I know you guys thought you got rid of me, but I've been researching in secret and have conjured a few new ideas.
#1: This is just a silly little tidbit I found out. I don't see practical use for it, but it's a neat little party trick. Spot dodge, and have Nana charge a smash. Keep holding A, and jump. DO NOT LET GO OF A. Once Nana leaves your sync range, she will release the smash, and then stand still. As you land, smash the joystick forward, down, or up. Nana will start charging the smash again.
That's pretty cool, but not the real point of the thread.
#2: This is a potential solution against characters with projectiles. As you may know, when a projectile hits one of the IC's, if they're close together it tends to hit both of them. This is the case for Samus' missiles, Peach's turnips, Falco's lasers, etc. However, you can use Nana as a shield against these types of things with a quick dash-dance towards then away from the opponent. You will retain control, while Nana will stop in front of you, confused. The goal here is to have Nana absorb the projectile or hit, then re-approach and punish the lag.
I see this having the most use against Falco because his laser, upon reaching your Nana wall, will stop. This nullifies his normally safe approach because, with Nana in front of you, you retain the ability to maneuver and punish his approach. Should he try to d-air her or you, you can dash dance away then return for punishment, be it a smash, grab, or dash attack. If he doesn't fall for the bait, then you can quickly re-sync with Nana and she'll only have suffered a few points of damage. As Falco retreats or takes to the sky, you can use the opportunity to take control over more of the stage and limit his movement options.
Less use against Peach, but right now I'm in a very experimental phase against her, trying to find more unorthodox ways of handling her safe and vicious approaches. Peach likes to toss turnips, float, and then approach and the point the turnip lands. By throwing Nana in front of you, you may be able to trick the Peach into throwing the turnip early and landing prematurely, which is punishable with a grab, dash attack, or wavesmash. I strongly advise against wavedash to jab against Peach, since she can crouch cancel that into the hundreds and destroy you with down-smash.
I would only advise doing this against a Samus missile for purposes of landing a KO'ing smash, as your combo opportunities against her with an exploding Nana are somewhat limited. Against Peach you can land some decent, smaller grab combos that force her above you and can give you an edge in positioning. Not so much against le Samus.
This has been the useful part of the thread. If you like more silly things, read on.
#3 In Exarch's de-syncing thread, you will find one discussed which is referred to as a "stupid Nana" de-sync. Basically, there are times when Nana doesn't seem to want to L-cancel, or she does and you don't. She seems to be kind of touchy with L-cancel timing, and performing a landing de-sync from an aerial would be a powerful weapon in close quarters if it could be controlled. I think I've found a very limited way to control it.
Awhile ago I made a post about something called "split aerials," which is simply dash dancing into an aerial. Timed correctly, Nana will break out of her normal disorientation from the dash dance and perform the aerial with you, but farther away, spreading out your hitboxes without fully de-syncing her.
However! If you were to HIT with the aerial of one of the IC's, then they would suffer impact lag while the other did not. This would make performing the stupid Nana de-sync a simpler task, because one IC would be lagging while the other wouldn't. If you were to split your aerials into a n-air approach, you could have Nana dash and grab against an opponent's shield while you threw up a shield of your own. Or you could have her dash attack and then simultaneously grab yourself, forcing an opponent into a shield then punishing them for going there.
I see that, however, as quite situational, not to mention difficult to practice.
Thoughts, anybody?
#1: This is just a silly little tidbit I found out. I don't see practical use for it, but it's a neat little party trick. Spot dodge, and have Nana charge a smash. Keep holding A, and jump. DO NOT LET GO OF A. Once Nana leaves your sync range, she will release the smash, and then stand still. As you land, smash the joystick forward, down, or up. Nana will start charging the smash again.
That's pretty cool, but not the real point of the thread.
#2: This is a potential solution against characters with projectiles. As you may know, when a projectile hits one of the IC's, if they're close together it tends to hit both of them. This is the case for Samus' missiles, Peach's turnips, Falco's lasers, etc. However, you can use Nana as a shield against these types of things with a quick dash-dance towards then away from the opponent. You will retain control, while Nana will stop in front of you, confused. The goal here is to have Nana absorb the projectile or hit, then re-approach and punish the lag.
I see this having the most use against Falco because his laser, upon reaching your Nana wall, will stop. This nullifies his normally safe approach because, with Nana in front of you, you retain the ability to maneuver and punish his approach. Should he try to d-air her or you, you can dash dance away then return for punishment, be it a smash, grab, or dash attack. If he doesn't fall for the bait, then you can quickly re-sync with Nana and she'll only have suffered a few points of damage. As Falco retreats or takes to the sky, you can use the opportunity to take control over more of the stage and limit his movement options.
Less use against Peach, but right now I'm in a very experimental phase against her, trying to find more unorthodox ways of handling her safe and vicious approaches. Peach likes to toss turnips, float, and then approach and the point the turnip lands. By throwing Nana in front of you, you may be able to trick the Peach into throwing the turnip early and landing prematurely, which is punishable with a grab, dash attack, or wavesmash. I strongly advise against wavedash to jab against Peach, since she can crouch cancel that into the hundreds and destroy you with down-smash.
I would only advise doing this against a Samus missile for purposes of landing a KO'ing smash, as your combo opportunities against her with an exploding Nana are somewhat limited. Against Peach you can land some decent, smaller grab combos that force her above you and can give you an edge in positioning. Not so much against le Samus.
This has been the useful part of the thread. If you like more silly things, read on.
#3 In Exarch's de-syncing thread, you will find one discussed which is referred to as a "stupid Nana" de-sync. Basically, there are times when Nana doesn't seem to want to L-cancel, or she does and you don't. She seems to be kind of touchy with L-cancel timing, and performing a landing de-sync from an aerial would be a powerful weapon in close quarters if it could be controlled. I think I've found a very limited way to control it.
Awhile ago I made a post about something called "split aerials," which is simply dash dancing into an aerial. Timed correctly, Nana will break out of her normal disorientation from the dash dance and perform the aerial with you, but farther away, spreading out your hitboxes without fully de-syncing her.
However! If you were to HIT with the aerial of one of the IC's, then they would suffer impact lag while the other did not. This would make performing the stupid Nana de-sync a simpler task, because one IC would be lagging while the other wouldn't. If you were to split your aerials into a n-air approach, you could have Nana dash and grab against an opponent's shield while you threw up a shield of your own. Or you could have her dash attack and then simultaneously grab yourself, forcing an opponent into a shield then punishing them for going there.
I see that, however, as quite situational, not to mention difficult to practice.
Thoughts, anybody?