![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
|
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
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
150
|
Mid
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
Quick jab. Range is extremely long for an A normal, going even farther than her 5B, making it an excellent poke. Has use as an anti-air at certain ranges due to being air-unblockable. Frame data on block is significantly worse than her 2A.
|
|
5B
5B
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
500
|
Mid
|
-
|
-
|
-
|
-
|
-
|
J, N, Sp, Su
|
Horizontal slash. Slower than 5A and has worse range and recovery, so it shouldn't be used as your go-to poke, but it's useful as combo filler. Air-unblockable.
|
|
5C
5C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
800
|
Mid
|
-
|
-
|
-
|
-
|
-
|
J, N, Sp, Su
|
Kendou steps forward while swinging her sword in a downwards arc. Horizontal range is good, and its vertical range complements its air-unblockable properties nicely. However, its slow speed and horrible recovery if whiffed renders it a tool that requires thoughtful use in neutral. Sends airborne opponents straight downwards, which is useful in some combo routes.
|
|
Crouching Normals
2A
2A
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
100
|
Low
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A quick sword swipe at the opponent's ankles. Great range for an A normal, although 5A outclasses it in that department. Useful in the same ways that any fast, low-hitting move is.
|
|
2B
2B
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
600
|
Mid
|
-
|
-
|
-
|
-
|
-
|
J, N, Sp, Su
|
Kendou stabs towards the opponent while crouching. Goes farther than her 5A and is only slightly slower, so it's a great poke. Recovery is notably worse though, so use with caution. Does not hit low, in spite of what the animation might suggest.
|
|
2C
2C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
750
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Sp, Su
|
Kendou swings both swords in an upwards arc. It's air unblockable and has a very tall hitbox, so it's one of your best anti-air options. Will launch the opponent upwards, giving it useful combo potential, but its horizontal hitbox can cause inconsistency at anything but point-blank range.
|
|
Air Normals
jA
jA
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
150
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A fast air jab. Horizontal range is poor and vertical range is nonexistent, so you won't be landing this on a crouching opponent. Only real use is as your fastest air-to-air or in combos.
|
|
jB
jB
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
500
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
Horizontal sword swipe in the air. Hitbox is dramatically better than j.A's in all ways, so it's actually functional as a jump-in. Also helps Kendou control the space in front of her when she's airborne.
|
|
jC
jC
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
900
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
Sp, Su
|
A downward slash with both shinai. Vertical hitbox extends a good range below Kendou, so it's a good jump-in. Has a lot of hitstun and sends airborne opponents straight downwards, so it's good for starting, extending, and ending combos. It's slower than her other air normals, but still very useful.
|
|
Universal Mechanics
5D
Kyuudou: Teihei Shageki 5D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
200
|
All
|
-
|
-
|
-
|
-
|
-
|
NC
|
After drawing her bow, Kyuudou fires an arrow horizontally from her current position. The arrow travels about 3/4 of the screen, quickly losing altitude until it hits the ground. Pressing 5D does not cause Kendou to perform any animation, so it can be done any time you aren't in hitstun, blockstun, or knocked down. This move is an integral part of the Nakanishi sisters' kit that helps define their gameplan, since it lets them cover space very effectively, while also allowing for deadly combo extensions with proper execution.
|
|
2D
Kyuudou: Kyokusha 2D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
300
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Kyuudou fires an arrow in an upwards arc, which then comes back down after a brief delay. Has a hitbox both when going up and when falling down, but it'll only ever hit once, and you'll probably never hit anyone with it until after it begins descending. Can be executed in the exact same contexts as her other D moves. Serves as an alternative to 5D that covers more vertical space, but the extremely precise horizontal distance it travels from Kyuudou's position makes it harder to use. If she's near the corner when she shoots, the arrow will always land in the corner instead of off-screen, so it becomes easier to position there.
|
|
4/6D
Kyuudou: Idou Hidari/Migi 4/6D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
N/A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kyuudou walks forwards or backwards a set distance depending on the direction held. Her walk speed is faster than Kendou's, but slower than her run speed and much slower than her backdash. Kyuudou will never change her location on the screen except for when this move is performed, so you'll have to use it repeatedly throughout the match in order to get her into a useful position. Can be performed in the same contexts that 5D and 2D can.
|
|
Throw
Throw 4/6AB
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
1000
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
NC
|
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.
|
|
Special Moves
41236X
Fumikomi 41236A/B
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
NC
|
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.
|
|
236C
Nagiharau 236C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kendou swings a shinai at the opponents legs. a slow but strong sweep, good for catching opponents running in. It is also chargeable.
|
|
214C
Kyouda 214C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
623C
Noboridou 623C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kendou jumps into the air with her sword held out. This is a pretty standard DP, which makes it a decent anti-air, as well as a potential meterless combo ender.
|
|
B-Power Arts
22D
Kasanedou 22D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kendou swings down both shinai, creating a crossing pair of waves. This move ground bounces on hit, giving it uses as a combo extender, and it also does decent damage.
|
|
623D
Shin Noboridou 623D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kendou uses a Noboridou, then strikes two more times in the air. This move knocks the opponent down. It's a good metered anti-air and a good way to end combos.
|
|
41236D
Yaezakura 41236D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kyuudou fires an arrow similar to 5D, but it goes fullscreen and hits 5 times. A decent EX arrow useful in a lot of the same places normal arrow is.
|
|
63214D
Kasezakura 63214D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kyuudou fires multiple arrows upwards. This is essentially the EX of 2D, but with multiple arrows in multiple trajectories. All together they cover half the screen, making it a good way to keep your opponent blocking.
|
|
Big Bang Break
41236ABC
Shimai no Kizuna 41236ABC
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Kendou does a Nagiharau, which starts a sequence of rapid attacks by both sisters if it hits. This is a great combo ender in Big Bang Mode, especially if you're aiming to kill.
|
|
Combos
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
Colors
BBBR Navigation