Under Night In-Birth/UNI2/Nanase/Combos: Difference between revisions

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{{WIP|info=Most of the info on this page was copied from [[Under Night In-Birth/UNICLR/Nanase/Combos|UNICLR]] and may not be up-to-date.}}
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'''This page was originally copied from the UNICLR version and is a work-in-progress. Some sections may be outdated, but still contain information applicable to UNI2.'''
 
{{ComboLegend-UNI}}
{{ComboLegend-UNI}}


==Getting Started==
==Getting Started==
Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme.
Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme. Continue reading if you want to learn some combos that will help introduce you to UNI2 Nanase.
 
To better understand the notation for combos, see the Notation Help box above.


===Notes on Mission Mode===
===Notes on Mission Mode===
Line 19: Line 21:


If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.
If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.
===="Ok but I'm lazy/I just want one bnb pls give/what's the one combo everyone does"====
'''[https://youtu.be/BuqFMizw2kA HERE JUST WATCH THIS VIDEO AND READ THE DESCRIPTION]'''


===Combos to Start With===
===Combos to Start With===
'''Note''': This section has not been updated yet and still features information from UNICLR, the previous version of the game. While all of the combos shown will still work, they might not be the "preferred" routing in UNI2 and may seem outdated or less effective.
The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with practical starters, so players are comfortable with adapting them to other starters.
*It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise. For example, if you see j.[C] after 5C assume the input is 9j.[C].
*Nanase's j.B follow-up attack is typically written as j.BB or j.B~B.
*When calculating damage, assume the ender is 2C 5[C] 214B~B unless otherwise noted.


The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with very practical starters, so players are comfortable with adapting them to other starters.
A playlist of video examples for the routes below is available [https://www.youtube.com/playlist?list=PLJ3cCQbGO5PibD716u48fosP4dal7iytB here]. Links to videos for the corresponding combos are also listed below each combo.
*It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
{{ComboTable-UNI | showCost = no
*Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
*"xN" means you can input the preceding button any number of times and still continue the route.
 
For video examples of the following combos, here is a [https://www.youtube.com/playlist?list=PLJ3cCQbGO5PjbTJmK8GYw255AhR5zp8Bu "Bread and Butter" UNICLR Combo playlist by Wish.] Links to the individual videos will also be available in the notes for the respective combos in the table below.
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A/2A 2B 2C 5C j.[C] JBB j.2C {{Property-UNI|Ender}}
   | combo        = 5A/2A 2B 2C 5C j.[C] j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 2743 (5A)<br>2703 (2A)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 61.34 (5A)<br>60.86(2A)
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Basic combo that works anywhere, anytime off just about any starter. Likewise, just about any ender will work with this too.
   | notes        = Basic combo that works anywhere, anytime off just about any starter. Likewise, just about any ender will work with this too. If you're close to the opponent, you can use 5[C] in place of 5C for a slight damage increase.
*[https://youtu.be/mWDuiJqD0xY Click here to see a video.]
 
If you're further away from your opponent, 5C might not reach or cause j.[C] to whiff. In this case, use '''236B~C''' to pick up instead. You will sideswap, but it makes for a more consistent combo at any range.
*[https://youtu.be/GTwIO0mRolQ Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A/2A 2B 2C 236B~C j.[C] JBB j.2C {{Property-UNI|Ender}}
   | combo        = 5A/2A 2B 2C 5C j.[C] j.2[C] land j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 2798 (5A)<br>2758 (2A)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 65.73 (5A)<br>65.25 (2A)
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Variation of the basic BnB using 236B~C to continue the combo if 5C wouldn't reach.
236B~C is helpful for continuing a combo from a long-range or awkward poke, but note that you will sideswap when using it.
This combo has similar flexibility to the previous combo, for both starters and enders.
*[https://youtu.be/OSi405IdaUg Click here to see a video.]
}}
{{ComboData-UNI
  | combo        = 5A/2A 2B 2C 5C j.[C] j.2[C] land JBB j.2C {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          = 0
  | metergain    =
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = A step up from the basic combo, and introducing the rejump with a simple continuation.
   | notes        = A step up from the basic combo, and introducing the rejump with a simple continuation.
*[https://youtu.be/R7iaXZVAyp0 Click here to see a video.]
 
This also works with most starters, but note the use of j.2[C]. This button bounces the opponent, and therefore the combo will end after the second j.2C if you go for this off of an OTG pickup. When in doubt, go for the above route instead.
*[https://youtu.be/mR7paN50VJs Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A/2A 2C 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C {{Property-UNI|Ender}}
   | combo        = 5A/2A 2C 5[C] j.[C] dl.j.2[C] j.236[A] land j.A j.8C j.B~B j.2C {{Property-UNI|Ender}}<br>5B/2B 2C 5[C] j.[C] dl.j.2[C] j.236[A] land j.A j.8C j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 3074 (5A)<br>3087 (2A)<br>3239 (5B)<br>3227 (2B)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 75.34 (5A)<br>75.27 (2A)<br>77.30 (5B)<br>77.32 (2B)
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = A combo that requires you to confirm an A button with a C button. Note the 5B comes '''after''' 2C.
   | notes        = A combo that requires you to confirm an A button with a C button. Note the 5[C] comes '''after''' 2C. If you start this combo with an A normal you can substitute the first 5[C] for a 5B or 2B. This makes the combo timing more lenient for slightly less damage.
This route introduces delays, with a delay before both j.2[C] and j.236A. See the [[#FAQ]] for more info.
 
This route also introduces the air strings that are commonly seen in advanced routing.
If you start this combo with a B or C normal, you can also use 3C instead of 5[C]. This combo has been the "Bread and Butter" of Nanase's combos since UNIST; once you learn it, it becomes one of her most consistent and reliable combos.
*[https://youtu.be/G8QgsrQk9Xo Click here to see a video.]
 
