, or if you're close enough you can try for it in neutral as well, but it seems like only j.2A and probably j.2B have the potential for a cross up at neutral if you're VERY close to the opponent, j.2C can cross up at a bit of a further distance. Best thing to do is go into practice to see what the distance is, and make a mental note of it. j.2A must be RIGHT near the opponent. j.2B also requires you to be right next to the opponent, but not as close as j.2A. j.2C may have a bit more space between you and the opponent.


During your final hit of the rekka, you can -slightly- delay it.
If you go and do it full speed, Nanaya will be at a far distance upon finishing it, but if you slightly delay the final 236, then Nanaya will be close to the opponent. (Close as in the feet are touching.) This probably needs more testing, but so far this is what I am led to believe. If anyone has info, please let me know so I can correct this, or add anything to it.

Also, be mindful of the corners. A example would be that you're doing a Rekka combo, end up on the other with your back facing the corner. This would obviously leave you "Closest" distance to the opponent. So take this into account if you're to try for any j.2's over the opponent or wake up games.

Try different things, jumping towards the opponent with a dive kick, neutral jumping ...mix up your options.
Make it look like your going to try and cross them up via j.2, only to have yourself drop right in front of them instead.

You can utilize fastfall (j.22) a lot more in AA. SuperJump forward fastfall is much faster than previous MBs. Use it how you see fit.

Mix in IADs over the opponent, or late j.Cs and such so that it feints.
Use 22C and what not etc.

You can do a j.A/B/C on block, and then jump cancel it, off your double jump you can j.2A/B/C to cross the opponent up or just do a regular dive kick.
Yes, you can do this off of IAD attacks too.
IAD attack -> Jump Cancel -> j.2A/B/C

IAD over opponent -> stop momentum with neutral jump -> j.2A/B/C

Make full use of the fact he has a high hitting j.A, a low hitting 2A as well as a horizontal air-dash now.
There are many possibilities to what kind of setups you can come up with.
This is also my way of saying I'm pretty lazy and don't want to test out things.

-Dumb Stuff-
After a throw, whiff 5C/5B/2C/2B...you'll be within range to throw the opponent again.
For whatever possible reason you'd want to, you can even do 2A before those moves and whiff them, and still get to throw.


+F on his moves. HURRAH!

Looks like for F Nanaya, your pressure, faster j.22, low 2A and dive kick oki is a serious high low game. If they guess wrong, they'll eat a knockdown again and it'll repeat itself. Get them scared and go to town.
Mix in some 22C's too, or if you're feeling brave, try for a 22A.

With fastfalls, low 2As, dive kicks, tick throws... you'll be getting them in more of a high low, than locking them down in blocking like you did in C.
Idea is basically simple. Get that knockdown via Rekka combo, then just stay in the opponents face 24/7.


You can't really spam people out of lower body invincibility attacks like you could with C Nanaya 2A though.

Any hitconfirm you get on ground...just go into rekka to set up the oki fun.
Off a shield counter combo into 2C 623BB and go to an aerial from there, alternatively you can opt to just 2C trip them and go into a Oki set up as well.



Moves

236 is a Rekka series.

236A/B once is a horizontal slash with his knife.
236A/B a second time is another horizontal slash with his knife.
Hit a airborne opponent with the second hit of 236, and it causes them to slam to the ground
236A/B a third time will have him do a 214B. (Sensa Nanaya) FYI, not the same properties. It's just visual.

The 214B-esque move from his 236 extensions won't wall slam. (Above information.)

I didn't really see too much of a difference between using A or B with this.

236C is a horizontal slash with his knife twice, followed by a 236C move like in MBAC(slashyslashy), finally followed by another horizontal slash resulting in a down, and you behind the opponent.
Using 236C instead of Rekka series in a combo will yield extra damage, but overall end result is the same, a Knockdown.

Note: Depending upon how fast you finish the final hit of the Rekka, it will vary the distance Nanaya is from the opponent.
Finish it slowly, and you appear closer. Finish it faster, and you appear further.



You can IH on 236C. After the slashyslashy portion, you can IH here, rather than having the last hit knock them down. Probably can follow up to an aerial. (Haven't tried to Aerial after this yet, though.)
You can cancel into 623C after the slashy portion of the 236C.

You can opt to do either of these in a BnB, and do dive kicks after.

You cannot IH any part of his 236/214 set  :emo:
As of verA, Rekkas are now able to be IHed.
No word on 214 yet, although most likely not possible to be IHed, as they are not Special Cancelable.

214s are all the same as far as I could tell/tried.

623 is his old MBAC move, Sensou Rikuto(KERIUGATSUUUUUU)...however there are extensions off of this, provided you press a button.
623A is same as old MBAC, if you press a button at the end it will cause him to j.22 immediately after, even on whiff.
623B is same as old MBAC, if you press a button at the end it will cause him to do a flash kick that can be jump cancelled out of on hit.
623C is same as old MBAC.

His 22s are all the same, he has no chargeable 22B though.

Combos

2ABC 236 x2/x3 (A or B versions are fine.)
Depending if you do 236 x2, or x3 you'll get different results.
x2 will have the opponent in front of you, about a character length away.
x3 will have you behind the opponent, but can be teched.
Damage is around 2.1k

or 2AB 5C 236x3

2A 5B 2B 2C 236 x2/x3
Depending if you do 236 x2, or x3 you'll get different results.
x2 will have the opponent in front of you, about a character length away.
x3 will have you behind the opponent, but can be teched.
A slightly more damaging variation, damage is around 2.4k

The combo below will probably be your main BnB.

2A 5B 2B 5C 236x3

Basic combo utilizing Full Moon's ability to go 5B 2B for a bit of extra damage. Ending with 5C allows you to get all three Rekka hits in leading to a knockdown.

Note: You may substitute Rekka set for 236C for a bit of extra damage, yet still maintain your Oki set up.
Dmg against V Sion.
2A 5B 2B 5C 236 x3 = 2693
2A 5B 2B 5C 236C = 3595

2ABC 623BB jc j.B j.C airthrow
This is a combo off of his shoryuken extension.
Damage is around 3.4kish

2A 5B 2B 2C 623BB jc j.B j.C airthrow
A slightly more damaging variation.
Damage is around 3.6kish

2ABC 214B dash towards opponent 2A 5C jc j.B j.C jc j.B j.C airthrow
A BnB using his 214B. On some characters, it is harder to land dash 2A 5C. (Warc/Satsu/Wlen)
Damage is around 3.6kish

2ABC 214B dash towards opponent 2A 5C 623BB jc j.B j.C airthrow
A BnB using his 214B with 623BB as well.
Damage is around 3.9kish.

~ 2C delay 623AA 623BB jc j.B j.C airthrow
For this, you need to input the A extension of 623A as fast as possible, then input 623B as fast as possible after.
Double shoryu combo. (Listed in Nanaya Wiki, have not tried yet)



I forgot to try out 2A 5B 2B -> variations on the last two combos, prolly will try later.

Pointed out by Pfhor, a combo using his 214B.
A combo that might be good for Fnanaya.

http://www.youtube.com/watch?v=KDK5fJX4Mdo 1:20

Seems like he could do whatever into 2c 214b then relaunch into air combo. Or maybe he can do a ground string into his rekka, relaunch, then aircombo?
From the looks of it... he did 2A 2B...
_____ 2C 214B dash 2A 5C j.B j.C j.B j.C throw.
After trying this combo several times, it's pretty easy to get the hang of. Only part that may give a bit of trouble is getting used to his shorter ranged 2A.

This combo is more difficult to land on Satsuki, White Len, Akiha, Arcueid, Bousou Arcueid, Aoko, Sion, V Sion.

Initiative Hit Combos (IniKyan) {IniCancel, Kaihou Cancel w/e}
Initiative Hit is the "Roman Cancel"-esque command. You press ABC after performing a normal, or certain moves to cut the recovery and enter heat, where you are free to do an action afterwards.
Turns out that moves able to be IHed are ones that are Special Cancelable.

These are taken from the Nanaya Wiki, I have not tried them yet. Hopefully will be able to soon.

2A 5B 2C IH 2B 5C 623BB jc j.B j.C airthrow

2A 2B 2C 623B IH 5B 5C j.B j.C jc jB j.C airthrow

Corner
2A 2B 2C 623B IH 2C 214B 2C 623BB jc j.B j.C airthrow

2A 5B 2B 2C or BE5C 623B IH dash 5B 5C 623C 2A 5C 623BB jc j.B j.C

--------------------------------------------------------------------------------------

Well that's it for now.
I'll try my best to keep this going, and keep getting new info by playing. Really need to work on info for H Moon.
All of this info will most likely change when PS2 version is released.

: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 26, 2008, 08:50:09 AM
Thanks man :D


story mode end up with Kouma again  ;D
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Pfhor September 26, 2008, 10:31:36 AM
A combo that might be good for Fnanaya.

http://www.youtube.com/watch?v=KDK5fJX4Mdo 1:20

Seems like he could do whatever into 2c 214b then relaunch into air combo. Or maybe he can do a ground string into his rekka, relaunch, then aircombo?

I'm loving the way full moon Nanaya works, special based character gogogogo.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce September 26, 2008, 11:54:19 AM
A combo that might be good for Fnanaya.

http://www.youtube.com/watch?v=KDK5fJX4Mdo 1:20

Seems like he could do whatever into 2c 214b then relaunch into air combo. Or maybe he can do a ground string into his rekka, relaunch, then aircombo?

I'm loving the way full moon Nanaya works, special based character gogogogo.
A similar way of comboing off of 214b(close) is do-able in MBAC.  The only way you can combo off of it is if you're close enough to the corner that it stops the full movement.  Since he ended up in the corner after using the 214b, it might be the same deal.

Akira, here's my addition to your input.

NanayaC
22[b] - Always teleports up to the normal 22b height, otherwise nothing different from what you posted.

623b/c - I think someone (maybe you?) mentioned that you could OTG into these to get the throw ender.

214b - Basically, what I could tell from the 214b corner combo is that it just plain recovers faster, allowing you to catch them with a 2a as they fall.  It was used around quarter screen away from the wall, but it should work anywhere within the movement distance of 214b.  In other words, as long as you end up in the corner after you reappear from 214b, you'll be able to combo after.  Whether this becomes practical or not is uncertain, since it looks like it should be easier to time than the 623c corner combo (as well as working further from the wall), but most likely won't do as much damage.  If the old ReAct 214b(close) corner combo was back, then we'd be in business, but 214b(far) does less damage.

NanayaH
2a - Changed to a ducking kick.  Seems around the same range for the old 2a, maybe slightly longer range.  It's definitely not as high of an attack hitbox anymore though, so you won't be able to 2a people out of a low invincibility move (such as Sion 6b) anymore.  Slight nerf overall.

5b - Forward kick.  Looks like this actually has more range and decent forward movement on it, as well as being able to hit crouchers.  Despite those buffs over the old 5b, he will now lose the 5b[b] overhead and the combo off of it, which is a pretty hefty potential nerf.  Also, because of the lowered attack hitbox, it looks like doing 5ab as a quick relaunch on ground-to-air CH doesn't work anymore.

5c - Really short range kind of roundhouse kick.  Major nerf.  It's much less range and also no forward movement.  It whiffed in blockstrings a lot in the videos.  Haven't seen any charge versions of this, so NanayaH may have lost every ground overhead now.  =<

236 - FAST.  It was fast enough that you couldn't really move much throughout the duration, which sucks, but also fast enough that you could combo off of 2c 236a.  It might have just been an invalid combo though, since I only saw that happen once, so I'm not sure what to make of it yet.

623 - 623a/b are just the vanilla shoryu, same as MBAC Nanaya.  623c creates a mirror image Nanaya immediately behind the opponent, which mimics his actions.  Both of the kicks have attack hitboxes and Nanaya now gains invincibility during the startup of it.  Because of the mirror Nanaya kicking them towards you, it looks like you might not be able to corner combo off of it, but maybe you can still combo off of it at certain ranges (mirror nanaya kicking them into you from a certain distance?).  Overall it's a great reversal or punish move, but not sure if anything can actually be done off of it. 

donkey kick - Not sure what the input for this is yet, since it can apparently be done on the ground and in the air.  Maybe 421?  Anyway, it can be used as a strong aircombo ender, adding a sizable amount of damage and pushing the opponent all the way into the corner from midscreen.  The a or b version is a pretty good aerial attack, as it has mad range and wallslams on hit.  The ground a/b version doesn't wallslam, but ground c version does.

NanayaF
5b - Seems same as NanayaH.

5c - Seems same as NanayaH.  If it can be charged like you say, then maybe he still has a ground overhead in Full and Half forms.

2c - NOOOOO!  His godly 2c has been changed to something similar to old Shiki 2c, with (I think) less range.  =<  Super nerf.

j.a - Are you sure it's an elbow poke?  In this video (http://www.youtube.com/watch?v=KDK5fJX4Mdo) at around 0:16 and 2:10 he does a quick knee attack in the air.  He does it a couple times in the video, and it's fast as hell, so I assume its his j.a.  If so, it has much less range than his old j.a.  =<  Nerf.

Anyway, you know more on this form than I do.  I haven't seen many decent NanayaF players so far.  I still haven't caught up on all the joybox videos yet though.

Overall
j.22 - The fastfall is MUCH improved.  It now falls faster AND you can react instantly upon touching ground (rather than having a 4f wait or whatever).  This can best be seen in this video (http://www.youtube.com/watch?v=j3y1R9m68mw) at around 0:36, as Nanaya fastfalls INTO a Kouma 22c and blocks instantly on landing.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 26, 2008, 03:53:31 PM
Ok, first posted edited with new information.
Maybe I'll play again today to try more stuff out.
Tell me what you think about/anything needs to be changed and I'll do my best.
and the donkey kick move from HalfMoon is 214, lolisauce, but i didn't get to see the A / B version diffs yet ):
I used H-nanaya like.....once lol
rikuto + flashkick F Nanaya is too sexy to ignore even if i'm not doing so great with F nanaya right now lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Pfhor September 26, 2008, 04:18:53 PM
Fnanaya's 214b can be relaunched from anywhere on the screen as far as I can see, he did it several times all over the screen in the video just before that one. (it doesn't load for me anymore)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AARP|ZTB September 26, 2008, 04:19:44 PM
oh wtf, Akira :<
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 26, 2008, 08:02:31 PM
oh wtf, Akira :<
haha
don't worry I still love Aoko!
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn September 26, 2008, 10:10:35 PM
Lol, FM Nanaya being special reliant. Major way in the way he's played. Does not look too bad though. Too bad the guy using him in the vid wasn't too good. You could see him still trying to do the whiff XD
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce September 27, 2008, 12:13:20 AM
Wait, so NanayaF doesn't have the donkey kick, despite the original exhibition vid showing him use it?

