Extreme low profile on frame 1. Fills Magic. Attacks cost magic and fill magic on hit. Most attacks can be still done even with 0 Magic.
Extreme low profile on frame 1. Fills Magic. Attacks cost magic and fill magic on hit. Most attacks can be still done even with 0 Magic.
Inputting with 6 or 4 will move Nidra in that direction.
Inputting with 6 or 4 will move Nidra in that direction. Can be cancelled into specials before Nidra fully enters the stance allowing kara cancels, not only allowing her to modify the range of her cloud surf specials and dream drop but also allowing her sleep cancellable cloud surf specials on hit to kara cancel into another cloud surf special. E.G. 236c 236d~a will allow her to cancel 236c into 236a on hit.
'''A note about framedata''': Data on block is measured while exiting stance. When on her belly, Nidra's stance exit is invincible for the first 6 frames, and lets her '''block''' during the last 3 frames. Many of these moves may look unsafe based on the data, but '''Nidra is actually unpunishable for most of them.''' The main exceptions are specials that end with her on her back (her on-back get-up does not allow her to block and has no invincibility), and her invincible "Wake Up!" attack.
'''A note about framedata''': Data on block is measured while exiting stance. When on her belly, Nidra's stance exit is invincible for the first 6 frames, and lets her '''block''' during the last 3 frames. Many of these moves may look unsafe based on the data, but '''Nidra is actually unpunishable for most of them.''' The main exceptions are specials that end with her on her back (her on-back get-up does not allow her to block and has no invincibility), and her invincible "Wake Up!" attack.
She's a tapir, but also based on the mythological Baku. She appears to have dream-based magic powers. If Nidra is left idle long enough (approximately 20 seconds), she will eventually fall asleep standing up and fill her magic stocks to full. This is different from Night Stance (which also fills her magic), which has Nidra laying down to sleep, and other moves can be performed from it. The 20-second idle sleeping that fills her magic is still her normal stance, from which you can enter Moon Stance, Star Stance, or Night Stance.
Gameplan
Strengths
Weaknesses
Very High Damage: What it says on the box. Getting hit by Nidra will hurt!
Unreactable Mix: Nidra's core mixup is overhead/low, and uses several extremely fast overheads, two of which are only -3 on block. Combine this with her high damage, and Nidra is very scary when she is up close.
Anti-Zoning: Nidra can use Night Stance to low-profile most projectiles in the game, and her Dream Drop can create a mist that deletes projectiles for a short time.
Tricky Hurtboxes: Depending on the matchup, Nidra can use her stances to dodge many normals and specials.
Unique Wakeup: Nidra has the unique ability to turn a non-teched Soft Knockdown into her Night Stance, giving her a very unorthodox wakeup option.
Weak to Instant Block: Many of Nidra's core mixup sequences can be interrupted or punished if they are Instant-Blocked. See the Strategy page for more information!
Magic-Reliant: Her Magic can be difficult to safely build, but it is necessary to keep her pressure safe, to convert out of her mixup tools when the opponent has a full JD bar, and to bolster her neutral in difficult matchups.
Stubby Neutral: Nidra's jumps are notably short, and her normals are stubby relative to the rest of the cast. She can make up for this with the range of her Sleepy Sweep, but its usefulness depends on the matchup. Otherwise, she will have to rely on her Magic.
Dream Drop Easily Broken: While Dream Drop is important for her neutral in certain matchups, it can be broken by any attack in the game, including normals. This makes it more difficult to use than a classic projectile.
Movement
Command List
Normal Moves
Standing Normals
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
Mid
Chains Into Self
5
8
11
vs. Grounded
7
19
+1
7
17
-1
0
15
0.83
vs. Airborne
Fastest button. Moves Nidra forward and has many active frames.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
-
10
5
17
vs. Grounded
8
22
+1
8
19
-2
-30
30
0.95
vs. Airborne
Is -2 on block, which makes it good as a reset point when doing stagger pressure. It does enough blockstun to allow her 236A to frametrap and her ns.A to trade with 5As.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
120
Mid
-
14
6
25
vs. Grounded
9
26
?
9
18
?
-55
45
0.97
vs. Airborne
40
43
Advancing damaging mid that hits very high up.
