Eternal Fighter Zero/Nayuki Minase (awake): Difference between revisions
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Sushininja05 (talk | contribs) (accidentally wiped eternity specials whoops) |
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=== Eternity Specials === | |||
====== <font style="display:none" size="0">236236*</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_236236A.png | |||
|caption=A | |||
|image2=EFZ_Nayuki_236236B.png | |||
|caption2=B | |||
|image3=EFZ_Nayuki_236236C.png | |||
|caption3=C | |||
|name=Surface-to-Air Freezer <br> 地対空フリーザー | |||
|input=236236* | |||
|data= | |||
{{AttackData-EFZ | |||
|version=A | |||
|damage=800 x 3 | |||
|guard=Any | |||
|property=/ | |||
|startup=8 | |||
|active=72 | |||
|recovery=55 | |||
|advHit=/ | |||
|advBlock= | |||
|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. | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=B | |||
|damage=600 x 6 | |||
|guard=Any | |||
|property=I: 1-11 | |||
|startup=8 | |||
|active=72 | |||
|recovery=55 | |||
|advHit=/ | |||
|advBlock= | |||
|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 214214x. Level 2 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. | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=C | |||
|damage=500 x 15 | |||
|guard=Any | |||
|property=I: 1-19 | |||
|startup=8 | |||
|active=72 | |||
|recovery=55 | |||
|advHit=/ | |||
|advBlock= | |||
|cancel=None | |||
|description= Big damage, if you want to dump your meter to guarantee a round end, go for it. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">j214214*</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_j214214A.png | |||
|caption=A | |||
|image2=EFZ_Nayuki_j214214B.png | |||
|caption2=B | |||
|image3=EFZ_Nayuki_j214214C.png | |||
|caption3=C | |||
|name=Super Nayu-chan Kick <br> スーパーなゆちゃんキック | |||
|input=j214214* | |||
|data= | |||
{{AttackData-EFZ | |||
|version=A | |||
|damage=700 x 2 | |||
|guard=Any | |||
|startup=8 | |||
|active=2 x 2 | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|cancel=IC | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=- | |||
|damage=700 | |||
|guard=Any | |||
|startup=12 | |||
|active=4 | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|cancel=IC | |||
|description= Nayuki's primary corner juggle combo finisher. Unless you don't have any meter and aren't midscreen, there is no reason you shouldn't end your combos with this. Assuming all hits connect on all versions, this knocks down. | |||
* Leads into Snowbunnies (641236*) if IC'd after the 3rd hit. | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=B | |||
|damage=400 x 5 | |||
|guard=Any | |||
|startup=8 | |||
|active= 2 x 5 | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|cancel=IC | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=- | |||
|damage=1000 | |||
|guard=Any | |||
|startup=18 | |||
|active=4 | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|cancel=IC | |||
|description= Level 2 version of Super. 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 Level 1, 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. | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=C | |||
|damage=350 x 5 | |||
|guard=Any | |||
|startup=8 | |||
|active=1 x 9 | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|cancel=IC | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header=no | |||
|version=- | |||
|damage=1500 | |||
|guard=Any | |||
|startup=17 | |||
|active=2 | |||
|recovery= | |||
|advHit= | |||
|advBlock= | |||
|cancel=IC | |||
|description= Level 3 super. Hits 10 times. Use if you REALLY need extra damage and need to kill the opponent. You must be well positioned above the opponent to guarantee all 10 hits. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">641236*</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_641236X.png | |||
|caption= | |||
|name=Memories with Snowbunnies <br> 思い出は雪兎と共に | |||
|input=641236* | |||
|data= | |||
{{AttackData-EFZ | |||
|damage= 450 x N | |||
|guard= Any | |||
|startup= 47 | |||
|active= | |||
|recovery=28 | |||
|advHit=/ | |||
|advBlock= | |||
|cancel=None | |||
|description=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: | |||
+ Improves risk-reward from mixups. | |||
+ Makes 236A, 236C and 214B more dangerous mixup options, as a well-timed 236* or 412B will lead to a freeze. | |||
+ Limits the opponent's neutral options due to Nayuki's dash speed. | |||
+ Leads to high damage combos, even from level 1. | |||
+ Getting RFless conversions helps Nayuki build BIC during the super. | |||
+ Can still build super meter while bunnies are active. | |||
</br> | |||
- Bunnies offer no form of vertical protection, so you can still be anti-aired or hit by a low. | |||