Er, wait.  Now I'm questioning whether it was ShikiF or NanayaF that had the donkey kick in the exhibition vid.  I'm gonna be kind of pissed if NanayaH is the only form with it, even though Crescent has way better normals and pressure, and Full generally has stronger options off his specials.

Now that I'm thinking about it.  I need confirmation that NanayaH's 214c wallslams.  I think the one I may have been thinking of is Shiki's donkey kick variant, which may or may not actually be different.

Also Akira, my sneaky [b] managed to mess up one of the things you quoted of me.  To fix it, change [b] to
:
[[i][/i]b] or something similar.  Just put the cursor between the open bracket and the 'b' and add in an empty bold/italic/underline/strikeout.  It'll fake out the code and display a normal [b].  Or hell, just put a space in between if you wanna be lazy.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 27, 2008, 12:32:18 AM
something i wanna to add

u can choose which way to throw now

fullmoon's jb only has one hit
air dash like Vakiha (rocks!
214b move range shorter  and easy to follow 662a-combo
and new move j2a is similer as vsion's

AAD looks like shiki's  but really only has 2 hits


btw  i just traslated stuff people posted on japanese-BBS :slowpoke:



btw  what are u guys going to do with translate this :四辻 (fullmoon's 236


: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 27, 2008, 06:33:49 AM
yeah i tried all that out today okuhoshi, lol
found out his j.2s when i was testing if air dodge was with F Moon
Nanaya has three different types of j.2
Each button you press will give a different angle.
H Nanaya and F Nanaya only have one hit on j.B

lolisauce, F Nanaya has no donkey kick, only H nanaya does
was messing around with H nanaya and got some new stuff on him

also, only C Nanaya has charge 22B, H and F don't have it...wish they did.

F Nanaya 236...is it yotsutsuji? lol no idea
Anyway, first post in this thread is edited with new information
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 27, 2008, 09:28:13 AM
take a picture of AAD for me  pls :prinny:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce September 27, 2008, 11:24:48 AM
F Nanaya 236...is it yotsutsuji? lol no idea
Anyway, first post in this thread is edited with new information

四つ辻 is Yotsutsuji, apparently.  So what would 四辻 be, just Yotsuji?  It means something like four way intersection or something, right?  lol  RANDOM

Anyway, I just wanna say that Half is GAY for no ground overheads at all.  Full having dive kicks is pretty bomb though.

Also, Akira.  Get rid of my quote about donkey kick.  It's incorrect and might confuse people.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 27, 2008, 01:22:46 PM
charge 22b seem useless   since people see ur charging (the light)  they can do 66 or jump out even prepare to throw u down from air

i was hoping that would be same as SATSUJINKI's before -__-;
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 27, 2008, 05:35:37 PM
rofl his aad huh?
I'll see if i can try it today

i wonder why it'd be called for 4 way cross/intersection...maybe a 4th hit exists in there that I haven't tried yet since so far it looks like only three cuts lol
236 - 1
236 - 1
236 - 1

divekicks are pretty cool, but the speed isn't as fast as v sion's, slower  than that
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 27, 2008, 06:02:10 PM
in HM 200% heat mode, you can do aad right away ;D

seems there is no ad in HM?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 27, 2008, 06:18:07 PM
hm...that would make sense about no AD considering you can't heat till you hit 200%...
i guess no 623B 41236C for H Nanaya  :emo:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 29, 2008, 03:18:41 PM
http://www.nicovideo.jp/watch/sm4774889
watch the part vs Ciel

Finally see a Last Arc in clip!  Oh crap, it takes 5000+ damage

why didnt they change it back to RED BLOOD ver 
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi September 29, 2008, 09:14:38 PM
http://jp.youtube.com/watch?v=d0sT0xK64f0

in 04:50  a combo of HM included 214a in ground  with EX214 finished in air  takes 39xx damage

: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 30, 2008, 02:44:59 AM
damn that bnb is pretty badass...
2A 2B 2C 5C 214A appear on otherside 5A -> aerial

hmm...i need to try this later...
I was having fun(and losing) today using the 214B bnb in FullMoon.
After a couple matches...feels like you really need to make as much use of teles and dive kicks...dunno I'll need to play some more to get a idea of how a blockstring should be with him in full...
236C in Full looks like it has something else to it...It didn't connect all the way, but an extra slash happened after the SlashySlashy portion, unless that was a 236 I inputted after...really need to try it out some more.
Hopefully I can get to the cab on a empty night again, but I doubt it, think I just got really lucky that one night.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 01, 2008, 07:58:58 AM
http://jp.youtube.com/watch?v=FinuiftBBt8
01:00


corner 623c still work fine
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 01, 2008, 03:48:56 PM
yeah i mentioned they still worked in the first post lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 02, 2008, 03:33:07 AM
added two new things to H Nanaya

also tried out that 214 kick combo...seems like a delay is needed in there somewhere, but it looks like it could land on vakiha when i was fighting her
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 02, 2008, 06:44:32 AM
6AAA just like the shiki(色) from NBC/SVC  XDD
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 02, 2008, 03:39:19 PM
oh yah okuhoshi, i tried nanaya AD in Half...
wtf at this thing lol...
It resembles shiki's AAD more than anything else I think, I didn't get a chance to try it out and see how the range looks, I just did it on wakeup and nailed people, so far it looks pretty good at least, can't dodge it like his AAD in mbac
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 02, 2008, 05:27:28 PM
oh yah okuhoshi, i tried nanaya AD in Half...
wtf at this thing lol...
It resembles shiki's AAD more than anything else I think, I didn't get a chance to try it out and see how the range looks, I just did it on wakeup and nailed people, so far it looks pretty good at least, can't dodge it like his AAD in mbac


u mean it become unblockable like shiki's?!

good news  I just found couple of clip shows that AAD

http://jp.youtube.com/watch?v=f35hnYcBpkI
in the very end

http://jp.youtube.com/watch?v=SmgpjcdgtGI


(http://i37.tinypic.com/machg6.jpg)

(http://i38.tinypic.com/244pdls.jpg)

it looks like full screen of Hattenshou


もう逃げるのか?

: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 03, 2008, 06:17:20 AM
the range feels like tohnos AAD too a little bit, today I wanted to see how far it'd go, and what not, so I did half a screen away from this Sion player...he fucking got hit by it somehow.
I was like &^%$%$^%&@!#@$#%$^%&
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 03, 2008, 09:29:52 AM
the range feels like tohnos AAD too a little bit, today I wanted to see how far it'd go, and what not, so I did half a screen away from this Sion player...he fucking got hit by it somehow.
I was like &^%$%$^%&@!#@$#%$^%&


i need a clip for it :fap: :fap:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger October 03, 2008, 04:55:03 PM
So far, it looks like Half Moon AD is a cross between his AD and AAD in MBAC since he says "chobi hassen", conjures a shadow and goes really far but does only one hit. Maybe this is how the makers compensate for the lack of AADs in HM since there is no Blood Heat.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 03, 2008, 05:53:28 PM
FM's AAD does 2 hits(CM probably also), but looks same as HM's AD

http://jp.youtube.com/watch?v=f35hnYcBpkI
in the very end



the range feels like tohnos AAD too a little bit, today I wanted to see how far it'd go, and what not, so I did half a screen away from this Sion player...he fucking got hit by it somehow.
I was like &^%$%$^%&@!#@$#%$^%&


sorry i was misunderstood you, i didn't realize that u did the AD in HM lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 04, 2008, 05:59:51 AM
omg i amdumbass lol
i thought it was a regular range like shiki tohno's since i kept hitting people with it at close range, but i tried it full screen away from them, and WOW. lol
Range feels a little shorter than AAD from MBAC, but they can't dodge this thing like how you could before.
Moment this touches you, bam.

First post will be updated with a short video for Half and Full on his movesets, no combos though.
I had to find a empty mbaa cab, which was a challenge in itself, then had to balance my bag on my lap, with my camera on top and play at the same time. The view shakes a bit when I'm trying to do moves.
Anyway, hope it can be of use to people.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce October 04, 2008, 02:17:13 PM
Does NanayaC have the undodgeable AD/AAD too?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 04, 2008, 07:18:10 PM
dunno...good question...I'll see if I can try it out today and
ARGH forgot to put in j.2A/B/C for F video  :emo:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: dakanya October 06, 2008, 05:33:45 PM
I thought someone else already had posted the JP MBAA wiki here but I guess not. Anyways feeling unlazy so:

JP Nanaya MBAA wiki

http://www20.atwiki.jp/mbaa_nanaya/
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 06, 2008, 05:37:43 PM
dunno...good question...I'll see if I can try it out today and
ARGH forgot to put in j.2A/B/C for F video  :emo:

i have seen enough j2 in this clip :fap:
http://www.nicovideo.jp/watch/sm4844938
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 07, 2008, 03:11:10 AM
WOW.
The secret to F must be....spam Dive Kicks
hmm...maybe I should just stick to 236 set for bnbs rather than 623BB or 214B bnbs...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Ultima66 October 07, 2008, 07:37:23 AM
WOW.
The secret to F must be....spam Dive Kicks
hmm...maybe I should just stick to 236 set for bnbs rather than 623BB or 214B bnbs...
Haha Nanaya F has such a merciless reversal with 3k combo out of 623BB. It's almost like an EX dp or EX hiero but it doesn't use meter.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce October 07, 2008, 11:01:57 AM
WOW.
The secret to F must be....spam Dive Kicks
hmm...maybe I should just stick to 236 set for bnbs rather than 623BB or 214B bnbs...
Can you combo out of the 236 rekka at some point?  Even something like cancelling one of the hits into 623bb would make them useful in combos.  Otherwise, from what the guy was doing at the beginning of the video, comboing into 236 had terribly weak damage output.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 08, 2008, 04:21:22 AM
Haha Nanaya F has such a merciless reversal with 3k combo out of 623BB. It's almost like an EX dp or EX hiero but it doesn't use meter.
Haha, yeah. And if you DP, but didn't reach the opponent...press B again and the flash kick will reach them if they're close enough  :slowpoke:

mmm well...from what I think so far/tried...
If you do a 236set for your BnB, you'll get them knocked down, so you can go for dive kick shenanigans
If you do a 623BB for your BnB, you'll get more damage, but the result will be an airthrow at the end instead of a down

Well...I'm wondering about that actually, LoliSauce, I was gonna try 236BB > IH > something new
But I fumbled the IH  :psyduck:

Can you combo out of the 236 rekka at some point?  Even something like cancelling one of the hits into 623bb would make them useful in combos.  Otherwise, from what the guy was doing at the beginning of the video, comboing into 236 had terribly weak damage output.
Well...the other day I tried something like...236B 236B 236C, but instead all I got was the 214B slash after, I'm not too sure if you can combo out of the 236B set or not, unless you use a IH?
hm...off the top of my head...maybe

2A 5B 2B 5C 236B 236B IH 2C 623BB jc j.B j.C airth
Don't know if that'll work or not, but hey, it's worth a shot I guess.
Maybe this weekend I'll try and hit up the arcade that I recorded those vids at and try messing with his IH in stuff /record the rest of his move set.

From when I played today...
Using 236BBB as my BnB ender, I won a lot more for some reason, rather than doing 623BB BnBs...unsure why.

Hm, should I add Nanaya vids to the first post? First one is definitely gonna be the one Okuhoshi linked with Dive Kick fun

ALSO
Nanaya AAD is not un-dodegable, the amount of time you have to dodge is just smaller than what it used to be.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn October 08, 2008, 07:57:03 PM
F-Dive looks good. I think he's the only char to have such a normal, correct me if I'm wrong. Kinda makes up for the loss of his whiff cancels, but still not as effective based on what I've seen so far. If only he had a ground normal that brings him airborne XD

And what's a good and safe blockstring ender for F Nanaya? 236 looks unsafe to me.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 08, 2008, 08:09:37 PM

And what's a good and safe blockstring ender for F Nanaya? 236 looks unsafe to me.


22C..then escape :psyduck:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Ultima66 October 08, 2008, 08:21:22 PM
F-Dive looks good. I think he's the only char to have such a normal, correct me if I'm wrong.
Well depending on what you mean, VSion has her j.2B, but it doesn't cross up like Nanaya dive kick (well I mean it can, but not nearly as easily as Nanaya's dive kick does which is why that crossup might actually be useful).
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 10, 2008, 06:06:19 AM
k so from what i got to try today...
LoliSauce, I tried comboing out of his 236 set, and even tried IHing with it, but no dice.
Not on hit, or block would an IH come out / a shoryu.

I added a few combos to F Nanaya's section (Lol combos in F moon)

A interesting(?) thing
You can do 623B 41236C with AD or AAD but the damage is a whopping 1.7k

Against Half Moon Style opponents, F Nanaya can do 2A and trigger their auto spark if it connects, then he can backdash to avoid the Auto-Spark.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 11, 2008, 11:14:44 PM
http://jp.youtube.com/watch?v=BdHO_a_Tv9M

more NanayaF

i dont like the way he says gokusaitochire now :(
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger October 12, 2008, 12:47:41 AM
He says "rokusaitochire" in his AAD in FM now? I thought one of Akira's vids showed that he said "chobi hassen" in his AAD.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 12, 2008, 05:52:42 AM
i don't like his AD/AAD quotes anymore...i do like his LA quote now
when he says "Nanaya" it sounds like he is angry lol
updated first post with info on 236 set, and combos for F Nanaya

and holy fuck
nanaya is like all angry balls on akiha in the corner lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 12, 2008, 08:31:36 AM
He says "rokusaitochire" in his AAD in FM now? I thought one of Akira's vids showed that he said "chobi hassen" in his AAD.

he says that in HM
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 16, 2008, 06:43:57 AM
214A can be cancelled into 214C, same goes for the air versions
for H nanaya
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn October 19, 2008, 06:00:43 AM
I don't know what to think of F-Nanaya as far as what I've seen. Damage seems nerfed. Loss of blockstring pressure. His only saving grace is the F-Dive.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 19, 2008, 06:12:33 AM
his damage is somewhat decent 3.5k - 4k ish off meterless 2A bnbs

but it looks like his blahblah 214B dash towards opponent 2A 5C 623B combos seem character dependent

yeah dive kick is great
but th pressure loss is a really hard blow to him, it's nice for low 2As that have bullshit speed and recovery but ...yeah
it sucks not being able to 5A whiff in blockstrings, i end up using 22C a lot instead
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 25, 2008, 01:01:25 AM
Looks like Full Moon Nanaya has his j.2 set changed, and his 236... I hope it's for the better (PLEASE!!!!!)

