Under Night In-Birth/UNI2/Nanase: Difference between revisions
Tag: Undo |
(→Gameplay: Re-adding this con about her projectiles, you know who you are. If you wanna debate this, #nanase is right there. Ping me.) |
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|cons= | |cons= | ||
*'''Reversal Range''': Nanase's 623B does not have great horizontal range in exchange for hitting both sides, and may even lose to other reversals. Committing to 623C is expensive and has a risk of still missing against some properly spaced attacks. | *'''Reversal Range''': Nanase's 623B does not have great horizontal range in exchange for hitting both sides, and may even lose to other reversals. Committing to 623C is expensive and has a risk of still missing against some properly spaced attacks. | ||
*'''Slow Projectiles''': Nanase's neutral is much easier with a projectile, but many characters have tools to punish her for throwing fireballs in neutral. Zoners can give her a very hard time at first, while characters with better rushdown can threaten with faster moves that cover the space Nanase needs to set a fireball. Her 22A comes out fast, but is stationary and still leaves her vulnerable to jump-ins. 22B has the same issues while also having significantly longer startup, to the point that it isn't even safe against most wakeup reversal options unless Nanase uses specific combo enders. | |||
}} | }} | ||
Latest revision as of 16:40, 24 June 2024
Under Construction
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Story
A mysterious girl who has stubbornly targeted Hyde, Nanase has finally succeeded in capturing her prey.
The two of them arrive at a temporary truce; however, this peace was not to last. Rumors that the Re-Birth Kuon has appeared and promises to wreak havoc upon the world reach Nanase's ears. And if Kuon destroys the world, all of Nanase's beloved sweets will be destroyed along with it! As if that didn't give her reason enough to fight, she has an even deeper worry: What if the world is destroyed before she can vent the special feelings stirring inside her?
To settle all matters with "the one," Nanase sets out into the final Hollow Night.
“ |
What if the world really just... ends? |
” |
Gameplay
Nanase is a well-rounded character with very strong pressure and frame traps. She has good aerial movement options, air normals and tools to cancel into jumps, letting her control the air in a normally very grounded game. With or without resources she has many tools to keep advantage during pressure for a long time, and can punish impatient players who try to poke out of her pressure with well-timed delayed special moves. She boasts powerful offense with one of the safest and strongest okizeme tools in the corner, her unique projectile. While the range of her normals is not exceptional, her specials and EX moves have far greater reach so she remains a threat at longer distances. Nanase's kit fits the "main character"-type, but also boasts unique tools that let players get creative with their offense.
Nanase is a well-rounded, balanced character. Her unique specials and attributes allow her to aggressively open up her opponents with overheads and delayed buttons, or patiently whittle away their health with strong strike/throw threats. |
Strengths | Weaknesses |
---|---|
|
|
Nanase can perform a jump cancel from her 3C on block only, which puts her in a unique height compared to a normal jump.
She can also jump cancel any of her ground normals, air normals, and dash normals on block or on hit using her Force Function as a jump. Nanase's j.236X and 22X special moves also can be cancelled into Force Function during the early frames of their recovery.
With Vorpal, Nanase can use her air Force Function as an additional air action from ground Force Function. Her aerial momentum for both her unique 3C jump cancel and Force Function is also increased significantly, enabling greater movement.
Move List
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normal Moves
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
200 | Mid | 6 | 2 | 12 | -2 | N, SP, EX, CS | Strike |
- A good, standard poke for close-range situations.
- Has slightly better horizontal range than 2A.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | 94 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
410 | Mid | 8 | 3 | 17 | -4 | N, SP, EX, CS | Strike |
- Has more range than her A normals, covering a large area in front of Nanase.
- Good as a general purpose poke to deal with approaching opponents.
- The recovery keeps Nanase's hurtbox extended, opening her up to whiff punishes.
- If you hold forward (6B) and hit a j.236B projectile with it, it will send it diagonally upwards.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | 92 | /Data#5B |
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 670 | Mid | 12 | 3 | 23 | -8 | N, SP, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5[C] | 714 | Mid | 17 | 3 | 23 | -10 | N, SP, EX, CS | Strike |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5C | 37 | 89 | /Data#5C | |||
5[C] | 45 | 88 | /Data#5[C] |
5[C] :
Crouching Normal Moves
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | Mid | 5 | 2 | 12 | -2 | N, SP, EX, CS | Strike |
- Nanase's fastest normal, useful for close-range mashing.