This route introduces delays, with a delay before j.2[C]. See the [[#FAQ]] for more info. j.236[A] can also be delayed, but the Increase input usually is enough to auto-time it. This route also introduces the air strings that are commonly seen in Nanase's routing. Make sure to do a forward jump after you land.
*[https://youtu.be/RKByAJXUHaQ Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D j.B 5A/2A 2B 2C 5C j.[C] j.2[C] land JBB j.2C {{Property-UNI|Ender}}
   | combo        = 3C j.8C j.2[C] j.236[A] land j.B~B j.[C] j.236A land j.A j.C j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 3345
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 78.23
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Assault starter route for beginners. Assault starters have heavier scaling, so certain routing and enders are not possible.
   | notes        = Using either 3C or j.8C to anti-air, you can confirm into this combo.
It should be noted that when an opponent is hit while crouching, an extra 1 frame of hitstun is added to all attacks that hit while the opponent is still grounded. This allows for 6D j.B 2A to work at the earliest possible timing. Otherwise, Nanase cannot combo off of earliest possible 6D j.B timing.
 
However, on counter hit the scaling is relaxed and you can use typical routing.
Use 22A instead of the first j.236[A] if you're having trouble getting the move out before landing. If you're having issues confirming off of 3C, input j.8C as 7j.8C. The backwards jump usually helps correct Nanase's position so j.2[C] does not miss.
*[https://youtu.be/m-XVPtg5KSg Click here to see a video.]
*[https://youtu.be/7l1KNSZ2jys Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = (5B/2B) 2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C {{Property-UNI|Ender}}
   | combo        = 6D j.2C 5B 2C 5[C] j.[C] j.2[C] land j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 2615
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 65.69
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Combo off 5B/2B or 2C poke. This route is the definition of "bread and butter" for Nanase. Highly recommended to learn after mastering previous routes.
   | notes        = Assault starter route for beginners. Assault starters have heavier scaling, so certain routing and enders are not possible. If you successfully counter hit or GRD Break with the assault button, the increased proration from assault no longer applies and you can use combos as normal.
For B and C starters, add j.B between j.[C] and j.2[C] to remove the need for delays in exchange for losing some damage.
 
*[https://youtu.be/oe3BLoYiUvw Click here to see a video.]
j.2C is a good assault button for when you want to use assault as a low crush or to beat throw attempts. It has decent scaling, allowing you to link 5B for the above combo.
*[https://youtu.be/BrufOEzx8C0 Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C 236B~C j.[C] JBB j.2C {{Property-UNI|Ender}}
   | combo        = 66C 22A 5B j.[C] j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 2541
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 58.24
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = A simple confirm off 66C. 66C uses a ground bounce right away, limiting potential combo extensions.
   | notes        = A simple confirm off 66C. 66C uses a ground bounce right away, limiting potential combo extensions.
*[https://youtu.be/QUOmF87zy98 Click here to see a video.]
 
Cancel into 22A immediately from 66C, or else it will whiff. You can also cancel into 236B~C, though that is a riskier confirm that leaves you more vulnerable on block.
 
You can do this as a general OTG confirm, but pick up with 2A or 2B instead of 22A.
*[https://youtu.be/0qdG2Mum0HM Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C 66 3C JBB j.[C] j.236[A] land j.A j.8C JBB j.2C {{Property-UNI|Ender}}
   | combo        = 66C 22A 3C (tk j.236[A] land) j.8C j.B~dl.B land j.A j.C j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 2790<br>2690 (w/out j.236[A])
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 69.50<br>63.28 (w/out j.236[A])
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Corner}}
   | notes        = More optimized 66C starter combo for corner carry that conserves a combo bounce.
   | notes        = This is a stronger 66C 22A confirm that you can do in the corner. If you have the execution, you can immediately cancel 3C into j.236A for extra damage.
This teaches microdash 3C into an air string, as well as an alternate air string that does not rely on j.2[C]
 
*[https://youtu.be/nnqHL42lwf8 Click here to see a video.]
For corner routing, when using 214X as an ender opt for the C follow-up instead of B as it gives more damage without the risk of sideswap. This combo uses 214B~C as the ender for damage.
 
You can do this as a general OTG confirm outside of the corner, by picking up with 2A/5A instead of 22A and omitting j.236[A]. If you have enough time to pick up with 3C, you don't have to omit it.
*[https://youtu.be/9oY5DNhQ4OY Click here to watch a video demonstration.]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B 2C dl.236B~A 5A 3C j.[C] dl.j.8C JBB j.2C {{Property-UNI|Ender}}
   | combo        = 5B/2B 2C 214A~B 2A 3C j.[C] dl.j.8C j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 3354 (5B)<br>3254 (2B)
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 79.59 (5B)<br>78.93 (2B)
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = Corner route that can be done off 5B/2B or 2C pokes. This route introduces the building blocks of Nanase's corner routing with 236B~A.
   | notes        = Corner route that can be done off 5B/2B or 2C pokes. This route is a new route made possible in UNI2, and we take advantage of using 214X to confirm instead of the riskier 236X.
236B~A 5A is a link; 5A must be correctly timed to connect. 236B~A should be delayed so that the opponent does not go over to the other side. See the [[#FAQ]] for more info.
 
*[https://youtu.be/PyDw4yjiMnM Click here to see a video.]
214A and 214B can be used interchangeably for the most part in combos. If you're further away, use 214B instead. Also, we use the B follow-up for the first 214X as it provides stability and easier timing for the link after, though C follow-up still does more damage. If you opt to use C follow-up anyway, start the combo with 214B~C instead and end with 214A~C to maximize damage and avoid same-move proration.
*[https://youtu.be/5_jOQsdLFhE Click here to watch a video demonstration.]
  }}
  }}
}}
}}


===Combos with 214X===
===Tornado Combos===
''TODO: Add more examples, explain better. Maybe some videos too.''
 
In UNI2, Nanase received changes to the frame data of her [[Under_Night_In-Birth/UNI2/Nanase#214X~X|214X follow-up attacks]]. These moves received faster recovery, which allows for significantly easier confirms than was possible in previous versions. This new routing offers slightly improved damage over the older routing, though with a higher learning curve.
In UNI2, Nanase received changes to the frame data of her [[Under_Night_In-Birth/UNI2/Nanase#214X~X|214X follow-up attacks]]. These moves received faster recovery, which allows for significantly easier confirms than was possible in previous versions. This new routing offers slightly improved damage over the older routing, though with a higher learning curve.