I'll attempt to try and get a spot to play at the Loketest for the patch...絶対無理ww
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 25, 2008, 08:23:58 AM
hope j2 become unsheildable  and 236 take more damage (やっば無理だ
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 25, 2008, 08:27:04 AM
wwwww無理でしょう

yeah i'm hoping 236 gives more dmg, or at least maybe better recovery on it when blocked...
j2 to get lots of +f on block!!!!! (lol i wish)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 26, 2008, 05:27:57 AM
ok so
236 has more dmg, okuhoshi
before i'd get like 2.2k dmg from a bnb using them, but with the update to it, it now does 2.7kish+ instead
so it got buffed in dmg department a bit, i didn't get to see if i could cancel it into shoryus at anything, maybe after the second slash or something...i tried like 236 623 but nothing happened, maybe all that got buffed on it was dmg

as for j.2 set...it feels like the startup is faster, and MAYBE it can be comboed off of now, i hit a nero with j.2C then was able to bnb him right after...need to test it out some more

overall i didn't get to play much today (Five times in the course of two hours)
but at least F nanaya is better than before
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 26, 2008, 08:48:48 AM
236 a/b still the same? my dream is one of them would be end with Hassen :(
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 26, 2008, 06:12:36 PM
wellllllll.....
EX ends with Hassen! (sorta)

i wasn't able to see much else aside from the damage it did, maybe a bit faster, or slightly more +f on block?
I'd need to play a bit more to tell, I could only find out some info because every time i had a chance to play was against someone else
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn October 30, 2008, 07:17:27 AM
Found a good C and H Nanaya match on YT:

http://www.youtube.com/watch?v=sOkX5idJj_A

So what do you think is Nanaya's groove in MBAA? H-Nanaya to me so far looks the strongest with basically similar blockstrings (albeit a bit nerfed) of MBAC Nanaya but better BnBs all in all.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 30, 2008, 08:33:36 AM
All of the Styles seem viable for MBAA, so far. (Although I've been using C and F heavily, and H moderately)
but to be honest, F doesn't seem to be as great as C and H
(round 1 C nanaya coulda had that match in the bag :( )
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce October 30, 2008, 01:10:47 PM
C Nanaya looks superior to me.  He has the best normals for laying on pressure, as practically all of them move him forward.  He has 22[b] for added mixup and to help deal with people who can play keepaway well.  He also has the 623b/c throw end, which suddenly turns his antiair into an oki setup.  H Nanaya may have a higher damage bnb, but it looks like C Nanaya is stronger in just about every other aspect.  And F Nanaya is definitely the weakest.  The only thing he really has is awesome oki game via 236 combos into fastfall shenanigans.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi October 30, 2008, 04:59:25 PM
all u can do after 623bb/cc for oki  just dash 2a...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce October 30, 2008, 11:45:53 PM
all u can do after 623bb/cc for oki  just dash 2a...
Seriously?  Well then, I stand corrected.  It looked like there was enough time to do some fastfall tricks.  My mistake.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 31, 2008, 09:00:46 AM
small info today on Cnanaya and Hnanaya
for half moon nanaya, if you land the final hit of the 5A 6AA, it produces a launch effect so you may aerial them afterwards

for C Nanaya...
happy fun combos with 214B! sht is sick, seriously

make sure you're close so you get the popup version of 214B

for C, you can do the same thing you can in F, combo into 214B, then dash toward 2A 5C -> aerial
so just do like 2ABC 214B dash toward 2A 5C -> aerial
as a easy combo
if you have your back towards the wall, and opponent in front of you
2ABC 214B dash toward 2A 5C 623C 2A 5C -> aerial

because there is a vertical high jump now, you can use 5BB in combos for more damage
2ABC 5BB highjump j.C j.B jc j.B j.C airthrow
2ABC 5C 5BB highjump j.C j.B jc j.B j.C airthrow
are basic bnbs using 5BB instead, dmg is alot higher than normal

<Veteru> 2ab5c2c5bb
^ Will probably do monster damage
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce October 31, 2008, 12:07:54 PM
Hey Akira, try some of these to compare damage and post up the results if you can remember. 

2b5c2c 5bb aircombo
2b5c2c 214b 2a5c aircombo
5bc2c 214b 2a5c aircombo
5bc2bc 214b 2a5c aircombo

Also, as a point of comparison, what sort of damage was H Nanaya getting off of his strongest bnbs?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn October 31, 2008, 06:48:17 PM
H Nanaya just seems more versatile imo. More BnB set ups (combo off 236, as well as that 'donkey kick'). And 2A hits low now.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon October 31, 2008, 08:58:03 PM
i'll try and check today on those combos (i hope today)

also, updated first post with new info for Full and Crescent
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce November 01, 2008, 02:42:09 AM
H Nanaya just seems more versatile imo. More BnB set ups (combo off 236, as well as that 'donkey kick'). And 2A hits low now.
I argue that he's only more versatile if you're not looking at his blockstring game, which is what Nanaya is all about.  C's 236 allows him to move closer or further away from the opponent as the situation demands, rather than a 236 that restricts movement and has less active frames.  Also, personally, I prefer the 2a that hits mid, as it can easily stuff any move with low invincibility (such as many characters' overheads).  H's donkey kick is nothing to scoff at, for sure.  It seems like H's main advantage over the other styles.  I just don't think it'll be enough to compete with C's superior pressure.

Akira and okuhoshi, what do you two think about it?  You're really the ones who would know more than Dragonthorn or I, since we're just theory and you can actually take this shit into play and say what works and what doesn't.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi November 01, 2008, 09:08:40 AM
my opinion

CM
strong point:
-system (u can choose whenever u want to heat)
-623 Loop
-be22b
-blockstring
-u used to it....

weak point
-as ver.b ...T T(no strong mix ups and etc)




HM

strong point:
-system(save your life, BUT NOT AFTER VER A ANYMORE!)
-214
-5c(against air)
-blockstring
-623c (just look handsome, that's it  a very slow start move)
-has more damage bnb

weak point
-u always lack MC
-2a(yeah,i heard my friend say, his 2a can NEVER counter others not even double counter.
-again, as ver.b ...

*236 has bad point also good, good point is: much faster and can follow combo


FM

strong point:
-a lot of cool move
 -236
 -j2
 -j66
 -ABC(萌え上がるか☆
-LA(takes 7k damage)
-mix up(ja/b/c)
-26D

weak point:
-less damage than other style
-blockstring (no rb)
-2a(range)




above all, i would perform FM :psyduck:

: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn November 01, 2008, 05:48:52 PM
Ok more theory fighter!

Good point for HM losing 236 mobility. That is quite a big nerf for his blockstring game. But doesn't the donkey kick sort of make up for that? I sort of saw it pushing him forward and safe to reset to 2a (which has more range from the looks of it from C's 2a).

Actually in terms of pressure, I think FM wins it... i dunno just based from what I've seen. He has low damage output, but his BnBs leave him right next to the opp. And spam 2as + F-dive seems to lock down opps better than C's standard blockstring pressure. Sure it looks ugly but it seems to do the job.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 01, 2008, 07:28:49 PM
mmm okuhoshi kinda summed up my opinions on it
he said pretty much what I would say about the forms


a gripe i sorta have with Half Nanaya's Hatten is how it needs to be like a certain distance to hit crouching opponents, if you aren't that distance and you do it...eesh. At least with Crescent you can opt to move in close or back
the speed is great, but the area it hits and the lack of movement kind of put me in the middle for this

Half Nanaya's 214 set is pretty good, you can close distance with it, CH opponents, use the EX as an ender for more damage,

Half Nanaya's 5B also reaches pretty far, so you can almost always include it in your BnBs for extra damage, where as with Crescent, the elbow thrust isn't too far reaching. (although i'm unsure about the properties for proration/dmg is the same as 5B...most likely not i think)


if you land a 623B with Crescent, you can do the grab at the end to ensure a down, with Full you can flash kick them and aerial to a grab for a down, but with Half it'll be the same as MBAC Nanaya 623B, they can tech it in the air

as far as damage output goes, I'd probably put Crescent and Half on around the same level, and then Full Moon for last
Crescent's Rikuto loops, and Half's One Deer enders

Full can opt to end BnBs in two different ways, knockdowns with you and the opponent on the floor, or end with aerials, opting to do an aerial ender will give more damage, but will limit your options for oki, where as ending with 236 will give knockdowns where you and your opponent are on the floor, however damage output will be around 1000 less damage.

He has low damage output, but his BnBs leave him right next to the opp. And spam 2as + F-dive seems to lock down opps better than C's standard blockstring pressure. Sure it looks ugly but it seems to do the job.
unfortunately since he has low damage output, it also means you'll need to nail them more times than you would if you were Crescent, unless you're fighting an opponent who is using a chara you can 214B in your combos for extra damage,  you do have a valid point though. sadly the lack of RB makes it a bit harder to keep them locked down

the horizontal airdash is very fast and great

overall, I like Crescent and Full the most, although I would like to play Half more
I've had more wins with Crescent than Half and Full so far though

but ehh, that's my two cents only, to be honest i still think each mode is a viable option, but damage wise Crescent and Half for sure take the cake

-ABC(萌え上がるか☆
ABC ABC ABC ABC ABC
"m-m-m-m-m-m-moe agaru ka"
lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn November 05, 2008, 06:12:25 PM
Honestly the F Nanaya that I've been seeing, imo, seems like an unfinished product more than anything. Given that his gameplay mechanics are much diff from waht we are all used to from Nanaya. Even w/o RB, he would have greatly benefitted from a move that could push him forward (like a special maybe) then leave enough window for a 2a reset. Also, does 22c make up for the loss of whiff canceling?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 05, 2008, 06:40:23 PM
22C doesn't make up for it that much, it helps to give me a bit of breathing room at times
it's just knowing when to back off i guess for the most part
they sometimes flinch when i do 22C though, and start blocking high so I just 2C and either do 236 ender or 623 ender for a bnb

also, Crescent Nanaya has a 236A change now, in the latest revision..what could this change be..

imgs from the latest Arcadia mag...Nanaya information written by ILS!


second one pretty much just talks about his 623 in his different styles, and the extensions
last one is bnbs
half
5B 2B 5C 2C 214A 5A 214A 5A 5C jc j.B j.C jc j.B j.C j.214C
full
2ABC 623BB jc j.B j.C airthrow


(http://img221.imageshack.us/img221/5232/dsc00902er4.jpg) (http://imageshack.us)
(http://img99.imageshack.us/img99/2010/dsc00901js3.jpg) (http://imageshack.us)
(http://img221.imageshack.us/img221/3207/dsc00903lr6.jpg) (http://imageshack.us)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi November 05, 2008, 07:13:09 PM
what book it is? :D
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 05, 2008, 07:47:56 PM
what book it is? :D
oh
it's the Arcadia Issue for December
Issue no. 103
there is stuff for every character, but Roa and Ries have a whole page to themselves
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi November 05, 2008, 08:31:29 PM
i was hopin to see 芹 or パロスペ's comment
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 05, 2008, 08:40:02 PM
i want te see 芹 or パロスペ's comment through : :fap:
芹 and 高 fo' sho'
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi November 05, 2008, 08:42:06 PM
パロスペ was the only nanaya player in 08 tokken   8)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 05, 2008, 08:51:53 PM
i remember パロスペ the most for....
THIS VID!
http://jp.youtube.com/watch?v=UyipUb_B5oE
lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi November 05, 2008, 09:05:11 PM
救われないな…  :psyduck:
Nanaya just cant defence any Loli
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 05, 2008, 09:38:54 PM
救われないな…  :psyduck:
Nanaya just cant defence any Loli
miyako is getting her revenge from arcade mode!
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 06, 2008, 05:31:17 AM
ok so lolisauce, i tried out like
5B 5C 2C 5BB and 5B 5C 2C 214B combos...
The different was about 200-300 points of damage on kohaku.

