Eternal Fighter Zero/Nayuki Minase (awake): Difference between revisions
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|advBlock=+1 | |advBlock=+1 | ||
|cancel= N SP J IC R | |cancel= N SP J IC R | ||
|description=Standing, spammable low kick. While it isn't the fastest, this is a staple in Nayuki's repertoire of normals. It does not | |description=Standing, spammable low kick. While it isn't the fastest, this is a staple in Nayuki's repertoire of normals. It does not have much frame advantage on block, but it's enough to setup frame traps or tick throws. The kick itself actually has a good hitbox that is a decent distance away from Nayuki, so it serves as a nice poke that can be convertible from its range as well. Unfortunately, this move being a standing low means that we cannot use this move to anti-air after RGing someone in the air. Overall, a good move. Learn to love it. | ||
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Primarily a combo tool, as you will often use this to catch the opponent in the air after the B version of V-Shaped Thrust, or in the corner to catch characters after a successful air chain. Jump cancelable. Rather quick for a B normal, and does have its usage in pressure to check for lower body invulnerable moves on wake up. Keep in mind: This does not cover every lower-body invuln move e.g. Misaki's 214B. For moves like these, prefer 5C instead. | Primarily a combo tool, as you will often use this to catch the opponent in the air after the B version of V-Shaped Thrust, or in the corner to catch characters after a successful air chain. Jump cancelable. Rather quick for a B normal, and does have its usage in pressure to check for lower body invulnerable moves on wake up. Keep in mind: This does not cover every lower-body invuln move e.g. Misaki's 214B. For moves like these, prefer 5C instead. | ||
For Recoil Guard battles, this is one of your two 8 frame normals (the other is 5C). If spaced correctly, this can beat some | For Recoil Guard battles, this is one of your two 8 frame normals (the other is 5C). If spaced correctly, this can beat some 4F and 5F normals on crouch RG, and will beat anything 6F and onwards. If Recoil Guarded, this move can go into f5B if you predict that a low will come afterwards. | ||
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|cancel= N SP IC | |cancel= N SP IC | ||
|description=Nayuki does a small skip and kicks the opponent with a stretched out leg. This move also comes out if you press B again after 2B or close 5B. | |description=Nayuki does a small skip and kicks the opponent with a stretched out leg. This move also comes out if you press B again after 2B or close 5B. | ||
* Lower body invulnerable | * Lower body invulnerable 8F~24F | ||
One of | One of Nayuki's few plus on-block normals, and a great one at that. While it is slow, this move has excellent utility. Along with slightly moving her forward, this move can hop over a great amount of lows if timed right, making it great for trumping most 2A mashes and an excellent pressure tool overall. Nayuki is not considered airborne during this move, so she can special cancel this into anything and will naturally combo into 5C or 2C. | ||
Excellent utility for neutral and Recoil Guard battles due to lower body invulnerability, but often the target of Recoil Guard. If Recoil Guarded, this can | Excellent utility for neutral and Recoil Guard battles due to lower body invulnerability, but often the target of Recoil Guard. If Recoil Guarded, this can be cancelled into 5C or 2C, but often times it might just be best to Recoil Guard back. | ||
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|advBlock=-6 | |advBlock=-6 | ||
|cancel= SP JH IC | |cancel= SP JH IC | ||
|description=Nayuki does a soccer kick | |description=Nayuki does a soccer kick, blowing the opponent back if they are hit while in the air. | ||
Fairly decent move with multiple usages. This is the closest to an anti-air normal you will get, but will blow the opponent back | Fairly decent move with multiple usages. This is the closest to an anti-air normal you will get, but will blow the opponent back too far to convert from midscreen. However, you can convert from this if you are close to the corner. Used in optimal combos frequently. 5C unfortunately cannot be cancelled into 2C, but it can be special or super cancelled. | ||
Due to the size of the hitbox, this move can be used to cover both high and low body invulnerability moves on an opponent's wake up option e.g. Misaki 214B, Cello 623A, Mio 623A/B, Doppel 623A/B, ect. However, keep in mind that all of these characters have other reversals or can use | Due to the size of the hitbox, this move can be used to cover both high and low body invulnerability moves on an opponent's wake up option e.g. Misaki 214B, Cello 623A, Mio 623A/B, Doppel 623A/B, ect. However, keep in mind that all of these characters have other reversals or can use Red IC to counter this. On contact and with IC, you can get up to ~4000 damage on a proper conversion. | ||
In Recoil Guard battles, this is one | In Recoil Guard battles, this is one Nayuki's two 8 frame moves. If spaced correctly, this can beat up a good chunk of 4F and 5F moves after crouch RG. If this move itself gets Recoil Guarded, you should be careful when special cancelling this, but there are options. 623A and 214A are your fastest options, but any 236* move is an option as well, albeit slower. | ||
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|advBlock=-2 | |advBlock=-2 | ||
|cancel= N SP J IC R | |cancel= N SP J IC R | ||
|description=A crouching, spammable low kick | |description=A crouching, spammable low kick. This move is slightly faster than 5A, but has no frame advantage. Has very little knockback on block, so you can throw out a couple of these on block without too much fear. In conjunction with 5A, 2A is another one of your staple normals, and works quite well with 5A's block advantage. This normal is especially potent if used while carrying the momentum from a dash. If you manage to cross under the opponent with a dash, you can drift towards the opponent due to Nayuki 'correcting' her direction. You can do so by inputting 3A as soon as you dash past the opponent while below them. | ||
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|cancel= N SP J f5B IC | |cancel= N SP J f5B IC | ||
|description=Nayuki stretches out her leg to catch the opponent's ankles. | |description=Nayuki stretches out her leg to catch the opponent's ankles. | ||
* Naturally combos into | * Naturally combos into f5B if B is pressed again. | ||
A staple normal in Nayuki's moveset due to its range. This move is | A staple normal in Nayuki's moveset due to its range. This move is very active, so much so that it can be plus if meatied. Has an excellent stagger window, so you can delay into f5B, 5C, 2C, or any of her specials. | ||
Excellent in Recoil Guard battles due to good startup and range, and the ability to cancel into f5B. Can beat the majority of | Excellent in Recoil Guard battles due to good startup and range, and the ability to cancel into f5B. Can beat the majority of 4F normals after Recoil Guard. | ||