Enters Moon Stance on contact.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
Low
Chains Into Self
6
7
13
vs. Grounded
7
18
-1
7
17
-2
0
15
0.83
vs. Airborne
16
-3
19
0
Fast low with nice range and many active frames.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
Mid
-
9
9
18
vs. Grounded
9
20
-6
9
20
-6
-20
40
0.95
vs. Airborne
30
+4
33
+7
Has a lot of active frames and doesn't extend Nidra's hurtbox. It also hits above her head, giving it some potential as an anti-air. Does a lot of blockstun, which allows her 236A and her ns.A to frametrap.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
Low
Sweep, HKD
15
8
14
vs. Grounded
+48 HKD
-9
vs. Airborne
Nidra's longest range normal and very important for her mixups. Unsafe on block unless cancelled into ns.1/3D or Dream Drop.
Enters Star Stance on contact or whiff.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
50
High
-
6
5
17
vs. Grounded
9
21
0 ~ +21
9
16
-5 ~ +16
-50
65
0.90
vs. Airborne
-85
30
Unlike other characters, all of Nidra's air normals can be cancelled into specials and super during their startup and active frames.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
75
High
-
10
12
19
vs. Grounded
10
28
-2 ~ +28
10
18
-12 ~ +18
-90
70
0.95
vs. Airborne
-120
40
Has a lot of active frames and the most horizontal range out of Nidra's air normals. It can cross up.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
150
High
Launches Grounded Opponents
14
7
21
vs. Grounded
15
Until Knockdown
Launch, SKD
15
13
-14 ~ +13
-100
100
0.97
vs. Airborne
-120
80
Hits crouching opponents on its first active frame, which makes it effectively an unreactable overhead! It is unsafe if blocked or whiffed, as Nidra will not recover until she lands. She can cancel into Dream Drop for a combo on hit or frametrap on block, but the frametrap will lose to the opponent using 6A.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
6A
6A
Anti-Air
Anti-Air
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
Mid
Jump-Cancellable on Hit
10
6
24
vs. Grounded
13
18
-11
13
21
-8
40
55
0.83
vs. Airborne
25
-4
14
-15
Universal anti-air normal. Is slower than her 2B, but has a lot more vertical range. Can use for rebeat pressure. Does a lot of blockstun, which allows her 236A and her ns.A to frametrap.
Toggle Hitboxes
Toggle Hitboxes
3C
3C
Launcher
Launcher
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
140
Mid
Groundbounce
16
3
27
vs. Grounded
18
Until Knockdown
Launch, SKD
18
15
-14
0
100
0.83
vs. Airborne
35
135
Unique launcher that groundbounces on hit. Uses up a lot of Juggle Decay when used mid-combo. As is tradition, very unsafe on block.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw
Forward Throw B+C / 6B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Throw
Tumble Damage Scaled to 50%
7
3
23
vs. Grounded
-
-
Launch, Tumble
-
-
-
-
-
-
vs. Airborne
Leads to a combo midscreen by dashing into 2B, although keep in mind that this will consume the groundbounce of your combo. In corner, leads to combo into stronger normals.
Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw 4B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Throw
Hard Knockdown Damage Scaled to 50%
7
3
23
vs. Grounded
-
-
+46 (HKD)
-
-
-
-
-
-
vs. Airborne
Only leads to combo when throwing opponent into the corner, or with the aid of Dream Drop or Level 2 Super.
Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
Hard Knockdown Damage Scaled to 50%
9
3
17
vs. Grounded
-
-
Varies (HKD)
-
-
-
-
-
-
vs. Airborne
Only leads to combo with the aid of Dream Drop or Level 2 Super.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
.
Cloud Surf 236A / B / C
236A
236A
236B
236B
236C
236C
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
180
High
HKD Armor Break
23
4
24
vs. Grounded
+31 HKD
-3
vs. Airborne
Very fast overhead that is safe on block, unless Instant-Blocked. Leads to combos by cancelling into Night Stance or Dream Drop. Especially difficult to react to, as the majority of the move's startup is visually identical to Nidra's forward run/glide.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
B
220
High
SKD, Groundbounce on air hit
31
4
28
vs. Grounded
SKD
-11
vs. Airborne
Much slower overhead that is unsafe on block and leads to no combo on hit. Is useful in combos as a groundbounce extender.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
C
100, 200
Low
HKD
32
5 (8) 5
20
vs. Grounded
+39 HKD
-2
vs. Airborne
Slow, safe low. Too slow to frametrap from any cancels.
