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 High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
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).
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 Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit (22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
180
Low
6 / 6.33
3 / 2.66
6
+2
+1
N SP J IC R
Standing, spammable low kick. While it isn't the fastest, this is a staple in Nayuki's repertoire of normals. It does not sport 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.
c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Ground
8
3
12
+2
0
N SP J IC f5B
Nayuki kicks the opponent's side.
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 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.
f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Ground
15
4
9
+4
+2~+5
N SP IC
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 8f~24f
One of two Nayuki's 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 go into 5C or 2C, but often times it might just be best to Recoil Guard back.
5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Ground
8
8
20
-4
-6
SP JH IC
Nayuki does a soccer kick and blows 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 rather far. While this move is jump cancelable, you won't be able to convert off of this 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 RIC to blow 5C out of the water. On contact and with IC, you can get up to ~4000 damage on a proper conversion.
In Recoil Guard battles, this is one of your 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 have some caution 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.
Crouching
2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
185
Low
5
3
9
-1
-2
N SP J IC R
A crouching, spammable low kick to the opponent's feet. This move is slightly faster than 5A, but holds no 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 also has a great use if you use this 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.
2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
380
Low
6
10
6
+1
-1
N SP J f5B IC
Nayuki stretches out her leg to catch the opponent's ankles.
Naturally combos into f.5B if B is pressed again.
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 4f normals after Recoil Guard.
2C
2C
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
600
Low
SI: 0.33-2.66
11
16
13
/
-6
SP IC
Nayuki does a baseball slide and trips the opponent.
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 on a DP.
Jumping
j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
180
High, Air
5
18
4
/
/
N SP J AD IC R
Flying knee! j.A 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 able to be canceled into either j.B (what should mostly be done) or j.C. If you only do a single press, this move is actually fairly active for a while, 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.
j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
390
High, Air
7
10
10
/
/
N SP J AD IC
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 j.C, which is nice for combo filler or air-to-ground purposes.
j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
550
High, Air
9
4
24
/
/
SP J AD IC
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 combo filler, 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 BIC 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 a lot of favors. This move option selects air throw if you hold forward with it.
Dashing
66A
66A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Low
6
3
6
+2
+1
SP J IC
Primarily a pressure tool to reset pressure if pushed back enough, but has limited combo usage. On hit, this cancels into 623A. This can also be used 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. Consider getting ready to Recoil Guard back.
66B
66B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Ground
8
3
12
+2
0
SP J IC
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 236236x. Stringing together 66Bs in BIC combos requires you to slightly delay them from one another, as the opponent will go upwards with each hit.
66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
650
Ground
8
3
25
/
-6
SP IC
An excellent launcher from her quick dash. 66C in neutral is something to be respected, as it is ICable and thus able to be converted into combos. Despite being -6, it can be relatively safe if you hit this on the tip. Is both special and super cancelable. Depending on the built up RISC/guard gauge of the opponent, you can convert without using IC.
662A
662A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
185
Low
5
3
9
-1
-2
SP IC
Generally 9/10 when you are dashing and try to get a 2A afterwards, you'll get this instead. You could use it to brake your dash, but you could also jump or do 66A instead. You could also use 662A instead of 66A for Snowbunny conversions, but 66A sports more range. Overall, a lackluster move. It sucks; don't bother.
662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Any
12
12
8
-3
-5
SP AD IC
Running knee. This move can go over lows, but for the most part, it’s not that impressive. Negative on block, but is special and super cancelable. On block, consider using 214A. On hit, this can combo into 623A.
662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
650
High
27
2
24
/
-4
SP IC
Overhead. Cancelable into 236A or 236C for a second mix up provided that the opponent does not RG it. While this move would be excellent for snow bunny mixups, this move has an astoundingly bad proration that brings the combo to 3.0 power. Use it to catch the opponent off guard or to finish a round.
Grabs
Ground Grab
Ground Grab c6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
5.33
0.66
28
/
/
None
Throws the opponent behind Nayuki. It’s not an impressive grab in any respect, but Nayuki’s pressure is primarily strike/throw, making it important. Tosses the opponent quite a distance, but you can still get at least a safejump or basic mixup out of it. While this throw would be nice for Snow Bunnies, the opponent can immediately tech afterwards, leaving Nayuki at a disadvantage.
Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
2
1
/
/
/
None
Tosses the opponent behind Nayuki, usually to the corner at most heights. Fairly standard air grab. Depending on the angle of the throw, you can sometimes throw the opponent the way you are facing. This is considered a bug, but a very beneficial one if you manage to land it. There is currently no known way to make this bug consistent.
Special Moves
Specials
236*
V-Shaped Thrust V字型スラスト 236*
A
A
B
B
C
C
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A/B/C
450
A - Low/Air B - Any C - Any
14
2
30
/
/
IC
-
450
A - Low/Air B - Any C - High/Air
21
2
23
/
-3
IC
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.
A version:
Both hits are lows, making it somewhat useful for catching people off guard.
It's possible to pick up from 236A(2) IC into 66A 66B for a full combo.
B version:
Hits mid, is mainly used for combos.
The first hit is an excellent poke in neutral if you IC it, can be followed up with 66C 236236*.
At max range the second hit of 236B will whiff.
C version:
Standard combo ender, the second hit is an overhead which can sometimes catch people off guard.
Looks like it would apply well as an anti-air but it isn't air unblockable and has a lot of start-up, stick to 623* for anti-airs.
Does not require RF to use.
623*
Somersault Spike サマーソルトスパイク 623*
A/B/C
A/B/C
623B Frame 1 Invulnerability
623B Frame 1 Invulnerability
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.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
700
Any
/
4
4
35
/
-16
IC
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.
B
700
Any
HI: 1-7
6
4
39
/
-21
IC
Nayuki goes slightly higher and leaps backwards, go-to anti-air.
Considered airborne on frame 1, making it a poor wake-up option as you can be juggled into a combo.
C
500
Any
I: 1-10
7
4
40
/
-23
IC
-
700
Any
/
22
4
26
/
-8
IC
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.
412*
Nayu-chan Kick なゆちゃんキック (j)412*
A
A
B
B
C
C
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.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
750
Any
25
12
9
+3
+1
IC
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 BIC combos.
B
750
High, Air
28
2
20
+2
0
IC
Huge forward hitbox, unlike 412A, moves her horizontally like Dan Kicks.
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*.
C
350
Any
8
6
46
-
-
IC
-
350
Any
20
15
25
-
-
IC
-
600
Any
41
2
17
/
+3
IC
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.
jA
750
Any
18
8
12
-
-
IC
jB
750
High, Air
23
2
20
-
-
IC
jC
350
Any
3
6
46
-
-
IC
-
350
Any
20
15
25
-
-
IC
-
600
Any
41
2
17
/
-
IC
All air variants of 412*:
Has reduced start-up compared to the grounded version.
Can be done out of 44. (Backdash)
214*
Nayu-chan Twister なゆちゃんツイスター (j)214*
A
A
B
B
C
C
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.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
200 x 4
Any
TI: 0.33 - 2.66
7
3 x 4
12
+2
-0.33
IC
The fastest tatsu.
Mainly used to switch sides after a knockdown.
Doesn't launch, cannot convert after without IC.
Caps at 4 hits. 3 frame gap between hits.
B
200 x 7
Any
TI: 0.33 - 11.66
19
3 x 7
7
/
-21.66 ~ +13.33
IC
Higher tatsu, slower but can be used for gimmicky cross-up okizeme.
Launches the opponent, cannot convert after without IC, but has better advantage so you can meaty their air tech.
Caps at 4 hits. 3 frame gap between hits.
C
200 x 16
Any
TI: 0.33 - 8.66
13
2 x 16
7
/
-46.66 ~ +12.33
IC
No real invuln, used for gimmicks.
Launches the opponent.
Caps at 8 hits. 2 frame gap between hits.
jA
200 x N
Any
TI: 0.33 - 2.66
9
3 x N (until landing)
9
/
-
IC
Mainly used for safety, such as after a blocked 662B, cannot convert into a combo on hit without IC.
Can be used out of 44. Somewhat useful for extending your backdash while building a small bit of meter.
Launches the opponent.
