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Shielding Nanase's pressure will force her to go for a pressure reset sooner, as despite the range on her normals she'll eventually be pushed back too far to effectively threaten you. Waiting for a rebeat or whiffed normal is usually the best chance for slower characters to take their turn back, as is keeping an eye out for a fireball set. Her frame traps rely on your willingness to mash, so if you are patient you can get her to commit more to throw situations which can give you an out.
Shielding Nanase's pressure will force her to go for a pressure reset sooner, as despite the range on her normals she'll eventually be pushed back too far to effectively threaten you. Waiting for a rebeat or whiffed normal is usually the best chance for slower characters to take their turn back, as is keeping an eye out for a fireball set. Her frame traps rely on your willingness to mash, so if you are patient you can get her to commit more to throw situations which can give you an out.
==Match Ups==
{{#vardefine:player|Nanase}}<!--
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=====<font style="visibility:hidden; float:right">Hyde</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Hyde
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Linne</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Linne
| favorability =
| data        =
}}</div>
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=====<font style="visibility:hidden; float:right">Waldstein</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Waldstein
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Carmine</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Carmine
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Orie</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Orie
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gordeau</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Gordeau
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Merkava</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Merkava
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vatista</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Vatista
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yuzuriha</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Yuzuriha
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hilda</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Hilda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chaos</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Chaos
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Nanase</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Nanase
| favorability ={{Property-UNI|mirror}}
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Byakuya</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Byakuya
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Phonon</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Phonon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Mika</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Mika
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Wagner</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Wagner
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Enkidu</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Enkidu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Londrekia</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Londrekia
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Kaguya</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Kaguya
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Tsurugi</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Tsurugi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Kuon</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Kuon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Eltnum</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Eltnum
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akatsuki</font>=====
{{MatchupData-UNI2 | player ={{#var:player}}
| character    =Akatsuki
| favorability =
| data        =
}}</div>


==Videos==
==Videos==

Revision as of 20:27, 28 May 2024

Uni2 profile nanase.png

Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Nanase generally wants to control the neutral with her strong normals, mobility and fireball. She will want to set a fireball with j.236B whenever it is safe to do so, and use it to pressure the opponent and check their responses. If they just block, be wary of counterattacks if you're far away. Certain characters have tools that make setting fireball in neutral a bad idea, in which case Nanase will want to patiently close in by dashblocking so she can pressure with her normals. Ideally, you want to use combos to carry the opponent to the corner or at least get a hard knockdown to set a fireball and run your pressure game.

Neutral

Fireball and get in.

"My opponent is a zoner/has tools to negate or punish me for setting fireball in neutral, what do I do?"

Dashblock and get in.

Approach

Nanase needs to choose her approach based on how much she can leverage her fireball. Against some opponents she can set fireball at round start and run in immediately to check opponent responses, and form a game plan from there. Against others, she'll be forced to play a more patient game where she dashblocks and closes the distance enough to take control with her solid normals. Fortunately, her great dash speed means she's never lacking in ability to close the distance on an opponent. As long as you are aware of her range and play it safe, your opponent will be more afraid of you than you should be of them.

Setting fireball doesn't just mean using j.236B, but also using j.236A to check your opponent's approach if they are more likely to run in on you. j.236B is limited to travelling on the ground and leaves you open to air approaches for the duration of the move, so consider this in round start situations.

Sometimes you can use her other special moves to try and brute force a way in, such as using her swordcar (236X) or 214X moves. Swordcar is a very risky option, and may require you to spend resources to stay safe. 214A/B can be solid choices for their coverage and combo ability, but their slow startup means you can't just use them mindlessly if your opponent also has fast neutral tools.

Keep Away

Nanase isn't the kind of character who wants to stay away for long, but she isn't necessarily helpless at a distance either. You could back off to set a fireball that covers her approach, though you must be wary of forfeiting too much of the stage or backing yourself into a corner. Her non-IC B fireball usually goes under other projectiles due to traveling along the ground, and both versions of A fireball are valuable tools for checking different air angles. If you have the chance to set 22B, it can make approaching you more difficult as opponents are forced to either play around the disc range or wait it out. 22C also travels nearly the whole screen, but notably disappears if it clashes with any projectile.

Her air normals have good speed and range for checking jump-ins too, especially her j.8C which has head invulnerability. Nanase's ground normals are quite effective even at their maximum ranges, with her long 2B and 2C helping to police ground movement at risk of the opponent jumping over them.

