Big Bang Beat Revolve/Nakanishi: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
mNo edit summary
(46 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{WIP}}
{{WIP}}
{{TOClimit|2}}
{{TOClimit|2}}
[[File:BBBR_Nakanishi_Portrait.png|thumb|right|
[[File:BBBR_Nakanishi_Portrait.png|thumb|right|<center><font size="4"><b>Nakanishi Sisters</b></font><br>'''Estimated Health (After Scaling): 11672'''</center>]]
<center><font size="4"><b>Nakanishi Sisters</b></font></center><br>
'''Estimated Health (After Scaling): 11672''' <br>
'''Guts Rating: 3'''
]]


== Introduction ==  
==Introduction==
Nakanishi is a puppet character where the ability to control both characters will be essential to utilizing this character well. This is a very difficult character to use well, but has some strong options should you get it right.
'''Nakanishi''' is a puppet character where the ability to control both sisters will be essential to utilizing them well. This is a very difficult character to master, but has some strong options should you get it right.


The Nakanishi sisters are a pair of students that have a strong sense of justice. Annoyed by the way Seijou Academy is being run, they team up with Rouga Zanma in order to fight against Agito of the Dark. Kendou is the more outspoken of the two sisters, and is always looking for a good challenge, while Kyuudou is extremely soft-spoken and hesitant. However, as a team, they are all but unstoppable.
The Nakanishi sisters are a pair of students that have a strong sense of justice. Annoyed by the way Seijou Academy is being run, they team up with Rouga Zanma in order to fight against Agito of the Dark. Kendou is the more outspoken of the two sisters, and is always looking for a good challenge, while Kyuudou is extremely soft-spoken and hesitant. However, as a team, they are all but unstoppable.


== General Strategy ==
==General Strategy==
Using the Nakanishi sisters effectively is much like using Carl Clover from Blazblue--because you're controlling two characters at once, being able to coordinate their movements is key to winning matches. Unlike Carl, Kendou can take care of herself without Kyuudou's help, but like Carl, her overall flexibility and playability will suffer if Kyuudou is not involved in the fight.
Using the Nakanishi sisters effectively is much like using Carl Clover from ''BlazBlue'' -- because you're controlling two characters at once, being able to coordinate their movements is key to winning matches. Unlike Carl, Kendou can take care of herself without Kyuudou's help, but like Carl, her overall flexibility and playability will suffer if Kyuudou is not involved in the fight.


Most of the time, Kyuudou's arrows can be used as situational pokes from long range, disrupting an enemy's attacks. That in turn enables Kendou to get in close and do some damage. Especially conducive to this strategy is the fact that Kendou and Kyuudou can use super moves separately, allowing either twin to open up the enemy for an attack from the other one.
Most of the time, Kyuudou's arrows can be used as situational pokes from long range, disrupting an enemy's attacks. That in turn enables Kendou to get in close and do some damage. Especially conducive to this strategy is the fact that Kendou and Kyuudou can use super moves separately, allowing either twin to open up the enemy for an attack from the other one.
Line 21: Line 17:
Kendou's supers are usually used in tandem with Kyuudou's due to their poor horizontal range and semi-long startup, though they can be part of a Kendou-only combo if the opponent is relatively close. 22D can be used to stop dash-ins if timed correctly, and 623D is a fairly workable anti-air in its own right.
Kendou's supers are usually used in tandem with Kyuudou's due to their poor horizontal range and semi-long startup, though they can be part of a Kendou-only combo if the opponent is relatively close. 22D can be used to stop dash-ins if timed correctly, and 623D is a fairly workable anti-air in its own right.


== Normal Moves ==
==Normal Moves==
=== Standing Normals ===
===Standing Normals===
====== <font style="visibility:hidden" size="0">5A</font> ======
======<font style="visibility:hidden" size="0">5A</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_5A.png
|image=BBBR_Nakanishi_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=150
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-5
  |cancel=J, N, Sp, Su
  |cancel=N, Sp, Su
  |description=Standard jab. It's quick, has a decent hitbox, and is air unblockable. Will combo into 2A, 5B, or 2B if cancelled as soon as possible.
  |description=Quick jab. Range is extremely long for an A normal, going even farther than her 5B, making it an excellent poke. Has use as an anti-air at certain ranges due to being air-unblockable. Frame data on block is significantly worse than her 2A.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
======<font style="visibility:hidden" size="0">5B</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_5B.png
|image=BBBR_Nakanishi_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=500
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-6
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A fast long range swipe. Good as a poke tool without kyuudou
  |description=Horizontal slash. Slower than 5A and has worse range and recovery, so it shouldn't be used as your go-to poke, but it's useful as combo filler. Air-unblockable.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_5C.png
|image=BBBR_Nakanishi_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=800
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=16
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-
  |advBlock=-17
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A forward moving downward slash. A strong poke due to its deceptive range, but the slow startup means you should be careful when using it.
  |description=Kendou steps forward while swinging her sword in a downwards arc. Horizontal range is good, and its vertical range complements its air-unblockable properties nicely. However, its slow speed and horrible recovery if whiffed renders it a tool that requires thoughtful use in neutral. Sends airborne opponents straight downwards, which is useful in some combo routes.
  }}
  }}
}}
}}


