Big Bang Beat Revolve/Nakanishi: Difference between revisions
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-5 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|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. | |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. | ||
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|guard=Mid | |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=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. | |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. | ||
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|guard=Mid | |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=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. | |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. | ||
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|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 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. | |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. | ||
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|guard=Mid | |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=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. | |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. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-2 | ||
|cancel=Sp, Su | |cancel=Sp, Su | ||
|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. | |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. | ||
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|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=High/Air | |guard=High/Air | ||
|property= | |property= | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=34 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=38 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-16 | ||
|cancel=Sp, Su | |cancel=Sp, Su | ||
|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. | |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. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-20 | ||
|cancel=Sp, Su | |cancel=Sp, Su | ||
|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. | |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. | ||
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|damage=800 | |damage=800 | ||
|guard=Low/Air | |guard=Low/Air | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-10 | ||
|cancel=NC | |cancel=NC | ||
|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. | |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. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-16 | ||
|cancel=Su | |cancel=Su | ||
|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}. | |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}. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=23 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-2 | ||
|cancel=Su | |cancel=Su | ||
|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. | |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. | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=40 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-2 | ||
|cancel=Su | |cancel=Su | ||
|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. | |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. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-26 | ||
|cancel= | |cancel= | ||
|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. | |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. | ||
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|guard= | |guard= | ||
|property= | |property= | ||
|startup= | |startup=8+12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=1+6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=23 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=30 | ||
|active= | |active= | ||
|recovery= | |recovery= |
Revision as of 07:34, 5 June 2024
Under Construction
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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.
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
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5B
5B
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5C
5C
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Crouching Normals
2A
2A
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2B
2B
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2C
2C
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Air Normals
jA
jA
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jB
jB
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jC
jC
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Universal Mechanics
5D
Kyuudou: Teihei Shageki
5D |
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2D
Kyuudou: Kyokusha
2D |
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4/6D
Kyuudou: Idou Hidari/Migi
4/6D |
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Throw
Throw
4/5AB |
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Big Bang Mode
Big Bang Mode
ABC |
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Special Moves
41236X
Fumikomi
41236A/B |
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236C
Nagiharau
236C |
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214C
Kyouda
214C |
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623C
Noboridou
623C |
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B-Power Arts
22D
Kasanedou
22D |
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623D
Shin Noboridou
623D |
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41236D
Yaezakura
41236D |
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63214D
Kasezakura
63214D |
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Big Bang Break
41236ABC
Shimai no Kizuna
41236ABC |
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Combos
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