Line 150: Line 153:
Pick 214A or 214B depending on which move you want to use for the ender. If you can't decide, 214B is usually easier to combo with due to its faster startup.
Pick 214A or 214B depending on which move you want to use for the ender. If you can't decide, 214B is usually easier to combo with due to its faster startup.


The follow-up attack should be selected depending on Nanase's height, how close she is to the opponent, and whether you want to sideswap or not. If you want to stay on the same side, the B follow-up makes this easier. Your timing can impact this, so practice the effects of delaying or not delaying the follow-up.
The follow-up attack should be selected depending on Nanase's height, how close she is to the opponent, and whether you want to sideswap or not. If you want to stay on the same side, the B follow-up makes this easier. Your timing can impact this, so practice the effects of delaying or not delaying the follow-up. Try to use Nanase's location during tornado as a reference, or your opponent's location too.


5A/2A represent the normal you link into after landing from the 214X~X follow-up attack. Typically we use one of these moves as they are Nanase's fastest buttons. There are rare situations and routing that allow you to pick up with 5B, but these usually require strict delays and timings.
5A/2A represent the normal you link into after landing from the 214X~X follow-up attack. Typically we use one of these moves as they are Nanase's fastest buttons. There are rare situations and routing that allow you to pick up with 5B, but these usually require strict delays and timings.
Line 157: Line 160:


Below are some examples of this routing, and how to use 214X to elevate your combo game.
Below are some examples of this routing, and how to use 214X to elevate your combo game.
{{ComboTable-UNI
{{ComboTable-UNI | showCost = no
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B/2B 2C 5[C] 214B~dl.C 2A 3C j.[C] j.8C j.B~B j.2C {{Property-UNI|Ender}}
   | combo        = 5B/2B 2C 5[C] 214B~dl.C 2A 3C j.[C] j.8C j.B~B j.2C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    = 3305 (5B)<br> 3308 (2B)
  | bonusdamage  =
  | cost          = 0
  | metergain    = 83.40 (5B)<br>83.52 (2B)
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Primary example of what tornado combos looks like. In this case, we use 214B~B as our ender despite already using it in the combo, for the sake of additional corner carry.
 
To understand when to press C after the first 214B, look at Nanase's positioning when she does the tornado. Right after she hits the apex of her height is when you should press to stay same side. If you want the sideswap, just do the follow-up ASAP.
}}
{{ComboData-UNI
  | combo        = 214A~dl.B 5B 22A 3C j.[C] j.8C j.B~B j.2C {{Property-UNI|Ender}}
  | basedamage    = 3685
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 0
   | cost          = 0
   | metergain    =  
   | metergain    = 79.82
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Primary example of what 214XX routing looks like.
   | notes        = Using tornado mid-combo is pretty cool, but what about if we hit it as a starter?


You won't hit this all the time, but it's useful to know that '''214A can punish a blocked Veil Off and also many reversals'''. Time the B follow-up here to hit when the opponent is very close to Nanase, right before they touch the ground. If you're struggling with the timing, you can also hit a little earlier and go for 2A as the link instead of 5B. You'll lose some damage but it is much easier to time.
}}
{{ComboData-UNI
  | combo        = 214B~dl.B 5A/2A 5B j.B~B j.[C] j.236[A] land j.A j.8C j.B~B j.2C {{Property-UNI|Ender}}
  | basedamage    = 3461(5A)<br>3436 (2A)
  | bonusdamage  =
  | cost          = 0
  | metergain    = 83.07(5A)<br>82.60 (2A)
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = This combo focuses more on just carrying the opponent as far as possible after we already used 214B to start.
You can use 2A if you need a more lenient link, but in this case 5A will add a slight bit more damage.
}}
{{ComboData-UNI
  | combo        = 5A 2C 214A~dl.B 2A 3C j.[C] j.8C j.B~B j.2C {{Property-UNI|Ender}}
  | basedamage    = 3162
  | bonusdamage  =
  | cost          = 0
  | metergain    = 77.19
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Tornado combos can even be done off A normals, though you have to confirm immediately into it. The timing is especially rough here, as a long delay like above is required unless you hit 5A at the max range.
This isn't really necessary to learn, but it looks cool and demonstrates how you can use this routing in a lot of situations.
  }}
  }}
}}
}}


===Theory===
===Theory===
Nanase's basic string can be summed up as:
Nanase's theory at its core is to confirm into an air button or special move as fast as possible.
*ground normals > launcher > air normals > ender
where the launcher is any move or combination of moves that puts the opponent in the air.


Nanase's combo structure is both flexible and inflexible. Your routing will be determined by the first two or three moves you land, as proration plays a heavy part in what combos she can do. Something as simple as hitting 5A/2A only once can open up a lot more options. You will need to pay close attention to hit confirming, and other factors so you can quickly determine what combo you should go for.
You need to be able to quickly recognize what buttons your combo started with, and choose your routing from there. Nanase's combo structure is strangely both flexible and not; the difference between being able to do a combo or not is as simple as whether you hit 3C in your first 2-3 hits or if you confirmed into 214X quick enough. She does have stable routing she can fall back to, but those combos lose damage to gain stability on a character that already has to choose whether to sacrifice damage for oki at the end of the combo.


Regarding enders, Nanase wants to pick her ender based on the situation and what her goals are. Often, this can mean choosing not to go for a damaging ender to instead set a meaty fireball. It could also mean doing a 214B j.236C ender for corner carry and hard knockdown, or even going for a 623C ender to get enough damage to close out a round. Nanase has many different enders and different uses for her meter, so there is no "one size fits all" approach to her enders.
Speaking of, enders are also important to figure out. Most of them fall into simple okizeme categories of "hard knockdown into meaty button," "knockdown into fireball/disc set," or "big damage." Enders using 214X usually fall between getting damage and also pushing opponents toward the corner if they aren't already there for a hard knockdown. Your ender choice will be fluid depending on the state of the game and what you need to get closer to victory.


When in doubt, either set a fireball or go for 214X~X to get a hard knockdown.
When in doubt, either set a fireball or do 214X~B/C to get a hard knockdown.


===FAQ===
===FAQ===
=====Why is it so hard to connect j.2C after JBB?=====
=====Why is it so hard to connect j.2C after j.B~B?=====
There could be a few reasons why. Either you aren't inputting JBB fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get the increased version.)
There could be a few reasons why. Either you aren't inputting j.B~B fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get a different version of the move.)