=== Crouching Normals ===
===Crouching Normals===
====== <font style="visibility:hidden" size="0">2A</font> ======
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_2A.png
|image=BBBR_Nakanishi_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=100
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+2
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=A quick low poke. very fast and a good low poke, with deceptive range.
  |description=A quick sword swipe at the opponent's ankles. Great range for an A normal, although 5A outclasses it in that department. Useful in the same ways that any fast, low-hitting move is.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_2B.png
|image=BBBR_Nakanishi_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=450
  |damage=600
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-1
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A quick long poke while crouching. This hits mid and is relatively slow, so it's not a great move to use. It does have decent range but most of the time it's not worth it.
  |description=Kendou stabs towards the opponent while crouching. Goes farther than her 5A and is only slightly slower, so it's a great poke. Recovery is notably worse though, so use with caution. Does not hit low, in spite of what the animation might suggest.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
======<font style="visibility:hidden" size="0">2C</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_2C.png
|image=BBBR_Nakanishi_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=750
  |guard=Ground
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=N, Sp, Su
  |cancel=Sp, Su
  |description=A sweeping sword strike. Decently fast and air unblockable, making it a great anti air tool.
  |description=Kendou swings both swords in an upwards arc. It's air unblockable and has a very tall hitbox, so it's one of your best anti-air options. Will launch the opponent upwards, giving it useful combo potential, but its horizontal hitbox can cause inconsistency at anything but point-blank range.
  }}
  }}
}}
}}


=== Air Normals ===
===Air Normals===
====== <font style="visibility:hidden" size="0">jA</font> ======
======<font style="visibility:hidden" size="0">jA</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_jA.png
|image=BBBR_Nakanishi_jA.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=150
  |damage=150
  |guard=High
  |guard=High/Air
  |property=
  |property=
  |startup=
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= A fast air jab without much range. Can be a decent air-to-air, but its stubby nature means you have to be pretty close.
  |description=A fast air jab. Horizontal range is poor and vertical range is nonexistent, so you won't be landing this on a crouching opponent. Only real use is as your fastest air-to-air or in combos.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jB</font> ======
======<font style="visibility:hidden" size="0">jB</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_jB.png
|image=BBBR_Nakanishi_jB.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=500
  |guard=High
  |guard=High/Air
  |property=
  |property=
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= Fast horizontal stab in the air. This is superior to j.A in almost every way, and is both a good air poke and a decent air-to-air.
  |description=Horizontal sword swipe in the air. Hitbox is dramatically better than j.A's in all ways, so it's actually functional as a jump-in. Also helps Kendou control the space in front of her when she's airborne.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jC</font> ======
======<font style="visibility:hidden" size="0">jC</font>======
{{MoveData
{{MoveData
|image=BBBR_Nakanishi_jC.png
|image=BBBR_Nakanishi_jC.png
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=900
  |guard=High
  |guard=High/Air
  |property=
  |property=
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=Sp, Su
  |description= A downward slash of both shinai. This is a strong jump-in option, and can lead to a combo on hit. It's also relatively fast, making it all in all a very solid button
  |description=A downward slash with both shinai. Vertical hitbox extends a good range below Kendou, so it's a good jump-in. Has a lot of hitstun and sends airborne opponents straight downwards, so it's good for starting, extending, and ending combos. It's slower than her other air normals, but still very useful.
  }}
  }}
}}
}}


== Command Normals ==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">6A</font> ======
======<font style="visibility:hidden" size="0">5D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_6A.png
|image=BBBR_Nakanishi_5D.png
|caption=
|caption=
|name=6A
|name=Kyuudou: Teihei Shageki
|input={{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=700
  |damage=200
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=34
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=J, N, Sp, Su
  |cancel=NC
  |description=A quick horizontal stab. Similar range to 5B and air unblockable, but it's slightly slower and has worse recovery on whiff. Hitbox is higher, making it a better anti-air, but it can whiff on crouchers. Causes a knockdown on air opponents. All of Senna's ground normals can cancel into this, and it can cancel into 5B, 5C, or 2C, allowing for pseudo-rebeats. High base damage makes it useful near the start of combos, although it doesn't combo directly from 5A/2A so its pushback can make it hard to use.
  |description=After drawing her bow, Kyuudou fires an arrow horizontally from her current position. The arrow travels about 3/4 of the screen, quickly losing altitude until it hits the ground. Pressing 5D does not cause Kendou to perform any animation, so it can be done any time you aren't in hitstun, blockstun, or knocked down. This move is an integral part of the Nakanishi sisters' kit that helps define their gameplan, since it lets them cover space very effectively, while also allowing for deadly combo extensions with proper execution.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
======<font style="visibility:hidden" size="0">2D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_6B.png
|image=BBBR_Nakanishi_2D.png
|caption=
|caption=
|name=6B
|name=Kyuudou: Kyokusha
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=300
  |damage=300/800
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=38
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=
  |description=Senna does a small hop forward and then kicks upwards. Can be cancelled into from 5A, 2A, 5B, and 2C, but it's too slow to combo from any of them. Has low crush properties. The forward movement and hitbox are both better than 2B's, so it'd be a better choice for the same delay-cancel 2C strike-throw mix, but that still isn't the most reliable strategy. Situationally useful.
  |description=Kyuudou fires an arrow in an upwards arc, which then comes back down after a brief delay. Has a hitbox both when going up and when falling down, but it'll only ever hit once, and you'll probably never hit anyone with it until after it begins descending. Can be executed in the exact same contexts as her other D moves. Serves as an alternative to 5D that covers more vertical space, but the extremely precise horizontal distance it travels from Kyuudou's position makes it harder to use. If she's near the corner when she shoots, the arrow will always land in the corner instead of off-screen, so it becomes easier to position there.
  }}
  }}
}}
}}