- Expensive on upkeep, especially if used after 214214* super and usage of IC. | |||
- Gives the opponent another thing to Recoil Guard. Great for those with command grabs. | |||
- 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, '''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. | |||
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. '''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. | |||
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. | |||
}} | |||
}} | |||
=== Final Memory === | |||
<br> | |||
<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-2" class="movelist-toggle-button">[[File:EFZ_Nayuki_Clocks_Movelist_Icon.png|link=]] Clocks</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"> | |||
====== <font style="display:none" size="0">FM</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_A.png | |||
|caption= | |||
|name=Treasured Collection <br> とっておきのコレクション | |||
|input=236236S | |||
|data= | |||
{{AttackData-EFZ | |||
|damage= / | |||
|guard= Any | |||
|property= I: 53.33-85.66 | |||
|startup= 53.33 | |||
|active= / | |||
|recovery= 32.33 | |||
|advHit= / | |||
|advBlock= / | |||
|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. | |||
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. | |||
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. | |||
}} | |||
}} | |||
</div> | |||
<div id="movelist-2" class="movelist"> | |||
====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 count<sup>1</sup>, and reset their countdown (randomly) when hit by the opponent<sup>1</sup>. When the countdown is completed, the clocks will instantly become invincible<sup>2</sup> and perform their varied attacks. All clocks have the same hurtboxes<sup>2</sup> 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 wall<sup>3</sup>. | |||
<small> | |||
:1 - [[Eternal_Fighter_Zero/Nayuki_Minase_(awake)#FM_2|Bomb Clock]] exempt | |||
:2 - [[Eternal_Fighter_Zero/Nayuki_Minase_(awake)#FM_5|Grandfather Clock]] exempt | |||
:3 - [[Eternal_Fighter_Zero/Nayuki_Minase_(awake)#FM_6|Keropii Sound Wave Clock]] exempt | |||
</small> | |||
====== <font style="display:none" size="0">FM_1</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_8.png | |||
|caption= | |||
|name=Alarm Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage= 50 x 21 | |||
|guard=Any | |||
|property= | |||
|startup= 0.33 | |||
|active= 6 x 21 | |||
|recovery= / | |||
|advHit=+24 ~ +144 | |||
|advBlock=+22 ~ +142 | |||
|cancel= / | |||
|description=Visually vibrates, but the hitbox stays still. No pushback on hit. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_2</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_11_A.png | |||
|image2=EFZ_Nayuki_FM_11.png | |||
|caption= | |||
|name=Bomb Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage= 2000 | |||
|guard=Any | |||
|property= | |||
|startup= 0.33 | |||
|active= 6 | |||
|recovery= / | |||
|advHit=/ | |||
|advBlock=+22 | |||
|cancel= / | |||
|description=Produces a large and highly damaging explosion, untechably launching the opponent on hit. | |||
* This clock always begins on a 5 count, and its timer does not reset when hit. Instead, it will briefly pause its countdown while in the air and immediately resume it upon landing. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_3</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_6.png | |||
|image2=EFZ_Nayuki_FM_5.png | |||
|caption=Black Cat Clock | |||
|caption2=Ginger & White Cat Clock | |||
|name=Cat Clocks | |||
|data= | |||
{{AttackData-EFZ | |||
|damage=50 x 21 | |||
|guard=Any | |||
|property= | |||
|startup=0.33 | |||
|active= 4 x 21 | |||
|recovery= / | |||
|advHit=+24 ~ +104 | |||
|advBlock=+22 ~ +102 | |||
|cancel= / | |||
|description=Two seperate clocks, but they function identically. Visually vibrates, but the hitbox stays still. No pushback on hit. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_4</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_1.png | |||
|caption= | |||
|name=Chicken Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage=100 x 51 | |||
|guard=Any | |||
|property= | |||
|startup=0.33 | |||
|active= 6 x 51 | |||
|recovery=/ | |||
|advHit=+24 ~ +144※ | |||
|advBlock=+22 ~ +88※ | |||
|cancel= / | |||
|description=Runs very quickly to the corner of the stage (not screen), then doubles back. | |||
* This clock can absorb hits for Nayuki while it is counting down. | |||
※ Can definitely get higher than this. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_5</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_3_A.png | |||
|image2=EFZ_Nayuki_FM_3.png | |||
|caption= | |||
|name=Grandfather Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage=200 x 16 | |||
|guard=Any | |||
|property= | |||