=====Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?=====
=====Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?=====
You need to delay the j.2[C] '''and''' the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff. Consult [https://youtu.be/BqcxYY65C4s this video] to get a better visual of the proper delay.
You need to delay the j.2[C] '''and''' the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff.
 
Most combos that use this piece will allow for j.236[A] (charged fireball) as a way of auto-timing that move, so the only delay you really need to worry about is j.2[C].
 
=====Using 214A/B in the middle of a combo is weird. Can't I just use other easier combos?=====
Absolutely. Nanase is a character of choices, and you definitely do not NEED these routes to win with her. That said, it is nice to be practiced in what her optimized routing looks like when you find yourself wanting to squeeze as much damage as you can out of a combo to close out the game. Consider what you value most in your combos, and work from there.


=====How do I do the 2C 3C (FF) j.2C j.236B ender?=====
=====How do I do the 2C 3C (FF) j.2C j.236B ender?=====
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=====...How useful is that ender anyway? Do I really need to learn this?=====
=====...How useful is that ender anyway? Do I really need to learn this?=====
The ender does have a niche use in combos where you don't use a jump cancel until the end and want to set a fireball. If you find yourself struggling to use this ender, you can safely ignore it for other options.
The ender does have a niche use in combos where you don't use a jump cancel and want to set a fireball.


=====How do I continue a combo after 236B~A in the corner?=====
=====How do I continue a combo after 236B~A in the corner?=====
You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall '''over Nanase''' but instead remain in front of her.
You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall '''over Nanase''' but instead remain in front of her, while still high enough that you can link into another move before they hit the ground.


==Enders==
==Enders==
This is a list of enders that can be used in many different combos. Nanase does not have a lot of corner-specific routing, so most of these enders work basically anywhere.
{{ComboTable-UNI | width = 700px | showDamage = no | showMeter = no
{{ComboTable-UNI | width = 700px | showDamage = no | showMeter = no
|data=
|data=
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   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *The most basic damage ender that provides hard knockdown. Works with just about any route.
   | notes        = The most basic damage ender that provides hard knockdown. Works with just about any route. In the corner, use C follow-up for more damage.
*In the corner, use C follow-up for more damage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 213: Line 256:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *The most basic ender for fireball oki.
   | notes        = The most basic ender for fireball oki. Fireball is meaty in the corner. Midscreen, back tech is possible.
*Fireball is meaty in the corner. Midscreen, back tech is possible.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | cost          = 1 {{Property-UNI|GRD}}
   | cost          = 1 {{Property-UNI|GRD}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Alternate fireball oki ender.
   | notes        = Alternate fireball oki ender. Fireball doesn't hit meaty, setting up for different oki.
*Fireball doesn't hit meaty, setting up for different oki.
 
If you did not use a jump cancel in your combo, you can avoid needing to use FF here.
}}
{{ComboData-UNI
  | combo        = 2C 3C j.2C j.236B
  | cost          = 1 {{Property-UNI|GRD}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Another alternate fireball oki ender. This is for routes that don't need a jump cancel, letting you add additional normals before setting a fireball.
 
In the corner, neutral jump after the 3C and you can set a fireball that does not hit meaty. Useful for sneaking in a throw on an unprepared opponent.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 227: Line 278:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Quick knockdown that gives just enough time for meaty 66B on immediate wakeup that provides maximum frame advantage.
   | notes        = Quick knockdown that gives just enough time for meaty 66B on immediate wakeup that provides maximum frame advantage. Can also go for 66C instead to try and surprise opponents who may not be expecting the sudden combo end.
*Can also go for 66C instead to try and surprise opponents who may not be expecting the sudden combo end.
 
*You can go for this in combos that have an air string ending with j.2C, and that still allow you to combo after.
You can go for this in combos that have an air string ending with j.2C, and that still allow you to combo after.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 235: Line 286:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Extended version of the basic hard knockdown ender, available depending on the combo scaling.
   | notes        = Extended version of the basic hard knockdown ender, available depending on the combo scaling. If scaling does not allow for 5B, it can be removed. You can also substitute 2B.
*If scaling does not allow for 5B, it can be removed.
 
*Pick a 214B follow-up depending on where you want to land and whether you value slightly more damage or slightly greater frame advantage.
Pick a 214B follow-up depending on where you want to land and whether you value slightly more damage or slightly greater frame advantage.
**It is possible to sideswap midscreen depending on which follow-up for 214B you use.
*It is possible to sideswap midscreen depending on which follow-up for 214B you use.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 244: Line 295:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *An ender that provides enough time to safely set 22B against most reversals.
   | notes        = An ender that provides enough time to safely set 22B against most reversals. The opponent can air tech and go behind Nanase, but 22B typically forces them to block anyway and give you advantage.
*The opponent can air tech and go behind Nanase, but 22B typically forces them to block anyway and give you advantage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 251: Line 301:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *This ender requires specific corner combo routing to use.
   | notes        = This ender requires specific corner combo routing to use. Commonly referred to as the "double swordcar" ender.
*Commonly referred to as the "double swordcar" ender.
 
*It is a high damage ender without needing to spend resources, and grants hard knockdown.
It is a high damage ender without needing to spend resources, and grants hard knockdown. Execution is challenging, with required delays for each swordcar follow-up depending on the height of the opponent to ensure the next attack can connect.
*Execution is challenging, with required delays for each swordcar follow-up depending on the height of the opponent to ensure the next attack can connect.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 260: Line 309:
   | cost          = 0
   | cost          = 0
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner ender that can be done after specific routing.
   | notes        = Corner ender that can be done after specific routing. This sets a meaty fireball on immediate wakeup and puts Nanase at the perfect distance for the dash normal 50/50.
*This sets a meaty fireball on immediate wakeup and puts Nanase at the perfect distance for the dash normal 50/50.
 