== Universal Mechanics ==
======<font style="visibility:hidden" size="0">4/6D</font>======
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_Nakanishi_46D.png
|caption=
|caption=
|name=Choukaifuku
|name=Kyuudou: Idou Hidari/Migi
|input=5D
|input={{NotationIcon-BBBR|4}}/{{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 250: Line 256:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=
  |description=Senna takes a stance and starts recovering health. Restores 120 HP if used for the shortest amount of time possible, but it can be held to continue restoring health. Takes about 3 seconds to restore 1000 health, and about 24 seconds to go from 1 HP to 10000. Can only be used on the ground, and all of Senna's ground normals and specials, excluding 214A (but not excluding 214AC) can be cancelled into this on hit or block. Due to how long it takes to heal any significant amount of health, it's a better idea to use this occasionally to encourage your opponents to approach you rather than to make it the crux of your gameplan. You can also squeeze in some micro-heals after knockdowns if you want, but whether you use the move at all or not is up to you.
  |description=Kyuudou walks forwards or backwards a set distance depending on the direction held. Her walk speed is faster than Kendou's, but slower than her run speed and much slower than her backdash. Kyuudou will never change her location on the screen except for when this move is performed, so you'll have to use it repeatedly throughout the match in order to get her into a useful position. Can be performed in the same contexts as 5D and 2D, and it can be interrupted with those moves as well.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">22D</font> ======
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_Nakanishi_ThrowWhiff.png
|caption=
|caption=
|name=Yusaikake
|name=Throw
|input=22D
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=N/A
  |damage=1000
  |guard=N/A
  |guard=Unblockable
  |property=
  |property=
  |startup=
  |startup=
Line 270: Line 276:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=NC
  |description=Senna takes her 5D stance and quickly recovers 1026 health, at the cost of 1 bar of meter. Can be used in the same way as her 5D, and will heal her dramatically faster, but spending 1 bar in order to restore 10% of your max health might not be worth it. Can't be held like 5D can; you will always receive exactly 1026 health when you use this move. Most of the animation happens during the super flash, so you can act almost immediately. Decreases remaining duration of Big Bang Mode by about 40% if used during that.
  |description=Kendou grabs the opponent and throws them upwards. She can combo off of this meterlessly by linking into 5A, or by having her sister's arrow catch the opponent shortly after she hits them. This results in the Nakanishis' strike-throw pressure being very potent, since the consequences of failing to tech a throw are worse than many other characters.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Throw</font> ======
======<font style="visibility:hidden" size="0">Big Bang Mode</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_ThrowWhiff.png
|image=BBBR_Nakanishi_BBM.png
|caption=
|caption=
|name=Throw
|name=Big Bang Mode
|input=4/6AB
|input={{NotationIcon-BBBR|BBM}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1000
  |damage=N/A
  |guard=Unblockable
  |guard=N/A
  |property=
  |property=
  |startup=
  |startup=
Line 290: Line 296:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=
  |description=Senna grabs the opponent, kicks off of them, and then performs her 214A~A slash. This creates a considerable distance from the opponent, so midscreen all you can really do for oki is dash/airdash and go for a meaty normal, but in the corner she can set up 41236C for meaty plus frames if you so choose.
  |description=Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds. Some characters receive unique benefits while in BBM, but the Nakanishis do not.
  }}
  }}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236A</font> ======
======<font style="visibility:hidden" size="0">41236X</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_Nakanishi_41236X.png
|caption=
|caption=
|name=Nagikaze
|name=Fumikomi
|input=236A
|input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=A
  |damage=200*5 (972)
  |damage=400
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-16
  |cancel=J, Su
  |cancel=Sp, Su
  |description=Senna swings her jacket upwards in a slow, wide arc. Hits 5 times, with the 5th hit launching the opponent, and can be jump cancelled for a small combo. It's air unblockable and has a solid hitbox so it can be used as an anti-air, but since it's slow it isn't that useful in general.
  |description=Kendou performs a shoulder tackle from a crouching position. Can be cancelled into any of her other special moves and supers except for 41236B, allowing for a combo, although if cancelled into too soon they may whiff. This version of the move has faster startup, but travels less distance. Unsafe on block if not cancelled or covered with an arrow from Kyuudou. Not the greatest neutral tool and inflicts notable scaling on combos. Since its 214[C] cancel is an overhead and 236C is a low, you could theoretically use this to get close to the opponent in pressure to threaten high/low mix, but fully charged 214[C] is far too slow for this to actually be useful.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=D (B-Power Art)<br><small>Nagekaze Ran<small>
  |version=B
  |damage=120*18 (1563)
  |damage=400
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=17
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-20
  |cancel=NC
  |cancel=Sp, Su
  |description=A second version of 236A that costs 1 bar of meter. Senna spins while swinging her jacket 4 times instead of just once, hitting the enemy several times. Not invincible and does notably less damage than 623D, making it a dubious choice to spend your meter on. You can link off of this with 5A for a small combo, although doing this is extremely hard and will still result in less damage than if you had just used 623D. It's air unblockable and pretty fast so you could use it as an anti-air, but you're probably better off using 623A or 623C depending on the situation. Not safe on block.
  |description=Kendou performs the same attack as 41236A, but with a longer startup and travel distance. Same cancel rules apply. The startup is usually too long to be able to take advantage of its longer range, so it's even more niche than the A version.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623X</font> ======
======<font style="visibility:hidden" size="0">236C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Nakanishi_236C.png
|caption=
|caption=
|name=Gekka
|name=Nagiharau
|input=623A/B/C/D
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A
  |damage=800
  |damage=900
  |guard=Low/Air
  |guard=Mid
  |startup=17
|property=Invincible
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-10
  |cancel=NC
  |cancel=NC
  |description=Senna quickly jumps up while swinging her sword in a crescent moon arc around her. A standard DP with startup invincibility, making it a very valuable option for escaping pressure. It's also air unblockable and possesses a large hitbox, causing it to be an excellent anti-air. However, if it whiffs or a grounded opponent blocks it, you'll be extremely minus and in great danger.
  |description=Kendou winds back, and then performs a fierce swing of her shinai at the opponent's legs. It's a little slow, but the horizontal range is quite good, and it's her farthest reaching low. Causes a knockdown and can not be cancelled, although it can technically be comboed off of with a precisely timed Kyuudou arrow. Unsafe on block without being covered by an attack from her sister, but the pushback could make it difficult to punish at farther ranges. Situationally useful.
}}
}}
{{AttackData-BBBR
|header=no
|version=B
|damage=900
|guard=Mid
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Su
|description=Senna crouches down, and then after a notable period of startup, jumps high into the air and swings her sword the same way she does in 623A. Likely intended to be a better anti-air due to its higher vertical hitbox, but the startup is just too long for its pitiful reward on hit, so it isn't usually useful. Does not retain 623A's startup invincibility. Less unsafe on whiff or block, but not enough to prevent you from receiving a full punish if used incorrectly. Can be cancelled into j623D for higher damage if it hits.
}}
{{AttackData-BBBR
|header=no
|version=C
|damage=500*2 (910)
|guard=All
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Senna performs a jumping crescent slash similar to 623A, but creates a larger horizontal hitbox and moves herself backwards in the process. If the move connects, the first hit will groundbounce the opponent, and a followup hit will occur that wallbounces them. You can combo off of this wallbounce near the corner, but the preceding groundbounce means that your options are limited. This version is an invincible DP like 623A, but it can be blocked in the air, so if used as an anti-air it's much riskier. The combo you can get off of this makes it a valuable alternative to 623A, but its inferior anti-air abilities mean it isn't an outright replacement. Even more unsafe on whiff or block.
}}
{{AttackData-BBBR
|header=no
|version=D (B-Power Art)<br><small>Ouka Hishousen<small>
|damage=1200*3 (2106)
|guard=All, High/Air
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=An alternate version of Senna's DP that costs 1 bar of meter. After performing the same upwards crescent slash as 623A, she then swings her blade diagonally downwards two more times. If the first hit connects, the next two always will, regardless of distance. Invincibility on startup and solid damage means this can be used as a high-reward way to escape pressure, although since she has two other invincible DPs you might be better off saving the meter for something else. The main way you'll see this move is when the air version is used as a combo ender. The third hit is technically an overhead, but it's extremely telegraphed if the first hit is blocked and will whiff on most crouchers, so this doesn't matter.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j623X</font> ======
======<font style="visibility:hidden" size="0">214C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Nakanishi_214C.png
|caption=
|caption=
|name=Gekka (Air)
|name=Kyouda
|input=j623A/B/C/D
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A/B
  |version=C
  |damage=900
  |damage=700
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-16
  |cancel=Su
  |cancel=Su
  |description=Air version of Senna's 623X series. Unlike the ground version, j623A and j623b are functionally the same, and neither are invincible. Main use is to combo into j623D in order to end a combo.
  |description=Kendou winds up and then swings her sword downwards. Causes a knockdown on aerial opponents, so it can be used as a combo ender if you don't have a better option. Horizontal range is mediocre, covering a smaller distance than her 2A does. Air-unblockable but hard to use as an anti-air, and unsafe on block, so it really only exists as a prerequisite for 214{C}.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
|header=no
  |version={C}
  |version=C
  |damage=900
  |damage=500*2 (910)
  |guard=Mid
  |guard=All
  |property=
  |property=Invincible
  |startup=23
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=NC
  |cancel=Su
  |description=Air version of 623C, retaining the same hitbox, movement, and combo properties. Unlike j623A, j623C still has its ground version's invincibility. Can be used as a strong air-to-air as a result, but only if you're sure that the opponent won't dodge or block it.
  |description=Partially charged version of 214C. This version will come out if you release C as soon as the circular flash appears by Kendou's hand, which happens quite quickly. It still hits mid like its predecessor, but it does more damage and is safe on block, unlike her other special moves. Causes a groundbounce on aerial opponents, which is useful for combos.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
|header=no
  |version=[C]
  |version=D (B-Power Art)<br><small>Ouka Hishousen<small>
  |damage=900
  |damage=1200*3 (2106)
  |guard=High
  |guard=All, High/Air
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Air version of 623D. Keeps the ground version's invincibility, but more importantly functions as a high damage combo ender.
}}
}}
 