|startup= 60.33 | |||
|active= 12 x 16 | |||
|recovery= / | |||
|advHit=+33.66 ~ +358.66 | |||
|advBlock=+31.66 ~ +356.66 | |||
|cancel= / | |||
|description=Stays in place and swings its pendulum several times. Hitbox never changes despite the animation. | |||
* Takes an extra cycle to detonate, even if its countdown does not suggest. Can be knocked around during this extra time. | |||
* Upon landing from Nayuki's throw (not when hit by the opponent), this clock will start counting down immediately instead of waiting 60 frames for the first count, negating the extra cycle if it is not interrupted. | |||
* This is the only clock to have hitstop, but it only affects itself and the opponent, not Nayuki, resulting in extreme frame advantage. | |||
* This clock can absorb hits for Nayuki while it is counting down. | |||
* This clock has a special, taller hurtbox. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_6</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_2.png | |||
|caption= | |||
|name=Keropii Sound Wave Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage=50 x 21 | |||
|guard=Any | |||
|property= | |||
|startup=1.66 | |||
|active= 15 x 21 | |||
|recovery= / | |||
|advHit=+24 ~ +144 | |||
|advBlock=+22 ~ +142 | |||
|cancel= / | |||
|description=Shoots wave projectiles that expand the farther they travel. Waves don't have any pushback on hit. Shoots every 6 frames. | |||
* Technically, there are two different types of Keropii Clock: a left-facing one and a right-facing one, featuring unique times on their digital displays. Unlike other clocks, Keropii will not turn around when knocked into a corner, so which way it faces is determined by which way Nayuki was facing when throwing. For whatever reason, the left-facing Keropii will be knocked towards the opponent when hit instead of away. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_7</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_4.png | |||
|caption= | |||
|name=Mini-Nayuki Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage=100 x 9 | |||
|guard=Any | |||
|property= | |||
|startup=61 | |||
|active= ∞ x 9 | |||
|recovery= / | |||
|advHit=+17 | |||
|advBlock=+15 | |||
|cancel= / | |||
|description=Releases miniature Nayukis on a 15 frame interval that walk straight forward. | |||
* The Mini-Nayukis move too slowly to consistently combo into each other, but this allows Nayuki to attempt crossups if the opponent is blocking them. | |||
* Does not display a "1" on its countdown, but counts down normally nonetheless. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_8</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_10.png | |||
|caption= | |||
|name=Rocket Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage= 100 x 45 | |||
|guard=Any | |||
|property= | |||
|startup= 0.33 | |||
|active= 6.66 + 7 x 44 | |||
|recovery= / | |||
|advHit=/ | |||
|advBlock=+22 | |||
|cancel= / | |||
|description=Fires a rocket projectile that slowly flies straight up, continuously hitting until it goes offstage. Untechably launches on hit, so unless interrupted the opponent will continue to get carried by this to the top. | |||
* The large explosion as the rocket disappears is purely visual and does not damage the opponent. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">FM_9</font> ====== | |||
{{MoveData | |||
|image=EFZ_Nayuki_FM_7.png | |||
|caption= | |||
|name=Strawberry Sundae Clock | |||
|data= | |||
{{AttackData-EFZ | |||
|damage=50 x 10 | |||
|guard=Any | |||
|property= | |||
|startup=31.33 | |||
|active= 15 x 10 | |||
|recovery= / | |||
|advHit=/ | |||
|advBlock=+22 ~ +157 | |||
|cancel= / | |||
|description=Freezes the opponent on hit, pulls them towards Nayuki on block. | |||
}} | |||
}} | |||
</div> | |||
== Strategy == | == Strategy == |
Revision as of 21:59, 10 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
|
---|
c5B
c5B
|
---|
f5B
f5B
|
---|
5C
5C
|
---|
Crouching
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Jumping
j5A
j5A
|
---|
j5B
j5B
|
---|
j5C
j5C
|
---|
Dashing
66A
66A
|
---|
66B
66B
|
---|
66C
66C
|
---|
662A
662A
|
---|
662B
662B
|
---|
662C
662C
|
---|
Grabs
Ground Grab
Ground Grab
c6C/4C |
---|
Air Grab
Air Grab
Close j6C |
---|
Special Moves
Specials
236*
V-Shaped Thrust
V字型スラスト 236* |
---|
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 at anti-air'ing. |
---|
412*
Nayu-chan Kick
なゆちゃんキック (j)412* |
Nayuki does her best toku impression and approaches with a diving kick. Despite looking pretty flashy, it's a very niche pressure move with very little use in combos. Air variants can be done out of 44. |
---|
214*
Nayu-chan Twister
なゆちゃんツイスター (j)214* |