*Note that you must input a backward jump when doing j.2C, and whiff j.A immediately so you have enough time to do j.236A before landing. This is a link, not a cancel, that will require some practice to master the timing.
Note that you must input a backward jump when doing j.2C, and whiff j.A immediately so you have enough time to do j.236A before landing. This is a link, not a cancel, that will require some practice to master the timing.
*This ender does not work on Merkava.
*This ender does not work on Merkava.
  }}
  }}
Line 269: Line 318:
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Hard knockdown ender that uses meter for more damage and plus frames.
   | notes        = Hard knockdown ender that uses meter for more damage and plus frames. For corner carry, you can do 2C 214B and delay j.236C until Nanase passes the opponent. For more plus frames, do j.236C as fast as possible (ideally from the first hit of 214X).
*For corner carry, you can do 2C 214B and delay j.236C until Nanase passes the opponent. For more plus frames, do j.236C as fast as possible.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 276: Line 324:
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Alternative to above ender using 623A instead.
   | notes        = Alternative to above ender using 623A instead. Not often used, but the option is there.
*Not often used, but the option is there.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 283: Line 330:
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Meter dump for damage ender to close the round.
   | notes        = Meter dump for damage ender to close the round. 214B~C will put you facing the opposite direction midscreen, so input 623C opposite as well.
*214B~C will put you facing the opposite direction midscreen, so input 623C opposite as well.
*If you have the meter for it, you can also use IW instead of 623C.
**If you have the meter for it, you can also use IW instead of 623C.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2C 5[C] 236B 214C (66C) 22B
   | combo        = 2C 5[C] 22A 214C (66C) 22B
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Metered ender that ends with 22B oki.
   | notes        = Metered ender that ends with 22B oki. Can also opt for j.236B oki, though without FF cancel you will be vulnerable to reversals.
*Can also set j.236B.
 
*66C will only hit if the opponent is high enough in the air after 214C.
You can substitute 236X for 22A, and midscreen you can even add 236X~A. Be careful not to do this too close to the corner, as you may hit the wall and therefore 214C will not hit if you reach the bounce limit in your combo.
**If proration does not allow you to fit all of the moves before 214C, use 2C 3C instead or simply omit 66C.
 
66C will only hit if the opponent is high enough in the air after 214C.
*If proration does not allow you to fit all of the moves before 214C, use 2C 3C instead or simply omit 66C.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 300: Line 348:
   | cost          = At least 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = At least 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Ender that uses CVO
   | notes        = Ender that uses CVO. Usually can follow with (66B) 236X IW
*Usually can follow with (66B) 236X IW
 
**If you have enough meter and/or you are at or below 30% health, you can add 236C before the IW/IWEXS.
If you have enough meter and/or you are at or below 30% health, you can add 236C before the IW/IWEXS.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 308: Line 356:
   | cost          = At least 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = At least 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Alt ender that uses CVO
   | notes        = Alt ender that uses CVO. Useful when your combo proration doesn't allow for the above ender. Can go for the same routing post CVO depending on the combo and where you are on screen.
*Useful when your combo proration doesn't allow for the above ender.
}}
*Can go for the same routing post CVO depending on the combo and where you are on screen.
}}
 
===CVO Enders===
Below are ways to continue a combo when you use CVO near the end. Here, the cost will be approximately how much meter you need upon CVO activation to use the ender.
{{ComboTable-UNI | width = 700px | showDamage = no | showMeter = no
| data =
{{ComboData-UNI
  | combo        = CVO (66B) 5AB IW
  | cost          = At least 100 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = The most basic way to end a CVO combo. 5AB guarantees you will hit IW no matter where on screen you are. You can replace 66B with any other normal if you prefer.
}}
{{ComboData-UNI
  | combo        = CVO 236A/B 214C/236C IW
  | cost          = At least 160 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = A simple way to end CVO combos if you have the meter. Choose 236B unless you used it in the combo already. The choice of EX move is entirely down to your positioning and how comfortable you are. If you are in the corner, you can add a 66B before 236A/B for more damage.
 
If you are below the 30% health threshold, you can use this ender with at least 100 {{P-UNI|EXS}}. If you have a full 200 {{P-UNI|EXS}} as well, you can do 236A/B 214C twice before IW.
}}
{{ComboData-UNI
  | combo        = CVO 66B 236A/B 214C j.236A 623A j.214C dl.IWEXS
  | cost          = 200 {{Property-UNI|EXS}}, <30% {{P-UNI|VIT}}
  | location      = {{Property-UNI|Corner}}
  | notes        = One possible optimization of CVO IWEXS routing. Requires the full 200 {{P-UNI|EXS}} and corner, but lets you squeeze a lot of damage out of CVO.
  }}
  }}
}}
}}


==Combos==
==More Combos==
<!-------------------------------------------------------
<!-------------------------------------------------------
- Add level 3 headings to fit various combo situations. -
- Add level 3 headings to fit various combo situations. -
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'''Note''': This section was copied from UNICLR and has not been updated. Most of the routes below should still work in UNI2, but it should be considered a work-in-progress.
'''Note''': This section was copied from UNICLR and has not been updated. Most of the routes below should still work in UNI2, but it should be considered a work-in-progress.


This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want basic combos, look at the "Bread and Butter" Combos section first to find routes suitable for beginners to Nanase.
This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want to quickly get up to speed with combos, look at the [[Under_Night_In-Birth/UNI2/Nanase/Combos#Getting_Started|Getting Started]] section first to help you get started.


Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.
Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.

Latest revision as of 08:31, 5 June 2024

Uni2 profile nanase.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme. Continue reading if you want to learn some combos that will help introduce you to UNI2 Nanase.

To better understand the notation for combos, see the Notation Help box above.

Notes on Mission Mode

The game provides a Mission Mode that has many combos for players to try and learn.

  • If you are newer to fighting games or consider yourself a novice, try reading the Starter Guide and practicing the "Beginner Combo" and "Intermediate Combo" missions.
  • If you feel confident in your execution but you are unfamiliar with Under Night In-Birth's general combo timings or with Nanase specifically, practice the combos in the "Intermediate Combo" and "Advanced Combo" missions.
  • If you have a lot of fighting game experience or you are very familiar with UNI2 already, try the combos in the "Expert Combos" missions.

Don't worry if you can't complete all the missions in the game. Some of them use unusual or uncommon combo tools that may not be frequently used by players in real matches, but they are still useful teaching tools if you want to see examples of what a combo looks like for Nanase. Check out the below section if you want additional combos to practice that feature more practical pieces and theory that should help you out.

