Shiki Nanaya
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Introduction
A nightmare version of Shiki Tohno created by TATARI and kept in existence by White Len. He is a manifestation of Shiki Tohno's murderous intent and lives only for his next kill. Nanaya is smooth, confident, and treats life (And death) casually.
Players that choose Nanaya will find a character that players similar to Tohno Shiki, but with a couple more tools for mixup and movement. He may be less straight forward than Tohno, but he excels at tech punishes and stacking reverse beats, so advanced players will feel right at home.
Stage: Starlight Crossing
BGM: Lurk
Crescent Moon
Normal Moves
5A [Mid]
This 5A is mashable and empty cancellable. This is not quite the same 5A as from MBAC, as it has about of frame more of start up. Also, because of the new Anti-A Armor system, it is really hard to use it as an anti air. Now, the main uses for it is for reverse beats and to punish certain moves or guard breaks. You get a good bit of untech-time after it hits so you can follow it up with a JB or 623C for a combo.
5B [Mid]
Still has clash from like in MBAC, but they have been changed a bit. his is great for wreaking opponents low shield. Since it is quite risky to use 5A as an anti air now, it might be good to use this every once and a while now... but if you clash you'll end up loosing a lot of other moves. But, the hitbox has be expanded to hit crouchers on hit and on block so it tag people from a bit of a distance away. You are not really at a disadvantage after hitting on block, so this move is also great for blockstrings.
5B -> B [Mid]
This is the follow up to 5B, it launches the opponent on hit. This move has auto HJC and is chargeable. There really is not any use for this move outside of combos as is is uncancelable on block. You could use this for combos after a 2C (->2B 5BB [Air]), and you can cancel it any way after hit, but on block you'll definitely eat a counter hit from any move with a bit of reach.
The high jump cancel works by pressing up right after hitting with the follow up 5B, just slide the stick up after hitting. You cannot do it by holding up.
5B -> [B] [Overhead]
If you charge it to the max, 5BB becomes an overhead. You can special cancel it on hit on block. Because of that, you should cancel into 22C to make it safe on block, or follow up with an air combo since the opponent cannot air tech it. You can't cancel it in to another move like a low for a high low so all the opponent has to do it block high.
5C [Mid]
A chargeable stab that has moves forward quite a good bit, making it easy to push the opponent to the corner of the stage during blockstrings. Using 5C to shorten the gap between you and your opponent, then reverse beating for a good bit of + frames works on most characters and is still staple Nanaya play. It move a good bit forward, so you could aim for your opponents landing as a somewhat reliable anti-air.
5C [Overhead]
The charge version of 5C comes out about the same time as the flash effect now, AND it is a bit faster, making it harder to see than in MBAC and a good overhead. You can also be creative with the move, making high-low mixups with things like 5{C} -> 2B. The follow up for this overhead can be 5B, 236A then an EX cancel, or just a jump cancel, all into air combos.
2A [Mid]
A mashable knife-hand to the legs. This move is good for combos, pressure, and mashing out in general. The placement of the hit box is pretty hit so you could use it to hit the opponents landing recovery. You'll also be using it to pick up air counter hits as fast as possible a lot.
2B [Low]
A long reaching leg shank. Great for throwing a quick move in, killing mash outs and high shields. You might as well be swinging the hand of good with this move as it has excellent speed and a great hit box. You can only connect to 5C when you hit the opponent with the end of 2B so you need to be aware of your distance from the opponent.
2C [Low]
A slide with really good horizontal movement. It is much like the 2C from MBAC, but now because of the landing recovery, you can aim at the opponents landing and you should whenever you can. You can ever add your dash momentum to the 2C and aim for landing recovery even if they are far away from you, but be careful about moves that have cross-up hitboxes. It also has some functionality as a mash out and for escaping air to ground dive moves
j.A [Mid]
Cannon balls to force people down in the air don't work any more so don't even try it. Also, because you decelerate when you use air moves after a super jump, cannon ball is REALLY ineffective.
j.B [Overhead]
A two hit air swipe, you can cancel the first hit of the move into anything. The best place to use this move is right in front of the opponent, with the tip of the move. For air to air, you should cancel the first hit into JC, so that if you get an air CH you can easier re-jump into an air combo. You can also easily use this move after IAD and fuzzies.
j.C [Overhead]
An air knife thrust with decent range. This move won't loose to much because of the anti-A system. This move has decent start up and vital to Nanaya's zoning. This move has a good hitstun so you can follow up with a combo easily.