I can't remember which it was exactly that did more, I'm pretty sure it was 5BB though.
5B 5C 2C 5BB -> aerial = 5.1k
5B 5C 2C 214B dash 2A 5C -> aerial = 4.8k


also, think i've found out when you can IH

any move that is normally EX cancellable is when you can IH
so that would explain 236C's hit before knockdown and 623B...
because 236C is EX cancellable at a certain point into 623C, and that is the same spot where you can IH
623B's first hit is cancellable into 236C, 623C or Arc Drive, and that is the same spot also where you can IH
You can't EX cancel 214B or his 236A/B so that could also explain why you cannot IH those...
I want to try and test this with other characters to be 100% sure though.

also...because you can IH his 623B, you can make dumb combos

2A 5B 2B 2C 623B IH 2C 623B 41236C
that combo is sexy as hell, but the damage was like 3.6k lol

with Roa almost at corner...
5B 5C 2C 214B 2C 5C -> aerial = 7k
dumb lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce November 07, 2008, 11:20:06 AM
5B 5C 2C 5BB -> aerial = 5.1k
Did you mean 2B 5C 2C 5BB aerial?  Cuz otherwise you have 5b in there twice, which doesn't make sense.  lol

with Roa almost at corner...
5B 5C 2C 214B 2C 5C -> aerial = 7k
dumb lol
Wat.  Is that with an IH?  Oh, it must be 2C IH 5C.  F can't 2C 5C normally, right?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 07, 2008, 06:59:20 PM
5B 5C 2C 5BB -> aerial = 5.1k
Did you mean 2B 5C 2C 5BB aerial?  Cuz otherwise you have 5b in there twice, which doesn't make sense.  lol

with Roa almost at corner...
5B 5C 2C 214B 2C 5C -> aerial = 7k
dumb lol
Wat.  Is that with an IH?  Oh, it must be 2C IH 5C.  F can't 2C 5C normally, right?

lmao my bad yeah 2B 5C 2C 5BB  aerial for Crescent nanaya


and the combo on roa...forgot to label it as crescent
 dumb damage, right?
but that'd be only in the first version of MBAA, his def as of VerA was beefed up
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce November 07, 2008, 11:31:58 PM
Ah okay.  So is 5bc 2c 214b 2c 5c aerial a viable combo for C Nanaya?  That sounds pretty beefy.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 08, 2008, 06:50:32 AM
Ah okay.  So is 5bc 2c 214b 2c 5c aerial a viable combo for C Nanaya?  That sounds pretty beefy.
yeah it's viable but it's as long as the opponent is nearby the corner, it's pretty painful, on other charas the output was going pretty high, like 5.5kish+

if you want to be fancy, instead of doing 2C 5C, you can do 2C 623B 41236C
I still cannot get definite numbers on all those bnbs lolisauce x_o
people keep challenging me when i want to sit down and test stuff

in my opinion, I think using 214B in combos is better suited for C Nanaya than F Nanaya
It is possible with both, but F may have more trouble trying to catch certain characters after you 214B them  due to his short ranged 2A, where as C Nanaya's 2A reaches so far, it's pretty much free


: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 11, 2008, 12:59:46 AM
two vids with nanaya in them, C and H
http://jp.youtube.com/watch?v=82xuIgbg-hk
at 4:46, Half Nanaya does this sexy looking combo but doesn't finish it

looks like 5B 2B 5C 5A 6AA 2Awhiff 2C 214A

http://jp.youtube.com/watch?v=FH0iIVYT6Zs
another vid
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn November 11, 2008, 07:19:52 AM
Probably the best F Nanaya I've seen so far:

http://www.nicovideo.jp/watch/sm5213199

Looking at the video, while his blockstring options are not as varied than the other grooves, F Dive more than makes up for it as well as his slash special being relatively safe (think there's just a small gap) between it and a well placed 2a (?), or whatever that low was.

His BnBs though, while most of the time do not deal much damage, sets up F Nanaya's arguably very strong oki game. Question, does F Dive have to be blocked high? If it can only be blocked high then it's a monster oki mix up given it's safe when blocked and can lead to more 2a pressure.

I also like how he has options on either to set up the oki or go for more damage when he does get to land his BnB... and 623 seems safe on wake up now and even to be able to be thrown every now and then because of the option to flip even when whiffed.

Oki mix up (if F Dive is only high blockable): either go to F Dive or jump, FF, 2aa (is that shit low blockable only? Seemed like it)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi November 11, 2008, 04:01:02 PM

Probably the best F Nanaya I've seen so far:

http://www.nicovideo.jp/watch/sm5213199


!!パロスペ !!
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 12, 2008, 12:12:23 AM
dam DragonThorn
that F Nanaya is beast and angry
yeah 2A needs to be blocked low, and dive kicks needa be blocked high
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Ultima66 November 12, 2008, 12:30:05 AM
That's video 10 from this playlist:

http://www.nicovideo.jp/mylist/9395814

The last 3 videos are all nothing but that F Nanaya winning. Last match ends with 3x WARUI NE too, and he wins another match by just doing WARUI NE x6.

Anyways is F Nanaya rekka supposed to be 236AAA/BBB or you actually have to do like 236A 236A 236A? It's much faster than any other rekka and it doesn't look like something you could input without accidentally doing 623 fairly often at that speed.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 12, 2008, 01:06:52 AM
it's 236 input once for each time
ionno, i've never had a problem doing it really, never had a 623 come out ever
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn November 12, 2008, 02:18:58 AM
What I like about F Nanaya is that FF can be used in the high-low mix up. Easily that makes it a killer oki option as both have more or less the same timing. It almost ends up being a guessing game, which is why you see a lot of players in that vid get baited during wake up. And if they guess right? Well it leads to a blockstring, which can lead to ticks... which can lead to oki... well you get the idea.

And the damage versatility looks... fun! I like the stuff that you can do with the flip kick. The new IH mechanic makes his moves all the more interesting as, admittedly, MBAC Nanaya BnBs can get boring at times (which is why you try to land the EX corner combo to amuse yourself). Oh, and 623 is SAFE on wake up from what I see because of the flip. I wonder if you can follow up the flip with an F Dive? Probably not, but that would be awesome if you could!

Who needs whiffs? After the 236a (just one) during a blockstring, he can still somewhat reach with some of his normals, F Dive, or IAD now (since it travels a lot farther).
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 12, 2008, 03:04:04 AM
What I like about F Nanaya is that FF can be used in the high-low mix up. Easily that makes it a killer oki option as both have more or less the same timing. It almost ends up being a guessing game, which is why you see a lot of players in that vid get baited during wake up. And if they guess right? Well it leads to a blockstring, which can lead to ticks... which can lead to oki... well you get the idea.

And the damage versatility looks... fun! I like the stuff that you can do with the flip kick. The new IH mechanic makes his moves all the more interesting as, admittedly, MBAC Nanaya BnBs can get boring at times (which is why you try to land the EX corner combo to amuse yourself). Oh, and 623 is SAFE on wake up from what I see because of the flip. I wonder if you can follow up the flip with an F Dive? Probably not, but that would be awesome if you could!

Who needs whiffs? After the 236a (just one) during a blockstring, he can still somewhat reach with some of his normals, F Dive, or IAD now (since it travels a lot farther).
623BB is only able to be followed after on hit. If you whiff the flip kick, you'll fall straight back down without being able to do anything as if you did a normal shoryu. Those guys just aren't punishing him for some reason. (I've been punished after a blocked 623BB on wakeup)

a safewakeup shoryu would prolly just be like 623B IH, but that'd be only if you're in max sadly
but at least it's kind of like, if you do wakeup shoryu and it hits you get a 2.6k+ reversal, if not you get a free HEAT for life back


I wrote down a list of IH combos a few days ago in the first post. They pretty much all involve cancelling the first hit of 623B and doing stuff after. With IH, you can do some fun stuff I guess.
My personal favorite is 2A 5B 2B 2C 623B IH 2C 623B 41236C
something even flashier would be like 2A 5B 2B 2C 214B dash 2A 5B 623B IH 2C 623B 41236C

for F Nanaya you have either a BnB -> Oki or
BnB for damage
damge wise is gonan just be like 3.6kish or something anyway though


: Re: Nanaya MBAA Thread (C/H/F Moon)
: jiyuna November 12, 2008, 07:37:01 AM
623aa is safer than 623bb.

I played F-nanaya all weekend and he's definitely going to be the char I play most. C-nanaya is just a toned down MBAC nanaya (slow 2b, less range on 5c, no more 2b5c214b as corner oki, nerf of aaaaaaa in general); and I like playing H-nanaya (and his damage) but he does get kinda boring quick.

I was using *whatever*2c236aa as my bnb, but パロスペ was opting to just keep them standing and do 236aaa. I tried them both and felt like my way set up better for the oki and gave an extra second to prep, but after watching him I'll try out 236aaa again.

And finally nanaya can do that stupid Akiha lvl0 mixup- ja > ja or ja > 2a. パロスペ  was abusing that in the corner :fap:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 12, 2008, 06:08:52 PM
looks like for f nanaya instead of keeping them locked down blocking, you'll be having a serious high low game instead
i need to try that nanaya's way of dive kicks now instead, ~ 5C 3 rekkas + moving forward jump then dive kick

before i was using ~2C and two rekkas like you jiyuna lol

: Re: Nanaya MBAA Thread (C/H/F Moon)
: Ultima66 November 12, 2008, 06:45:18 PM
Full moon's j.A/j.B seem to come out really fast and look like they're really strong for the corner game. Being able to do a late falling j.AAB or something looks like you can make a REALLY fast switch between forcing them to block high and forcing them to block low (under 8 frames probably).
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dragonthorn November 13, 2008, 01:47:54 AM
Nanaya is admittedly boring to play as, but with all the IHs F Nanaya looks to be the most fun to use. He's got more than 2 BnBs now lol.

Sad to hear C Nanaya's nerfed from MBAC. But at least he's got more oki options.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 19, 2008, 05:14:54 AM
if you do 2C 236x3 , the last hit can be teched because it's hitting them while they've been slammed to the ground already, because 2C lifts them up, and the second Rekka of the set will ground slam
if you do 5C 236x3, the last hit is what knocks them down

i'll edit this later with a pic of a full movelist for all of nanaya's forms from the latest tougeki damashii

(http://img81.imageshack.us/img81/3941/dsc00946kd6.jpg)
(http://img81.imageshack.us/img81/2315/dsc00949ap6.jpg)
(http://img81.imageshack.us/img81/2336/dsc00957lq8.jpg)
(http://img81.imageshack.us/img81/6237/dsc00956tu7.jpg)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 30, 2008, 10:17:23 PM
214A overhead for Crescent and Full cannot be air teched on hit anymore
Full's 236 and j.2 is now ex cancellable
as of Vera
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce December 02, 2008, 12:39:48 AM
Nice to see some buffs for the ole boy (that everyone seems to be abandoning these days).
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi December 04, 2008, 01:20:28 PM
(http://img81.imageshack.us/img81/2315/dsc00949ap6.jpg)


what's the AD - "1/2/3"  for?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon December 05, 2008, 12:17:54 AM
not sure...
well it says 追加 so there has got to be something that happens after...
i haven't actually been playing as of late to be honest
wonder what it could be, sounds interesting though

and yeah lolisauce...it's sad with nanaya now ):...barely see anyone play him anymore these days..
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon December 15, 2008, 05:18:58 AM
tried to figure it out but...
the only thing I notice was that he said different things in the AD, nothing looked too different

and this is the last post I'll probably be making from testing things.

end of the year so I'll "probably" be more focused on schoolwork...yeah I'm just lying to myself, but hey! I need to get serious sometimes with academics I guess  :V

anyway, I'll keep the first post updated with any new finds everyone posts
(I hope I can at least do that)
thank you for reading
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi December 15, 2008, 01:36:14 PM
imamade otsukaresa :D
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon December 15, 2008, 05:55:42 PM
imamade otsukaresa :D
haha
that should go for you and everyone else too lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Benny1 January 25, 2009, 04:59:07 PM
F-Nanaya looks mad strong.  There's like 50-60 minutes of him fighting a Kouma on nicovideo.

His oki looks mad awesome.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon February 02, 2009, 01:40:07 PM
f nanaya oki is good stuff
combo into rekkas for knockdown and oki all day
low hit 2A , high hit j.A, divekickzzz
can't remember if i put it in here or not, but you cannot TK Dive Kicks like V Sion.
Dive Kick may only be done at maximum height of a normal jump
so it'll always be at a set height

i can no longer update this topic with latest news blahblah etc, left japan  :blah: :blah:

i quit AA for BB because i'm super gay for Ragna and Jin
i'm still bl tho
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger March 20, 2009, 10:31:17 PM
http://www.youtube.com/watch?v=1LVtu34IhXQ&feature=channel_page 0:47

jbc airdash jb jbc

 :slowpoke:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox April 01, 2009, 01:15:40 AM
http://www.youtube.com/watch?v=1LVtu34IhXQ&feature=channel_page 0:47

jbc airdash jb jbc

 :slowpoke:

:slowpoke: indeed. I was literally making a :O and my dad was like "what?"
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Bonic April 13, 2009, 09:15:22 AM
new to MBAA here, i was wondering whats the use of doing 236 x2/3 times ?
and i saw the video on the part where Full crescent nanaya jump and kicked about 50degrees downward i wonder how to do that ? i tried but only done it once by luck
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon April 13, 2009, 11:52:17 AM
236 x2/x3 times is for F Nanaya only
It's his rekka used to knockdown your opponent, but keeps you on the ground as well

to make him do a dive kick, it's j.2 A/B/C

you must do it at the apex of a neutral jump
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Bonic April 19, 2009, 07:36:29 AM
erm i duno how to do neutral jump lol i today tried anyhow forget how to do neutral jump but i did that by flunk again lol
and btw the 2abc 623bb jc jb jcd , how to chain after jc to jb and jcd i can't seems to do it correctly at best i only can do til jb
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard April 29, 2009, 03:02:37 PM
Here's some A rank C-Nanaya hype : http://www.youtube.com/watch?v=VgUdarikxzk&feature=channel_page
Dont we all love the OTG combo at 2:50   :D and lol at 5:14

Vids 8647 - 8653 have this player in them.

Does anyone have a good H-Nanaya video?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger April 30, 2009, 03:16:50 AM
So even C-Nanaya says "Chobi Hassen" for regular AD. Wonder what he says for AAD then.

One weird thing though, his throw keeps putting him in the corner like the original Melty Blood (yes, I have it in my com for its story mode).

Also, the player seems to be cutting his bnbs short, especially the 623 relaunches. Sacrificing for a better oki?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce May 01, 2009, 12:30:39 AM
You can now control the direction of his throw, which is awesome. 

Cutting combos short might be because 623 doesn't give as much damage now, so the damage it gives isn't nearly as worthwhile.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger May 01, 2009, 05:50:46 PM
You can now control the direction of his throw, which is awesome. 

Cutting combos short might be because 623 doesn't give as much damage now, so the damage it gives isn't nearly as worthwhile.

I know that he can control the direction of his throw now, but he wouldn't purposely put himself in the corner would he?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard May 01, 2009, 06:22:38 PM
Mindgames?  Though I don't think grab position mind games work that well...:prinny: (excluding tick throws and blockstrings) 
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce May 01, 2009, 10:30:00 PM
You can now control the direction of his throw, which is awesome. 

Cutting combos short might be because 623 doesn't give as much damage now, so the damage it gives isn't nearly as worthwhile.

I know that he can control the direction of his throw now, but he wouldn't purposely put himself in the corner would he?
Crossup shit with FF?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi May 15, 2009, 11:37:31 PM
any decent Fnanaya clip recently ?:V
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce May 16, 2009, 01:08:49 AM
WARUI NE!