- Also good for rebeats to make pressure safe.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | 95 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
440 | Low | 9 | 3 | 18 | -4 | N, SP, EX, CS | Strike, Foot |
- Very good range for a low normal.
- Nanase's hurtbox is extended during recovery, opening her up to whiff punishes.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | 90 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
590 | Low | 12 | 4 | 23 | -9 | N, SP, EX, CS | Strike, Foot |
- Has even more range than 2B, but is slower.
- Nanase moves forward slightly when she uses this move.
Jumping Normal Moves
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
130 | High, Air Shield | 7 | 2 | 15 [2 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Good for throwing out a fast button in air-to-air situations.
- Has a deceptive vertical hitbox, making it a decent choice coming down from the air.
- Cannot be used for cheap overhead mix after certain jump cancels, as the game will force it to hit mid in those situations (i.e. after j.236X FF cancel).
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
23 | 97 | /Data#jA |
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB | 380 | High, Air Shield | 11 | 3 | 19 [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB~B | 480 | High, Air Shield | 11 | 3 | 16 [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Mainly used as a combo tool.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jB | 32 | 93 | /Data#jB | |||
jB~B | 26 | 91 | /Data#jB~B |
jB~B :
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jC | 520 | High, Air Shield | 12 | 3 | 25 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[C] | 720 | High, Air Shield | 18 | 3 | 25 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- From ground assault, the move does not float and has good advantage on block.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | 45 | 91 | /Data#jC | |||
j[C] | 45 | 87 | /Data#j[C] |
j[C] :
Command Normal Moves
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
570 | Mid | 9 | 3 | 29 | -10 | N, SP, EX, CS, UNQ | Strike | 7~11 Head |
- A good combo starter option, and a strong anti-air.
- On block, can be cancelled into a unique jump in which Nanase can drift forward or backward in the air.
- Landing recovery is 0f if you do not do anything after jumping. Otherwise, typical landing recovery applies.
j.2C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j2C | 510 | High, Air Shield | 13 | 3 | 32 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j2[C] | 720 | High, Air Shield | 17 | 3 | 28 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Boasts greater vertical range than j.2C, and additional blockstun.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j2C | 47 | Knockdown | 91 | /Data#j2C | ||
j2[C] | 47 | Ground Bounce | 88 | /Data#j2[C] |
j2[C] :
j.8C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
590 | Mid, Air Shield | 12 | 4 | 10 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head | 8~15 Head |
- Nanase goes up when she uses this move, giving it huge vertical reach.
- Combined with the head invul, this is also a great choice for anti-airs.
- If Nanase moves to the other side of the opponent while in the air, this move will re-orient her so she faces in the opponent's direction again.
- This is the only air normal that Nanase cannot use more than once before landing.
- For example, if you use j.8C and then use j.BC for additional air time, j.8C cannot be used again before landing. This restriction is unique to j.8C.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | 90 | /Data#j8C |
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
610 | Low | 18 | 13 | 9 | -4~+8 | SP, EX, -CS- | Strike, Foot | 12~17 Foot 16~17 Throw |
- Hits low. The beginning of the animation is identical to 66C which hits overhead. This creates an easy mix-up which can usually be fuzzy blocked.
- With the right spacing and timing, it can become a true 50/50.
- On block it is cancelable with a generous window, useful for frame traps with special moves.
- Advantage improves if the move connects later in its animation.
- On hit, it can be picked up with a quick normal or special for a combo.
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
666 | High | 27 | 4 | 20 | -6~-3 | SP, EX, -CS- | Strike, Foot | 15~26 Foot 25~26 Throw |
- Hits overhead. The beginning of the animation is identical to 66B which hits low. This creates an easy mix-up which can usually be fuzzy blocked.
- With the correct spacing and timing, it can become a true 50/50.
- On block it is cancelable with a generous window, useful for staying safe.
- Advantage improves if the move connects later in its animation.
- On hit, this has plenty of hitstun to combo from even without cancelling into a special move.
Universal Moves
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
Total 51 | 1~4 Throw |
- There is a 4 frame startup before you can do any actions.