Ground Throw
Nanaya can now ground throw in any direction,but the damage of his throw has been reduced.Even though it may not look like it,a well-timed superjump->fastfall can crossup opponents if you throw them in the corner,this essentially gives him a which-way.
Air Throw
Nanaya's airthrow has a few +frames on it,but if you and your opponent are not in the corner,the match goes to neutral.
Special Moves
Sensa・Hattenshou 「閃鞘・八点衝」
236 + Button - Nanaya takes a stance and proceeds to doing a series of quick slashes. 8
- (A version) : This is the version you will use the most, it has a fast startup, good hitbox and is -1 on block, a staple of Nanaya's pressure. It tends to trade a lot with attacks/specials, has a deceptively large hittable box. EX cancellable, if you can confirm it in to 623C you can continue into a combo.
- (B version) : The B version has more startup but more hits and damage than the A version. No real use for this move, except screwing some shield timings.
- (C version) : Comes out decently fast,and does very good damage for a standalone EX, but there's nothing this move can do that the A version can't do better. The main use of this move is making your DP's safe(EX cancelling DP's into this move). It's negative on block, so don't think you can do anything after it.
Sensa~ 「閃鞘~」
214 + Button - These are Nanaya's 'offensive' teleports.
- (A version:Hassen) : After a fairly long startup, Nanaya teleports to the opponent and slashes their throat, this move hits overhead. Fairly safe on block.
- (B version:Nanaya) : (far) Nanaya preforms a half screen slash. Main use of this move is in his long range combos. Extremely punishable on block.
- (B version:Nanaya) : (close) Nanaya slashes through the opponent, launching them upwards, the opponent cannot air tech. Can be followed up with 2a into an aircombo.
- (C version:Hitokaze) : After a fairly long startup, Nanaya teleports near the opponent and throws them. This is a command grab.
Sensou・Suigetsu 「閃走・水月」
22 + Button - Another set of teleports, these are more zoning related.
- (A version) : Nanaya does an horizontal teleport, can be deceptively fast, not very useful for avoiding attacks though, can be good to end blockstrings once in a while with this, to keep your opponent on their toes.
- (B version) : Nanaya does an vertical teleport, you are in a neutral jump state after this move and have all your air options after this move. The charge version of this move causes Nanaya teleports behind the opponent, no matter where they are on the screen. As before you have all your air options after this move.
- (C version) : Nanaya assumes the teleport stance....and does nothing. This is the teleport feint, very useful in pressure for baiting reactions to the offensive teleports. One frequent use for this move is to reduce the recovery of Nanaya's 5B[B].
Fastfall - j.22
This the Nanaya exclusive fastfall. It is used in a lot of mixups, high/low/throw and crossups. One well known set up is a super jump into a fastfall after a thrown into the corner for a left/right mixup.
Sensou Rikuto 「閃走・六兎」
623 + Button - These are Nanaya's dragon punches(dragon kicks are more like it)
- (A version) : Upper body invincibility. Can be useful to counterhit opponents out of the air, since it only hits airborne opponents once. EX cancellable.
- (B version) : Full body invincibility. This is your reversal of choice. EX cancellable.
- (C version) : More invincibility frames than the B version. No real reason to use this as a reversal, since B version gets the job done very well. Main use is in combos.
Note - Hitting a button at the end of the move will cause Nanaya to perform a airthrow type move which will send them back to the ground. Think of this like how Shiki Tohno's 623A/B/C series was in MBAC with a knockdown ender. It will throw the opponent behind you. So a example would be that you did a 623 facing right, your final throw ender will send them back to the left.
Arc Drive
41236 + C in [HEAT or MAX]
Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - Nanaya slows time and does an arcing jump followed by a kinfe slash much like Tohno's Arc Drive. Hits mid provided that you do not hold 1, 2 or 3 for the lower version. Fully invincible during active frames. Can be blocked ,and is very slow. Only real use it has is if you read a laggy move, since this will past through it and hit them.
