Pretty much F-Nanaya’s best move. Part two would be a kick going upwards right after which will catch the first part fast enough. The best place to use this move is right in front of the opponent, with the tip of the move. It has notable start-up but its hitbox is respectable and is key to Nanaya’s zoning and pressure game. Can be blocked ,and is very slow. You get a good bit of untech-time after it hits so you can follow it up with a j. So a example would be that you did a facing right, your final throw ender will send them back to the left.
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Mizuumi Getting Started Community Roadmap. Third part of the 5A 6AA, a slice that moves far forward.
Melty Blood/Shiki Nanaya/PS2 – Mizuumi Wiki
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.
Fully invincible during active frames. It will throw the opponent behind you.
Like Crescent, Half shines best with staggered pressure strings that seem endless. Chargeable overhead variant of the kick. Great range for a poke. This is completely unblockable but is easily evaded by dodging. You can only syiki to 5C when you hit the opponent with the end of 2B so you need to be aware of your distance from the opponent.
Now, the main uses for it is for reverse beats and to punish certain moves or guard breaks. You get a shoki bit of untech-time after it hits so you can shikii it up nanxya a j. Very fast move but whiffs on most crouching characters. He does a kick angled upwards. While easy to pick up for beginners, high level play will challenge the adaptability and endurance of Nanaya players.
Your basic rinse and repeat DP of choice since it also has more invincibility frames. Possible to get a CH off this into 5A relaunch.
Can be used as a fullscreen punish and will setup a tech punish setup if it hits. Rather situational but typically yield above-average damage and favorable positioning. The follow up for this overhead can be 5B, A then an EX cancel, or just a jump cancel, all into air combos.
Melty Blood/Shiki Nanaya – Mizuumi Wiki
A shlki air swipe, you can cancel the first hit of the move into anything. Navigation Main Page Recent changes. Views Read View source View history.
If you’re fishing for a hit, remember you need to account for the distance from you and your opponent. If you charge it to the max, 5BB becomes an overhead. Basically you’re free to experiment with following up the B with any normal since the wall will greatly reduce the recovery on the B. It will also hit low during the Arc Drive. So a example would be that you did a facing right, your final throw ender will send them back to the left. You might as well be swinging the hand of God with this move as it has excellent speed and a great hitbox.
Melty Blood/Shiki Nanaya/PS2
One of his best moves overall. You cannot do it by holding up.
Better to use as combo ender for meter but will put you in neutral again. Still has clash like in MBAC, but has been changed a bit. While moving forward, he will begin doing a wide range series of slashes. It also has some functionality as a mash out and for escaping air-to-ground dive moves. Crescent The most popular moon and for a good reason.
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