====== <font style="visibility:hidden" size="0">214A</font> ======
{{MoveData
|image=Senna_214A.png
|caption=
|name=Shunpuu
|input=214A
|data=
{{AttackData-BBBR
|damage=450
|guard=Low/Air
  |property=
  |property=
  |startup=
  |startup=40
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=U
  |cancel=Su
  |description=Senna hops a small distance backwards and then slides along the ground with a foot extended. Travels around half screen and hits low, and has 3 different followups it can be cancelled into soon after the start of the move. Does not need to hit opponent to be cancelled.
  |description=Fully charged version of 214C. Does the same amount of damage as 214{C}, but is now an overhead. This could be used for high/low mix, but due to the extremely long charge time, you'll never open anyone up with this. Causes a groundbounce on both grounded and aerial opponents, but you won't be comboing into it either. If you do somehow land this, it can be converted into high damage.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~A</font> ======
======<font style="visibility:hidden" size="0">623C</font>======
{{MoveData
{{MoveData
|image=Senna_214AA.png
|image=BBBR_Nakanishi_623C.png
|caption=
|caption=
|name=Sakura
|name=Noboridou
|input=214A~A
|input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
  |damage=800
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-26
  |cancel=Sp, Su
  |cancel=
  |description=Senna does an aerial slash, one of her follow-ups out of Shunpuu. Combos from 214A as long as it's slightly delayed after 214A hits. Can be cancelled into j623X, and will combo if done while close enough to the opponent. Causes a knockdown on hit, so it's a great combo ender.
  |description=Kendou jumps straight up with her sword extended. A classic DP, featuring air-unblockable properties. However, it isn't invincible, so it's not a great way to escape pressure. Probably her best anti-air option, even though it's highly commital.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~B</font> ======
==B-Power Arts==
======<font style="visibility:hidden" size="0">22D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214AB.png
|image=BBBR_Nakanishi_22D.png
|caption=
|caption=
|name=Shoubu
|name=Kasanedou
|input=214A~B
|input={{NotationIcon-BBBR|22}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=950
  |damage=1400
  |guard=High, Air
  |guard=
  |property=
  |property=
  |startup=
  |startup=8+12
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=Su
  |cancel=
  |description=Senna does a slow overhead slash, which ground bounces the opponent on the ground or slides the opponent in the air. Startup makes it a situational mixup tool, but it can catch the opponent unawares. It only combos from 214A if the opponent is airborne, and can cancel into j.623D.
  |description=Kendou swings down both shinai, creating a crossing pair of waves. This move groundbounces on hit, making it both a combo starter and extender, as well as doing a good chunk of damage. Safe on block, but you're probably better off using 41236D to be plus instead of just safe if you're willing to spend meter. Not invincible.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~C</font> ======
======<font style="visibility:hidden" size="0">623D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214AC.png
|image=BBBR_Nakanishi_623C.png
|caption=
|caption=
|name=Botan
|name=Shin Noboridou
|input=214A~C
|input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
  |damage=700*3 (1785)
  |guard=Low
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=1+6
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-59
  |cancel=Su
  |cancel=NC
  |description=Senna cancels into her 2C. This follow-up hits low and combos from 214A. Can also combo into 236D and 623D when timed properly. Can't be cancelled into other special moves, but can be cancelled into 5D.
  |description=Kendou performs her 623C, and then follows it with an upwards slash and then a downwards slam. The downwards slam knocks down the opponent, but it can whiff if they were too high when the move was performed. Air unblockable, but since it isn't invincible you might as well just use 623C instead. Meter would probably be better spent on one of Kyuudou's supers.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">41236C</font> ======
======<font style="visibility:hidden" size="0">41236D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214C.png
|image=BBBR_Nakanishi_5D.png
|caption=2 hits
|caption=
|name=Ibuki
|name=Yaezakura
|input=214C
|input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=400*2 (728)
  |damage=600*5 (2472)
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=23
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=NC
  |description=A quick slash upwards, followed by a quick slash downwards. 2nd hit will groundbounce an airborne opponent, making it an integral combo extender. Air unblockable, and theoretically your highest reward anti-air, but getting both hits to connect requires finicky spacing, and you're probably better off using 623A anyway. Neutral on block, allowing safe pressure resets. Both hits can be cancelled into 5D in addition to EX moves.
  |description=Kyuudou fires a powerful arrow straight across the screen. EX version of 5D with faster startup and much higher damage. Also lacks 5D's drop in altitude; this arrow will always go from Kyuudou's position straight to the end of the screen. Can deal up to 5 hits, but this is heavily dependent on range, so you'll usually only see 4. Input is based on the direction Kendou is facing, not Kyuudou. Allows Kendou to become plus on block no matter what she's doing since it doesn't require her to perform an animation, and can be used to extend combos as well. Likely the Nakanishis' best way to spend meter.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">41236C</font> ======
======<font style="visibility:hidden" size="0">63214D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_41236C_1.png
|image=BBBR_Nakanishi_2D.png
|image2=BBBR_Senna_41236C_2.png
|caption=
|caption=Startup
|name=Kasezakura
|caption2=Max travel distance
|input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|D}}
|name=Tsubaki
|input=41236C
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 549: Line 491:
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=30
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=
  |description=Senna cuts towards the ground, forming a dust cloud at her feet that moves forward slowly. It has significant startup and travels a very short distance, so you won't be throwing this out in neutral as a projectile. The cloud's hitbox that will launch the opponent into the air on hit, giving a somewhat tight window to perform a combo. Very plus on block if there's any gap between the time Senna's animation ends and the time it reaches the opponent, so it can be very useful if used immediately after getting a knockdown. Recovery can be cancelled into 5D or EX moves.
  |description=Kyuudou fires 4 arrows upwards, which then rain down in evenly-spaced locations across the screen. EX version of 2D that lets it control far more space. The opponent can fit within the gaps between the arrows, and it has much more startup time than 41236D, so it's harder to use than Kyuudou's other metered move, but it will still heavily restrict their movement. When Kyuudou is close to the corner, the arrows will stack on top of each other in order to avoid going offscreen, so it's easier to use there. Another super with great utility.
  }}
  }}
}}
}}