- You can drift forward or backward while in the air.
- During the first ~15 frames, Nanase is in counter state. Any attack that hits her will be a counter hit.
- In Vorpal, you can use air Force Function after using ground Force Function.
- Aerial momentum is increased during Vorpal.
- GRD cost is cut in half during Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB+C 1 GRD |
Total 51 | 1~4 Throw |
- There is a 12 frame startup before you can do any actions.
- You can drift forward or backward while in the air.
- During the first ~15 frames, Nanase is in counter state. Any attack that hits her will be a counter hit.
- In Vorpal, you can use air Force Function after using ground Force Function.
- Aerial momentum is increased during Vorpal.
- GRD cost is cut in half during Vorpal.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 51 | /Data#B+C | ||||
jB+C | 51 | /Data#jB+C |
jB+C :
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1640 | Unblockable | 4 | 1 | 26 | +49 on hit | Throw |
- Certain projectiles can make contact during the throw animation to change the overall damage.
- For a j.236B projectile, the damage becomes 1492.
- For a 22B projectile, the damage becomes 1770.
- For a 22C projectile (second hit), the damage becomes 2190.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | /Data#A+D |
Smart Steer Ender
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
432*3 (first hits), 396 (last hit) | Mid | 10 | 11(11)3 | 19 | -4 | (EX) (only IW or IWEXS), CS | Strike |
- This move can be done off any normals on the ground, and is treated as a special cancel.
- The exception is during the complete Smart Steer route, where the 236A in the Smart Steer route can cancel into 5AB.
- You gain 1 GRD if you use it early in a combo, but lose 1 GRD if you use it later in a long combo.
- After using this move the opponent will always be put into a forced hard knockdown state similar to throw.
- The second hit can be cancelled into CS or IW/IWEXS as long as the first part of the attack connects, allowing you to continue the combo before hard knockdown is applied.
- Due to how proration is applied during the move, if you use this move in such a way that it causes the last hit to whiff you can still CS cancel and the following combo will have significantly higher damage.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
53 | Knockdown | 90% (first hits) 60% (last hit) |
/Data#5A+B |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | 750 | Mid | 7~21 | 15 | 20 | -17~-3 | -EX-, -CS-, -UNQ- | Strike |
- Inflicts knockdown on hit.
- Can be used occasionally as a fast poke, but is unsafe on block.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B | 780 | Mid | 9~35 | 27 | 28 | -33~-7 | -EX-, -CS-, -UNQ- | Strike |
- Can be used to continue a combo if you are too far to use other moves.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C 100 EXS |
1848 | Mid, Air | 9~18 | 17 | 25 | -12~+4 | (CS) | Strike | 1~3 Throw 3~26 Projectile |
- Useful for punishing fireballs on reaction, but vulnerable to counter attacks from opponent EX cancels.
- Good as a combo starter, giving ample time to pick up even from far away and confirming into solid damage.
- Frame advantage depends on when the move connects. If 236C is performed at the maximum distance and the opponent blocks in the air, frame advantage may increase to as much as +4. Though it may seem like a small window, the opponent can potentially be stuck in the air long enough for you to hit them with an air-unblockable 5A even though they can technically act sooner.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 45 | Knockdown | 84 | /Data#236A | ||
236B | 63 | Knockdown | 84 | /Data#236B | ||
236C | 50 | Knockdown | 85 (first hit) 93 (later hits) |
/Data#236C |
236B :
236C :
236X~A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
890 | Mid | 17 | 10 | 23 | -8~+1 | -EX-, -CS- | Strike |
- Useful as a combo ender with certain EX moves, or just to force a full screen tech situation for the opponent.
- As a combo starter, it is Nanase's strongest in terms of damage. However, it is not easy to hit by itself.
- If you land this point-blank, Nanase will go through the opponent to the other side of them.
- Frame advantage varies on distance and how late the move connects.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
50 | Crumple on ground hit Wall Bounce on air hit |
89 | /Data#236X~A |
236X~B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
730 | High | 24 | 5 | 20 | -7~-3 | -EX-, -CS- | Strike | 16~28 Foot |
- Unsafe on block, and should not be used without resources to confirm or stay safe.
- Sometimes can be used as a low crush, but still very risky.