I dunno, I haven't had much time for watching vids.  I'll ask Psy and update if he can spot me any good ones.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard May 16, 2009, 02:04:26 PM
Well new JOYBOX movies have some All moon Nanayas  :fap:
http://www.youtube.com/watch?v=MjJmbp2Lox0&feature=channel_page
At 8:00 I think the F Nanaya's trying some new combo I've never seen before. 
Too bad they all lose and dont continue....
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LoliSauce May 16, 2009, 02:18:07 PM
To be honest, the only Nanayas that I'm interested in playing anymore are C Nanaya and F Shiki.  I was kind of hype over WARUI NE for a bit, but now I'm kind of meeeeeh about him.  I was never that hype for H Nanaya though.  *shrugs*
: Re: Nanaya MBAA Thread (C/H/F Moon)
: HCO May 16, 2009, 02:26:22 PM
I was watching those new Nanaya videos as they were uploaded, but the player was kinda bad. It was just the same guy picking different colours/moons. I'm hype for C-Nanaya (high tier whatup).

edit: later on the players do actually switch. There's definitely some good ones there.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox June 01, 2009, 12:53:45 AM
http://www.youtube.com/watch?v=VgUdarikxzk
at roughly 2:00 to 2:03
wtf happened there?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon June 01, 2009, 01:09:46 AM
Throw break

updated first post with random stuff
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard June 01, 2009, 02:44:56 PM
http://www.youtube.com/watch?v=VgUdarikxzk
at roughly 2:00 to 2:03
wtf happened there?

Uhh Shiki circuit sparked... and then grab cancelled Nanaya...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi June 01, 2009, 03:20:56 PM
05:12

what he says in ad now? I heard something like 長流く散れっ!wtf :psyduck:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger June 01, 2009, 06:56:36 PM
http://www.youtube.com/watch?v=VgUdarikxzk
at roughly 2:00 to 2:03
wtf happened there?

4:40-4:43

Nanaya's like "What my banana twin can do, I can do better!"

Also, regarding the first post, it's said that in Half Moon you won't reach Heat while you're being combo'd. If that's the case, you won't spark while you're being combo'd either but that has happened a lot of times so I think this statement is incorrect.

One more random thing. In MBAC, if you fastfall, it doesn't show as a Reverse Beat but when you go to practice mode and turn Attack Display on, you'll see that the Reverse Penalty value goes up. Does this still apply in MBAA? If so, is fastfall in Full Moon an exception since you can't rebeat and all?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Ultima66 June 01, 2009, 08:29:13 PM
http://www.youtube.com/watch?v=VgUdarikxzk
at roughly 2:00 to 2:03
wtf happened there?

4:40-4:43

Nanaya's like "What my banana twin can do, I can do better!"

Also, regarding the first post, it's said that in Half Moon you won't reach Heat while you're being combo'd. If that's the case, you won't spark while you're being combo'd either but that has happened a lot of times so I think this statement is incorrect.

One more random thing. In MBAC, if you fastfall, it doesn't show as a Reverse Beat but when you go to practice mode and turn Attack Display on, you'll see that the Reverse Penalty value goes up. Does this still apply in MBAA? If so, is fastfall in Full Moon an exception since you can't rebeat and all?

You can activate, or you might not. It depends on how many frames are between each hit. I believe you don't heat activate if there's a very small gap between one hit and the next. With a larger gap you'll activate and the next hit causes a spark. No idea about fastfall.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Xerovlade June 02, 2009, 02:55:29 AM
4:40-4:43

Nanaya's like "What my banana twin can do, I can do better!"


I think this is what he ment
http://www.youtube.com/watch?v=-P3jaRZjvfQ (http://www.youtube.com/watch?v=-P3jaRZjvfQ)

Fthono looks a lot like AC nanaya
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon June 15, 2009, 10:25:24 AM
tweaked first post a bit again
august feels too far  :emo:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon June 27, 2009, 10:37:55 PM
http://www.youtube.com/watch?v=ICWF3U2S8IM&feature=channel_page

F Nanaya vs H Nanaya
Teruta vs AkaCha (AkaCha...right?)

2:21 - 2:25

Cross up j.2 blocked...
2A 2A 2A 2B 2C delay 214B 2C IAD over, neutral jump straight up, j.2 cross up 2A 2A

I just thought it looked cool. lol

Thoughts?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Cardboard Box July 23, 2009, 11:01:06 AM
In reference to the tier list on the first post, is C-Nanaya still consiered the best of the three? From the videos I've seen F-Nanaya seems to be the most consistent or perhaps I'm just not watching the right videos?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard August 07, 2009, 05:39:11 PM
http://www.youtube.com/watch?v=YIUFlAj_o6E&feature=channel_page
@0:09 Does anyone know if that combo is place dependant and it seems to do more damage than the regular one? (P.S I know the vid says KoF but its MBAA)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger August 08, 2009, 05:32:25 AM
That player did it so many times that I wouldn't think it's place dependant. Just needs timing I suppose.

Now I'm wondering if you can do the fastfall cancel even on whiff after that air kick.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Benny1 August 08, 2009, 06:03:44 AM
Eh, it ends you with no oki, and that's how F-Nanaya wins, I think you're probably better off just going for oki rather than that maybe a bit higher damage.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger August 08, 2009, 04:58:57 PM
^I beg to differ. That F-Nanaya gave up his oki but he lasted for more than 4 Joybox vids. And he still had an oki game, albeit more linear.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Benny1 August 08, 2009, 06:11:49 PM
Yeah, it helps that it's better damage than I thought it was.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 09, 2009, 07:12:49 AM
623BB Fast Fall combos aren't place dependent.
If you REALLY want damage that bad, you might as well just use 214B combos as well.


It's all a matter of choice.
Rekka Combo = Oki set up.
Any other combo = Damage, but loss of ideal Oki set up.

: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi August 11, 2009, 05:21:47 PM
七夜:諸君 オレは昇竜脚が好きだ諸君
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 13, 2009, 04:55:36 PM
イケメン過ぎる
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 19, 2009, 09:31:49 PM
alright added some stuff on first post in Full Moon at the bottom

changed wording around for stuff in Full Moon , didn't realize how ambiguous/dumb some stuff sounded  :slowpoke:

added a basic combo list in a video for crescent nanaya

added basic information video for full nanaya in F-moon section
please let me know how the video is and if i should remove/edit/change anything
this is my first time with something like this ... lol

also, from H Nanaya 214A/B/C move descrip
読み方も「いちか」「いっか」「いちじん」「ひとしか」「 バンビ 」など色々言われています

I vote we call this Bambi from now on.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard August 22, 2009, 09:32:38 AM
~ 2C delay 623AA 623BB jc j.B j.C airthrow
For this, you need to input the A extension of 623A as fast as possible, then input 623B as fast as possible after.
Double shoryu combo. (Listed in Nanaya Wiki, have not tried yet)

=/ I've tried it in the PS2 version and no luck... they can tech while I 623b  :-[.
Can anyone else confirm if its possible or not :mystery:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 22, 2009, 02:42:07 PM
Actually Trando...same goes for me. lol
I'm not sure when that combo was listed in the Nanaya wiki, may have been during Vanilla.
Maybe should just stick to the double shoryuu combo the nanaya in the above video is doing
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard August 22, 2009, 06:24:08 PM
I've tried that one too.... and I have no avail either  :emo:... I think the fixed the 623BB into fastfall cause that doesn't even work...  :P  Oh well everybody originally said his game was in Okizeme and Warui Ne spamming.... I guess thats where he'll stay
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Hei August 22, 2009, 07:22:33 PM
~ 2C delay 623AA 623BB jc j.B j.C airthrow
For this, you need to input the A extension of 623A as fast as possible, then input 623B as fast as possible after.
Double shoryu combo. (Listed in Nanaya Wiki, have not tried yet)

=/ I've tried it in the PS2 version and no luck... they can tech while I 623b  :-[.
Can anyone else confirm if its possible or not :mystery:
Actually it works, I've tried and done it before just for the fun of it, i wasn't expecting it to work but it did once. I have no clue if it was situational or not though cause i couldn't pull it off again when i tried xD probably just luck? =/
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard August 22, 2009, 07:44:30 PM
Could you have possibly counter hit the enemy w/ 623A? Because otherwise... I don't see it ever happening :prinny:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 23, 2009, 06:22:30 AM
friend of mine helped come up with this funny combo

F Nanaya
236B x3 IH 623B 41236C

looks pretty wacky, but cool
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa August 23, 2009, 06:40:38 AM
All double 623 combos work, i grinded the shit out of them and did them this weekend. 623bb fastfall is pretty easy to do in matches, it's worth learning. Delay your jump cancel after the second flip kick as long as possible and air superjump off it to get jbc working properly.

623aa fastfall 623bb is not worth learning since the damage is pretty much pathetic. 623a fastfall seems pretty unuseful really. I couldn't find any real use for it besides doing a ghetto mixup/bait in 623aa ff on block into another dp/ad/whatever as bait.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LordPangTong August 23, 2009, 11:02:25 AM
Is anyone playing H-Nanaya? I personally have taken quite a liking to him, and he seems to be a decent character. I'd be interested to hear some thoughts/opinions of him.

Pros of H-Nanaya:
-623C can act as a fullscreen punisher.
-When used at a reversal, 623C does 3.5K at point blank range.
-Fast fall can create nice mixups.
-He has very high damaging BnBs.

Here are the combos I've been running: (All dmg values are gathered against W Len) Note: All values in () are with J.214C combo finisher.

5B 2B 2C 5C J.BC J.BC Air Throw (J.214C) 4322 dmg (5053 dmg)
(Corner Bnb)5B 2B 2C 5C TK J.214B SJ.BC J.BC Air Throw (J.214C) 4761 dmg (5274 dmg)
2B 5C 5A 6AA 2C 5B J.BC J.BC Air Throw (J.214C) 4816 dmg (5521 dmg)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard August 23, 2009, 01:08:47 PM
All double 623 combos work, i grinded the shit out of them and did them this weekend. 623bb fastfall is pretty easy to do in matches, it's worth learning. Delay your jump cancel after the second flip kick as long as possible and air superjump off it to get jbc working properly.

623aa fastfall 623bb is not worth learning since the damage is pretty much pathetic. 623a fastfall seems pretty unuseful really. I couldn't find any real use for it besides doing a ghetto mixup/bait in 623aa ff on block into another dp/ad/whatever as bait.

To do the double 623 comboes do you have to jump cancel into fastfall?  Because otherwise I can't even fastfall =/

Edit:  LPT.... Even though "2B 5C 5A 6AA 2C 5B J.BC J.BC Air Throw (J.214C) 4816 dmg (5521 dmg)" does the most damage... it causes 2 reverse beats which reduces your damage quite heavily overall.  So shouldn't 2B 5B 6AAA 2C 5C jbc jbc be better (except you need to be closer and the dmg is slightly less).
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa August 23, 2009, 03:49:15 PM
yeah you can't cancel the flip kick into a fastfall

you have to jump cancel before you fastfall. It takes a little bit of getting used to but it's not that hard


Also, Akira, fucking great work on that Fnanaya video on Nico, that whiff oki normals/2ab into tick shit is amazing.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 23, 2009, 04:08:36 PM
haha
thanks
the okizeme things on the vid is really lacking though, i hope if i have time in the future i can make another video with better okizeme
the whiff normal thing feels like a one-time only thing to me lol
school is starting soon, so not much free time  :emo:

and..wait. It's on Nico? o_o
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa August 24, 2009, 10:35:33 AM
o.k I have established

NEVER FUCKING BOTHER WITH 623C LINKS ON FNANAYA

NEVER

you LESS DAMAGE if you do say 5b2b2c236b 623c 2a5c aircombo/ 2a5c 623bb aircombo than just a regular fucking 623bb combo or a 236c setup

totally not worth it at all.


edit: o.k after messing around a bit I found it is worth it to do it in an air ch combo situation if they're in the corner. Air ch, 2b5c 623c 2a 5c jbc jbc at for max damage, or Air ch, 2b5c 623c 2a236ax3 for a setup for 3.8k.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: MasterT August 24, 2009, 01:55:57 PM
Is anyone playing H-Nanaya? I personally have taken quite a liking to him, and he seems to be a decent character. I'd be interested to hear some thoughts/opinions of him.

Pros of H-Nanaya:
-623C can act as a fullscreen punisher.
-When used at a reversal, 623C does 3.5K at point blank range.
-Fast fall can create nice mixups.
-He has very high damaging BnBs.

Here are the combos I've been running: (All dmg values are gathered against W Len) Note: All values in () are with J.214C combo finisher.

5B 2B 2C 5C J.BC J.BC Air Throw (J.214C) 4322 dmg (5053 dmg)
(Corner Bnb)5B 2B 2C 5C TK J.214B SJ.BC J.BC Air Throw (J.214C) 4761 dmg (5274 dmg)
2B 5C 5A 6AA 2C 5B J.BC J.BC Air Throw (J.214C) 4816 dmg (5521 dmg)

Damage is on WLen for comparison

5B 2B 5C 5A 6AA JBC JBC Air Throw/J214B (J214C) 4790 dmg (5541 dmg) works from anywhere

To air throw you have to jump a little later during 6AA so that his last slash brings him forward rather than jumping right away. Unfortunately on smaller characters this doesn't work as it lets them fall to much so you can't land the second jbc finisher, so you can only air throw when the combo ends in the corner (you can always air dash after bc if you need to close some distance to throw) I lied the timing is just really, really tight, you can't jump too late or you will have the previous issue, too early leaves you too far away for the throw. Bleh. Can open with jC for more damage or 2A for less etc. etc.

So one of the reasons I brought this up: does anyone know how much of a penalty reverse beats give? Without the super, LPT's combo does more but with super it does less. (his combo has two reverse beats while mine has one, Irysa brought this point up with another combo)

Also if you catch someone with a 2C in a pressure string or something and are out of 5B 2B 5C then you can use 5A 6A to launch into air combo (whifs on small characters though).

I like H-Nanaya's flexibility in combos.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa August 24, 2009, 05:02:25 PM
Reverse beats are 40% proration and stack afaik

past a certain point in combos reverse beats do not significantly affect damage at all to matter that much but if done early in a combo it can affect it noticeably.

I think the difference between your combos is that Nanaya 5c is his hardest hitting ground normal and you are doing it after hit proration is kicking in. This appears to be offset by the fact your reverse beat isn't affecting as much of your ground string by comparison.