Nayuki’s tatsumaki senpakyuu, alters Nayuki's momentum depending on the button strength. Hits on both sides of Nayuki and is active until landing, is somewhat decent for cross-ups. Decent for resetting pressure in grounded blockstrings, can go over some lows that f5B cannot. Air variants can be done out of 44. |
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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* |
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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 | Video
- 2AA 2B f5B 2C 236C - 2178 damage | Video
- 2AA 2B f5B 2C 641236A - 1568 damage | Video
- Sets up her ice bunny super nicely.
- 2AA 2B f5B 2C 641236A - 1568 damage | Video
- 2AA 5B 2B 2C 236236A - 3248 damage | Video
Red IC
- Near Corner
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A - 4509 damage | Video
- You can walk forward after 236B IC to get a little extra corner carry.
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A - 4509 damage | Video
- Midscreen
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C - 3318 damage | Video
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A - 3940 damage | Video
Blue IC
- Near Corner
- 2AA 2B f5B 2C 236B(2hits) IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A - 6640 damage | Video
- In Corner
- 2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A - 7336 damage | Video
- 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.
- 2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A - 7336 damage | Video
- Corner to Corner Carry
- 2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A - 6641 damage | Video
- The dashes on the ground are short.
- 2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A - 6641 damage | Video
- 2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A - 6629 damage | Video
Advanced Combos
Red IC
- Anywhere
- 2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4833 damage | Video
- Can get full corner to corner carry by replacing 5C with 66B
- 2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4833 damage | Video
- 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).
- 236A(2hits) IC 66A 66B jB j66 jBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4722 damage | Video
- 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 | Video
- 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.
- 623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A - 4829 damage | Video
- 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 | Video
- Likely impossible on Sayuri.
- 2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A - 4900 damage | Video
- 2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A - 4783 damage | Video
- 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.
- 2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A - 4783 damage | Video
- 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 | Video
- 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.
- 623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A - 4908 damage | Video
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 | Video
- 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 | Video
- 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
- 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.
- 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
- 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 | Video
- 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~
- ~236B(2hits) IC 5B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6656 damage | Video
- Starters:
- Starters:
- 2ABC~
- 5B 2B 2C~
- 2B f5B 2C~
- (jBC/jAC/jAB) 5B 2C~
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A - 6680 damage | Video
- Starters:
- Starter:
- 2C~
- ~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
- 2C~
- Starter:
- Starter:
- 236B(2hits)~
- ~IC 5B 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A - 6145 damage | Video
- 236B(2hits)~
- Starter:
Okizeme
For the most part, Nayuki's okizeme comes down to using safe jump to basic 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 amongst 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. (I also would not consider meaties without other factors okizeme, but to each their own.)
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 will generally reverse the situation and leaving you with less meter and health. 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. Finally, there's throw... but opponents can air tech once frozen, so it's not a good option.
Finally, there's Final Memory, but this comes with a catch: You have to make sure the opponent can stay within the effective area. If the opponent is particularly stuck at the Grandfather Clock's active frames, then you're free to run mixups on them.
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.