Toggle Hitboxes
Toggle Hitboxes
.
Moon Stance Enter on 5C (on Contact) or 236B
Moon Stance
Moon Stance
Low / Sleep Attack
Low / Sleep Attack
Overhead Attack
Overhead Attack
Step Forward
Step Forward
Step Backward
Step Backward
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Enter Stance
-
-
-
-
-
-
vs. Grounded
vs. Airborne
A stance whose purpose is to allow a scary overhead/low mixup from 5C. All followups can be held to remain in the stance.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ms.A / B
145
Low
HKD
10
3
15
vs. Grounded
+44 HKD
-6
vs. Airborne
Unsafe low followup. 2C is a better low option from 5C.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ms.C
220
High
-
7
3
24
vs. Grounded
+12
-3
vs. Airborne
Overhead followup. Unreactable and safe on block unless Instant-Blocked. Leads to a full combo on hit by cancelling into Night Stance, or linking into a normal. Has a large amount of pushback when done in the corner.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ms.4
-
-
Invulnerable 1~16
-
-
9
vs. Grounded
vs. Airborne
Exits stance with a period of invincibility.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ms.6
-
-
Low Profile 1~20
-
-
26
vs. Grounded
vs. Airborne
Crosses the opponent up and exits stance. Can be cancelled into a special at any point.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ms.1/2/3
-
-
-
-
-
0
vs. Grounded
vs. Airborne
Instantly exits Moon Stance with no animation or recovery.
Toggle Hitboxes
Toggle Hitboxes
.
Star Stance Enter on 2C or D ~ C (whiff)
Star Stance
Star Stance
Stretch
Stretch
Cartwheel
Cartwheel
Low Sweep
Low Sweep
Roll Forward
Roll Forward
Roll Backward
Roll Backward
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Enter Stance
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Low profile. Nidra can block while in this stance.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ss.A
115
Mid
Launcher
7
6
16
vs. Grounded
+
-7
vs. Airborne
A launching mid. Does not frametrap from 2C and has no safe followups on block.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ss.B
140
Mid
Launches Projectile-Invulnerable
8
8
20
vs. Grounded
HKD +53
-12
vs. Airborne
A launching mid. Does not frametrap from 2C and has no safe followups on block.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ss.C
175, 100
Low
Recovers into Sleep Stance Armor Break
9
3
24
vs. Grounded
+12
-3
vs. Airborne
Shoots out a projectile on frame 16 that crawls along the ground for 81 frames and goes under most projectiles. Enters Night Stance no matter what. On block, is "plus" in Night Stance and lets ns.A frametrap, but disadvantageous if Night Stance is cancelled.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ss.7/8/9
-
-
-
-
-
0
vs. Grounded
vs. Airborne
Allows Nidra to instantly exit Star Stance with no animation or recovery.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ss.44/[4]
-
-
-
-
-
33
vs. Grounded
vs. Airborne
Both rolls keep Star Stance's low profile, letting them slip under fireballs and various attacks.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ss.66/[6]
-
-
-
-
-
18
vs. Grounded
vs. Airborne
Both rolls keep Star Stance's low profile, letting them slip under fireballs and various attacks.
Toggle Hitboxes
Toggle Hitboxes
Magic
.
Dream Drop 214A / B / C / D
214A
214A
214B
214B
214C
214C
214D.png
214D.png
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
100
-
-
-
-
-
vs. Grounded
vs. Airborne
Launches a bouncing projectile forward toward the ground. Costs 1 magic. This projectile can be destroyed by the opponent's normals. If the projectile clashes with another projectile, it leaves behind a "mist" that will block all projectiles for ? frames.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
B
100
-
-
-
-
-
vs. Grounded
vs. Airborne
Launches a bounces projectile forward at a low arc. Costs 1 magic. This projectile can be destroyed by the opponent's normals. If the projectile clashes with another projectile, it leaves behind a "mist" that will block all projectiles for ? frames.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
C
100
-
-
-
-
-
vs. Grounded
vs. Airborne
Launches a bouncing projectile forward at a high arc. Costs 1 magic. This projectile can be destroyed by the opponent's normals. If the projectile clashes with another projectile, it leaves behind a "mist" that will block all projectiles for ? frames.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
D
300
-
-
-
-
-
vs. Grounded
vs. Airborne
Only available in Awakened State.