Offense

Pressure

Nanase's pressure is incredibly flexible and mainly focused on cracking her opponents with frame traps, staggered buttons, and the constant threat of her throw to top it off. Mix in special moves with rebeats to keep opponents guessing when they can try to mash out.

Nanase's only overheads from the ground come from either her 66C or as follow-ups to special moves. This means they have notable startup time and are usually able to be reacted to, so you shouldn't rely on them too much to break people's guards if they know what to expect. The C follow-up to 214B is a notable exception; doing 214B close to the opponent can make you go over and behind them, and the follow-up will auto-correct Nanase's direction to target the opponent. If they are not prepared, this can hit as a slow but somewhat effective crossup overhead attack.

Fireball is an incredibly powerful tool for pressure, giving Nanase a lot of advantage if the opponent blocks. A common tactic is to set B fireball and outrun it. As the opponent sits and waits to block the fireball, just dash up and throw them. After showing this to the opponent, you can vary throw timings and use other moves to bait and punish the opponent for trying to tech in anticipation. If they try to jump over, they are vulnerable to 3C or j.8C, or even 623X. If they try to throw an attack to stop your approach, dash and block to let the fireball catch up and hit them. However, she cannot cancel into fireball in a block string without using her Force Function which drains GRD. Fireball's lengthy startup makes her somewhat vulnerable to projectile-invulnerable moves or attacks from opponents who can react to the startup. Depending on the situation, cancelling from fireball into FF can allow her to block if the reversal is not air-unblockable (note that you can only use FF once before landing if you do not have Vorpal.)

Okizeme

Nanase's oki can be as simple as throwing out a meaty hitbox, or she can take the time to unleash multiple overheads on an opponent waking up. You can pick and choose what to do based on your opponent's options and their position on the screen, as well as how much time your combo ender gives you to act.

A very simple example is using j.236B after any hard knockdown. Keep in mind that not every knockdown gives you enough time to safely set fireball. Sometimes, the opponent can recover fast enough to hit you with an invincible reversal move.

  • Throw always gives you plenty of time to set a fireball safely.
  • j.2C j.236B is the easiest example of ending a combo with a fireball set that hits meaty on immediate neutral tech.
  • 2C FF j.236B is a simple example of fireball oki that isn't trying to hit meaty. For this situation, if the opponent immediately techs they will be slightly in front of the fireball. This sets up a good chance for you to run up and throw as they may be less likely to mash when a fireball is covering you.

For meaties, attacks like 5B are good choices. Consider long moves like run-up 2C if you think they will backtech, or your knockdown leaves you further out than usual.

22B serves a similar purpose to j.236B as a meaty tool, except it is not something that can be avoided as easily. Some combo enders can give you the chance to set 22B, but they are not always safe against reversals. Using EX moves like 214C can make it easier to set 22B safely, both midscreen and in the corner. It should be noted that 22B on block will "pull" the opponent forward instead of pushing them back like most moves.

There are short, easy-to-understand guides to get started with Nanase's okizeme in the Videos section of this page. While these videos are from UNICLR and therefore out-of-date, most of the content is still applicable to the current version of UNI2.

Fireball

In many routes, Nanase can opt to set a meaty B fireball by doing j.2C j.236B. If the opponent does an immediate neutral ground tech, the fireball hitbox will be right on top of them and prevent any action except reversals with frame 1 invulnerability. This has the benefit of effectively ensuring your turn if the opponent does not bet it all on an invincible reversal (though you should be cautious of wakeup CS making a reversal significantly more attractive as an option.) You can cancel fireball into Force Function, giving access to air normals and setting up for fake fuzzy overhead shenanigans. One common use is j.236B FF j.2[C]; Nanase can charge right away to attack with a strong overhead as soon as the opponent gets up, or time the charge so it is cancelled on landing. From there she can opt for 2B to hit low, or go for a throw. This isn't as threatening as it seems, since 2B isn't very fast at 9 frame startup. It can catch people off-guard though, after you've given them enough to think about on defense.

Typically, meaty B fireball is not the best option if the opponent is not in the corner because they have more flexibility to avoid or otherwise mitigate the threat of meaty fireball. If the opponent techs backward, there is still time for Nanase to give chase and threaten them with attacks like 5B, 2B or hitting the fireball with 6B if they try to jump out of harm's way. If the opponent delay techs, the tech timing will allow them to be invulnerable for the entire time the fireball hitbox is over them. This lets them ignore the threat of fireball entirely, though you can still press on with meaty normals. Sometimes the opponent will choose not to tech at all, instead taking the fireball hit. When this happens, this can disrupt your okizeme plans. One way to deter this is to react and use 214A or similar for some extra damage and hard knockdown again. Alternatively, IC j.236B will delay the fireball set long enough to meaty hit an opponent who does not immediately tech. If the opponent does immediately tech and Nanase does IC j.236B, she may be vulnerable to reversals.