== Big Bang Break ==
==Big Bang Break==
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Nakanishi_236C.png
|name=Setsu Gekka
|name=Shimai no Kizuna
|input=41236ABC
|input={{NotationIcon-BBBR|BBB}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 574: Line 516:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=Senna executes a Gekka. If it connects, she disappears and slashes the enemy multiple times. When she lands and sheathes her sword, the enemy is cut by one final slash. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill.
  |description=Kendou does a Nagiharau, which starts a sequence of rapid attacks by both sisters if it hits. This is a great combo ender in Big Bang Mode, especially if you're aiming to kill. Can only be used when Kyuudou is free to act, so not immediately after she fires. Startup is not invincible.
  }}
  }}
}}
}}
== Combos ==
Combo damage varies from character to character, so no damage will be listed for now.
===<u>Universal</u>===
:* '''5/2A > 5B > (5C) > 2C xx 214C > 2C xx 214C > 2C xx 214A~A'''
::* This is your standard universal knockdown combo that gives okizeme opportunities. You'll probably be using this one the most midscreen.


:* '''5/2A > 5B > (5C) > 2C xx 214C > 2C xx 214C > 2C xx 214A > 5B > 5C (jump cancel) j.B > j.C xx j.623B xx j.623D'''
==Combos==
::* This is an iteration of the above combo that sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO.
{| class="mw-collapsible mw-collapsed" width="100%"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend'''
|-
|{{ComboLegend-BBBR}}
|}
===<u>Combo Theory</u>===
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
:*Kendou is actually quite capable of doing damage on her own, without using Kyuudou.
::*Learn her solo routes first, and then learn how to position Kyuudou and time her attacks to extend them.
:*5C and 214{C} will cause groundbounces on airborne opponents. 3 bounces will force your combo to end.
:*Feel free to add any combos you find here!
 