Launches a very large and slow projectile at a high but horizontally short arc. Empties all magic. This projectile stays active even if Nidra gets hit.
Toggle Hitboxes
Toggle Hitboxes
.
Night Stance (Enter) D or ss.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Extreme low profile on frame 1. Fills Magic. Attacks cost magic and fill magic on hit. Most attacks can be still done even with 0 Magic.
Inputting with 6 or 4 will move Nidra in that direction. Can be cancelled into specials before Nidra fully enters the stance allowing kara cancels, not only allowing her to modify the range of her cloud surf specials and dream drop but also allowing her sleep cancellable cloud surf specials on hit to kara cancel into another cloud surf special. E.G. 236c 236d~a will allow her to cancel 236c into 236a on hit.
A note about framedata: Data on block is measured while exiting stance. When on her belly, Nidra's stance exit is invincible for the first 6 frames, and lets her block during the last 3 frames. Many of these moves may look unsafe based on the data, but Nidra is actually unpunishable for most of them. The main exceptions are specials that end with her on her back (her on-back get-up does not allow her to block and has no invincibility), and her invincible "Wake Up!" attack.
Unique Soft-Knockdown Wakeup: Night Stance has the unique ability to be used while Nidra is knocked down. This only works during a Soft Knockdown, and only if Nidra does not tech in place or techroll. When this happens, Nidra's wakeup timing is shifted to be 12 frames earlier, and she can perform moves out of stance 1 frame after this. This means that if she chooses to use ns.5D, she will be vulnerable for 1 frame, then be invincible and performing the special. This is the only way Nidra can use ns.5D as a "reversal", although it can be interrupted if the opponent hits the 1 vulnerable frame.
Toggle Hitboxes
Toggle Hitboxes
.
Sleepy Sweep ns.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
160
Low
Armor Break
15
8
8
vs. Grounded
HKD +43
-8 (-5 on stancel)
vs. Airborne
Low profile safe low that leads to combos up close and frametraps from certain normals. Keeps a pancake hurtbox the entire duration and hits above Nidra, letting it panic anti-air many air normals.
Toggle Hitboxes
Toggle Hitboxes
.
Spin Strike ns.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
180
Mid
Wallstick
17
6
18
vs. Grounded
-2
vs. Airborne
Wallsticks the opponent when in the corner. Exits stance on use.
Toggle Hitboxes
Toggle Hitboxes
.
Floating Flip ns.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
120
High
-
28
10
7
vs. Grounded
vs. Airborne
Overhead with high profile. On hit, Nidra bounces and can fall with an air normal for a combo on hit, but this is interruptible on block. Her hitbox shifts upwards and is airborne on frame 1 thus allowing her to escape throw attempts, arizona stomps/lasso and the like. Enters star stance on whiff.
Toggle Hitboxes
Toggle Hitboxes
.
Wake Up!
ns.5D (Belly)
ns.5D (Belly)
ns.5D (Back)
ns.5D (Back)
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Belly
110
-
Invulnerable (1-19) Armor Break
7
13
16
vs. Grounded
+39 HKD
-11
vs. Airborne
Requires 1 Magic to use. Exits stance. Unsafe on block, but invincible with a high hitbox. On hit, restores a small amount of Magic over time. If Level 1 Super is used during this period, Magic will regain throughout the entire Super's duration. Cancellable into specials at any point including it's startup allowing for magic consuming kara cancels from ns.a.
[Bug] Using ns.5D after entering Night Stance from SKD will cause the opponent's next use of a move with a special combo state (groundbounce, wallbounce, wallstick, stagger) to lose that property and result in an SKD instead, if that combo state was also used in the previous combo.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Back
100
-
Armor Break
7
11
12
vs. Grounded
+49 HKD
-13
vs. Airborne
Requires 1 Magic. Exits stance. Unsafe on block, but invincible. Has a worse hitbox and framedata than the belly version.