- You can pick up after this hits with a quick normal, but as a combo starter it is rather poor.
- Frame advantage varies on distance.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
48 | Knockdown | 55 | /Data#236X~B |
236X~C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
440, 300*2 | Mid | 14 | 3 | 23 | -18 (whiffs if 236X does not hit) | EX, CS | Strike | ?~? Projectile ?~? Full |
- This move only has a hitbox when the opponent is in hitstun (during a combo), otherwise Nanase will simply pass through them harmlessly.
- On hit, Nanase can follow up with nearly anything.
- This move will always switch sides unless done in the corner.
- If used outside of a combo, the recovery animation is long enough to be punished on reaction by most characters.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
39 | Launch on hit, No Collision | 90(first hit) 92(later hits) |
/Data#236X~C |
214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 1324 | Mid, Air | 17 | 19 | 24 | -6~+9 | -EX-, -CS-, -UNQ- | Strike, Projectile |
- Drags the opponent toward you on hit.
- Frame advantage varies depending on when tornado hits.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | 1324 | Mid, Air | 13 | 15 | 31 | -9~+6 | -EX-, -CS-, -UNQ- | Strike, Projectile |
- Has a larger hitbox than 214A.
- Useful for confirming normals like 2B at longer distances.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C 100 EXS |
Mid, Air | 12 | 18 | 26 | +5~+22 | CS | Strike, Projectile | 1~3 Throw |
- The hitbox is massive, covering a large part of the screen when active.
- Great frame advantage, making it a useful pressure reset in the corner or just to stay safe.
- Useful for comboing off awkward air hit situations, or just in general when out of reach of Nanase's other moves.
- On hit, the lengthy hitstun makes it easy to combo from.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 59 | Launch, Vacuum | 92 | /Data#214A | ||
214B | 58 | Launch | 92 | /Data#214B | ||
214C | 56 | Launch | 90 | /Data#214C |
214B :
214C :
214X~X
- Can be cancelled into at any time before Nanase lands.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214X~A | 650 | High | 13 | until land | [27 on landing] |
-10~-3 | -EX-, -CS- | Strike, Dive |
- Nanase will auto-correct to face the opponent at the startup of this move, in case a sideswap occurs.
- It is possible to pick up from this move for a combo.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214X~B | 670 | High | 16 | until land | [25 on landing] |
-8~-1 | -EX-, -CS- | Strike, Dive |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214X~C | 710 | High | 20 | until land | [25 on landing] |
-5~-3 | -EX-, -CS- | Strike, Dive |
- Keep in mind the angle makes it likely you'll switch sides when using it midscreen, unless you use it at specific height/spacing.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214X~A | Knockdown | 90 | /Data#214X~A | |||
214X~B | Knockdown | 90 | /Data#214X~B | |||
214X~C | Knockdown | 90 | /Data#214X~C |
214X~B :
214X~C :
623X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 1143 | Mid | 5 | 7 | 38 [14 on landing] |
-23 | -EX-, -CS- | Strike | 1~ Head and Dive |
The recovery frames can be cancelled on hit or whiff into an EX move.
- The cancel window is very short, only covering shortly after Nanase reaches the apex of her height.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | 1359 | Mid | 6 | 10 | 45 [15 on landing] |
-31 | (CS) | Strike | 1~9 Full 6~15 Head & Dive |
- On hit, you can cancel into Chain Shift to get a full combo.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C 100 EXS |
1835~2210 | Mid | 7 | 16 | 58 [15 on landing] |
-48~-47 | (CS) | Strike | 1~10 Full 1~6 Throw |
- The minimum hit count is 8, which can be reached even with no inputs. The maximum hit count is 16, which needs a lot of inputs to reach.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 49 | Launch, Vacuum | 93 | /Data#623A | ||
623B | 60 | Launch, Vacuum | 93 | /Data#623B | ||
623C | 80 | Launch, Vacuum | 88 | /Data#623C |
623B :
623C :
j.236X
- Advantage is based on usage at lowest height at point-blank range.
- A pivotal tool in Nanase's pressure and overall gameplay.