If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.

"Ok but I'm lazy/I just want one bnb pls give/what's the one combo everyone does"

HERE JUST WATCH THIS VIDEO AND READ THE DESCRIPTION

Combos to Start With

The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with practical starters, so players are comfortable with adapting them to other starters.

  • It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise. For example, if you see j.[C] after 5C assume the input is 9j.[C].
  • Nanase's j.B follow-up attack is typically written as j.BB or j.B~B.
  • When calculating damage, assume the ender is 2C 5[C] 214B~B unless otherwise noted.

A playlist of video examples for the routes below is available here. Links to videos for the corresponding combos are also listed below each combo.

Combo Damage Meter Gain Location

Basic combo that works anywhere, anytime off just about any starter. Likewise, just about any ender will work with this too. If you're close to the opponent, you can use 5[C] in place of 5C for a slight damage increase.

If you're further away from your opponent, 5C might not reach or cause j.[C] to whiff. In this case, use 236B~C to pick up instead. You will sideswap, but it makes for a more consistent combo at any range.

A step up from the basic combo, and introducing the rejump with a simple continuation.

This also works with most starters, but note the use of j.2[C]. This button bounces the opponent, and therefore the combo will end after the second j.2C if you go for this off of an OTG pickup. When in doubt, go for the above route instead.

A combo that requires you to confirm an A button with a C button. Note the 5[C] comes after 2C. If you start this combo with an A normal you can substitute the first 5[C] for a 5B or 2B. This makes the combo timing more lenient for slightly less damage.

If you start this combo with a B or C normal, you can also use 3C instead of 5[C]. This combo has been the "Bread and Butter" of Nanase's combos since UNIST; once you learn it, it becomes one of her most consistent and reliable combos.

This route introduces delays, with a delay before j.2[C]. See the #FAQ for more info. j.236[A] can also be delayed, but the Increase input usually is enough to auto-time it. This route also introduces the air strings that are commonly seen in Nanase's routing. Make sure to do a forward jump after you land.

Using either 3C or j.8C to anti-air, you can confirm into this combo.

Use 22A instead of the first j.236[A] if you're having trouble getting the move out before landing. If you're having issues confirming off of 3C, input j.8C as 7j.8C. The backwards jump usually helps correct Nanase's position so j.2[C] does not miss.

Assault starter route for beginners. Assault starters have heavier scaling, so certain routing and enders are not possible. If you successfully counter hit or GRD Break with the assault button, the increased proration from assault no longer applies and you can use combos as normal.

j.2C is a good assault button for when you want to use assault as a low crush or to beat throw attempts. It has decent scaling, allowing you to link 5B for the above combo.

A simple confirm off 66C. 66C uses a ground bounce right away, limiting potential combo extensions.

Cancel into 22A immediately from 66C, or else it will whiff. You can also cancel into 236B~C, though that is a riskier confirm that leaves you more vulnerable on block.

You can do this as a general OTG confirm, but pick up with 2A or 2B instead of 22A.

This is a stronger 66C 22A confirm that you can do in the corner. If you have the execution, you can immediately cancel 3C into j.236A for extra damage.

For corner routing, when using 214X as an ender opt for the C follow-up instead of B as it gives more damage without the risk of sideswap. This combo uses 214B~C as the ender for damage.

You can do this as a general OTG confirm outside of the corner, by picking up with 2A/5A instead of 22A and omitting j.236[A]. If you have enough time to pick up with 3C, you don't have to omit it.

Corner route that can be done off 5B/2B or 2C pokes. This route is a new route made possible in UNI2, and we take advantage of using 214X to confirm instead of the riskier 236X.

214A and 214B can be used interchangeably for the most part in combos. If you're further away, use 214B instead. Also, we use the B follow-up for the first 214X as it provides stability and easier timing for the link after, though C follow-up still does more damage. If you opt to use C follow-up anyway, start the combo with 214B~C instead and end with 214A~C to maximize damage and avoid same-move proration.

Tornado Combos

In UNI2, Nanase received changes to the frame data of her 214X follow-up attacks. These moves received faster recovery, which allows for significantly easier confirms than was possible in previous versions. This new routing offers slightly improved damage over the older routing, though with a higher learning curve.

The new routing leverages 214A and 214B, and so both can be used interchangeably for the most part. 214A and 214B are used early in the combo, and the follow-up dive is used to confirm into an air string. This looks something like 214A/B~X > 5A/2A > 3C > air string > ender.

Pick 214A or 214B depending on which move you want to use for the ender. If you can't decide, 214B is usually easier to combo with due to its faster startup.

The follow-up attack should be selected depending on Nanase's height, how close she is to the opponent, and whether you want to sideswap or not. If you want to stay on the same side, the B follow-up makes this easier. Your timing can impact this, so practice the effects of delaying or not delaying the follow-up. Try to use Nanase's location during tornado as a reference, or your opponent's location too.

5A/2A represent the normal you link into after landing from the 214X~X follow-up attack. Typically we use one of these moves as they are Nanase's fastest buttons. There are rare situations and routing that allow you to pick up with 5B, but these usually require strict delays and timings.

3C is the most common move for re-launching the opponent. You can go for a simple air string from here. If you land 214X~X raw or with a starter that has good proration, you could get away with using 5B as a launcher into an extended air string.

Below are some examples of this routing, and how to use 214X to elevate your combo game.

Combo Damage Meter Gain Location

Primary example of what tornado combos looks like. In this case, we use 214B~B as our ender despite already using it in the combo, for the sake of additional corner carry.

To understand when to press C after the first 214B, look at Nanase's positioning when she does the tornado. Right after she hits the apex of her height is when you should press to stay same side. If you want the sideswap, just do the follow-up ASAP.

Using tornado mid-combo is pretty cool, but what about if we hit it as a starter?

You won't hit this all the time, but it's useful to know that 214A can punish a blocked Veil Off and also many reversals. Time the B follow-up here to hit when the opponent is very close to Nanase, right before they touch the ground. If you're struggling with the timing, you can also hit a little earlier and go for 2A as the link instead of 5B. You'll lose some damage but it is much easier to time.