Caps at 4 hits. 3 frame gap between hits.
jB
200 x N
Any
TI: 0.33 - 2.66
9
3 x N (until landing)
3
/
-
IC
Just like j214A, it's used for safety, unlike j214A you'll get a cross-up instead of same-side on block.
Nayuki kicks the air so hard that she forms a ball of ice.
Somewhat useful as a combo ender, you trade okizeme for somewhat cheap damage.
Not invulnerable on start-up.
B
600 x 6
Any
I: 1-11
8
72
55
/
-
None
Does more damage, has invulnerability, and leads into knockdown.
Excellent combo ender and reversal if you have meter to do it.
236236B also gives more than enough time to setup Snow Bunnies if you want to, but this is quite costly.
It's possible to still hit the opponent while they're frozen, but it's very hard to reach them in time.
C
500 x 15
Any
I: 1-19
8
72
55
/
-
None
Big damage, if you want to dump your meter to guarantee a kill, go for it.
j214214*
Super Nayu-chan Kick スーパーなゆちゃんキック j214214*
A
A
B
B
C
C
All versions can be done out of 44. (Backdash)
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
700 x 2
Any
8
2 x 2
-
-
-
IC
-
700
Any
12
4
-
-
-
IC
Nayuki's primary corner juggle combo finisher.
There is no reason you shouldn't end your combos with this, assuming you're in the corner and have meter.
If all hits connect, you get a guaranteed knockdown.
Leads into Snow Bunnies (641236*) if IC'd after the 3rd hit.
B
400 x 5
Any
8
2 x 5
-
-
-
IC
-
1000
Any
18
4
-
-
-
IC
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 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.
C
350 x 5
Any
8
1 x 9
-
-
-
IC
-
1500
Any
17
2
-
-
-
IC
Level 3 Super Nayu-chan Kick, 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.
641236*
Memories with Snowbunnies 思い出は雪兎と共に 641236*
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450 x N
Any
47
-
28
/
-
None
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, more meter spent the longer the timer.
If any of the two snow bunnies hits the opponent, they will be put in a combo'able frozen state, leading to high damage loops.
The timer goes down when a Snow Bunny connects with the opponent.
The super will instantly end if Nayuki is hit.
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.
Snow Bunnies 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.
If any of Nayuki's moves hit within the same frames of the bunnies hitting, the opponent will not freeze.
Throw shouldn't be used during Snow Bunnies, as combo'ing into a Snow Bunny will actually let the opponent tech before Nayuki recovers.
Final Memory
Nayuki
Clocks
FM
Treasured Collection とっておきのコレクション 236236S
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
/
Any
I: 53.33-85.66
53.33
/
32.33
/
/
None
Nayuki slowly jumps forward, fully vulnerable until superflash, throwing several alarm clocks from her peak height.
Very risky to go for due to the rather long start-up, high meter cost, and the fact the opponent can move into place for a punish while Nayuki is slowly falling down after throwing the clocks.
Nayuki also has much better, reliable uses for meter so this Final Memory is only really useful as a gimmick.
If you can safely get it out though, this move does have positives and the potential to turn the pace around in your favor.
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.
Nayuki doesn't spend the meter until superflash, so getting hit out of start-up doesn't leave you broke if you can survive the hit.
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.
Visually vibrates, but the hitbox stays still. No pushback on hit.
FM_2
Bomb Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
2000
Any
0.33
6
/
/
+22
/
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.
FM_3
Cat Clocks
Black Cat Clock
Black Cat Clock
Ginger & White Cat Clock
Ginger & White Cat Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
50 x 21
Any
0.33
4 x 21
/
+24 ~ +104
+22 ~ +102
/
Two seperate clocks, but they function identically. Visually vibrates, but the hitbox stays still. No pushback on hit.
FM_4
Chicken Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
100 x 51
Any
0.33
6 x 51
/
+24 ~ +144※
+22 ~ +88※
/
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.
FM_5
Grandfather Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200 x 16
Any
60.33
12 x 16
/
+33.66 ~ +358.66
+31.66 ~ +356.66
/
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.
FM_6
Keropii Sound Wave Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
50 x 21
Any
1.66
15 x 21
/
+24 ~ +144
+22 ~ +142
/
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.