===<u>Midscreen, no Kyuudou</u>===
:* '''5A/2A > 5B > (5C) > 2C > 214{C}, 5B > (5C) > j.B > j.C''' (2634)
::*Simple, meterless combo that does not use Kyuudou. It's better to charge 214{C} for slightly too long than to accidentally get uncharged 214C, as that will end your combo instantly. 2C is prone to whiffing if the opponent is pushed back too far, so skip the first 5C if you start your combo any further than point-blank range. Against many characters such as Ren and Kunagi, you will need to skip the second 5C as well.
 
===<u>Corner, no Kyuudou</u>===
:*WIP
 
===<u>Midscreen, with Kyuudou</u>===
:*WIP
 
===<u>Corner, with Kyuudou</u>===
:*WIP


==Colors==
==Colors==
{{ColorGallery | filePrefix=Senna- | colors=
{{ColorGallery | filePrefix=BBBR_Nakanishi_Color_ | colors=
  {{ColorGallery/Color|1|  text= A Color}}
  {{ColorGallery/Color|1|  text=A Color}}
  {{ColorGallery/Color|2|  text= B Color}}
  {{ColorGallery/Color|2|  text=B Color}}
  {{ColorGallery/Color|3|  text= C Color}}
  {{ColorGallery/Color|3|  text=C Color}}
  {{ColorGallery/Color|4|  text= D Color}}
  {{ColorGallery/Color|4|  text=D Color}}
}}
}}
== BBBR Navigation ==
 
==BBBR Navigation==
{{Navbox-BBBR}}
{{Navbox-BBBR}}
 
[[Category:Nakanishi]]
 
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]

Revision as of 18:44, 19 June 2024

Nakanishi Sisters
Estimated Health (After Scaling): 11672

Introduction

Nakanishi is a puppet character where the ability to control both sisters will be essential to utilizing them well. This is a very difficult character to master, but has some strong options should you get it right.

The Nakanishi sisters are a pair of students that have a strong sense of justice. Annoyed by the way Seijou Academy is being run, they team up with Rouga Zanma in order to fight against Agito of the Dark. Kendou is the more outspoken of the two sisters, and is always looking for a good challenge, while Kyuudou is extremely soft-spoken and hesitant. However, as a team, they are all but unstoppable.

General Strategy

Using the Nakanishi sisters effectively is much like using Carl Clover from BlazBlue -- because you're controlling two characters at once, being able to coordinate their movements is key to winning matches. Unlike Carl, Kendou can take care of herself without Kyuudou's help, but like Carl, her overall flexibility and playability will suffer if Kyuudou is not involved in the fight.

Most of the time, Kyuudou's arrows can be used as situational pokes from long range, disrupting an enemy's attacks. That in turn enables Kendou to get in close and do some damage. Especially conducive to this strategy is the fact that Kendou and Kyuudou can use super moves separately, allowing either twin to open up the enemy for an attack from the other one.

Kendou's shinai give her a much longer range for some of her pokes, and once she gets a combo started it's usually child's play to set up for a special, usually 236C or 214C. 41236A/B is also an option if you still need to close the distance, but whatever attack you use after the charge has to be spot on, or the combo will drop and Kendou will be left open.

Kendou's supers are usually used in tandem with Kyuudou's due to their poor horizontal range and semi-long startup, though they can be part of a Kendou-only combo if the opponent is relatively close. 22D can be used to stop dash-ins if timed correctly, and 623D is a fairly workable anti-air in its own right.

Normal Moves

Standing Normals

5A
5A
BBBR A Button.png
BBBR Nakanishi 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 Mid - 5 - - -5 N, Sp, Su

Quick jab. Range is extremely long for an A normal, going even farther than her 5B, making it an excellent poke. Has use as an anti-air at certain ranges due to being air-unblockable. Frame data on block is significantly worse than her 2A.

5B
5B
BBBR B Button.png
BBBR Nakanishi 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
500 Mid - 10 - - -6 J, N, Sp, Su

Horizontal slash. Slower than 5A and has worse range and recovery, so it shouldn't be used as your go-to poke, but it's useful as combo filler. Air-unblockable.

5C
5C
BBBR C Button.png
BBBR Nakanishi 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Mid - 16 - - -17 J, N, Sp, Su

Kendou steps forward while swinging her sword in a downwards arc. Horizontal range is good, and its vertical range complements its air-unblockable properties nicely. However, its slow speed and horrible recovery if whiffed renders it a tool that requires thoughtful use in neutral. Sends airborne opponents straight downwards, which is useful in some combo routes.

Crouching Normals

2A
2A
BBBR Down.pngBBBR A Button.png
BBBR Nakanishi 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 Low - 8 - - +2 N, Sp, Su

A quick sword swipe at the opponent's ankles. Great range for an A normal, although 5A outclasses it in that department. Useful in the same ways that any fast, low-hitting move is.

2B
2B
BBBR Down.pngBBBR B Button.png
BBBR Nakanishi 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 Mid - 8 - - -1 J, N, Sp, Su

Kendou stabs towards the opponent while crouching. Goes farther than her 5A and is only slightly slower, so it's a great poke. Recovery is notably worse though, so use with caution. Does not hit low, in spite of what the animation might suggest.

2C
2C
BBBR Down.pngBBBR C Button.png
BBBR Nakanishi 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
750 Mid - 14 - - -2 Sp, Su

Kendou swings both swords in an upwards arc. It's air unblockable and has a very tall hitbox, so it's one of your best anti-air options. Will launch the opponent upwards, giving it useful combo potential, but its horizontal hitbox can cause inconsistency at anything but point-blank range.

Air Normals

jA
jA
jump BBBR A Button.png
BBBR Nakanishi jA.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 High/Air - 5 - - - N, Sp, Su

A fast air jab. Horizontal range is poor and vertical range is nonexistent, so you won't be landing this on a crouching opponent. Only real use is as your fastest air-to-air or in combos.

jB
jB
jump BBBR B Button.png
BBBR Nakanishi jB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
500 High/Air - 11 - - - N, Sp, Su

Horizontal sword swipe in the air. Hitbox is dramatically better than j.A's in all ways, so it's actually functional as a jump-in. Also helps Kendou control the space in front of her when she's airborne.

jC
jC
jump BBBR C Button.png
BBBR Nakanishi jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
900 High/Air - 14 - - - Sp, Su

A downward slash with both shinai. Vertical hitbox extends a good range below Kendou, so it's a good jump-in. Has a lot of hitstun and sends airborne opponents straight downwards, so it's good for starting, extending, and ending combos. It's slower than her other air normals, but still very useful.

Universal Mechanics

5D
Kyuudou: Teihei Shageki
BBBR D Button.png
BBBR Nakanishi 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
200 All - 34 - - - NC

After drawing her bow, Kyuudou fires an arrow horizontally from her current position. The arrow travels about 3/4 of the screen, quickly losing altitude until it hits the ground. Pressing 5D does not cause Kendou to perform any animation, so it can be done any time you aren't in hitstun, blockstun, or knocked down. This move is an integral part of the Nakanishi sisters' kit that helps define their gameplan, since it lets them cover space very effectively, while also allowing for deadly combo extensions with proper execution.

2D
Kyuudou: Kyokusha
BBBR Down.pngBBBR D Button.png
BBBR Nakanishi 2D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300/800 All - 38 - - - -

Kyuudou fires an arrow in an upwards arc, which then comes back down after a brief delay. Has a hitbox both when going up and when falling down, but it'll only ever hit once, and you'll probably never hit anyone with it until after it begins descending. Can be executed in the exact same contexts as her other D moves. Serves as an alternative to 5D that covers more vertical space, but the extremely precise horizontal distance it travels from Kyuudou's position makes it harder to use. If she's near the corner when she shoots, the arrow will always land in the corner instead of off-screen, so it becomes easier to position there.

4/6D
Kyuudou: Idou Hidari/Migi
BBBR Left.png/BBBR Right.pngBBBR D Button.png
BBBR Nakanishi 46D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - -

Kyuudou walks forwards or backwards a set distance depending on the direction held. Her walk speed is faster than Kendou's, but slower than her run speed and much slower than her backdash. Kyuudou will never change her location on the screen except for when this move is performed, so you'll have to use it repeatedly throughout the match in order to get her into a useful position. Can be performed in the same contexts as 5D and 2D, and it can be interrupted with those moves as well.

Throw
Throw
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
BBBR Nakanishi ThrowWhiff.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 Unblockable - - - - - NC

Kendou grabs the opponent and throws them upwards. She can combo off of this meterlessly by linking into 5A, or by having her sister's arrow catch the opponent shortly after she hits them. This results in the Nakanishis' strike-throw pressure being very potent, since the consequences of failing to tech a throw are worse than many other characters.

Big Bang Mode
Big Bang Mode
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Nakanishi BBM.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - -

Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds. Some characters receive unique benefits while in BBM, but the Nakanishis do not.

Special Moves

41236X
Fumikomi
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png/BBBR B Button.png
BBBR Nakanishi 41236X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 400 All - 5 - - -16 Sp, Su

Kendou performs a shoulder tackle from a crouching position. Can be cancelled into any of her other special moves and supers except for 41236B, allowing for a combo, although if cancelled into too soon they may whiff. This version of the move has faster startup, but travels less distance. Unsafe on block if not cancelled or covered with an arrow from Kyuudou. Not the greatest neutral tool and inflicts notable scaling on combos. Since its 214[C] cancel is an overhead and 236C is a low, you could theoretically use this to get close to the opponent in pressure to threaten high/low mix, but fully charged 214[C] is far too slow for this to actually be useful.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 400 All - 17 - - -20 Sp, Su

Kendou performs the same attack as 41236A, but with a longer startup and travel distance. Same cancel rules apply. The startup is usually too long to be able to take advantage of its longer range, so it's even more niche than the A version.

236C
Nagiharau
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR C Button.png
BBBR Nakanishi 236C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Low/Air - 17 - - -10 NC

Kendou winds back, and then performs a fierce swing of her shinai at the opponent's legs. It's a little slow, but the horizontal range is quite good, and it's her farthest reaching low. Causes a knockdown and can not be cancelled, although it can technically be comboed off of with a precisely timed Kyuudou arrow. Unsafe on block without being covered by an attack from her sister, but the pushback could make it difficult to punish at farther ranges. Situationally useful.

214C
Kyouda
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Nakanishi 214C.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C 700 Mid - 15 - - -16 Su

Kendou winds up and then swings her sword downwards. Causes a knockdown on aerial opponents, so it can be used as a combo ender if you don't have a better option. Horizontal range is mediocre, covering a smaller distance than her 2A does. Air-unblockable but hard to use as an anti-air, and unsafe on block, so it really only exists as a prerequisite for 214{C}.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
{C} 900 Mid - 23 - - -2 Su

Partially charged version of 214C. This version will come out if you release C as soon as the circular flash appears by Kendou's hand, which happens quite quickly. It still hits mid like its predecessor, but it does more damage and is safe on block, unlike her other special moves. Causes a groundbounce on aerial opponents, which is useful for combos.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
[C] 900 High - 40 - - -2 Su

Fully charged version of 214C. Does the same amount of damage as 214{C}, but is now an overhead. This could be used for high/low mix, but due to the extremely long charge time, you'll never open anyone up with this. Causes a groundbounce on both grounded and aerial opponents, but you won't be comboing into it either. If you do somehow land this, it can be converted into high damage.

623C
Noboridou
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR C Button.png
BBBR Nakanishi 623C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Mid - 7 - - -26 -

Kendou jumps straight up with her sword extended. A classic DP, featuring air-unblockable properties. However, it isn't invincible, so it's not a great way to escape pressure. Probably her best anti-air option, even though it's highly commital.

B-Power Arts

22D
Kasanedou
BBBR Down.pngBBBR Down.pngBBBR D Button.png
BBBR Nakanishi 22D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1400 - - 8+12 - - -2 -

Kendou swings down both shinai, creating a crossing pair of waves. This move groundbounces on hit, making it both a combo starter and extender, as well as doing a good chunk of damage. Safe on block, but you're probably better off using 41236D to be plus instead of just safe if you're willing to spend meter. Not invincible.

623D
Shin Noboridou
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR D Button.png
BBBR Nakanishi 623C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700*3 (1785) Mid - 1+6 - - -59 NC

Kendou performs her 623C, and then follows it with an upwards slash and then a downwards slam. The downwards slam knocks down the opponent, but it can whiff if they were too high when the move was performed. Air unblockable, but since it isn't invincible you might as well just use 623C instead. Meter would probably be better spent on one of Kyuudou's supers.

41236D
Yaezakura
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR D Button.png
BBBR Nakanishi 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600*5 (2472) All - 23 - - - NC

Kyuudou fires a powerful arrow straight across the screen. EX version of 5D with faster startup and much higher damage. Also lacks 5D's drop in altitude; this arrow will always go from Kyuudou's position straight to the end of the screen. Can deal up to 5 hits, but this is heavily dependent on range, so you'll usually only see 4. Input is based on the direction Kendou is facing, not Kyuudou. Allows Kendou to become plus on block no matter what she's doing since it doesn't require her to perform an animation, and can be used to extend combos as well. Likely the Nakanishis' best way to spend meter.

63214D
Kasezakura
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Nakanishi 2D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 All - 30 - - - -

Kyuudou fires 4 arrows upwards, which then rain down in evenly-spaced locations across the screen. EX version of 2D that lets it control far more space. The opponent can fit within the gaps between the arrows, and it has much more startup time than 41236D, so it's harder to use than Kyuudou's other metered move, but it will still heavily restrict their movement. When Kyuudou is close to the corner, the arrows will stack on top of each other in order to avoid going offscreen, so it's easier to use there. Another super with great utility.

Big Bang Break

41236ABC
Shimai no Kizuna
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Nakanishi 236C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- All - - - - - -

Kendou does a Nagiharau, which starts a sequence of rapid attacks by both sisters if it hits. This is a great combo ender in Big Bang Mode, especially if you're aiming to kill. Can only be used when Kyuudou is free to act, so not immediately after she fires. Startup is not invincible.

Combos

Combo Legend
Numpad Notation
BBBR Up-Left.png BBBR Up.png BBBR Up-Right.png
BBBR Left.png BBBR Neutral.png BBBR Right.png
BBBR Down-Left.png BBBR Down.png BBBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • Light Attack: BBBR A Button.png
  • Medium Attack: BBBR B Button.png
  • Heavy Attack: BBBR C Button.png
  • Special: BBBR D Button.png
  • 236 = BBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 214 = BBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • 623 = BBBR Right.pngBBBR Down.pngBBBR Down-Right.png
  • 421 = BBBR Left.pngBBBR Down.pngBBBR Down-Left.png


  • 41236 = BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 63214 = BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • Micro Dash = 66 BBBR Right.pngBBBR Right.png
  • j = Jump BBBR Up-Left.png / BBBR Up.png / BBBR Up-Right.png
  • Dash Jump = 669 jX BBBR Right.pngBBBR Right.pngBBBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • w. = Whiff
  • xx = Special Cancel
  • X = Any Attack Button
  • [X] = Hold
  • ]X[ = Release
  • TK = Tiger Knee
  • (N) = Multi-hit move hits only N times
  • SKD = Sliding Knockdown
  • HKD = Hard Knockdown
  • BBM = Big Bang Mode
  • BBB = Big Bang Break
Character Abbrevations

Combo Theory

  • Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
  • Kendou is actually quite capable of doing damage on her own, without using Kyuudou.
  • Learn her solo routes first, and then learn how to position Kyuudou and time her attacks to extend them.
  • 5C and 214{C} will cause groundbounces on airborne opponents. 3 bounces will force your combo to end.
  • Feel free to add any combos you find here!

Midscreen, no Kyuudou

  • 5A/2A > 5B > (5C) > 2C > 214{C}, 5B > (5C) > j.B > j.C (2634)
  • Simple, meterless combo that does not use Kyuudou. It's better to charge 214{C} for slightly too long than to accidentally get uncharged 214C, as that will end your combo instantly. 2C is prone to whiffing if the opponent is pushed back too far, so skip the first 5C if you start your combo any further than point-blank range. Against many characters such as Ren and Kunagi, you will need to skip the second 5C as well.

Corner, no Kyuudou

  • WIP

Midscreen, with Kyuudou

  • WIP

Corner, with Kyuudou

  • WIP

Colors

A Color
B Color
C Color
D Color

BBBR Navigation

General
FAQ
Controls
HUD
System
Glossary
Characters
Burai
Miyazato
Heita
Kunagi
Rouga
Senna
Nakanishi
Kinako
Daigo
Hanny
Manbou
Sanzou
Ren
Agito
M. Heita
Devil
Kojirou
Kamui