This combo focuses more on just carrying the opponent as far as possible after we already used 214B to start.

You can use 2A if you need a more lenient link, but in this case 5A will add a slight bit more damage.

Tornado combos can even be done off A normals, though you have to confirm immediately into it. The timing is especially rough here, as a long delay like above is required unless you hit 5A at the max range.

This isn't really necessary to learn, but it looks cool and demonstrates how you can use this routing in a lot of situations.

Theory

Nanase's theory at its core is to confirm into an air button or special move as fast as possible.

You need to be able to quickly recognize what buttons your combo started with, and choose your routing from there. Nanase's combo structure is strangely both flexible and not; the difference between being able to do a combo or not is as simple as whether you hit 3C in your first 2-3 hits or if you confirmed into 214X quick enough. She does have stable routing she can fall back to, but those combos lose damage to gain stability on a character that already has to choose whether to sacrifice damage for oki at the end of the combo.

Speaking of, enders are also important to figure out. Most of them fall into simple okizeme categories of "hard knockdown into meaty button," "knockdown into fireball/disc set," or "big damage." Enders using 214X usually fall between getting damage and also pushing opponents toward the corner if they aren't already there for a hard knockdown. Your ender choice will be fluid depending on the state of the game and what you need to get closer to victory.

When in doubt, either set a fireball or do 214X~B/C to get a hard knockdown.

FAQ

Why is it so hard to connect j.2C after j.B~B?

There could be a few reasons why. Either you aren't inputting j.B~B fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get a different version of the move.)

Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?

You need to delay the j.2[C] and the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff.

Most combos that use this piece will allow for j.236[A] (charged fireball) as a way of auto-timing that move, so the only delay you really need to worry about is j.2[C].

Using 214A/B in the middle of a combo is weird. Can't I just use other easier combos?

Absolutely. Nanase is a character of choices, and you definitely do not NEED these routes to win with her. That said, it is nice to be practiced in what her optimized routing looks like when you find yourself wanting to squeeze as much damage as you can out of a combo to close out the game. Consider what you value most in your combos, and work from there.

How do I do the 2C 3C (FF) j.2C j.236B ender?

Unfortunately there is no trick to this. You just need to input the moves as quickly as you can so that they can all connect. And yes, the opponent is supposed to tech after j.2C.

...How useful is that ender anyway? Do I really need to learn this?

The ender does have a niche use in combos where you don't use a jump cancel and want to set a fireball.

How do I continue a combo after 236B~A in the corner?

You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall over Nanase but instead remain in front of her, while still high enough that you can link into another move before they hit the ground.

Enders

This is a list of enders that can be used in many different combos. Nanase does not have a lot of corner-specific routing, so most of these enders work basically anywhere.

Combo Cost Location

The most basic damage ender that provides hard knockdown. Works with just about any route. In the corner, use C follow-up for more damage.

The most basic ender for fireball oki. Fireball is meaty in the corner. Midscreen, back tech is possible.

Alternate fireball oki ender. Fireball doesn't hit meaty, setting up for different oki.

If you did not use a jump cancel in your combo, you can avoid needing to use FF here.

Another alternate fireball oki ender. This is for routes that don't need a jump cancel, letting you add additional normals before setting a fireball.

In the corner, neutral jump after the 3C and you can set a fireball that does not hit meaty. Useful for sneaking in a throw on an unprepared opponent.

Quick knockdown that gives just enough time for meaty 66B on immediate wakeup that provides maximum frame advantage. Can also go for 66C instead to try and surprise opponents who may not be expecting the sudden combo end.

You can go for this in combos that have an air string ending with j.2C, and that still allow you to combo after.

Extended version of the basic hard knockdown ender, available depending on the combo scaling. If scaling does not allow for 5B, it can be removed. You can also substitute 2B.

Pick a 214B follow-up depending on where you want to land and whether you value slightly more damage or slightly greater frame advantage.

  • It is possible to sideswap midscreen depending on which follow-up for 214B you use.

An ender that provides enough time to safely set 22B against most reversals. The opponent can air tech and go behind Nanase, but 22B typically forces them to block anyway and give you advantage.

This ender requires specific corner combo routing to use. Commonly referred to as the "double swordcar" ender.

It is a high damage ender without needing to spend resources, and grants hard knockdown. Execution is challenging, with required delays for each swordcar follow-up depending on the height of the opponent to ensure the next attack can connect.

Corner ender that can be done after specific routing. This sets a meaty fireball on immediate wakeup and puts Nanase at the perfect distance for the dash normal 50/50.

Note that you must input a backward jump when doing j.2C, and whiff j.A immediately so you have enough time to do j.236A before landing. This is a link, not a cancel, that will require some practice to master the timing.

  • This ender does not work on Merkava.

Hard knockdown ender that uses meter for more damage and plus frames. For corner carry, you can do 2C 214B and delay j.236C until Nanase passes the opponent. For more plus frames, do j.236C as fast as possible (ideally from the first hit of 214X).

Alternative to above ender using 623A instead. Not often used, but the option is there.

Meter dump for damage ender to close the round. 214B~C will put you facing the opposite direction midscreen, so input 623C opposite as well.

  • If you have the meter for it, you can also use IW instead of 623C.

Metered ender that ends with 22B oki. Can also opt for j.236B oki, though without FF cancel you will be vulnerable to reversals.

You can substitute 236X for 22A, and midscreen you can even add 236X~A. Be careful not to do this too close to the corner, as you may hit the wall and therefore 214C will not hit if you reach the bounce limit in your combo.

66C will only hit if the opponent is high enough in the air after 214C.

  • If proration does not allow you to fit all of the moves before 214C, use 2C 3C instead or simply omit 66C.

Ender that uses CVO. Usually can follow with (66B) 236X IW

If you have enough meter and/or you are at or below 30% health, you can add 236C before the IW/IWEXS.

Alt ender that uses CVO. Useful when your combo proration doesn't allow for the above ender. Can go for the same routing post CVO depending on the combo and where you are on screen.

CVO Enders

Below are ways to continue a combo when you use CVO near the end. Here, the cost will be approximately how much meter you need upon CVO activation to use the ender.