1/2/3 Extension - Hold any down motion during the arc drive causes the move's start up and damage to decrease. It will also hit low during.
Another Arc Drive
41236 + C in [BLOOD HEAT]
Sensa・Meigokushamon 「閃鞘・迷獄沙門」 - Nanaya assumes the same pose as his AD, but now creates a clone of himself that travels with him in order to cover a very large area if space on the screen. This is completely unblockable but is easily evaded by dodging. Could possibly be useful against Full Moon characters since they cannot dodge, but it is very risky otherwise.
Last Arc
Standing or crouching shield [In BLOOD HEAT]
Kyokushi・Nanaya 「極死・七夜」 - Nanaya does a cool pose, then throws his knife at the opponent while teleporting behind their back and twisting their neck whist the knife hits. Does more damage the more heat gauge you have.
Combos and Strategies
Basic beginner bnb: 5A/2A, 2B, 2C, 5C, j.BC, j.BC, AT
Far range bnb: (2A/j.C)2B 5C 214B
Close Range bnb: (5A/2A/j.C), 5C, 2C, 2B, 5BB, j.BC, j.BC, AT
Corner combo(requires 100% meter): (2A/5A,j.B/C), 5B, 5C, 2C, 2B(slight delay), 623C, 2A, 5BB, j.BC, j.BC,AT
More advanced corner combo,yields more damage (2A,j.C), 5B, 5C, 2C, 2B(delay) 214B, 2A 214B,2A 5BB, j.BC, j.BC,AT
A meter version of the above (2A/5A,j.B/C), 5B, 5C, 2C, 2B(delay) 214B,2A 5B 623C, 2A 214B,2A 5BB, j.BC, j.BC,AT
The 214b wallslam combos do not work on Tohno,Nanaya,Miyako,Kouma,Ries,Roa,Warc,Len and W.Len
Half Moon
One of the easiest characters to pick up. H-Nanaya is simple rushdown character with many ranged pokes and a fast dash. He can tech punish off most setups or go for a very damaging combo.
Normal Moves
5A [Mid]
A straight jab. Very fast move but whiffs on most crouching characters. Can be used as an anti-air but keep in mind that the opponent can anti-A armor through it if they time it right.
6A [Mid]
Second part of the 5A 6AA, a palm thrust to the opponent. Moving him forward, this move is a good to use sometimes to stay in.
6AA [Mid]
Third part of the 5A 6AA, a slice that moves far forward. Air untechable on hit. Unsafe on block so make sure you cancel into a special. This move makes his own character box disappear for a few frames so if done close to the opponent, it will crossup.
5B [Mid]
Straight long ranged kick. A very good ranged poke since it also moves forward a bit.
5C [Mid]
A roundhouse kick that has a huge hit box and extends to parts above him. Even though it does move him forward, it does not move him very far.
2A [Low]
A low hitting crouch kick. Slowest 2A of all styles. Good move but beware of mashing.
2B [Low]
Low knife thrust. Great range for a poke. It is a staple low to use for its range, speed, and that it moves him forward. Hit confirm to 236B 214C at max range for full benefit.
2C [Low]
A slide sweep kick. One of his best moves overall. It moves very far and goes under many things. Be sure to hit confirm this for optimal damage when hit.
j.A [Mid]
A very fast air jab. It is your prime air-air move for how fast it is. Be sure to confirm counter hits off this.
j.B [High]
A downward horizontal slash. Unlike Crescent, this move only hits once. The horizontal range for this move makes it a great move to hit deep. Good to use as an air-ground.
j.C [High]
An angled downward stab. The hitbox on this move is massive, making its use as a air-air (make sure they are under you for this) or air-ground. Don't be too predictable with this move though since it is slower than j.B.
Special Moves
236A
While moving forward, he will begin doing a wide range series of slashes. Be very careful as to when to use this move because it will whiff crouchers. This is a rather fast move to use if you want to cover some air space in front of you.
236B
Moving even further than 236A, pretty much looks the same but more hits. This version is not as fast but can be used against crouchers. Great zoning tool or to anticipated people jumping out of your pressure.
236C
The EX version being only more hits. It is advantageous on block,so its good for continuing pressure without fear of retaliation,best use after his 5A 6A 6A sequence.
623A
He does a kick angled upwards. Has some invincibility startup and a clash on it but is air blockable so using this move is kinda voided besides needing a clash and cancel to an EX.
623B
Similar to 623A, though this move is actually air unblockable but loses its clash frames. Your basic rinse and repeat DP of choice since it also has more invincibility frames.
623C
Your EX DP of choice but it is air blockable again. The main attraction to this move though is that it makes a clone appear behind your opponent no matter where they are. Can be used as a fullscreen punish and will setup a tech punish setup if it hits.
214A
A fast moving kick that travels quite a nice distance. Causes a techable ground knockdown so be prepared to tech punish after this hits.
214B
Slower kick than 214A. It does not have much uses as it is very unsafe on block.
214[B]
The charged version of 214B with more startup is one of the two ground overheads that H-Nanaya has. It will wallslam on hit and is possible to combo after. This is a lot safer than the non-charged version.
214C
A two part EX move. First part would be a kick like 214A/B but more hits. Then the second part makes an angled upwards kick. Causing an untechable knockdown on a grounded opponent, try to do 236B 214C after any far range poke that can not be capitalized off with an air combo. This is his other ground overhead to use as a gimmick.
22A
Does a crouching stance then teleports about half a screen distance. The distance is shortened if you hit the wall. Since your hitbox disappears during this, you can use as a crossup in some situations including blockstrings.
22B
Does a crouching stance then teleports a jump height above the same spot. After the teleport, you can use an attack, double jump, or airdash.
22C
Goes into the same crouching stance as 22A/B but after a breif moment will return to normal. Used as a feint for 22A/B or a move to cancel into for less recovery.
j.214A
Very fast kick that moves far in the air. This move is good to get around fast or a fast air range hit. Possible to get a CH off this into 5A relaunch.
j.214B
Slower kick than j.214B. It will wallslam on hit. Better to use as combo ender but will put you in neutral again.
j.214C
The EX version kick. This move has two parts to it. Part one is that it would do a kick like j.214B where it will wallslam but does more hits. Part two would be a kick going upwards right after which will catch the first part fast enough. The second part also counts as a wallslam in the corner but will just let them fall midscreen. Using this move in the corner counts as 2 wallslams. Adding on a huge amount of damage as a combo ender, this is the best choice to maximize damage rather than j.214B or an airthrow. Can setup a corner tech punish but the air punish is a little harder.
j.22
This is his fastfall input. There is no need to hit a button for this to happen. It is used in a lot of mixups, high/low/throw and crossups.
41236C
The Arc Drive. Goes into slow motion then, unlike his other styles where he jumps slowly over and is blockable, he makes a clone of him that goes higher while there is another under him like his Blood Heat version in Crescent and Full. This Arc Drive is an unblockable move but it is possible to dodge it. For Full moons, they can just dash through you instead and it will make them backdash he Arc Drive away and safe. Another situation to stop it would be to airthrow the top Nanaya. This move is a lot faster than its MBAC Blood Heat version counterpart.
Combos
Basic Combo Variations
(2A) 2B 5B 2C 5C air combo
(2A) 5B 5C 2C 2B air combo
(2A) 2B 5C 2C 5B air combo
(2A) 2B 5B 5C 2C 5A 6A air combo
(2A) 2B 5C 2C 5AAA 214A 5A air combo
(2A) 2B 5B 5C 2C 236A 5A air combo
(2A) 2B 5B 5C 214A
- Tech trap variation. Punish using 2B, 5C, or 2C.
5A 6AA Combo Variations
These combos will switch sides with the opponent most of the time midscreen, adjust yourself to them when needed.
2A/2B/5B 5C 5A 6AA...
- ...2C
- For some mixup purposes.
- ...2C 2B/5B air combo
- Most damaging variation. Use to punish blocked unsafe attacks(ie. DPs, Ciel's EX hiero, etc) or whiffs.
- ...22C 2B/5B 5C air combo
- ...2C 236A 5A air combo
- ...2C 5B 214A 5A air combo
- Corner only
214[B] Combo Variations
For these combos, the j.214C ender will be unfinished and you will not get a tech punish. Go with airdash AT ender instead.
2C...
- ...5C air combo
- ...236A 5A air combo
- ...5AAA 214A 5A air combo
- All the 2C variations are for corner or near corner situations.
Dash 5A air combo
- A dash length at max, used when near the corner and too far for 2C.
land 623C
- Used when too far for dash 5A, can tech punish after.
Shield Counter Combo Variations
5D...
- ...2C...
- ...Nothing
- For some mixup purposes.
- ...5C air combo
- ...236A 5A air combo
- ...5AAA 214A 5A air combo
- ...Nothing
- ...22C...
- ...236A 5A air combo
- ...214A 5A air combo
- ...214[B]...
- ...2C 5C air combo
- ...2C 236A 5A air combo
- ...2C 5AAA 214A 5A air combo
- All 214[B] variations are to be done in the corner or near corner. Also might side switch if done close.
2D...
- ...Nothing
- For some mixup purposes.
- ...236A 5A air combo
j.D...
- ...2C
- For some mixup purposes.
- ...2C 5C air combo
- ...214A 5A air combo
Other Combos
2B 236B 214C
- The hitconfirm for a fairly long ranged 2B hit. It will cause an untechable knockdown and enough time to do whatever you would like.
Air Combo Variations
j.BC AT
- When done in the corner it lets you setup strong meaties.(ie. 2B, 5B, 5C)
j.BC dj.BC airdash AT
- BnB ender
j.BC dj.BC214B
- Wallslam but no initiative.
j.BC dj.BC214C
- Damage ender, best used in corner for tech punishing.(5C covers most directions, air and ground)
Strategy
General Strategy
A rushdown game revolving around simple pokes into hitconfirms for massive damage or tech punishing. Having far range normals, he can tag characters at safe distances while keeping momentum. Utilizing his ability to whiff cancel normals when needed or his fastfall during his air pressure can make openings easier to appear in the opponent.
Meter Management
In this style, he has very easy meter management since you do not have to worry about circuit sparking. Having only 200%, the meter will fill up very fast for some great variety of uses. Using 214C while the opponent on the ground after any hit confirm can lead to some nasty mixups. Having j.214C can setup tech punishing and causing a lot of damage, should be used whenever you are in heat for max damage. Then having 623C you can punish the opponent's wreckless zoning from the other side of the screen while setting up another tech punish setup, but do NOT use it against air opponents since it is air blockable. Then there is his bunker that can get you out pressure if timed right.
Tech Punishing and OTGs
After certain moves, Nanaya is allowed to punish tech directions. These moves are...
- For ground techables:
- Third part of 5A 6AA
- 214A
- 623C
- Any air counter hit
- After an OTG
For ground techs you will be using a well timed 2B, 5C, or 2C. If punished right then they can not block it and you will get a free combo of choice.
- For air and ground techables:
- j.214C
For this move is special for having tech points in the air and ground. For the air tech punishing, you will use 5C only but the timing is different on each tech so practice that. For ground techs refer to the above.
Off the ground (OTG) is when you either use 2C for a knockdown or get a tech punish setup and they don't tech, you can then get some hits while they are still on the floor for another tech punish setup or go into mixups. The two OTG strings used in the corner would be:
- 2C 5AAA 5B 5C 22C
- 2A 5AAA 5B 2B
You would usually want to use the first one since it will cancel and you can punish with any punish normal or throw. The second one you can just use delay 2C to catch all directions and go into 5C for an air combo.
Throw Setups
There are many things you can do with this throw. Most commonly would be to do 2A dash throw as a tick throw. Another way is to do 2C delay 5A whiff then throw but will only work if your pressure is respected.
After his ground throw you have many options like a meaty 2B or an IAD j.C or even 2A dash throw. It's possible to even whiff a normal before the opponent gets up. His throw actually is even better when used in the corner because he has ways to crossup. Using the superjump TK fastfall, you can actually set it up to land behind or in front of the opponent depending on how fast your canceled the superjump to fastfall. A gimmicky way to crossup a corner opponent after a throw would be to use 214A right after but beware that you can be mashed from doing that.