I'll go test this shit later, I just got done with the game for today.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon August 25, 2009, 12:19:40 PM
Can't remember if i mentioned this or not in the first post of thread but, anyone notice a difference on last hit of the rekka depending on how fast you do it?

Fastest possible speed puts you at quite a distance, while doing it very late will get you closer to the opponent.

: Re: Nanaya MBAA Thread (C/H/F Moon)
: MasterT August 25, 2009, 12:57:35 PM
I've had the last hit of the rekka whiff for no apparent reason when practicing on Shiki when doing it as fast as possible. It just goes straight through him. I don't know if its a problem just vs Shiki or what since I don't play F much but its just really bizarre.

Also wouldn't the difference in distance be because when you do it slower they're being affected by more of the previous hit's knockback?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa August 25, 2009, 09:40:02 PM
O.k as for H Nanaya, absolute best combo appears to be 5b5c 5a6a5a 2c2b jbc jbc j214c/airthrow (5658/4970), whitelen, doable anywhere but it's a little tricky.


As for why yours does less between super/airthrow whatever is because in his combo he landing the maximum possible grounded hits before he does the super and the hit proration is slightly skewed at the last parts of j214c but doesn't seem to matter enough to affect his airthrow damage at 14 hits. However, you are missing out on using his 2c in your combo and are thus doing a bit less in total hit damage but this seems to go in your favour at the end with super hits.

Reason my combo does the most is that 5b only prorates to 90% and 5c is his hardest hitting normal. Doing 5b5c2b will actually do more than 5b2b5c even WITH reverse beat because the proration on 2b is something shitty like 75% (only thing worse than this is 5a or 2a).

off a 2a, the combos go like this.

mine
5291 4602

LpT
5243 4605

Master T
5116 4411

So as you can see, 5b 90% prorate really doesn't matter if it's off a jab confirm because 2a prorates the fuck out of what you're doing anyway. In short, use my 5b starter as a pure punisher and LpT's as a regular confirm bnb since it's pretty easy.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi August 27, 2009, 10:01:11 PM
http://www.nicovideo.jp/watch/sm8063635

All style combo movie
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa August 28, 2009, 11:59:40 AM
Nice cmv there. Lol at 5bb 22c 5bb with Cmoon and 623b b after throw making the throw 2.4k.  :psyduck:

I've had the last hit of the rekka whiff for no apparent reason when practicing on Shiki when doing it as fast as possible. It just goes straight through him. I don't know if its a problem just vs Shiki or what since I don't play F much but its just really bizarre.

happens on all characters if you do it really close and do it very fast. guess you have to delay your rekka a bit.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon September 03, 2009, 10:11:41 PM
due to school i probably cannot mess with things as often as I'd like to, but last thing I got around to trying was Arc Drive + Extensions
all I can think of is that if you do the extension version it comes out faster, but less damage?
someone else can get around to messing with that I think

school is catching up to me for now  :emo:
...
and my roommate is using my PS2 24/7
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Yotsuyoru September 04, 2009, 06:34:25 AM
41236c2 Arc Drive Extension can only be blocked low and becomes active faster, but you move lower to the ground, the trailing after image is gone and lower damage.

I've been, at first, trying to work it into mixups but it still yells its presence every time I use it.  The flash, the pose, the slow-mo, and the identifiable visuals of BLOCK LOW MAN all contribute to uselessness.  Maybe if 41236c could only be blocked high.....
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa September 17, 2009, 03:11:32 AM
Warui Ne is negative frames on block against a high blocking Nero, Warachia or Riesbyfe.

Props to teruta for showing this to me.

I guess these chars are pretty bad matchups for him, considering most angles of the move just become useless.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard September 24, 2009, 03:02:57 PM
It should be noted for C-Nanaya that 214A is no longer comboable even if it counterhits and even though they cant tech it doesnt matter cause we cant combo....  :emo:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa September 25, 2009, 03:51:15 AM
it is on air counter hit

but have fun getting one of those with it
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard September 25, 2009, 11:58:57 AM
I dont think so @_@ doesnt work for me  :mystery: cause the person is invincible after it hits and its not a problem of height to hit them its just nothing will touch them
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Psylocke October 01, 2009, 08:05:34 PM
TaMa finally makes a Nanaya CV for MBAA
http://www.youtube.com/watch?v=6-M92M5QQ7o
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa October 01, 2009, 08:52:47 PM
welp, it's nanaya, not like he has that much cool shit aside from double dp in fmoon. Triangle jump esque ones were kinda cool, as was the last neco arc combo, that was baller tight.

I actually tried using that 236a > 623c shit to create a Nanayalike 5bb 2a loop like the added gravity Vakiha loop but it doesn't work :(
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger October 01, 2009, 10:48:10 PM
2a2b5c6aaa2c5b214a5a jbc djbc airthrow/j214a/b/c is actually a viable corner combo imo. The timing has to be so that the later part of 214a hits the enemy as he/she falls. So far doesn't work on Kouma. Anyone willing to test?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa October 02, 2009, 01:04:32 PM
nothing works on kouma in this game
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox October 06, 2009, 07:58:43 PM
2a2b5c6aaa2c5b214a5a jbc djbc airthrow/j214a/b/c is actually a viable corner combo imo. The timing has to be so that the later part of 214a hits the enemy as he/she falls. So far doesn't work on Kouma. Anyone willing to test?

Take out that silly ground 214a 5a and I've been practicing it in matches against AI. Was testing it before I read your post :P
2a 2b 5c 6aaa 2c 5b jbc jbc j214c -> 19 hits, 5520 against Ryougi.
2a 2b 5c 6aaa 2c 5b jbc jbc airthrow / j214c -> 13 / 19 hits, 4797 / 5532 on Aoko. First combo off the bat.
2a 2b 5c 6aaa 2c 5b 214a 5a jbc jbc airthrow -> 15 hits, 5031 on Aoko.
Edit: If you can connect all 3 hits of 6aaa, I'm fairly sure it's a combo that can be done anywhere on screen. It'll become corner combo only if you throw in the 214a 5a, I think.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: LordPangTong October 12, 2009, 10:28:53 AM
http://www.youtube.com/watch?v=2ZGntdUdeWc&feature=related

New World Champ?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger October 15, 2009, 02:05:29 AM
I found this weird midscreen mixup option you can do with F-Nanaya but I'm not sure how effective it is and if it is worth it. So I'll just throw it here and see if anybody wants to try it out and rate it. It's pretty much what you do after a 2c.
Let's say you are on the left side and you do 2a2b2c.

IAD over and jump back. Depending on timing, you can end up on the left or right of your opponent. You can do a jC as well and depending on timing you can do a meaty overhead or a feint to low.

IAD over, jump straight up and waruine. Depending on timing and a/b/c, you can end up on the left or right or do a meaty overhead.

IAD over, fastfall, 22a. Makes your enemy go wtf. You can try 22b or 22c for something of the same effect.

Hopefully this post won't be ignored like my other post with my vid :P

Edit with random video:

http://www.youtube.com/watch?v=tJbjQaLD8tk

Nanaya has the worst Arc Drives.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard October 15, 2009, 05:06:33 PM
Lol that was awesome  :o though being a nanaya player... :emo:  :psyduck:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox October 16, 2009, 12:26:18 AM
Lol that was awesome  :o though being a nanaya player... :emo:  :psyduck:
@ the last one: Notice the bottom afterimage still going on and on and on...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger October 16, 2009, 12:43:34 AM
And everybody ignores my (rating pending) mixup...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard October 16, 2009, 04:50:24 PM
LOL After looking at the tier list its kinda depressing for H/F Nanaya...  :-[ but to be honest I completely suck with F Nanaya so I have no right to comment about the Mixup xD
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Sotes December 27, 2009, 05:46:31 PM
For some reason I get damage inconsistencies with H-Nanaya when I try to link 2B to 5C
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard December 27, 2009, 08:00:14 PM
I'm not getting any =O.... Are you sure your combo isnt involving a reverse beat?  Because if your doing the 2b 5c 2c (reverse beat) 5b jbc jbc throw then of course you'll get a inconsistence damage there... but otherwise I'm not getting it?  What settings are you on if you aren't reverse beating?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Sotes December 27, 2009, 09:40:44 PM
No, when I first noticed it I was doing 2B 5c 6aaa 2c 5 b jbc jbc AT. But I went back and just did the 2b 5c it still has inconsistencies. I'm not sure but I think it's the 2b part that's fluctuating. What do you mean by settings?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard December 27, 2009, 09:56:59 PM
So your saying your just using 2b 5c and you notice a damage inconsistency?  Because if your using that combo arent you RBing @ 5c -> 6aaa and at 2c -> 5b?  Also, by settings I was just wondering if it was PS2 or Arcade?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Sotes December 28, 2009, 02:25:13 PM
I think I set it to Original, which should be the arcade setting
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox December 31, 2009, 08:41:01 PM
If no one's mentioned this yet, also take into consideration the amount of reverse-beats you're linking into the combo (from a glance I spot two, 5c -> 6aaa and 2c -> 5b) which will lower your damage. Reverse beat penalty will still be in effect if you start your combo again fairly quickly, thus resulting in inconsistencies.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: ArC January 08, 2010, 05:41:23 PM
Hello i'm new in this forum and play with h-nanaya and i started the f-nanaya that looks very cool my combos are:
H-nanaya:
5B-6AA-2B-2C-5C Jc j.BC J.BC 214C
5B-5C-6AAA-jc. j.bc jbc 214C
and normally i do:
2B-2C-5C-Jc-jbc-jbc 214B-214C

And F-nanaya i learned:
5B-5C-236C
5B-2B-2C-623BB-jbc-AT
5B-5C-2C-214B-Dash-2A-5C-JC-JBC-JBC-AT
i know there are basics and simples and i want to learn the double 623BB with F i don't know how do it can anyone explain me?
i readed the explication but i don`t understand all.
this is all.

: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard January 08, 2010, 06:48:07 PM
Uhh to do the double 623 just do the regular 623BB combo cept when you do your first 623BB jump cancel immediately then fast fall (you need fast hands/practise to pull this off consistently IMO) then when you touch the ground 623BB again but dont forget you can only jc throw at the end IIRC.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Irysa January 16, 2010, 12:19:45 PM
jbc throw is possible at the end of double 623bb combos on all chars, just sdj cancel the flip very late.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Sotes January 17, 2010, 01:40:33 PM
All in all, is it something that's possible on a regular ps2 controller?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard January 17, 2010, 07:31:02 PM
Definately... xD you should be able to do it consistently if you main/sub F-Nanaya...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: remyh March 04, 2010, 07:36:51 PM
2A 2B 5C 2C 5B 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

I am currently trying to learn H-Nanaya and I am having a bit of trouble pulling of this combo. Between the 214A and the 5A, the character always seems to reset. Is there supposed to be a delay in my inputs from 5B to 214A and then 5A? Or am I supposed to do the sequence quickly in order to hit the opponent with 5A before the character can reset?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger March 04, 2010, 09:37:14 PM
2A 2B 5C 2C 5B 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

I am currently trying to learn H-Nanaya and I am having a bit of trouble pulling of this combo. Between the 214A and the 5A, the character always seems to reset. Is there supposed to be a delay in my inputs from 5B to 214A and then 5A? Or am I supposed to do the sequence quickly in order to hit the opponent with 5A before the character can reset?

Do 2C 5B (delay) 214A. Careful, the cancelling window for 5B is really small, that is, it's quite hard to delay. It's a REALLY small delay though.

While I was testing that combo, I tried others.

xx 2c 236a 5a5c jc (posible jb) djbc airthrow/j214c does around 100 or more damage than normal BnBs Haven't tested on everyone yet so it could be character specific.

Also, 214c or j214c when done low to the ground is untechable, giving some weird oki options. Yet to test properly.

Edit: Here's a reasonably interesting find. Back in MBAC doing airdash before airthrow in the corner makes you land closer to the opponent, bringing better oki. In MBAA, airdash airthrow makes you land FURTHER. Try doing this in the "field at night" background. Use the rock at the left corner as a marker. Do combos there with or without airdash before airthrow and voila! You land further with airdash!

So for better oki omit that airdash and better yet, don't do that super double jump either. But in midscreen, feel free to do both to bring your opponent closer to the corner for mad rushdown.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: remyh March 06, 2010, 06:43:55 AM
2A 2B 5C 2C 5B 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

I am currently trying to learn H-Nanaya and I am having a bit of trouble pulling of this combo. Between the 214A and the 5A, the character always seems to reset. Is there supposed to be a delay in my inputs from 5B to 214A and then 5A? Or am I supposed to do the sequence quickly in order to hit the opponent with 5A before the character can reset?

Do 2C 5B (delay) 214A. Careful, the cancelling window for 5B is really small, that is, it's quite hard to delay. It's a REALLY small delay though.

While I was testing that combo, I tried others.

xx 2c 236a 5a5c jc (posible jb) djbc airthrow/j214c does around 100 or more damage than normal BnBs Haven't tested on everyone yet so it could be character specific.

Also, 214c or j214c when done low to the ground is untechable, giving some weird oki options. Yet to test properly.

Edit: Here's a reasonably interesting find. Back in MBAC doing airdash before airthrow in the corner makes you land closer to the opponent, bringing better oki. In MBAA, airdash airthrow makes you land FURTHER. Try doing this in the "field at night" background. Use the rock at the left corner as a marker. Do combos there with or without airdash before airthrow and voila! You land further with airdash!

So for better oki omit that airdash and better yet, don't do that super double jump either. But in midscreen, feel free to do both to bring your opponent closer to the corner for mad rushdown.

Thanks. I will try that out.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: COD3player April 07, 2010, 11:03:29 PM
Just some random notes about H-Nanaya's 6AAA combo and some other things, not sure if these were addressed earlier since this thread is so big and I'm too lazy to go back and look:

His 6AAA combo is one of the most annoyingly inconsistent ones in the entire game. The most annoying part is the 2C followup, because sometimes it'll cross up, sometimes it won't. The 2C will cross up if they were standing when you hit them with 6AAA. If they were crouching, it won't. If they're all the way in the corner, it will never cross up either. After you connect with the 2C, if you haven't used 5B in your string, you can use that to go into air string. If you don't want to use 2 reverse beats in the combo, you can do 2C > 236A. The problem with 236A is that there's possibly 2 links after it, 5A and then after that, j.B if you want the best damage from the air string. Otherwise, just do 5A and start the air string with j.A and it's easier.

j.214C adds stupid amounts of damage at the end of combos.