A non-meaty B fireball is pretty strong in the corner. You can opt for enders like 2C FF j.236B which will set a fireball in front of the opponent instead of on top of them. While it won't be a meaty hit, fireball is still an immediate threat that the opponent must deal with in some way. You can then respond to the opponent as appropriate, using normals or just dashing up to throw them and run your oki again.

A fireball (that is, j.236A) is also useful after a knockdown, and gives you plenty of plus frames on block to start your pressure however you'd like. Take advantage of TK j.236A's momentum conservation; if you input 2367A, you'll throw out a fireball while going backwards!

214X

It is worth noting that 214X and its follow-up attack provide different numbers of advantage frames as combo enders, though the difference is not great. Typically, ending with ~B follow-up will provide more plus frames than ending with ~A or ~C follow-up, though the angle makes her prone to sideswaps.

With this in mind, new options may be available to attack an opponent's wakeup. You shouldn't have to worry too much about this, though. Typically ~B or ~C follow-ups will be good for the majority of situations.

Gimmicks

Chain Shift Uses

214X into immediate CS lets Nanase ride the momentum of 214X into air actions of her choosing. You can take advantage of this on a blocking opponent and continue your pressure uninterrupted.

  • j.2[C] is a strong option, but cancelling into immediate FF j.A will cause j.A to hit mid instead of high. This is unique behavior to deny Nanase of the joy of BROKEN and CHEAP fuzzy overheads.

236X~A CS can create a fuzzy block situation if the opponent blocks standing (usually in anticipation of 236X~B.) If the opponent did not shield, you can take advantage of the long blockstun from 236X~A to do j.B or 2B. The opponent's standing hurtbox leaves them vulnerable to j.B hitting overhead at the apex of your jump.

236X CS is useful to confirm off a swordcar hit or stay safe on block. A useful tool to pull out as a wakeup option on occasion, with 236A's 7f startup.

66B and 66C can be whiff cancelled into CS. This is useful for using them as meaty attacks, as they can be cancelled to bait and punish reversals.

Smart Steer Ender (5AB) can be cancelled into CS, but only if the last hit connects. Useful for combos, and to take advantage of 5AB's unique knockdown.

Dash Normal 50/50

At a very specific distance to the opponent, Nanase can use her dash normals such that 66B (low) and 66C (overhead) can potentially hit at the exact same time for 1 frame. For all intents and purposes, this is a true 50/50. This is difficult to set up outside the corner and is not impossible to prevent.

The easiest setup you can do is to do a combo into 2C 5[C] 214A/B(1) j.236C ender.

  • This just means you want to cancel 214X into j.236C ASAP.

Another way to set it up in the corner is to end a combo with 236X~C 7j2C w.jA.

  • This does not work on Merkava, he's a long boi.

After the whiffed j.A, you have just enough time to throw out j.236A before landing, which puts you in the correct distance. The opponent is locked in place with the A fireball. If the fireball is blocked, there is no gap before the dash normal connects. If they shield the fireball, there is a gap approximately 2 frames long where a reversal can be buffered. Normally the pushback from shield will cause Nanase to whiff, but this can be mitigated by timing the input of the dash normal at the moment the opponent would shield the fireball.

  • ...However if you partial charge the fireball by about 1-2 frames, you can negate this shield effect entirely.

Defense

I hope you like blocking, otherwise you picked the wrong game.

Reversal Tools

Nanase has access to a meterless reversal 623B, as well as 623C and universal reversal tools (IW/IWEXS, Veil Off, Guard Thrust.) Her A buttons are fast enough to help you poke out of a blockstring. It's important to note that sometimes the best option on wakeup is to simply block and wait until an opportunity to escape comes up.

Don't be afraid to just sit and wait, they can't perfectly pressure you forever!

Below are some ways you can use your buttons on wakeup.