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Nayuki's sweep is one of her stronger normals, but one of her slowest as well. On the upside, this is a slide, so it moves her forward. This not only makes it an excellent poke, but an integral hit confirm, as it can be special and super cancelled. Due to it being a C button, it cannot be cancelled into other normals. While this move does grant Nayuki a low profile which can dodge certain moves, she can still be clipped by some moves on recovery. Funnily enough, this move has 2 frames at the beginning where she is strike invulnerable. These frames might save you sometimes, but don't count on it. | Nayuki's sweep is one of her stronger normals, but one of her slowest as well. On the upside, this is a slide, so it moves her forward. This not only makes it an excellent poke, but an integral hit confirm, as it can be special and super cancelled. Due to it being a C button, it cannot be cancelled into other normals. While this move does grant Nayuki a low profile which can dodge certain moves, she can still be clipped by some moves on recovery. Funnily enough, this move has 2 frames at the beginning where she is strike invulnerable. These frames might save you sometimes, but don't count on it. | ||
Despite it being 11 frames startup, this move can be decent to throw out in Recoil Guard battles, but often times should be used as a last resort if no other normal can reach. If this is Recoil Guarded, you either have to Recoil Guard back or chance it | Despite it being 11 frames startup, this move can be decent to throw out in Recoil Guard battles, but often times should be used as a last resort if no other normal can reach. If this is Recoil Guarded, you either have to Recoil Guard back or chance it by using 623*. | ||
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|advBlock=/ | |advBlock=/ | ||
|cancel= N SP J AD IC R | |cancel= N SP J AD IC R | ||
|description=Flying knee! | |description=Flying knee! jA is a versatile air normal that can be used in a couple of ways. Despite its short hitbox, it can be used to intercept the opponent air-to-air. It can also be used to start pressure from an air dash, and is able to be canceled into either jB (what should mostly be done) or jC. If you only do a single press, this move is actually fairly active, but not to the extent of other similar normals. This can catch air techs, but is often times lacking compared to other characters' tech traps. | ||
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|advBlock=/ | |advBlock=/ | ||
|cancel= N SP J AD IC | |cancel= N SP J AD IC | ||
|description=Nayuki does the most generic jumping shoto move in the game. Thankfully, this has the same properties of most shoto jumping medium kicks, where she can cross up with it! This is easily Nayuki's best air normal. You will be using this for jump-ins, crossups, combo filler, air-to-air... just about anything, really. Is cancelable into | |description=Nayuki does the most generic jumping shoto move in the game. Thankfully, this has the same properties of most shoto jumping medium kicks, where she can cross up with it! This is easily Nayuki's best air normal. You will be using this for jump-ins, crossups, combo filler, air-to-air... just about anything, really. Is cancelable into jC, which is nice for combos or air-to-ground purposes. | ||
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|advBlock=/ | |advBlock=/ | ||
|cancel= SP J AD IC | |cancel= SP J AD IC | ||
|description=Nayuki does 5C but in the air. Like 5C, this knocks back quite a long distance, but it does have its uses. As usual, this move is used for | |description=Nayuki does 5C but in the air. Like 5C, this knocks back quite a long distance, but it does have its uses. As usual, this move is used for combos, and can be used to setup either a V-Shaped Thrust (236C) or Surface-To-Air Freezer (236236x). This move excels more in the corner during Blue IC combos, as this move along with 5C will rack up a nice amount of damage. Unfortunately, it doesn't work too well air-to-air, and the rare times this does work won't do the player a lot of favors. This move option selects air throw if you hold forward with it. | ||
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|advBlock=+1 | |advBlock=+1 | ||
|cancel= SP J IC | |cancel= SP J IC | ||
|description=Primarily a pressure tool to reset pressure if pushed back enough, but has limited combo usage. On hit, this cancels into 623A. | |description=Primarily a pressure tool to reset pressure if pushed back enough, but has limited combo usage. On hit, this cancels into 623A. Its primary combo use is after ICing 236A to convert into a combo. | ||
Often the target of Recoil Guard. Unfortunately, there are little options after dash moves beyond special and super cancelling. | Often the target of Recoil Guard. Unfortunately, there are little options after dash moves beyond special and super cancelling. The player should be ready to Recoil Guard back. | ||
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|advBlock=0 | |advBlock=0 | ||
|cancel= SP J IC | |cancel= SP J IC | ||
|description=Primarily a combo tool, but not the best for pressure strings. Jump, special, and super cancelable on hit. The hit advantage is just enough to go into | |description=Primarily a combo tool, but not the best for pressure strings. Jump, special, and super cancelable on hit. The hit advantage is just enough to go into 236236* on a grounded opponent. Stringing together multiple 66Bs in BIC combos requires you to slightly delay after each 66B hit, as the opponent will go upwards with each hit. | ||
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|advBlock=-2 | |advBlock=-2 | ||
|cancel= SP IC | |cancel= SP IC | ||
|description= | |description=Nayuki does a dashing version of 2A. A worse option than 66A. You could use it to brake your dash, but you could also jump or use 66A instead. You could also use 662A instead of 66A for Snowbunny conversions, but 66A has more range. Overall, a lackluster move. | ||
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|version=A/B/C | |version=A/B/C | ||
|damage=450 | |damage=450 | ||
|guard= | |guard= | ||
|startup= 14 | |startup= 14 | ||
|active=2 | |active=2 | ||
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|version=- | |version=- | ||
|damage=450 | |damage=450 | ||
|guard= | |guard= | ||
|startup=21 | |startup=21 | ||
|active=2 | |active=2 | ||
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|advBlock=-3 | |advBlock=-3 | ||
|cancel= IC | |cancel= IC | ||
|description=Nayuki thrusts her leg forward, hitting the opponent twice. Your bread-and-butter for combos and pressure. | |description=Nayuki thrusts her leg forward, hitting the opponent twice. Your bread-and-butter for combos and pressure. All versions of the move are generally safe, especially considering their sheer range. Generally if this move is blocked, your pressure ends there. At max distance of both A and B versions, you can go for 66C to catch the opponent off guard, or attempt another V-Shaped Thrust. | ||
All versions of the move are generally safe, especially considering their sheer range. Generally if this move is blocked, your pressure ends there. | |||
At max distance of both A and B versions, you can go for 66C to catch the opponent off guard, or attempt another V-Shaped Thrust. | |||
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|name=Somersault Spike <br> サマーソルトスパイク | |name=Somersault Spike <br> サマーソルトスパイク | ||
|input=623* | |input=623* | ||
|data=Nayuki’s dragon punch. Despite it being a dragon punch, the invulnerability of it is not that impressive. However, | |data=Nayuki’s dragon punch. Despite it being a dragon punch, the invulnerability of it is not that impressive. However, 623* still functions as a reliable anti-air, and with IC it converts into full combos. Her dash makes her hurtbox slightly lower, dashing then doing DP makes this a bit better for anti-airs. | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version=A | |version=A | ||