I don't use his 214A/B very much. When are they useful? I know charging the B version makes it overhead but that's it.

I'm guessing H isn't considered very good for him because his pressure is almost the same as C. That, and his supers in H are good meaning you have less meter to sit on compared to C. :-\
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger April 08, 2010, 03:27:50 AM
After 2C 236a, if you did enough hits in your combo before that to increase the gravity, you can do 5a5c. You need a slight delay before 5a though, but it can be done quite consistently with practice. This will make it easier to do an aerial with jb as 5c has more hitstun.

I also see no use for 214a and 214b whatsoever. Both are extremely minus on block, can't be used in (practical) combos and although 214b charged is overhead, it's super slow and if it's blocked, it's even more minus.

IMO H's pressure is different than C's but still weaker. H's 5c can be sorta used as an anti-jump in blockstrings. His 236a comes out and recovers faster, but I think it's still -1 or worse on block. Although H's 2a hits low, it's 7f and has shorter range than C's 2a, not to mention almost impossible to hit airborne opponents with ie bad for OTG. I guess he makes up for that with a 3f 5a (lol 3f). But even that sucks because H's 5a has worse whiffing properties (I think it has more recovery than C's. Can't check now). All in all, H's pressure is worse, but works differently.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: COD3player April 08, 2010, 10:53:28 AM
The thing with H's 236A, is that although it's faster in every way, it can be CROUCHED under, making it really bad in pressure strings. :\
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard April 08, 2010, 03:21:04 PM
Wasn't the best damage output for H Nanaya's shield was to 214[A] after it or something?  Also 214 A can be used to add quite a bit of damage to combos.

http://www.youtube.com/watch?v=GznswbwCirQ  @ Around 2:00 you can see the counters he uses charging mah 214 [A].  You can watch the whole vid as he kinda shows the 6AAA cross up and when it happens and when it won't. He seems to always get the cross up except like how you stated against walls etc.  Don't remember the rest of the vid and I don't have too much time to rewatch it ><.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Zero April 09, 2010, 12:42:28 AM
The thing with H's 236A, is that although it's faster in every way, it can be CROUCHED under, making it really bad in pressure strings. :\
You could use 236B instead which isn't as punishable but relatively safe.

I also see no use for 214a and 214b whatsoever. Both are extremely minus on block, can't be used in (practical) combos and although 214b charged is overhead, it's super slow and if it's blocked, it's even more minus.
You could close in some distance with 214A or rather j.214A for a better recovery but 214A works too sometimes. You could block after if its blocked so they are relatively safe except maybe 214B. 214[ B ]  is one of those overheads you throw out once in 50 matches anyways since its so slow.

Wasn't the best damage output for H Nanaya's shield was to 214[A] after it or something?
It's shield into 214[ B ] and thats corner specific since it wallslams.

You could go for 214A combos since they do the most damage but its not by a large margin that you would want to go for it off every hitconfirm. 2C 236A combos are more notable since they are actually a lot easier and if you used most of your attacks in the string then a 2C 236A launch would do more than just 5A 6A. I also think you get more meter off the 236A variant but I actually haven't tested all his variants to be sure.

For his 5A 6AA, I think midscreen if would crossup if you had 2 or less hits before his 5A 6AA will cause him to crossup and if you had 3 hits (excluding jump in attacks) before 5A 6AA then he would stay on the same side. Of course this would only apply if it was on hit. Though in the corner he would stay on one side consistently.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger August 23, 2010, 05:39:07 AM
http://www.youtube.com/watch?v=RreHUbwpPbM

http://www.nicovideo.jp/watch/sm11662556

17:51 onwards.

Apparently the true way to play F-Nanaya is to not airthrow in your combos.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw August 24, 2010, 03:31:39 AM
623B loop,reminds me of clap loop.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: abitofBaileys September 06, 2010, 01:56:26 PM
Am I the only one who uses H-Nanaya 5B 2B 5C 6AAA 2A (whiff) 5B 5C j.B j.C j.B j.C airthrow, which sucks at damage but looks epic for a stanard BnB? :V
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox September 06, 2010, 08:35:21 PM
What's the damage in comparison to 2AB5C5A6AA 2C5B aircombo?

That being said, I don't really play H-Nanny anyway. F is so much fun.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: abitofBaileys September 07, 2010, 02:59:39 AM
Damage varies in this combo, yes. I don't know why. It must be the time of the reverse beat whiff. It's the only explanation I can think of.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw September 08, 2010, 01:47:49 AM
Rowan,instead of 6aaa 2a,you can use 6aaa 22C to avoid the rebeat,but the link is harder.6AAA combos with Nanaya are pretty situational,you have to be very close.
And also 2c 236a 5a5c combos do almost the same dmg,and are easier to hitconfirm.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: abitofBaileys September 08, 2010, 03:23:55 AM
Yes, but as I said, I'm just using that one because it looks cool. There is no other intention of improving it or something lol
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard October 24, 2010, 03:58:08 PM
Does anyone know how to do the grab into OTG done in this vid: http://www.nicovideo.jp/watch/sm12190231 @ 24:18 and 26:05   ???
Maybe it only works in MBAACC?  :mystery:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Tonberry October 24, 2010, 06:34:00 PM
Does anyone know how to do the grab into OTG done in this vid: http://www.nicovideo.jp/watch/sm12190231 @ 24:18 and 26:05   ???
Maybe it only works in MBAACC?  :mystery:

No, it's not exclusive to MBAACC.  Riesbyfe has a very slow getup after knockdowns so there is enough time to sneak an OTG in after throwing her with Nanaya.  The timing is a little tight though. 
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Espard October 24, 2010, 10:44:06 PM
Does anyone know how to do the grab into OTG done in this vid: http://www.nicovideo.jp/watch/sm12190231 @ 24:18 and 26:05   ???
Maybe it only works in MBAACC?  :mystery:

No, it's not exclusive to MBAACC.  Riesbyfe has a very slow getup after knockdowns so there is enough time to sneak an OTG in after throwing her with Nanaya.  The timing is a little tight though. 
Yeah your completely correct after testing ><... +HEAT and the timing is really tight thanks for the info
: Re: Nanaya MBAA Thread (C/H/F Moon)
: AkiraTheMastodon November 02, 2010, 02:22:23 PM
yeah so i know i';m late lookin at the CC changes and all

but 22B to Dive?
About fucking time, they should have just let this be in there from the start

: Re: Nanaya MBAA Thread (C/H/F Moon)
: THCxWADE December 24, 2010, 07:28:36 PM
yeah so i know i';m late lookin at the CC changes and all

but 22B to Dive?
About fucking time, they should have just let this be in there from the start


hells yeah.

im glad h-nanaya got quicker. he really needed the boost.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw February 13, 2011, 02:17:30 AM
http://www.youtube.com/watch?v=7W6ByX3TOqM&feature=feedu#t=47m04s

That looks legit.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger March 13, 2011, 09:52:11 PM
It should be legit. The wallslam after Nanaya's 214b knocks the opponent a little away from the wall, so there's a very small gap between the opponent and the wall. That's why after 214b, 22a teleport will put Nanaya on the other side, crossing up. A super jump, then vertical jump should do about the same thing.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger May 01, 2011, 06:39:31 PM
Seeing as how dead the thread looks, I thought I'd post something:

http://www.youtube.com/watch?v=vmr1sp1mCVQ&feature=related

Didn't know Leo plays a mean C-Nanaya.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Pincher May 15, 2011, 07:08:01 PM
Guys, this is totally legit...  :slowpoke:
http://www.youtube.com/watch?v=tJbjQaLD8tk&feature=related
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger May 16, 2011, 02:00:39 AM
I see you linked my video, there :slowpoke:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw May 22, 2011, 03:31:39 AM
I have some juicy info for you guys(most of you have probably seen it anyway).
http://www.nicovideo.jp/watch/sm14522964
Apparently F moon 5[C] ground bounces if it hits an air opponent,easily cancels into arcdrive AND you can combo off his arcdrive.
If this change is also in C-moon,then it might open up alot of possibilites.
Thoughts?
Edit:Judging by this vid (http://www.youtube.com/watch?v=e9KiJAXx2KA&feature=channel_video_title) it looks like Nanaya's rebeat penalty from fastfall was removed?
Edit #2:Crescent's 236C(ex slashy)is completely air untechable,however you cant combo after it,the most you could do is a 2c techpunish.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: okuhoshi May 28, 2011, 09:38:34 AM
Any significant changes in the new version?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger May 28, 2011, 06:57:22 PM
I have some juicy info for you guys(most of you have probably seen it anyway).
http://www.nicovideo.jp/watch/sm14522964
Apparently F moon 5[C] ground bounces if it hits an air opponent,easily cancels into arcdrive AND you can combo off his arcdrive.
If this change is also in C-moon,then it might open up alot of possibilites.
Thoughts?
Edit:Judging by this vid (http://www.youtube.com/watch?v=e9KiJAXx2KA&feature=channel_video_title) it looks like Nanaya's rebeat penalty from fastfall was removed?
Edit #2:Crescent's 236C(ex slashy)is completely air untechable,however you cant combo after it,the most you could do is a 2c techpunish.

Actually, the 236C is comboable. Even the feature video on the MBAA website showed him doing that as a followup after an Arc Drive.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya June 19, 2011, 10:22:29 AM
I was thinking of making a C-Nanaya video tutorial for console.

But it means I'll have to go out of my way for streaming equipment and etc at the moment, so I won't really do it anytime soon if there's no real interest. That said, anyone interested?

: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 19, 2011, 10:52:32 AM
I think its way too late now,MBAA is only played because people cant have access to CC.So I recommend waiting for CC port.(It will happen....eventually).
But if you want to do it for the experience(or have some new tech  :teach:) then be my guest!
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Greg June 19, 2011, 03:52:20 PM
I was thinking of making a C-Nanaya video tutorial for console.

But it means I'll have to go out of my way for streaming equipment and etc at the moment, so I won't really do it anytime soon if there's no real interest. That said, anyone interested?



Psshh.... C-Nanaya is easy enough anyway... all you have to do is hit 2a until you think they're going to do something and then 5b, right!?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dullyanna June 19, 2011, 04:50:54 PM
imho do it for why Fiendmaw suggested (The exp, and to maybe show off new tech). Couldn't really hurt, at least.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Reiki.Kito June 19, 2011, 08:36:50 PM
Hello!

I just wanted to ask since I'm getting back into the game. I'm used to doing 5b 5C 5a 6aa 2c 2b =air string> but now it's different.

2A 2B 5C 2C 5B 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

5B 2B 5C  5A 6A 6A 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

I'm trying to link the 214A into a whiff 5a, but I've already hit 5a in the combo so it shouldn't technically work. Even then, I've tried the first combo and I still can't get that 5a in to combo. Are there any videos of someone using this combo or any advice someone can give me? Thanks!
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 19, 2011, 11:24:19 PM
Unless youre practicing on a Current Code cab,then I suggest not trying to learn the 214A combos,because in PS2/Ver.A its much harder and much more character/distance specific,just stick to the easy non 6aaa/236a 5a combos.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Reiki.Kito June 19, 2011, 11:30:11 PM
If all goes well, my efforts in San Francisco might get me that current code cab! But one can only hope. Anyway, thanks a lot, appreciate it!
: Re: Nanaya MBAA Thread (C/H/F Moon)
: yui June 21, 2011, 12:24:53 AM
I just wanted to ask since I'm getting back into the game. I'm used to doing 5b 5C 5a 6aa 2c 2b =air string> but now it's different.

2A 2B 5C 2C 5B 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

5B 2B 5C  5A 6A 6A 214A 5A jc j.B j.C jc j.B j.C throw / j.214C

I'm trying to link the 214A into a whiff 5a, but I've already hit 5a in the combo so it shouldn't technically work. Even then, I've tried the first combo and I still can't get that 5a in to combo. Are there any videos of someone using this combo or any advice someone can give me? Thanks!

5b 5c 5a 6aa 2c 2b >air string still works on ps2 you may have to adjust your air positioning a bit with j.a but even thats not always necessary.
if it gives you trouble though (2A) 5B 5C 5A 6AA 2C 2B Jump.BCA DoubleJump.BC [ender] is easiest.


i'm not sure what your asking about with the 214a combos, but here is a video if you need visual confirmation that it actually works or somethin
http://www.youtube.com/watch?v=GznswbwCirQ

the 5a connects (it isn't a whiff) because as you yourself pointed out it is a link. since you link the 214a to 5a (which hits) that 5a is technically not part of your previous gatling involving 5a 6aa. its not one of each normal per combo but one of each normal per chain. this is how you can do j.bc into j.bc again for air strings, because theres something in between that keeps it from being part of the same chain. double jump cancel in that example, cancel into special in the case of your combo.

also fiendmaw, where in that video did you see fastfalls without penalty? i didnt really look too hard but in the fight against kouma at like 6 minutes it looks like its still there.

and we've seen that 236c can be combo'd after its just that it prorates to hell (like h-nanaya's with more untech time) so japanese players seem to be doing 2c 214a afterwards for an untechable knockdown into some bullshit mixup that everyone manages to block/burst.

edit:watched the video from the official site demonstrating new stuff. maybe the fastfall penalty really is gone..
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 21, 2011, 04:07:04 AM
Fastfall penalty removal is in the official changelists,so its there.Also AAD seems to be way faster.
In this vid: http://www.nicovideo.jp/watch/sm14784791 ,the C-Nanaya did 2C5CAAD and it comboed rather easily,and it did a hefty 4.8k from a 2C starter.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 21, 2011, 04:31:24 AM
Alright,since my old speculation post is outdated,I'm gonna make a new one listing the Nanaya 1.05 changes.

General changes(across all moons):

Crescent  Moon:

Half Moon:

Full Moon:
Thats all the known changes so far.We'll see how they change him again when 1.06 hits.