Gimmicks
Some gimmicks to list would be:
- Blocked 236B to 214C overhead
- Blocked 236B to Arc Drive - unblockable
- Whiffing 2A 5B, 2B, 5B, 5C, or 2C after a throw then throw again
- Midscreen blocked 2C at close range into 5A 6AA and crossup
- Corner throw 214A crossup
This will show most of it: http://www.youtube.com/watch?v=GznswbwCirQ
Full Moon
Normal Moves
5a: Elbow poke. Horrid range, not really much use for it besides breaks in 2a staggers or catching air counterhits.
2a: Crouching elbow poke. Horrid range again but it hits low and is VERY fast and +frames on block.
5b: Same as H-Nanaya's kick. Has pretty decent range but isn't too fast. Moves forward a bit.
2b: Same as MBAC. Note the range/speed on this has been nerfed from AC though.
5c: H-Nanaya kick that is slower but moves forward more.
5[c]: Chargeable overhead variant of the kick.
2c: Nanaya practically lies on his side and slides a LITTLE bit forward when doing this. It's not as far a distance as his other slides but it makes his hitbox even smaller. Sweeps.
j.a: Tiger Knee kick in the air. It's pretty damn fast and the range is alright.
j.b: Same as H-Nanaya.
j.c: Same as MBAC. Range appears to have been nerfed a bit though.
j.2a/b/c: Warui Ne divekick. Angle increases with strength. Can only be done at the apex of a neutral, forward, neutral superjump or forward superjump. His best move by miles. It crosses up, it beats out tons of anti air, is extremely fast, beats ANYTHING in air to air if you are above them and will trade with most horizontal attempts to kill it. It's also overhead! You can use this to cross the opponent up. If you did a jump in with a move, and have one more left to spare you can jump cancel your previous move and use a dive kick. This applies to IAD as well.
Special Moves
236a/b: Rekka slashes. The first 2 are safe on block and have pretty late cancel windows. Unlike most rekkas you can do these spastically fast. The third hit is basically his 214b slash and goes through them if it hits/it's blocked at point blank. All 3 move forward a bit, and are ex cancelable into 623c at any point.
236c: Ex knife slash, but it ends with the final rekka hit giving him a setup opportunity for bnb equivalent damage. You'll be using this a lot in combos, but the final hit can't connect if you hit an aerial opponent. Using 236C as a replacement for Rekka series will give you a higher damage output, while still maintaining your okizeme followups. It is purely up to you whether you want to use this to end ground strings or not, but do note that this does quite a surprising amount of damage and is a good way to easily kill someone off should you have 100% meter to spare, or if you need to simply burn some meter in MAX / HEAT / Blood Heat.
623a/b/c: Reversal dragon kick! 623a can be fastfall canceled on whiff or hit to make it pretty safe but the range is poor and it's hard to combo off it. 623b can be canceled into a flipkick at the end of it by pressing B again, which can be air comboed or juggled off. 623c is the same old ex dp, you can still do links off it too.
22a/b/c: Teleports, same as MBAC. You're going to be using the hell out of 22c since you can't whiff cancel in F.
214a/b/c: Attacking teleports, same as MBAC. A is overhead, B is low and fast, C is a throw.
j.22: Fastfall.
41236c: AD/AAD. Both have been buffed a bit, the AAD significantly so.
Combos and Strategies
5b2b5c 236a/b x3 / 236c
- Rekka setup. Can otg afterwards.
5b2b2c 623bb dj.b dj.c airthrow
- Standard air combo.
5b2b2c 623bb dj22 623bb j.b sdj.b j.c airthrow
- A bit harder. Only nets about 500-600 more damage but gets you a lot of meter. Tk the j22 in the air to make it easier and sdj the last flip kick as late as possible to make jbc connect.
5b2b2c 236a/b 623c 2a/5a x ? 5c j.b j.c dj.b dj.c airthrow
- Standard 623c link. Use as many 2a/5a as is necessary to lift them. DO NOT DO THIS COMBO EVER I DON'T EVEN KNOW WHY IT'S HERE IT DOES LESS DAMAGE THAN THE USUAL 623BB STUFF AND USES METER AND DOESN'T GIVE SETUP. Just do the 236c setup if you have meter to burn, please.
2a x 4 2b 236a/b x3
2a x ? 5b2b 2c 22c
- otg combo. latter lets you techpunish
(On Block) 236a/b x3 / 236c AAD cancel
- AAD gimmick that is very hard to get out of and can net you about 5.6k damage straight away.