Toggle Hitboxes
Toggle Hitboxes
.
Flip / Flop
ns.4D (Belly)
ns.4D (Belly)
ns.6D (Back)
ns.6D (Back)
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ns.4D (Belly)
110
-
-
13
6
7
vs. Grounded
+49 HKD
-14
vs. Airborne
Launching mid. Only available when Nidra is on her belly. Puts Nidra on her back.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
ns.6D (Back)
110
-
-
13
6
7
vs. Grounded
+49 HKD
-14 (-11 when stancelled)
vs. Airborne
Launching mid. Only available when Nidra is on her back. Puts Nidra on her belly.
Toggle Hitboxes
Toggle Hitboxes
.
Toss / Turn ns.3D/1D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
10, 10, 60
-
-
7
5
15
vs. Grounded
Juggle
-8 (-5 when stancelled)
vs. Airborne
Has high profile frames 1-15. Upon recovery, Nidra loses Night Stance's low profile until she does a different followup. Can be cancelled into specials during startup and the first two hits allowing for kara cancels from ns.a. Puts Nidra on her belly.
Toggle Hitboxes
Toggle Hitboxes
.
Night Stance Exit
ns.44 / [4] or ns.66 / [6]
ns.44 / [4] or ns.66 / [6]
ns.7 / 8 / 9 (Belly)
ns.7 / 8 / 9 (Belly)
ns.8 (Back)
ns.8 (Back)
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Step
-
-
Invuln 1~12
-
-
3
vs. Grounded
vs. Airborne
Exits stance. Has invincibility for frames 1-12, then 3 frames where Nidra can't block. Moves forward or backward depending on input used.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Belly
-
-
Invuln 1~6
-
-
3, blockable
vs. Grounded
vs. Airborne
Invincible for frames 1-6, then ends with 3 frames where Nidra can block but do nothing else. This makes most of her Night Stance attacks safe, even if they are very minus.
Version
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
Back
-
-
-
-
-
9
vs. Grounded
vs. Airborne
When on her back, Nidra can only exit with the 8 input and loses the invincibility and blocking frames of the belly stand-up.
.
Awakened State 22D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
0
0
0/-1?
vs. Grounded
vs. Airborne
Requires full magic. Drains magic. Dream Drop costs less magic. All hits fill magic. Grants access to 214D. Ends when magic is empty.
Has no startup or recovery at all - the screenflash and animation occur immediately upon input, and Nidra is actionable immediately after it ends. As a result, this can be cancelled into on reaction to opponents' super flashes and allow Nidra to block or avoid reversals that would normally punish her. Additionally, the opponent will also be frozen in their current state for 1 additional frame after activation while Nidra is actionable, effectively making her +1.
Super
Level 1
Blooming Lotus 236XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
75[x7], 450
-
-
-
-
-
vs. Grounded
+19 HKD
vs. Airborne
Invincible super. The super's landing animation is cancellable by normals and specials but not movement options effectively making her much more positive than the +5 the game says. Using this, she's more a bit more positive depending on how high the opponent is when she hits this super.
Toggle Hitboxes
Toggle Hitboxes
Level 2 (Follow Up)
Lotus Seed 214XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300 (100 Ball)
-
-
-
-
-
vs. Grounded
vs. Airborne
Can be activated on block, but will be unsafe if done so. Creates an independent ball projectile that orbits around Nidra for roughly 20 seconds. The ball can be aimed to go in one of eight directions upon activation if said direction is held during activation. This ball will temporarily deactivate each time it hits the opponent, Nidra gets hit, or Nidra blocks an attack. It will reactivate after 112 frames when this happens.
Toggle Hitboxes
Toggle Hitboxes
Level 3
Phantasmal Feast 63214XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
230, 1679, 120
-
-
-
-
-
vs. Grounded
vs. Airborne
Causes a slightly disturbing cinematic on hit.
Toggle Hitboxes
Toggle Hitboxes
Cross-Canter
Cross-Canter 6XX (While Blocking)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
80 (Recoverable Health)
Mid
Strike-Invulnerable (f1-16) Autoguard (f17-25)
23
9
54
vs. Grounded
-
-
0 (HKD)
5
13
-49
0
0
1
vs. Airborne
In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.