2A is her fastest normal, and worth pressing if all you want to do is take your turn when your opponent is close. 5B is a strong normal that comes out relatively quick, and can be confirmed off any range. 2B has longer range than 5B and hits low, at the cost of being 1 frame slower (This is her fastest low normal.) 2C has even longer range and is slower still. It's recommended to use this in situations when the opponent is far away from Nanase and is attempting to dash back in to reset pressure. Not as good as a wakeup tool, but there's a time for everything. 3C is a solid anti-air button to throw out if they're jumping and using a slow button to attack, or they're trying to assault. 236A comes out faster than 5B and moves Nanase forward, allowing her to punish moves normally out of reach at the cost of being unsafe on block. 623A does not have full invul, but has head & dive invul from the moment the attack begins. It is an excellent anti-air tool, and you can use resources to combo off it. 623B is a traditional DP that has the benefit of hitting behind Nanase as well as in front. Though the horizontal range is lacking, its vacuum effect can pull in opponents throwing out a meaty hitbox.

If you have resources: 623C has better range than 623B in every direction, and does more damage too while still coming out fast. CS provides 1 frame of full invul on activation and freezes the action for just long enough to quickly gauge the situation. If you're hesitant to commit to a wakeup option, CS can allow for a clear reaction. Veil Off is a universal mechanic that has a use as a reversal, though you likely won't use it in favor of 623X unless you also need the damage increase to help mount a comeback. Infinite Worth comes out fairly quick, though you'll rarely have a real opportunity to use it as a wakeup tool. Likewise with Infinite Worth EXS.

Option Selects

5B~AD

  • Throw OS that leverages 5B, which is both a strong and fast normal.

3C~AD

  • Anti-Air OS using one of Nanase's strongest buttons.
  • You can buffer a 2A input so that if 3C hits, you cancel into 2A whiff. Add a 5AD input after if you want to go for a TRM.

66~1AD

  • This is less of an Option Select and more just buffering a dash into throw input. It's useful sometimes to try and preemptively throw your opponent.

Counter Strategies

A major part of Nanase's gameplan is being able to use her fireballs effectively. Keep the pressure on her to reduce her opportunity to actually set fireball, and punish her if she tries to do so in an unsafe moment. Fireball startup is not quick and she always has to be in the air to throw them. She can only air block after setting a fireball if she cancels into FF.

Nanase may try to use FF to set fireballs during her pressure. Though it's scary to challenge her doing this, she must also spend GRD and it is technically reactable. Shield her fireballs often and play the GRD war to steal Vorpal from her or otherwise make her rethink using FF carelessly.

Nanase approaching with B fireball is a common scenario, and the first layer is for her to run past the fireball and go for a throw to punish opponents trying to shield fireball. If you show you can tech the throw or otherwise avoid the situation with something like jumping, then she'll move on to trying to TRM you or backdashing to bait the throw tech. The situation is stacked against you, but not impossible to navigate.

Nanase's special moves typically leave her minus unless done as far away as possible (with the exception of fireball.) If she does 214X and is trying to delay the follow-up, either buffer an anti-air reversal or block and force her to spend resources to stay safe. All 236X follow-ups are punishable on block unless they connect at maximum range, and you can time a backdash to avoid and punish all 3 follow-ups if done predictably. Only 236X~B is high, while 236X~A is mid and 236X~C has no hitbox on block. Her j.214X attacks are all minus on block, and j.214B is the only version that hits overhead.

214C is often used as a way for Nanase to reset pressure, leaving her +5 on block and giving her a chance to follow with a gapless string into 2A. If you shield the last hit correctly, you'll at least have enough of a gap to input a reversal, though she'll still be plus on block.

Another common EX move is 22C. The first hit is 0 on block, creating a weird RPS situation that is somewhat in Nanase's favor because the disc will come back to hit a second time. If she throws you, the disc will add additional damage. You can try mashing or dash throw, but whiffing here leaves you vulnerable to the returning disc hit. Jumping back lets you avoid the disc in midscreen but can get you hit by a dash-up 3C or air-to-air move. Shielding here is risky, as a poorly-timed shield can easily put you in the worst situation.

Shielding Nanase's pressure will force her to go for a pressure reset sooner, as despite the range on her normals she'll eventually be pushed back too far to effectively threaten you. Waiting for a rebeat or whiffed normal is usually the best chance for slower characters to take their turn back, as is keeping an eye out for a fireball set. Her frame traps rely on your willingness to mash, so if you are patient you can get her to commit more to throw situations which can give you an out.

Videos

UNICLR Basic Nanase Okizeme Guide by Lionheart
UNICLR Advanced Nanase Okizeme Guide by Lionheart

External Links

Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters