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Nakanishi Sisters Estimated Health (After Scaling): 11672 Guts Rating: 3
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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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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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.
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5B
5B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A fast long range swipe. Good as a poke tool without kyuudou
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5C
5C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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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.
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Crouching Normals
2A
2A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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Low
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-
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-
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-
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-
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-
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N, Sp, Su
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A quick low poke. very fast and a good low poke, with deceptive range.
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2B
2B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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450
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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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.
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2C
2C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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Ground
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-
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-
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-
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-
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-
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N, Sp, Su
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A sweeping sword strike. Decently fast and air unblockable, making it a great anti air tool.
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Air Normals
jA
jA
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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150
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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jB
jB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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jC
jC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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
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Universal Mechanics
5D
Kyuudou: Teihei Shageki 5D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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All
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-
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-
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-
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-
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-
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NC
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Kyuudou fires an arrow across the screen horizontally. The arrow travels about 3/4 of the screen, losing height until it hits the ground. this is an extremely useful poke, and one of Nakanishi's main tools in neutral.
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2D
Kyuudou: Kyokusha 2D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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-
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-
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-
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-
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-
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-
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-
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Kyuudou fires an arrow upwards, and it arcs back down. Can be useful for setups or to mess with the opponent.
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4/6D
Kyuudou: Idou Hidari/Migi 4/6D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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-
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-
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-
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-
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-
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-
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-
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Kyuudou moves in the direction held. You're gonna have to get very used to this move as she can't move on her won, so this is your only method of positioning the character.
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Throw
Throw 4/6AB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1000
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Unblockable
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-
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-
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-
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-
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-
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NC
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Kendou grabs the opponent and bends them over before throwing 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. Very strong strike-throw pressure as a result.
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Special Moves
41236X
Fumikomi 41236A/B
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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A
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-
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-
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-
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-
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-
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-
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-
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-
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Kendou charges forward while ducking low, striking the enemy with her shoulder. This can combo into Nagiharau, Kyouda, or Noboridou on hit. Less hitstun than the B version but also less startup and recovery
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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B
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-
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-
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-
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-
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-
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-
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-
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NC
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The B version is similar to the A version but with a much longer startup and recovery time. However, it has more hitstun, allowing for better combos.
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236C
Nagiharau 236C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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Kendou swings a shinai at the opponents legs. a slow but strong sweep, good for catching opponents running in.
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214C
Kyouda 214C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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Kendou pulls back and swings down for an overhead strike. This move is relatively slow, but it can catch opponents off guard and is a great combo tool.
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214A
Shunpuu 214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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450
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Low/Air
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-
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-
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-
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-
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-
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U
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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.
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214A~A
Sakura 214A~A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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All
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-
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-
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-
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-
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-
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Sp, Su
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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.
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214A~B
Shoubu 214A~B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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950
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High, Air
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-
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-
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-
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-
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-
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Su
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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.
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214A~C
Botan 214A~C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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Low
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-
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-
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-
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-
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-
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Su
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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.
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41236C
Ibuki 214C 2 hits 2 hits
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400*2 (728)
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Mid
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-
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-
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-
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-
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-
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Su
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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.
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41236C
Tsubaki 41236C Startup Startup Max travel distance Max travel distance
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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All
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-
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-
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-
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-
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-
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Su
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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.
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Big Bang Break
41236ABC
Setsu Gekka 41236ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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All
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-
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-
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-
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-
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-
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-
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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.
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Combos
Combo damage varies from character to character, so no damage will be listed for now.
Universal
- 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
- 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.
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