: Re: Nanaya MBAA Thread (C/H/F Moon)
: yui June 21, 2011, 09:56:37 AM
wow thats amazing! this is the kind of information ive been looking for. +HEAT

ive been wondering about the different BE22B heights for a while, but i had no idea they gave him directional influence over it.
now if you go for [4] or [6] when teleporting, do you automatically come out at the height for [5]? you can't use diagonals? am i hoping for too much?

i'm really feelin the new changes. maybe with 623c otg relaunch, (sorta) big damage comboable arc drives, and untechable downs from otg 2c>623b>236c>2c>214a into a possible fastfall sideswap with no rebeat penalty people might actually have some incentive to try and tech when given the option (corner 214b, 623c)

edit: have to actually type BE22B instead of 22 or else this happens. fucking bold... :emo:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 21, 2011, 01:07:56 PM
All the changes in 1.05 seem to be directed towards (mostly Crescent)Nanaya's mixup game.

Nanaya always had a decent mixup game,but from my point of view,what hurt him the most was the lack of good non-risky setups to actually make good use of it.

Before 1.05 he could setup mixups(which consisted almost entirely of fastfall which way's) from either a ground throw,214C(teleport grab),corner 623BB,corner 214b(which is not guaranteed since the opponent can tech).As you can probably tell,the damage was subpar for all these options(even the non-guaranteed ones),and if your opponent read some of them,you were looking at 50% of your life gone from a punish combo.

Now with 236C being comboable after,it presents Nanaya with alot more opportunities,not only does he get decent damage combos into a hard knockdown,but he can also make anti-air 236A really dangerous.BE22B can also be used for mixups,the new change making it quite hard to block if setup correctly.The removal of the rebeat penalty from fastfall was just the icing on the cake.

I think they noticed Nanaya was lagging behind.From MBAC to MBAA PS2 he was pretty much the easiest character to learn,but the hardest to win with at any competent level.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya June 21, 2011, 02:37:48 PM
Very informative post Fiendmaw, I agree with almost all of your points but I have to tack on his lack of damage and virtual lack of meaty in console hurts him even more. With all these new addtions, he's looking far more practical, especially with the overall damage nerfs in the game. When the newer versions of the game come out I'll look forward to playing him again, but for now I'll explore other characters.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Tonberry June 21, 2011, 04:12:40 PM
From MBAC to MBAA PS2 he was pretty much the easiest character to learn,but the hardest to win with at any competent level.

There are much worse characters who have a harder time winning than C-Nanaya in MBAA. 
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 21, 2011, 04:51:57 PM
From MBAC to MBAA PS2 he was pretty much the easiest character to learn,but the hardest to win with at any competent level.

There are much worse characters who have a harder time winning than C-Nanaya in MBAA. 
Yes,ofcourse,but I was emphasizing that Nanaya is an easy char to learn,but is very limited once you get past that.
Hmm,I think I worded it poorly,I did not meant to say 'the hardest' but 'one of the harder'. :emo:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Dullyanna June 22, 2011, 03:21:38 PM
Only crescent got the 22B change?

 :psyduck:
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 23, 2011, 03:39:44 AM
Only crescent got the 22B change?

 :psyduck:
Only Crescent has the charged 22B,so yes.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 23, 2011, 11:48:50 AM
It's not really that complicated really.It means the things you do afterwards(which 90% of the time are mixups)do more damage.I guess you could also look at it from the rebeat stacking point of view.Rebeat penalty doesnt go away instantly,but instead fades over time,so if you did something like a fastfall mixup but you did a reverse beat recently(a good example is the 2C5A throw setup)the previous penalty(albeit lower since it should have already started 'fading')gets added to the actual fastfall rebeat,so you would get even less damage than just a regular reverse beat penalty,not to mention the rebeats you would do in the combo immediately after the fastfall.
It can also be used as a movement tool now,since it comes free of charge,but I don't know how strong that would be.
And I don't really remember the Ranpo example,if you have a vid available do link.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw June 26, 2011, 11:36:12 PM
If youre going for airthrow ender,throwing them closer to the ground means you get better oki.
However if theyre not in the corner,the best oki option is doing a string into 2C 214B 2C2B5B623BB,it does comparable damage to aerial combo and the oki is far superior.
Airdashing before airthrow is an MBAC tactic,and as far as I know,it doesnt help anymore(I had reports of it putting you FARTHER away than if you would airthrow without airdash).Ofcourse it helps for getting an airthrow in some situations since you may be too far,but as far as oki is concerned,its null.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox July 03, 2011, 06:49:30 AM
If youre going for airthrow ender,throwing them closer to the ground means you get better oki.
However if theyre not in the corner,the best oki option is doing a string into 2C 214B 2C2B5B623BB,it does comparable damage to aerial combo and the oki is far superior.
Airdashing before airthrow is an MBAC tactic,and as far as I know,it doesnt help anymore(I had reports of it putting you FARTHER away than if you would airthrow without airdash).Ofcourse it helps for getting an airthrow in some situations since you may be too far,but as far as oki is concerned,its null.
From memory, airthrowing before the airdash is only counterproductive in corner. It still provides (slightly) better oki elsewhere.
I heard that like a year ago, though, so take statement with a grain of salt.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger July 04, 2011, 03:19:39 AM
I've tested before on MBAA PS2. Airdash airthrow in the corner will put you further from the opponent. In MBAC, the forward momentum used to put you closer, but now it seems that the slight altitude you get from the airdash in MBAA PS2 will put you further. Anywhere else midscreen, however, gives you forward momentum and carries you and your opponent closer to the corner, potentially giving better oki later on.

Of course, now that 1.05 is out...
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw July 24, 2011, 10:22:06 PM
I dont know about you,but I had an easy time learning the double dp combo,I dont think it took me more than 30 minutes sessions for 2 days to get it down on both sides(however I'm a keyboard player so it might be easier on kb than stick?).One thing I can help you with is that you have to start buffering dp right after the tk j.22 so something like j22(3)623 then pressing B as soon as you land should do the trick.

As far as IH combos go,do ground string into 2x 236b IH dash up do it again(or even do a better one depending on spacing).

22B warui ne is Current Code specific,its not possible in console.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw August 20, 2011, 05:25:12 PM
I thought I should make a visual guide to help newcomers with the 1.05 changes.

PS2/CC Nanaya

(http://img685.imageshack.us/img685/8572/nanaya0.png)

CC 1.05 Nanaya
(http://img6.imageshack.us/img6/7012/734752019696435.gif)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: BurstOfAnger August 20, 2011, 06:51:01 PM
Immediate +HEAT
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya August 20, 2011, 11:47:15 PM
lmfao... even though I think the direction 1.05 Nanaya has gone in is really dumb, I'll definitely admit he's way better now haha~
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya August 30, 2011, 04:36:28 AM
http://www.youtube.com/watch?v=b2qQzl-vO5c#t=6m14s

Lol this fucking game
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw August 30, 2011, 08:43:55 AM
http://www.youtube.com/watch?v=b2qQzl-vO5c#t=6m14s

Lol this fucking game
I dont know why he didnt do arcdrive there,would have been a kill for sure.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: yui August 30, 2011, 11:34:21 AM
http://www.youtube.com/watch?v=b2qQzl-vO5c#t=6m14s

Lol this fucking game
I dont know why he didnt do arcdrive there,would have been a kill for sure.


hahaha that was ridiculous. maybe he couldve added a fastfall>2nd dp >blahblah to that and actually broken 4k.

as for the arc drive thing, im pretty sure you cant EX cancel past the first hit of the dp anyway so it wouldnt have mattered. unless your talking about arc driving at hit 7 instead of IH-ing which wouldnt have killed either but since you can combo off arc drives now maybe he couldve done some cool shit and ended it there.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw August 30, 2011, 01:18:56 PM
http://www.youtube.com/watch?v=b2qQzl-vO5c#t=6m14s

Lol this fucking game
I dont know why he didnt do arcdrive there,would have been a kill for sure.


hahaha that was ridiculous. maybe he couldve added a fastfall>2nd dp >blahblah to that and actually broken 4k.

as for the arc drive thing, im pretty sure you cant EX cancel past the first hit of the dp anyway so it wouldnt have mattered. unless your talking about arc driving at hit 7 instead of IH-ing which wouldnt have killed either but since you can combo off arc drives now maybe he couldve done some cool shit and ended it there.
Im talking about doing arcdrive after the charged 5C then doing follow-up.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw August 30, 2011, 09:51:07 PM
Doesn't arc drive prorate a lot though? I think in about every F-Nanaya video where the player IH cancels 623B into BE5C into arc drive into follow-ups, damage rarely breaks 3k from a ground starter. The only plus is you can start regaining meter again quickly (but that's obvious).

Of course Keso could just be showboating. I mean if he didn't we wouldn't even be talking about this. :V

You can combo off all of the Nanaya ADs (but not AADs) right? How come I never see H-Nanaya players winning use it?
H-Nanaya's arc drive is actually the AAD version (unblockable and slow).Also 1.05 is the first time where you can combo after AD so I have no idea how the proration is,but the raw damage it does should still add damage to the combo,not to mention you get to do a dash 2C into double dp afterwards which is certainly better than IAD j.C DP.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox September 04, 2011, 05:49:34 PM
I dunno, but seeing as that F-Nanaya caught that F-Seifuku a few times with BE5C -> IAD j.C, maybe there's something he's doing right?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: s4itox September 05, 2011, 07:26:11 AM
Actually, disregard that statement. I thought the F-Nanaya was catching a backwards tech, but the IAD j.C was legit part of combo.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya September 06, 2011, 10:12:56 AM
Asking again though I already know how futile it is, but I was considering making a Nanaya guide with all my knowledge of Option Selects and situational punishes/movement for Nanaya on console now that I've finally gotten my easycap. Is anyone actually interested in this? I know 1.05 Nanaya has a different playstyle, but almost all of the tools and options I can provide should still be there, just not as necessary to know anymore with loldamage and his new setups.

I doubt anyone really cares, but hey, what's the harm in asking, eh?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw September 06, 2011, 10:16:03 AM
Asking again though I already know how futile it is, but I was considering making a Nanaya guide with all my knowledge of Option Selects and situational punishes/movement for Nanaya on console now that I've finally gotten my easycap. Is anyone actually interested in this? I know 1.05 Nanaya has a different playstyle, but almost all of the tools and options I can provide should still be there, just not as necessary to know anymore with loldamage and his new setups.

I doubt anyone really cares, but hey, what's the harm in asking, eh?
If youre gonna drop Nanaya for good,then I think you should go for it.All his PS2 stuff should still be helpful since what he got in 1.05 is pretty much on top what he already had before.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Komidol September 06, 2011, 10:24:33 AM
Asking again though I already know how futile it is, but I was considering making a Nanaya guide with all my knowledge of Option Selects and situational punishes/movement for Nanaya on console now...Is anyone actually interested in this? I know 1.05 Nanaya has a different playstyle, but almost all of the tools and options I can provide should still be there, just not as necessary to know anymore...

I doubt anyone really cares...

http://www.youtube.com/watch?v=bxsNGXsEW28 (http://www.youtube.com/watch?v=bxsNGXsEW28)
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya September 06, 2011, 10:27:08 AM
Dropping him for good is probably going way too far, he's still going to sit on my character roster since I've learned too much with him to just drop him now, it's just that I'm going to be running another character to be trying to win tournies. Ofc this might change in 1.05, but i do have a general dislike of Nanaya for tournaments atm for sure.

But considering that shouldn't really affect the guide, I probably should make it guide as good as I can if I do decide to go for it. Just want to know general interest levels before I bust my ass trying to do something I'm definitely not familiar with and only 3 people watch it  :nyoro:

Edit:

damn it Komidol lmfao
: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw October 07, 2011, 05:50:12 AM
IDK if this is just me, but it looks like H-Nanaya's 2a has a larger hitbox in MBCC, probably the size of C-Nanaya's 2a, since it can connect after 5A 6AA (just an example) which I don't think you can do in PS2 version (or it's uselessly impossible).

:nyoro:
Furapan should totally make C/F 214a air unblockable in 1.07.
Imo,they should also make 214a +f,but thats just me.
Anyway,Ive been (net)playing MBAA,and I have to say,I'm finding C-Nanaya pretty redundant compared to H or F(especially H).Am I missing something?
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Rokunaya October 07, 2011, 05:55:33 AM
H Nanaya has fun neutral but everything else is boring as fuck and you'll miss his good 2A

F Nanaya is fun to play if you know mixups and just don't care half the time

C Nanaya is a chore to play but can be fun once you gain a good level of respect for blockstrings and neutral, while work, can be satisfying in 0 delay in some matchups

Imo,
H is the most fun til you realize outside of somewhat interesting neutral, nothing about him is difficult or varied and you'll snore once you play him for more than 5min
F is fun for trolling  :laffo: :laffo: :laffo:
C can be fun once you're on point all of the time but even then  :mystery:

P.S.: +f 214A would be retarded


: Re: Nanaya MBAA Thread (C/H/F Moon)
: fiendmaw October 07, 2011, 06:22:57 AM
P.S.: +f 214A would be retarded
Its a 33f overhead that only gives you 1k(thats without rebeats) and can be countered by jumpin which gives the opponent a full jumpin punish combo(which is at least 50% on most characters).And if they block(which is not hard at all) its -5 so its throw punishable.
Why is it retarded to be +f again? I would love to do meaty 214a and get some nice mixup afterwards.
: Re: Nanaya MBAA Thread (C/H/F Moon)
: Inso October 08, 2011, 07:12:53 AM
Its a 33f overhead that only gives you 1k(thats without rebeats) and can be countered by jumpin which gives the opponent a full jumpin punish combo(which is at least 50% on most characters).And if they block(which is not hard at all) its -5 so its throw punishable.
Why is it retarded to be +f again? I would love to do meaty 214a and get some nice mixup afterwards.
^ I can agree with this. Basically, anytime you see Nanaya in teleport position (even faint one), jump will always get you out. The only thing he can do to punish (if he wants to make use of teleport) is read it, like, teleport faint-> super jump -> air throw, so why not give 214A Frame Advantage on the same logic as Aoko's 623B and Miyako's 22B - "if you missed the window to escape, you gotta keep blocking".

Truth is, they really made the move useless in MBAA, and thought it was better to make it untechable in CC... I guess that a cat is fine too

Anyway,Ive been (net)playing MBAA,and I have to say,I'm finding C-Nanaya pretty redundant compared to H or F(especially H).Am I missing something?
Well, H has no decent overhead options, althought some might argue he doesn't need it since his 2A hits low, making his fastfall mixups stronger. IMO, those are the key differences over C's game, and I don't think he is redundant. F is a whole different animal.