Stupid Combo Rekka 236A/B x3 IH 623B 41236C
- You Rekka through the opponent, IH cancel the last hit to cut recovery time, hit them with a 623B from behind, then cancel into 41236C.
- Looks funky and is useless!
Basic gameplan for F-Nanaya - Zone around with jc and mostly Warui Ne. Don't be afraid to throw out 623bbs to anti air or even randomly, it's very hard to punish it consistently. If you get an air counter hit either confirm it into 2c rekka setup or a 623bb combo. Once you land a rekka or get a knockdown of any kind, you can start what he's best at, okizeme. Warui ne can ambiguously crossup very easily on oki, and he also has his fastfall into 2a/throw to mess people up even more. When you're just regulary pressuring your opponent, be aware that all of your non A normals do move you forward quite a lot, but both of your As are +frames on block! On top of that, your 22c pretty much makes you the only fmoon character who can whiff cancel! Abuse the hell out of it and use it in a similar manner as other Nanaya pressure. Doing repeated Warui Ne is hard to punish for the most part, but his 214 series is as bad as ever for pressure game mixup. 214b leaves opportunity for a crossup in the corner, which you can do with superjump fastfall or just 5c to go through them.
I haven't listed any instant heat combos for the most part because frankly, F-Nanaya has no real need for them. He still can't net very good damage even if he does use it. Your primary focus on using it should be to use it on mixups from a high/low game or at the end of his rekka ambigiously to make it safe when it usually isn't/safe dp.
Frame Data
Crescent Moon :
Normals
| Notation | Start up | Duration | Recovery | Advantage |
| 5A | 5 | 4 | 8 | ±0 |
| 5B | 8 | 4 | 5 | ±0 |
| 5BB | 10 | 4 | 30 | -16 |
| 5B[B] | 28 | 4 | 30 | -16 |
| 5C | 10 | 4 | 25 | -11 |
| BE5C | 27 | 4 | 25 | -11 |
| 2A | 5 | 4 | 8 | ±0 |
| 2B | 8 | 6 | 16 | -7 |
| 2C | 11 | 9 | 15 | -9 |
| JA | 6 | 4 | 11 | - |
| JB | 7 | 2×2 | 2 on landing | - |
| JC | 10 | 6 | 2 on landing | - |
| Ground throw | 3 | - | 25 | - |
| Air throw | 2 | - | 12 on landing | - |
Specials
| Sensa・Hattenshou | Start up | Duration | Recovery | Advantage |
| A~ | 11 | 22 | 19 | -1 |
| B~ | 16 | 47 | 24 | -6 |
| C~ | 4+7 | 68 | 23 | -5 |
| Sensa・Rikuto | Start up | Invincibility |
| A~ | 7 | Full 1~4; Upper5~8 |
| B~ | 6 | Full 1~15 |
| C~ | 3+1 | 1~16 |
| Sensa~ | Start up | Duration | Supplement |
| A~Hassen | 33 | 2 | -5 on hit; 66F on whiff |
| B~Nanaya (far) | 14 | 3 | Dmg: 900; Prorate: 60% |
| B~Nanaya (near) | 9 | 3 | Dmg: 1600 Scaled; Prorate: 80% |
| C~Hitokaze | 31 | 2 | Recovery: 28; 60F on whiff |
※ The second "Nanaya" is when you are really close the the opponent
| Sensou・Suigetsu | Start up | Invincibility |
| A~ | 35 | 12~23 |
| B~ | 30 | 10~23 |
| BEB~ | 40 | 21~34 |
| C~ | 19 | - |
| Sensa・Meigokushamon | Start up | Duration | Damage |
| AD | 2+56(2+22) | 81(27) | 2800 |
| AD (12or3) | 2+19(2+9) | 123(41) | 2100 |
| AAD | 3+~ | 197 | 2500+3500 |
※ The ADD has a massive damage buff from the MBAC version due to the absolute prorate on the second hit (7000 : 50%)
Win Quotes
Colors
No. 1 Default
No. 17 Emiya Shirou (Fate/Stay Night)
No. 27 Gilgamesh (Fate/Stay Night)