Combo Cost Location

The most basic way to end a CVO combo. 5AB guarantees you will hit IW no matter where on screen you are. You can replace 66B with any other normal if you prefer.

A simple way to end CVO combos if you have the meter. Choose 236B unless you used it in the combo already. The choice of EX move is entirely down to your positioning and how comfortable you are. If you are in the corner, you can add a 66B before 236A/B for more damage.

If you are below the 30% health threshold, you can use this ender with at least 100 EXS. If you have a full 200 EXS as well, you can do 236A/B 214C twice before IW.

One possible optimization of CVO IWEXS routing. Requires the full 200 EXS and corner, but lets you squeeze a lot of damage out of CVO.

More Combos

Note: This section was copied from UNICLR and has not been updated. Most of the routes below should still work in UNI2, but it should be considered a work-in-progress.

This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want to quickly get up to speed with combos, look at the Getting Started section first to help you get started.

Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.

  • It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
  • Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.

A Starters

These combos start off 5A/2A. Damage is calculated off single 5A starter where applicable.

Combo Damage Cost Meter Gain Location
  • Basic bnb that works anywhere.
  • Easy route, safe choice when working with a starter you're unsure of.
  • Basic bnb with sideswap.
  • Also easy, but note that 236X~C forces a sideswap.
  • BnB confirming with 2C 5B into j.[C] j.2[C] air string.
  • Can swap 5B for 5[C] but scaling will limit your choice of combo enders.
  • Swap second air string for JBB j.2C into immediate VO for vorpal strip.
  • Somewhat difficult midscreen route that uses FF
  • If you do j.236[A] you don't need to delay, but the scaling may affect combo enders.
  • Confirm into 2C 5[C] that uses FF
  • Optional sideswap after j.2[C] by dashing under.
  • Confirm into 2C 2B with decent corner carry from 214B
  • Optional sideswap after j.2[C] by dashing under
  • This route drops on Waldstein due to 214B hitting too many times.
  • For midscreen vs. Seth, change the air series to j.A j.C j.2C so it doesn't drop.
  • Confirm into 3C for high damage using FF.
  • You can do j.236A after 3C and omit j.236B to minimize the need for microdashing.
  • Corner confirm into double swordcar ender.
  • Allows for sideswap, but microdash timing is tight.
  • j.C is optional but can be done for more damage.
  • You must delay the A followup after 236B, and then delay the B followup after 236A.
  • You can substitute 214A~C for 214B~A.
  • Confirm that works only on crouching/CH.
  • The starter is surprisingly lenient, can do multiple 2As.
  • You must only hit the A follow-up and not 236A itself. The timing is tight to execute this.
  • Confirm that works only on crouching/CH.
  • The starter is surprisingly lenient, can do multiple 2As.
  • Similar route to previous but with different air series for slightly increased corner carry.
  • Uses meter for significant carry off A starter.
  • The delays are needed to keep Nanase from going past the opponent during 214C.

B Starters

These combos start off 5B/2B. Damage is calculated off 5B starter unless otherwise stated.

Combo Damage Cost Meter Gain Location
  • Basic bnb with B starter.
  • Easy enough to do off any starter.
  • Basic bnb with 236B~C.
  • Note that 236B~C forces a sideswap.
  • Modified above route slightly for more damaging second air string.
  • Does more damage if you input 2B after 5B or vice versa.
  • The "usual" bnb route for Nanase, perfect for when you can't or don't want to go into a stronger route.
  • This combo can also be done with uncharged j.236A, though note you must delay it for j.A to connect after.
  • Can insert j.B between j.[C] and j.2[C] so you don't need delays at the cost of some damage.
  • Alternative routing off a 5B 2C starter.
  • This routing only does more damage over the above route if you specifically start with 5B 2C.
  • Worth noting that it has equivalent corner carry to the above, so it is a viable alternative route in that situation.
  • Route using 3C for increased damage.
  • Must be close enough for 3C to connect, can omit the 5C if needed.
  • Route using 3C with significant carry.
  • 214B~A must be done immediately, such that when the follow-up hits the opponent they will not be knocked down due to still being in the tornado.
    • The timing for this varies on the opponent's character.
  • Corner route using 236B~dl.A
  • Easier version of other corner route listed below.
  • Substitute 2A for 5A for a more lenient link.
  • Combo that only works on crouching or counter hit.
    • If counter hit, you must immediately go into 5[C]. Crouching gives you a chance to press 2B/5B after 5B/2B.
  • Strong corner route with somewhat inflexible ender.

C Starters

These combos start with 5C/2C and 3C. Damage is calculated off the specified starter button.

Combo Damage Cost Meter Gain Location
  • Midscreen 2C confirm.
  • If you hit from max range, j.[C] may not connect.
  • 2C whiff confirm from mid-range.
  • Try to pick up with 2A before they hit the ground, otherwise the combo cannot continue after j.2C
  • If 3C is too hard, use 5B instead.
  • Midscreen 5C/2C max range confirm.
  • If counter hit, you can add j.236[A] after j.2[C]
  • 5[C] crouch/counter hit confirm.
  • 236A~A must be done ASAP for it to combo.
    • There is slightly more leniency in timing and range for crouch hits compared to counter hits.
  • 3C confirm.
  • Optional fireball after 3C for more damage, recommended to do neutral jump so you don't risk whiffing j.8C
  • 3C routing for big damage without needing the corner.
  • j.236B must be done close to the ground to recover quick enough to continue.
  • 3C corner route for punishment.
  • This combo is also seen in mission 5-3 of Nanase's missions.
  • You can remove certain pieces based on how comfortable you are. Getting a counter hit makes it much easier to fit them all in.

Assault Starters

Combo Damage Cost Meter Gain Location
  • Basic midscreen ground assault confirm.
  • This is mission 3-4 of Nanase's mission mode.
  • Slightly modified basic ground assault confirm.
  • This is mission 4-4 of Nanase's mission mode.
  • Ground assault crouch-hit confirm.
  • Ground assault midscreen j.2[C] combo.
  • Useful for corner carry.
  • Not consistent on Waldstein, Seth.
  • Ground assault j.2[C] route with sideswap.
  • In corner you need to walk back slightly before 5B so it can connect.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

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