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|advBlock=-16 | |advBlock=-16 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description=Fastest of the three DPs, can be used as an option for Recoil Guard battles, as it is one of Nayuki's few 4F moves and displaces her hurtbox a lot. Using it as an anti-air is a little tough since it's not disjointed upwards, use 623B for anti-airs instead. | ||
*Incredibly fast startup. | |||
*After IC, you must jump afterwards to follow-up. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=-21 | |advBlock=-21 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description=Nayuki goes slightly higher and leaps backwards. Nayuki's go-to anti-air. | ||
*Considered airborne on frame 1, making it a poor wake-up option as you can be juggled into a combo. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=-8 | |advBlock=-8 | ||
|cancel= IC | |cancel= IC | ||
|description= One of Nayuki's two true reversals besides 236236B. However, it does not knock the opponent down | |description=One of Nayuki's two true reversals besides 236236B. However, it does not knock the opponent down, so you need BIC to get anything off of this. | ||
*One of a few moves with no ability to counter-RG. If this move is Recoil Guarded, the opponent gets a guaranteed punish where they can pick what side to juggle you from. | |||
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|advBlock=+1 | |advBlock=+1 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description=More of a traditional divekick, has a very poor hitbox. Mainly used as a pressure reset tool that if spaced at max range can link into 5A on hit. As it is rather slow, you should be prepared for your opponent to potentially RG this move when you use it, or get into the habit of doing it out of 44 for the small reduction in start-up. | ||
*Fully active until it lands. | |||
*Does good damage but costs 10 POWER's worth of proration, best used in niche Blue IC combos. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=0 | |advBlock=0 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description=Huge forward hitbox, unlike 412A, moves her horizontally. Not very useful by itself, can be used as a gimmicky overhead pressure reset or in Snow Bunny pressure. This move goes a set distance and does not track, which can be used to cross-up the opponent at some ranges. | ||
*No conversions without IC or 641236*. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|cancel= IC | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=+3 | |advBlock=+3 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description=Powered up version of 412B. Unlike the other two variants, does a full three-part kick which does a good amount of damage into a guaranteed knockdown. The damage for the POWER cost is good, but knocks down on hit and costs RF, so you can only convert off of this with BIC. | ||
*Has no invulnerability at all. | |||
*Best used as a combo ender if you have IC available but not super. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel= IC | |cancel= IC | ||
|description= | |description=All air variants of 412*: | ||
*Has reduced start-up compared to the grounded version. | |||
*Can be done out of backdash. | |||
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|name=Nayu-chan Twister <br> なゆちゃんツイスター | |name=Nayu-chan Twister <br> なゆちゃんツイスター | ||
|input=(j)214* | |input=(j)214* | ||
|data=Nayuki’s | |data=Nayuki’s tatsu, alters Nayuki's momentum depending on the button strength. Hits on both sides of Nayuki and is active until landing. | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version=A | |version=A | ||
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|advBlock=-0.33 | |advBlock=-0.33 | ||
|cancel= IC | |cancel= IC | ||
|description= * 3 frame gap between hits. | |description=The fastest tatsu. Mainly used to switch sides after a knockdown. | ||
*Caps at 4 hits. 3 frame gap between hits. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=-21.66 ~ +13.33 | |advBlock=-21.66 ~ +13.33 | ||
|cancel= IC | |cancel= IC | ||
|description= * Launches the opponent. | |description=*Launches the opponent. | ||
* 3 frame gap between hits. | *Caps at 4 hits. 3 frame gap between hits. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock=-46.66 ~ +12.33 | |advBlock=-46.66 ~ +12.33 | ||
|cancel= IC | |cancel= IC | ||
|description= * Launches the opponent. | |description=*Launches the opponent. | ||
* 2 frame gap between hits. | *Caps at 8 hits. 2 frame gap between hits. | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel= IC | |cancel= IC | ||
|description= * Can be used | |description=Used primarily for okizeme left/rights. | ||
* Launches the opponent. | *Can be used out of backdash. Useful for extending your backdash while building a small bit of meter. | ||
* 3 frame gap between hits. | *Launches the opponent. | ||
*Caps at 4 hits. 3 frame gap between hits. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel= IC | |cancel= IC | ||
|description= * [https://youtu.be/_WUdWVUFZiw?t=215 Can be used after j214214A(1) IC to launch the opponent.] | |description= | ||
* Launches the opponent. | *Can be used out of backdash. | ||
* 3 frame gap between hits. | *[https://youtu.be/_WUdWVUFZiw?t=215 Can be used after j214214A(1) IC to launch the opponent.] | ||
*Launches the opponent. | |||
*Caps at 4 hits. 3 frame gap between hits. | |||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel= IC | |cancel= IC | ||
|description= * Launches the opponent. | |description=*Can be used out of backdash. | ||
* 2 frame gap between hits. | *Launches the opponent. | ||
*Caps at 8 hits. 2 frame gap between hits. | |||
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|advBlock= | |advBlock= | ||
|cancel= None | |cancel= None | ||
|description= Nayuki kicks the air so hard that she forms a ball of ice. This can be used as a combo ender to tack extra damage at the end of either a ground or air chain. Level 1 is mostly cheap damage, but comes at the cost of being techable. Not invulnerable on startup. | |description=Nayuki kicks the air so hard that she forms a ball of ice. This can be used as a combo ender to tack extra damage at the end of either a ground or air chain. Level 1 is mostly cheap damage, but comes at the cost of being techable. Not invulnerable on startup. | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel=None | |cancel=None | ||
|description=Does more damage, has invulnerability and leads into knockdown. Excellent combo ender if you have meter to dump and not in the corner to staircase into | |description=Does more damage than the A version, has invulnerability and leads into knockdown. Excellent combo ender if you have meter to dump and not in the corner to staircase into 214214*. This version gives more than enough time to setup Snow Bunnies if you want to, but this is quite costly. It is possible to still hit the opponent while they're in a frozen state, but reaching them is another issue entirely. | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel=None | |cancel=None | ||
|description= Big damage, if you want to dump your meter to guarantee a | |description=Big damage, if you want to dump your meter to guarantee a kill, go for it. | ||
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|name=Super Nayu-chan Kick <br> スーパーなゆちゃんキック | |name=Super Nayu-chan Kick <br> スーパーなゆちゃんキック | ||
|input=j214214* | |input=j214214* | ||
|data= | |data=All versions can be done out of 44. (Backdash) | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version=A | |version=A | ||
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|advBlock= | |advBlock= | ||
|cancel=IC | |cancel=IC | ||
|description= Nayuki's primary corner juggle combo finisher. | |description=Nayuki's primary corner juggle combo finisher. There is no reason you shouldn't end your juggle combos with this, assuming you're in the corner and have meter. If all hits connect, you get a guaranteed knockdown. | ||
* Leads into | *Leads into Snow Bunnies (641236*) if IC'd after the 3rd hit. | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel=IC | |cancel=IC | ||
|description= Level 2 version of Super | |description=Level 2 version of Super Nayu-chan Kick, hits 6 times. Use if you think you need extra damage, but don't want to commit to 3 meter. You must be positioned above the opponent to guarantee all 6 hits. | ||
Unlike | *Unlike 214214A, you can immediately go into Snow Bunnies after any Level 2 and you will be considerably more safe. Avoid doing this setup with characters with command grabs as they can RG and grab you. | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= | |advBlock= | ||
|cancel=IC | |cancel=IC | ||
|description= | |description=Hits 10 times. Use if you really need extra damage and need to kill the opponent. You must be positioned well above the opponent to guarantee all 10 hits. | ||
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|advBlock= | |advBlock= | ||
|cancel=None | |cancel=None | ||
|description= | |description= | ||
The first activation of this super always positions the bunnies in the same position. However, all subsequent supers will have the bunnies spawn where the previous one ended. | Nayuki summons two snow bunnies that rotate around her. Once activated, a timer will appear below Nayuki's health bar that slowly depletes over time. The duration changes depending on the strength of the button. The remaining time will be altered when the bunnies make contact with the opponent, and the super will instantly end if Nayuki is hit. If any of the two snow bunnies hits the opponent, they will be put in a comboable frozen state. | ||
The first activation of this super always positions the bunnies in the same position. However, all subsequent supers will have the bunnies spawn where the previous one ended. | |||
Whether or not you use this super is preferential, but it does bolster Nayuki's pressure if utilized correctly. Some positives and negatives: | Whether or not you use this super is preferential, but it does bolster Nayuki's pressure if utilized correctly. Some positives and negatives: | ||
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+ Can still build super meter while bunnies are active. | + Can still build super meter while bunnies are active. | ||
- Bunnies offer no form of vertical protection, so you can still be anti-aired or hit by a low. | - Bunnies offer no form of vertical protection, so you can still be anti-aired or hit by a low. | ||
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- Some character's wakeups are too fast to make proper utilization of the super. | - Some character's wakeups are too fast to make proper utilization of the super. | ||
- If any of Nayuki's contact moves hit within the same frames of the bunnies hitting, | - If any of Nayuki's contact moves hit within the same frames of the bunnies hitting, the opponent will not freeze. | ||
- Throw actually becomes weaker during the super, as comboing into snowbunny freeze will actually let the opponent tech before Nayuki recovers. | - Throw actually becomes weaker during the super, as comboing into snowbunny freeze will actually let the opponent tech before Nayuki recovers. | ||
Snowbunnies can be setup safely after 2C. While it can be setup after 236C or 214214A, the opponent will often recover before you can use any meaningful setup against them. In order to safely setup after both of these moves, you need IC. Often times after 214214A or 214214B, the opponent will have a chance to recoil guard. The best thing for your opponent to do is to | Snowbunnies can be setup safely after 2C. While it can be setup after 236C or 214214A, the opponent will often recover before you can use any meaningful setup against them. In order to safely setup after both of these moves, you need IC. Often times after 214214A or 214214B, the opponent will have a chance to recoil guard. The best thing for your opponent to do is to do nothing after the recoil guard (or use a command grab). Depending on the button, however, Snowbunnies could make it out on top if you respond properly. | ||
Common mixups from snowbunnies can range from the standard high/low from 236A or 236B to left/rights using airdash or backdash/backjump 412B. | Common mixups from snowbunnies can range from the standard high/low from 236A or 236B to left/rights using airdash or backdash/backjump 412B. Throw is not recommended during snowbunnies, as the opponent can tech very early from the freeze and reset to neutral instead of being knocked down like normal. | ||
Conversions from snowbunnies can range from simple to complex. Ideally, you want to go into 236B refreeze loops to maximize damage. You could also run the opponent into the corner by pushing them there. Midscreen, you can use 66A 623A to combo into a refreeze. | Conversions from snowbunnies can range from simple to complex. Ideally, you want to go into 236B refreeze loops to maximize damage. You could also run the opponent into the corner by pushing them there. Midscreen, you can use 66A 623A to combo into a refreeze. | ||
The snowbunnies will continue to rotate during hitstop and superflash. They will appear to be frozen until the freeze ends, and then teleport to their actual position. | The snowbunnies will continue to rotate during hitstop and superflash. They will appear to be frozen until the freeze ends, and then teleport to their actual position. | ||
}} | }} | ||
Line 1,007: | Line 1,002: | ||
=== Final Memory === | === Final Memory === | ||
<div class="movelist-toggles"> | <div class="movelist-toggles"> | ||
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:EFZ_Nayuki_Movelist_Icon.png|link=]] Nayuki</div> | <div id="movelist-toggle-1" class="movelist-toggle-button">[[File:EFZ_Nayuki_Movelist_Icon.png|link=]] Nayuki</div> | ||
Line 1,030: | Line 1,024: | ||
|advBlock= / | |advBlock= / | ||
|cancel= None | |cancel= None | ||
|description= Nayuki slowly jumps forward, fully vulnerable until superflash, throwing several alarm clocks from her peak height. The clocks can be knocked around by the opponent, and in some cases absorb hits, but cannot be hit while in the air. Each clock begins to count down after landing, and hitting them will reset the countdown. | |description= | ||
Nayuki slowly jumps forward, fully vulnerable until superflash, throwing several alarm clocks from her peak height. The clocks can be knocked around by the opponent, and in some cases absorb hits, but cannot be hit while in the air. Each clock begins to count down after landing, and hitting them will reset the countdown. | |||
Very risky to go for due to the rather long startup, high meter cost and the fact the opponent can move while Nayuki is falling down after throwing the clocks as you'll likely have to block. If you can safely get through that however, this move does have positives and the potential to turn the pace around in your favour. | Very risky to go for due to the rather long startup, high meter cost and the fact the opponent can move while Nayuki is falling down after throwing the clocks as you'll likely have to block. If you can safely get through that however, this move does have positives and the potential to turn the pace around in your favour. | ||
Nayuki has much better, reliable uses for meter so this Final Memory should generally be used when trying to surprise the opponent as it is very easy to beat before the superflash if they expect it. | Nayuki has much better, reliable uses for meter so this Final Memory should generally be used when trying to surprise the opponent as it is very easy to beat before the superflash if they expect it. | ||
It is worth noting that Nayuki doesn't spend the meter until superflash so getting hit out of startup doesn't leave you completely helpless if you can survive the hit. | It is worth noting that Nayuki doesn't spend the meter until superflash so getting hit out of startup doesn't leave you completely helpless if you can survive the hit. | ||
Line 1,267: | Line 1,263: | ||
{{ComboLegend-EFZ}} | {{ComboLegend-EFZ}} | ||
<u> | ===<u>Basic Combos</u>=== | ||
<u>No IC</u> | <u>No IC</u> | ||
Line 1,273: | Line 1,269: | ||
:''Anywhere'' | :''Anywhere'' | ||
:* '''2AA 2B f5B 5C 236A''' - 2162 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 2B f5B 5C 236A''' - 2162 damage | |||
|video={{#ev:youtube|lmfeWz79OlY}} | |||
}} | |||
:* ''' 2AA 2B f5B 2C 236C''' - 2178 damage | | {{EFZComboVideo | ||
|text=:* ''' 2AA 2B f5B 2C 236C''' - 2178 damage | |||
|video={{#ev:youtube|vBzKpDh8HoA}} | |||
}} | |||
:* '''2AA 2B f5B 2C 641236A''' - 1568 damage | | {{EFZComboVideo | ||
: | |text=:* '''2AA 2B f5B 2C 641236A''' - 1568 damage | ||
|video={{#ev:youtube|x6Xjx-_OCA8}} | |||
}} | |||
::*Sets up her ice bunny super nicely. | |||
:* '''2AA 5B 2B 2C 236236A''' - 3248 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 5B 2B 2C 236236A''' - 3248 damage | |||
|video={{#ev:youtube|izCPIGGGwP4}} | |||
}} | |||
<u>Red IC</u> | <u>Red IC</u> | ||
Line 1,286: | Line 1,294: | ||
:''Near Corner'' | :''Near Corner'' | ||
:* '''2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A''' - 4509 damage | | {{EFZComboVideo | ||
: | |text=:* '''2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A''' - 4509 damage | ||
|video={{#ev:youtube|FJPFewAD6DY}} | |||
}} | |||
::*You can walk forward after 236B IC to get a little extra corner carry. | |||
:''Midscreen'' | :''Midscreen'' | ||
:* '''2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C''' - 3318 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C''' - 3318 damage | |||
|video={{#ev:youtube|FLUQeew21Xs}} | |||
}} | |||
:* '''2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A''' - 3940 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A''' - 3940 damage | |||
|video={{#ev:youtube|kOxEbrJ7NsY}} | |||
}} | |||
<u>Blue IC</u> | <u>Blue IC</u> | ||
Line 1,299: | Line 1,316: | ||
:''Near Corner'' | :''Near Corner'' | ||
:* '''2AA 2B f5B 2C 236B(2hits) IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A''' - 6640 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 2B f5B 2C 236B(2hits) IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A''' - 6640 damage | |||
|video={{#ev:youtube|6RVTZU3Mfx8}} | |||
}} | |||
:''In Corner'' | :''In Corner'' | ||
:* '''2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A''' - 7336 damage | | {{EFZComboVideo | ||
: | |text=:* '''2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A''' - 7336 damage | ||
|video={{#ev:youtube|N46vGKuqhS0}} | |||
}} | |||
::* 2142147A is a a trick to get j214214A as soon as you leave the ground. j2142147A can be character specific and you may need to adjust your timing for the super on some characters. | |||
:''Corner to Corner Carry'' | :''Corner to Corner Carry'' | ||
:* '''2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A''' - 6641 damage | | {{EFZComboVideo | ||
: | |text=:* '''2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A''' - 6641 damage | ||
|video={{#ev:youtube|vSSSSN1GUAk}} | |||
}} | |||
::* The dashes on the ground are short. | |||
:* '''2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A''' - 6629 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A''' - 6629 damage | |||
|video={{#ev:youtube|QuUrbB-stks}} | |||
}} | |||
<u> | ===<u>Advanced Combos</u>=== | ||
<u>Red IC</u> | <u>Red IC</u> | ||
Line 1,319: | Line 1,348: | ||
:''Anywhere'' | :''Anywhere'' | ||
:* '''2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A''' - 4833 damage | | {{EFZComboVideo | ||
: | |text=:* '''2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A''' - 4833 damage | ||
|video={{#ev:youtube|NZSvvPe9mRY}} | |||
}} | |||
::* Can get full corner to corner carry by replacing 5C with 66B | |||
:* '''236A(2hits) IC 66A 66B jB j66 jBC 66 jB j66 jBC 5C jBC djBC dj214214A''' - 4722 damage | [https://twitter.com/Shimatora_EFZ/status/1245149793963433986 Video] | :* '''236A(2hits) IC 66A 66B jB j66 jBC 66 jB j66 jBC 5C jBC djBC dj214214A''' - 4722 damage | [https://twitter.com/Shimatora_EFZ/status/1245149793963433986 Video] | ||
: | ::* Doesn't work on Rumi, Doppel, or Mayu. Difficult on Makoto and Kano (need to do 66A immediately and can't be too far away from your opponent). | ||
:* '''236B(1hit) IC 66C 236236A''' - 2746 damage | [https://twitter.com/Shimatora_EFZ/status/1245154482058641412 Video] | :* '''236B(1hit) IC 66C 236236A''' - 2746 damage | [https://twitter.com/Shimatora_EFZ/status/1245154482058641412 Video] | ||
:* '''623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A ''' - 4829 damage | | {{EFZComboVideo | ||
: | |text=:* '''623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A ''' - 4829 damage | ||
: | |video={{#ev:youtube|NkbUFCgs_5o}} | ||
}} | |||
::* If you use 623A, you need to IAD after the IC so you can reach the minimum airdash height. If you use 623B, you can just j66 after IC. | |||
::* Very character specific timings on Mayu, Sayuri, Kano and Unknown but universal outside of that. | |||
:''Midscreen'' | :''Midscreen'' | ||
Line 1,339: | Line 1,374: | ||
:* '''66C IC .. 5C jB j66 jBC 66B jB j66 jBC 5C jBC djBC dj214214A''' - 4695 damage | [https://twitter.com/Shimatora_EFZ/status/1245511038931537920 Video] | :* '''66C IC .. 5C jB j66 jBC 66B jB j66 jBC 5C jBC djBC dj214214A''' - 4695 damage | [https://twitter.com/Shimatora_EFZ/status/1245511038931537920 Video] | ||
:* '''2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A''' - 4900 damage | | {{EFZComboVideo | ||
: | |text=:* '''2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A''' - 4900 damage | ||
|video={{#ev:youtube|CbMw2e9mvzQ}} | |||
}} | |||
::* Likely impossible on Sayuri. | |||
:* '''2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A''' - 4783 damage | | {{EFZComboVideo | ||
: | |text=:* '''2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A''' - 4783 damage | ||
: | |video={{#ev:youtube|17nGprHApFg}} | ||
}} | |||
::* This combo is much easier to do on Sayuri than the above combo. You may have to replace the 5C jBC ender with jABC to make it more stable. | |||
::* This can also be done more easily from a side swap than the above combo. | |||
:* '''5C 236A IC 66A 66B jB .. jC djB dj66 djBC 5C jBC djBC dj214214A''' - 4791 damage | [https://www.youtube.com/watch?v=RdGwUAbiIX8 Video] | :* '''5C 236A IC 66A 66B jB .. jC djB dj66 djBC 5C jBC djBC dj214214A''' - 4791 damage | [https://www.youtube.com/watch?v=RdGwUAbiIX8 Video] | ||
:* '''623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A''' - 4908 damage | | {{EFZComboVideo | ||
: | |text=:* '''623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A''' - 4908 damage | ||
: | |video={{#ev:youtube|1_gOlzpvVX4}} | ||
}} | |||
::* If you use 623A, you need to IAD after the IC so you can reach the minimum airdash height. If you use 623B, you can just j66 after IC. | |||
::* Works from a grounded hit or an anti-air 623B if your opponent is low to the ground. | |||
<u>Blue IC</u> | <u>Blue IC</u> | ||
Line 1,368: | Line 1,412: | ||
:''Optimal Corner Combo'' | :''Optimal Corner Combo'' | ||
:* '''2AA 2B f5B 2C 236B(2hits) IC 2142147A(2hits) jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC jC(whiff) 641236A''' - 7442 damage | | {{EFZComboVideo | ||
|text=:* '''2AA 2B f5B 2C 236B(2hits) IC 2142147A(2hits) jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC jC(whiff) 641236A''' - 7442 damage | |||
|video={{#ev:youtube|0qgCPYihTAY}} | |||
}} | |||
:''Near Corner Combos'' | :''Near Corner Combos'' | ||
:* '''2AA c5B 2C 236B(2hits) IC 236236A(3hits) IAD jC 5C jB .. jC rejump jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A''' - 7322 damage | | {{EFZComboVideo | ||
|text=:* '''2AA c5B 2C 236B(2hits) IC 236236A(3hits) IAD jC 5C jB .. jC rejump jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A''' - 7322 damage | |||
|video={{#ev:youtube|v6Cprla4t8c}} | |||
}} | |||
:* '''2AA 2B 2C 623A IC j214214A(2hits) 66 jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A''' - 7311 damage | | {{EFZComboVideo | ||
: | |text=:* '''2AA 2B 2C 623A IC j214214A(2hits) 66 jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A''' - 7311 damage | ||
: | |video={{#ev:youtube|6Cc3YhhjzdA}} | ||
}} | |||
::*Delay 623A and microdash after the first j214214A IC to maximize corner carry. | |||
::*This combo works from a bit farther out than the above one at the cost of slightly lower damage. | |||
:''Midscreen Combo'' | :''Midscreen Combo'' | ||
:* '''2AA c5B 2C 214A(2hits) IC 236236A 66 j9C djB dj66 djBC land jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A''' - 7035 damage | | {{EFZComboVideo | ||
|text=:* '''2AA c5B 2C 214A(2hits) IC 236236A 66 j9C djB dj66 djBC land jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A''' - 7035 damage | |||
|video={{#ev:youtube|efwRF-LtwZ8}} | |||
}} | |||
:''BIC Corner to Corner Carry that builds Red IC'' | :''BIC Corner to Corner Carry that builds Red IC'' | ||
Line 1,392: | Line 1,447: | ||
:** '''jB 5B 2B 2C~''' | :** '''jB 5B 2B 2C~''' | ||
:** '''jAB 5B 2C~''' | :** '''jAB 5B 2C~''' | ||
: | {{EFZComboVideo | ||
|text=:::* '''~236B(2hits) IC 5B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A''' - 6656 damage | |||
|video={{#ev:youtube|xZgXx3uzirI}} | |||
}} | |||
:* Starters: | :* Starters: | ||
Line 1,399: | Line 1,457: | ||
:** '''2B f5B 2C~''' | :** '''2B f5B 2C~''' | ||
:** '''(jBC/jAC/jAB) 5B 2C~''' | :** '''(jBC/jAC/jAB) 5B 2C~''' | ||
: | {{EFZComboVideo | ||
|text=:::* '''~236B(2hits) IC 5B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A''' - 6680 damage | |||
|video={{#ev:youtube|BaRV35sHG8w}} | |||
}} | |||
:* Starter: | :* Starter: | ||
:** '''2C~''' | :** '''2C~''' | ||
: | {{EFZComboVideo | ||
|text=:::* '''~236B(2hits) IC 5B 66B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A''' - 6572 damage | |||
|video={{#ev:youtube|28seZdbo7NI}} | |||
}} | |||
:* Starter: | :* Starter: | ||
:** '''236B(2hits)~''' | :** '''236B(2hits)~''' | ||
: | {{EFZComboVideo | ||
|text=:::* '''~IC 5B 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A''' - 6145 damage | |||
|video={{#ev:youtube|409Y_9GHzbI}} | |||
}} | |||
== Okizeme == | == Okizeme == | ||
For the most part, Nayuki's okizeme | [https://youtu.be/_WUdWVUFZiw?t=59 Okizeme Basics - Nayuki] | ||
For the most part, Nayuki's okizeme focuses on safe jump mixups (high/low, empty low, throw) in order to make herself safe from reversals. Her safe jumps can come in many forms, and crossups are possible with them. The more familiar you can be with safe jumps timings for the cast, the better. jB is her most common meaty crossup as it has a nice crossup hitbox. Hitting crossup can be difficult on Mio, Kaori and Mai thanks to their wakeup collision boxes. Converting from a crossup jB usually involes landing and doing 2B 2C. | |||
There are some instances where you can meaty with 5A and make the opponent's reversal whiff, but it largely depends on the reversal. She can also do this with any form of meaty as well, but 5A and 2A might be your safest bet. 2B is excellent for a meaty and checks if the opponent messes up their reversal or not, but generally a plan where you're hoping the opponent messes up is a flawed one. | There are some instances where you can meaty with 5A and make the opponent's reversal whiff, but it largely depends on the reversal. She can also do this with any form of meaty as well, but 5A and 2A might be your safest bet. 2B is excellent for a meaty and checks if the opponent messes up their reversal or not, but generally a plan where you're hoping the opponent messes up is a flawed one. | ||
With Snow Bunnies active, you have plenty of options to make the opponent take incoming mixup. However, you want to be aware of RG when doing so. Using Snow Bunnies against characters with command grabs such as Ikumi, Mayu, and Rumi | With Snow Bunnies active, you have plenty of options to make the opponent take the incoming mixup. However, you want to be aware of RG when doing so. Using Snow Bunnies against characters with command grabs such as Ikumi, Mayu, and Rumi needs to be used with more caution, as these characters can RG a snow bunny and command grab with no possibility for Nayuki to counter, except for positioning herself outside of command grab range before activating the super. The most basic mixup you can do with Snow Bunnies is with 236A and 236C. Beyond that, you can also air dash into characters to make them take a left/right mixup. Throwing is discouraged during bunny super, as the opponent will be able to tech out after the throw is completed. | ||
j214A can also be used for ambiguous left/right mixups with and without IC, although the setups with IC are easier and safer. j214A launches on hit, making it an excellent high damage potential combo starter. | |||
== Win Quotes == | == Win Quotes == |
Latest revision as of 04:08, 24 May 2024
Introduction
Minase Nayuki (awake) (水瀬 名雪(起) is a straightforward, rushdown-oriented character whose main features are her very fast dash and high damaging combos. She has a few decent moves to play footsies with, but her main goal will be to take advantage of her dash to find openings and catch the opponent off-guard. She doesn’t have much in the way of extended pressure, and relies mostly on staggers and far-reaching lows to force respect from the opponent. However on a good knockdown she has time to set up her snowbunny super, similar to Rose orbs from Street Fighter, which allows her to stay on top of the opponent for much longer. For breaking defense she has a decent standing overhead and throw, both leading to a potential left/right mixup afterwards. As her gameplan and combos are both easy, Nayuki is a character well suited for players new to the game.
Nayuki is one of the heroines of Kanon, a visual novel produced by Key in 1999. She is Yuiichi's cousin, childhood friend, and has always been in love with him. Nayuki is the daughter of Akiko, and is also classmates with her friend Kaori. She is an extremely fast runner and is the captain of the school's track team because of this. On the other hand she is a very heavy sleeper, with a massive collection of alarm clocks that are able to wake up Yuuichi in the adjacent room, but do not seem to work on her at all. Nayuki really enjoys strawberry jam and strawberry sundaes, but is completely terrified at the mere mention of her mother's "special" jam. During Kanon, Yuuichi is warmly supported by Nayuki as he tries to help the people he cares about, but as he starts to remember what happened with Nayuki 7 years ago...
Nayuki (awake) was added to EFZ's cast in Memorial Edition.
Stage: In Front of the Minase House (Day) (水瀬家前(朝))
BGM: 2 Steps Toward
Character-Specific Notes
- After Nayuki does her "Memories with Snowbunnies" super, a TIME gauge will appear under her health bar. The super ceases once the gauge depletes, and every hit with a snowbunny will replenish or further deplete it, depending on the version. Hitting Nayuki instantly ends the super.
Normal Moves
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
|
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c5B
c5B
|
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f5B
f5B
|
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5C
5C
|
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Crouching
2A
2A
|
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2B
2B
|
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Grabs
Ground Grab
Ground Grab
c6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
236*
V-Shaped Thrust
V字型スラスト 236* |
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623*
Somersault Spike
サマーソルトスパイク 623* |
Nayuki’s dragon punch. Despite it being a dragon punch, the invulnerability of it is not that impressive. However, 623* still functions as a reliable anti-air, and with IC it converts into full combos. Her dash makes her hurtbox slightly lower, dashing then doing DP makes this a bit better for anti-airs. |
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412*
Nayu-chan Kick
なゆちゃんキック (j)412* |
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214*
Nayu-chan Twister
なゆちゃんツイスター (j)214* |
Nayuki’s tatsu, alters Nayuki's momentum depending on the button strength. Hits on both sides of Nayuki and is active until landing. |
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Eternity Specials
236236*
Surface-to-Air Freezer
地対空フリーザー 236236* |
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j214214*
Super Nayu-chan Kick
スーパーなゆちゃんキック j214214* |
All versions can be done out of 44. (Backdash) |
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641236*
Memories with Snowbunnies
思い出は雪兎と共に 641236* |
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Final Memory
General Rules
When a clock lands on the ground, it will take 60 frames to commence its countdown. Clocks randomly start at a 3, 4, or 5 count1, and reset their countdown (randomly) when hit by the opponent1. When the countdown is completed, the clocks will instantly become invincible2 and perform their varied attacks. All clocks have the same hurtboxes2 during their countdowns, and some are able to absorb hits from the opponent whilst counting down, protecting Nayuki. Clocks will not turn around unless they bounce off of a wall3.
- 1 - Bomb Clock exempt
- 2 - Grandfather Clock exempt
- 3 - Keropii Sound Wave Clock exempt
FM_1
Alarm Clock
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FM_2
Bomb Clock
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FM_3
Cat Clocks
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FM_4
Chicken Clock
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FM_5
Grandfather Clock
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FM_6
Keropii Sound Wave Clock
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FM_7
Mini-Nayuki Clock
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FM_8
Rocket Clock
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FM_9
Strawberry Sundae Clock
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Strategy
- Nayuki has explosive speed and damage, allowing her to make surprise hitconfirms into massive damage. She also has simple, yet tricky, okizeme that can be converted into her big damage combos, or just securing another knockdown to loop okizeme again.
Neutral
Playing Around IC
- In neutral, Nayuki players will want to abuse her dash speed, along with her strong neutral poke options, to surprise the opponent and either convert into a knockdown or damage. She is especially scary when she has IC, as this allows her to use 66C in neutral and be safe if it's blocked, or convert into a combo if it connects. 236B can also be used with IC in neutral, players can buffer IC during 236B to come out on the first hit, allowing her to poke at range with relative safety, converting into damage with 66B 236236* if the move connects. 236A can be used in the same way, but instead of buffering IC you can hitconfirm after both hits and convert into 662A 66B~ for a full combo at certain ranges and versus certain characters. Nayuki's mobility allows her to play for time, waiting to build IC and evading the opponent until it becomes available. Making use of cancelling her backdash into j214A(whiff) to build super meter while maneuvering further helps to gain value in neutral while waiting for red IC.
Inherited Momentum Normals
- Nayuki's 2B can be turned into a slide by abusing momentum inheritance. This can be done by inputting 665..2B. If timed correctly, the player will get a sliding 2B with Nayuki's dash speed, and not the dash normal 662B. This allows Nayuki to convert into combos much easier from neutral without using IC, and has the bonus of having surprising extra reach over her 2A. The same trick can be applied to 5A and 2A as well for an option with chainable low attacks.
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Basic Combos
No IC
- Anywhere
- 2AA 2B f5B 5C 236A - 2162 damage
- 2AA 2B f5B 5C 236A - 2162 damage
- 2AA 2B f5B 2C 236C - 2178 damage
- 2AA 2B f5B 2C 236C - 2178 damage
- 2AA 2B f5B 2C 641236A - 1568 damage
- 2AA 2B f5B 2C 641236A - 1568 damage
- Sets up her ice bunny super nicely.
- 2AA 5B 2B 2C 236236A - 3248 damage
- 2AA 5B 2B 2C 236236A - 3248 damage
Red IC
- Near Corner
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A - 4509 damage
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A - 4509 damage
- You can walk forward after 236B IC to get a little extra corner carry.
- Midscreen
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C - 3318 damage
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C - 3318 damage
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A - 3940 damage
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A - 3940 damage
Blue IC
- Near Corner
- 2AA 2B f5B 2C 236B(2hits) IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A - 6640 damage
- 2AA 2B f5B 2C 236B(2hits) IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A - 6640 damage
- In Corner
- 2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A - 7336 damage
- 2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A - 7336 damage
- 2142147A is a a trick to get j214214A as soon as you leave the ground. j2142147A can be character specific and you may need to adjust your timing for the super on some characters.
- Corner to Corner Carry
- 2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A - 6641 damage
- 2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A - 6641 damage
- The dashes on the ground are short.
- 2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A - 6629 damage
- 2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A - 6629 damage
Advanced Combos
Red IC
- Anywhere
- 2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4833 damage
- 2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4833 damage
- Can get full corner to corner carry by replacing 5C with 66B
- 236A(2hits) IC 66A 66B jB j66 jBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4722 damage | Video
- Doesn't work on Rumi, Doppel, or Mayu. Difficult on Makoto and Kano (need to do 66A immediately and can't be too far away from your opponent).
- 236B(1hit) IC 66C 236236A - 2746 damage | Video
- 623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A - 4829 damage
- 623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A - 4829 damage
- If you use 623A, you need to IAD after the IC so you can reach the minimum airdash height. If you use 623B, you can just j66 after IC.
- Very character specific timings on Mayu, Sayuri, Kano and Unknown but universal outside of that.
- Midscreen
- Off j214A Okizeme j214A IC 66B IAD jC 66 jB j66 jBC 66B jB j66 jBC 5C jBC djBC dj214214A - 4403 damage | Video
- Corner
- 66C IC .. 5C jB j66 jBC 66B jB j66 jBC 5C jBC djBC dj214214A - 4695 damage | Video
- 2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A - 4900 damage
- 2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A - 4900 damage
- Likely impossible on Sayuri.
- 2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A - 4783 damage
- 2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A - 4783 damage
- This combo is much easier to do on Sayuri than the above combo. You may have to replace the 5C jBC ender with jABC to make it more stable.
- This can also be done more easily from a side swap than the above combo.
- 5C 236A IC 66A 66B jB .. jC djB dj66 djBC 5C jBC djBC dj214214A - 4791 damage | Video
- 623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A - 4908 damage
- 623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A - 4908 damage
- If you use 623A, you need to IAD after the IC so you can reach the minimum airdash height. If you use 623B, you can just j66 after IC.
- Works from a grounded hit or an anti-air 623B if your opponent is low to the ground.
Blue IC
- These are designed to maximise damage and also build Red IC back in time to IC the dj214214A into bunny super upon landing.
- From 236C Knockdown in the Corner
- Crossup version: jB 5B 2B 2C 236B(2hits) IC [2] 5C .. 2142147A jC j66 jC 5C jB .. jC land jB j66 jBC 5C jBC djBC dj214214A IC jC(whiff) 641236A | Video
- Same side version: jB 5B 2B 2C 236B(2hits) IC 2142147A jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC jC(whiff) 641236A | Video
- Close to corner side swap
- 2AA 2B 2C 236B(2hits) IC [2] 5C IAD jC land 2142147A [jB j66 jBC]x2 5C jBC djBC dj214214A IC jC(whiff) 641236A - 7124 damage | Video
- Optimal Corner Combo
- 2AA 2B f5B 2C 236B(2hits) IC 2142147A(2hits) jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC jC(whiff) 641236A - 7442 damage
- 2AA 2B f5B 2C 236B(2hits) IC 2142147A(2hits) jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC jC(whiff) 641236A - 7442 damage
- Near Corner Combos
- 2AA c5B 2C 236B(2hits) IC 236236A(3hits) IAD jC 5C jB .. jC rejump jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A - 7322 damage
- 2AA c5B 2C 236B(2hits) IC 236236A(3hits) IAD jC 5C jB .. jC rejump jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A - 7322 damage
- 2AA 2B 2C 623A IC j214214A(2hits) 66 jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A - 7311 damage
- 2AA 2B 2C 623A IC j214214A(2hits) 66 jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A - 7311 damage
- Delay 623A and microdash after the first j214214A IC to maximize corner carry.
- This combo works from a bit farther out than the above one at the cost of slightly lower damage.
- Midscreen Combo
- 2AA c5B 2C 214A(2hits) IC 236236A 66 j9C djB dj66 djBC land jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A - 7035 damage
- 2AA c5B 2C 214A(2hits) IC 236236A 66 j9C djB dj66 djBC land jB j66 jBC 5C jBC djABC dj214214A(3) IC jC(whiff) 641236A - 7035 damage
- BIC Corner to Corner Carry that builds Red IC
- Which juggle route you use depends on the starter.
- Starters:
- 2B 2C~
- f5B 2C~
- 2AA 5B 2C~
- jB 2A 5B 2C~
- jB 5B 2B 2C~
- jAB 5B 2C~
- Starters:
- ~236B(2hits) IC 5B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6656 damage
- ~236B(2hits) IC 5B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6656 damage
- Starters:
- 2ABC~
- 5B 2B 2C~
- 2B f5B 2C~
- (jBC/jAC/jAB) 5B 2C~
- Starters:
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A - 6680 damage
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A - 6680 damage
- Starter:
- 2C~
- Starter:
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6572 damage
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6572 damage
- Starter:
- 236B(2hits)~
- Starter:
- ~IC 5B 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6145 damage
- ~IC 5B 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6145 damage
Okizeme
For the most part, Nayuki's okizeme focuses on safe jump mixups (high/low, empty low, throw) in order to make herself safe from reversals. Her safe jumps can come in many forms, and crossups are possible with them. The more familiar you can be with safe jumps timings for the cast, the better. jB is her most common meaty crossup as it has a nice crossup hitbox. Hitting crossup can be difficult on Mio, Kaori and Mai thanks to their wakeup collision boxes. Converting from a crossup jB usually involes landing and doing 2B 2C.
There are some instances where you can meaty with 5A and make the opponent's reversal whiff, but it largely depends on the reversal. She can also do this with any form of meaty as well, but 5A and 2A might be your safest bet. 2B is excellent for a meaty and checks if the opponent messes up their reversal or not, but generally a plan where you're hoping the opponent messes up is a flawed one.
With Snow Bunnies active, you have plenty of options to make the opponent take the incoming mixup. However, you want to be aware of RG when doing so. Using Snow Bunnies against characters with command grabs such as Ikumi, Mayu, and Rumi needs to be used with more caution, as these characters can RG a snow bunny and command grab with no possibility for Nayuki to counter, except for positioning herself outside of command grab range before activating the super. The most basic mixup you can do with Snow Bunnies is with 236A and 236C. Beyond that, you can also air dash into characters to make them take a left/right mixup. Throwing is discouraged during bunny super, as the opponent will be able to tech out after the throw is completed.
j214A can also be used for ambiguous left/right mixups with and without IC, although the setups with IC are easier and safer. j214A launches on hit, making it an excellent high damage potential combo starter.
Win Quotes
Japanese | English |
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う~ん・・・寝不足だと調子が出ないかなぁ |
Hmmm... not getting enough sleep really stops me from doing my best… |
負けた方がイチゴサンデーおごりの約束 忘れちゃ嫌だよ? |
We made a promise that the loser has to treat the winner to a strawberry sundae. Don't forget it! |
ん? なんだか今日は新記録が出せる気分だよ~ |
Hm? Somehow, I feel like I can beat my own record today! |
わ こんなところで寝たらダメだよ |
Hey! You can’t sleep here! |
うにゅぅ~ ちょっと顔がくらくらするよ─ |
Ughh... I’m feeling a little light-headed... |
う~ん もしかして私が勝ったのかな? |
Erm… Wait, did I win this match? |
こう見えても 陸上部の部長さん 競争なら負けないよ |
I may not look it, but I'm the captain of the track club. I won't lose in a race! |
(To Nayuki) |
(To Nayuki) |
(To Ayu) |
(To Ayu) |
(To Kaori) |
(To Kaori) |
(To Akiko) |
(To Akiko) |
(To Neyuki) |
(To Neyuki) |
(To Makoto) |
(To Makoto) |
(To Mizuka) |
(To Mizuka) |
Colors
In-game References
External References
- Nayuki's "Nayu-chan Twister" move is based on Sakura Kusagano's "Shunpuu Kyaku" move, from the Street Fighter Alpha Series.
Kanon References
- The house in the background is the Minase household, where Nayuki lives.
- The way all of Nayuki's attacks are kicks, and her fast dashing speed, are a reference to her excellent running ability.
- The snow bunnies that Nayuki creates in her "Memories with Snow Bunnies" move is a reference to an event in the past that Yuuichi remembers during the game.
- The alarm clocks Nayuki throws during her "Treasured Collection" move is a reference to the ridiculously large collection of alarm clocks she uses to wake up every morning.