FM_7
Mini-Nayuki Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
100 x 9
Any
61
∞ x 9
/
+17
+15
/
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.
FM_8
Rocket Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
100 x 45
Any
0.33
6.66 + 7 x 44
/
/
+22
/
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.
FM_9
Strawberry Sundae Clock
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
50 x 10
Any
31.33
15 x 10
/
/
+22 ~ +157
/
Freezes the opponent on hit, pulls them towards Nayuki on block.
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.
Snow Bunnies
Snow Bunnies 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, Snow Bunnies could make it out on top if you respond properly.
Snow Bunnies improve risk-reward from mix-ups, makes the 236*/236B/412B more rewarding, allows you to conserve RF, and limits the opponent's options considerably. Unlike other games with Installs, this doesn't limit your Meter or RF gain, allowing you to conserve (and build) RF/meter to do high damage combos. However, Bunnies offer no form of vertical protection, are very expensive on up-keep (especially after 214214* okizeme setups), and can be recoil guarded if done poorly leading to free punishes for some characters.
Common mixups from Snow Bunnies can range from the standard high/low from 236A or 236B to left/rights using airdash or backdash/backjump 412B. Conversions from Snow Bunnies 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. At midscreen, you can use 66A 623A to combo into a refreeze.
Throw is not recommended during Snow Bunnies, as the opponent can tech very early from the freeze and reset to neutral instead of being knocked down like normal.
Some characters wake up before all Snow Bunnies setups, such as Cello.
Combos
Notation Help
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.
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.
No IC
Nayuki has some basic routes without IC that give her knockdowns or forsake okizeme for a small bit of damage.
She doesn't really have difficult or situational ICless pick-ups to convert without an anti-air hit, in this state you can safely loop these knockdowns until you get IC to start a bigger combo.
Anywhere
2AA 2B f5B 5C 236A 2AA 2B f5B 2C 236C
Basic chains into a knockdown. 236C doesn't cost RF so it can be used to end combos as well.
2AA 2B f5B 2C 641236*
Sets up her ice bunny super nicely at the cost of damage.
2AA 5B 2B 2C 236236A
Deals extra damage at the cost of meter and okizeme. Do this only to close out a round.
Red IC
Nayuki gets a lot of off of Red IC depending on how much execution you're willing to put in.
She can get full corner to corner and pretty good okizeme if you're willing to practice her dash links, but her easier routes deal very little.
Anywhere
236B(1hit) IC 66C 236236A
Damage route off of Nayuki's very disjointed 236B, mainly for closing out rounds.
2B 2C 623A IC dj9 djB dj66 djBC land 66 jB j66 jBC land 5C 9 jBC djBC dj214214A
Almost full corner-to-corner route off of 2B 2C. Can get full corner-to-corner by replacing 5C with 66B at the cost of damage.
Big corner-to-corner combo off of 623A/B, requires a larger delay if you hit it as an anti-air to make sure jBC connects while they're low to the ground. If you use 623A, you need to double jump (kind of like an 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
2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A
Easier alternative route to the above corner-carry routes. Metered cash-out version is also embedded.
Near Corner
2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A
You can micro-walk forward after 236B IC to get a little extra corner carry.
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
Blue IC lets Nayuki deal some crazy damage while getting better okizeme and even more ridiculous corner carry.
The harder routes are designed to maximise damage and build Red IC back in time to IC the dj214214A into bunny super upon landing.
The core of Nayuki's BIC routing varies a lot depending on starter, but the screen positoning hardly matters.
Which juggle route you use depends on the starter, ordered here from least damaging to most damaging.
Starters:
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
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
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
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
Anywhere
2AA 2B f5B 2C 236B(2hits) IC 5B (j9B j66 jBC land 66)x3 5C jBC djBC 214214A
The grounded dashes should are more like micro-dashes, you can think of them as 669 inputs.
2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A
Midscreen
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
236C in the corner gives you cross-up okizeme. Here's combos for each side. The cross-up version is first in the video. Same-side version plays after.
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
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 Mizuka)
Somehow I have a feeling that we might end up getting along with each other.
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.