- All versions can be performed immediately off the ground with a motion like (2367/8/9), referred to as a TK (Tiger Knee) motion.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236A | 750 | Mid, Air | 24 | until hit | Total 42 | +10 (+12 on crouch) | -EX-, -CS-, -UNQ- | Strike, Projectile |
- Will disappear after travelling a short distance.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236[A] | 920 | Mid, Air | 28 | until hit | Total 46 | +14 | -EX-, -CS-, -UNQ- | Strike, Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236B | 750 in air 444 after touching ground |
Mid, Air | 25 | until hit | Total 44 | +14 | -EX-, -CS-, -UNQ- | Strike, Projectile |
- Damage and combo proration is decreased after the fireball touches the ground.
- Small enough to go under some other character's projectiles.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236[B] | 750 | Mid, Air | 32 | until hit | Total 53 | +7 | -EX-, -CS-, -UNQ- | Strike, Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236C 100 EXS |
1653 | Mid, Air | 7 | until hit | Total 46 | +1~+27 | (CS) | Strike, Projectile |
- Useful for keeping opponents blocking, with solid advantage.
- Also a good combo starter if it happens to hit that way.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j236A | 42 | Launch | 88 | /Data#j236A | ||
j236[A] | 46 | Launch | 84, 92 | /Data#j236[A] | ||
j236B | 44 | Launch | 88 (air) 90 (ground) |
/Data#j236B | ||
j236[B] | 53 | Launch | 88 (air) 90 (ground) |
/Data#j236[B] | ||
j236C | 46 | Knockdown | 93 (first 3 hits) 90 (last hit) |
/Data#j236C |
j236[A] :
j236B :
j236[B] :
j236C :
j.214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214A | 902 | Mid | 16 | until land | [30 on landing] |
-9~-6 | -EX-, -CS- | Strike, Dive |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214B | 1309 | High | 23 | until land | [30 on landing] |
-4 | -EX-, -CS- | Strike, Dive |
- Punishable only with throws unless properly shielded.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j214C 100 EXS |
1852 | Mid | 9 | until land | [32 on landing] |
-2~+3 | (CS) | Strike, Dive | ?~? Projectile |
- Useful as a combo tool for certain special moves like 623A, 214X, or even j.236X.
- As a combo starter, it is functionally similar to 236C.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j214A | Knockdown | 92 | /Data#j214A | |||
j214B | Knockdown | 94 | /Data#j214B | |||
j214C | Launch | 85 (first hit) 94 (later hits) |
/Data#j214C |
j214B :
j214C :
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 710 | Mid | 11 | 24 | 7 | -2~+21 | -EX-, -CS- | Strike, Projectile |
- Also a good combo tool when in range.
- Pushes opponents backward on block.
- Can be cancelled into Force Function, but with a longer startup before you can do any actions afterward.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B | 770 | Mid | 43 | Total 55 | +16~+35 | -EX-, -CS- | Strike, Projectile |
- Pushes opponents forward on block.
- Can be cancelled into Force Function, but with a longer startup before you can do any actions afterward.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C 100 EXS |
750, 750 (1410) | Mid | 11 | Total 39 | 0~+7 (first hit) +28~+39 (second hit) |
(CS) | Strike, Projectile | 1~3 Throw |
- Useful as a cancel option for staying safe after an unsafe special move.
Super Moves
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3510 | Mid | 1+9 | 5 | 55 [29 on landing] |
-43 | Strike | 1~ Full, 1~ Throw |
- A very strong combo ender combined with the damage increase from Vorpal or Veil Off. Useful for inflicting significant damage even in standard combos.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3750 | All | 3+14 | 2 | 51 | -25 | Strike | 1~? Full |
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
The data in these tables is based on the moves being cancelled on the earliest possible frame. If you delay the cancel, it may change the rebeat advantage or gap length.
Attack | Chain | Advantage |
---|---|---|
5C, 2C, 3C | 2A | -1 |
5A | -2 | |
5B, 2B | 2A | -3 |
5A | -4 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C, 2C | 1 |
5[C] | 6 | |
214A | 6 | |
214B | 2 | |
22B | 35 | |
5B, 2B | 5[C], 214A | 2 |
22B | 29 | |
5C, 5[C], 2C, 66B, 66C | 22B | 27 |
236A, 236B | 236X~B | 3 |
Videos
External Links
- UNIST Nanase Primer by NeoN and Murphy
- UNICLR Nanase Guide by Cheezy