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Outdated Version
- This page is for an outdated version of the game (AH3LMSS). To see Nazuna Inuwaka's character page for the latest version (AH3X), click here.
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Profile
A member of the Inuwaka ninja clan and an adept of the spirit arts, Nazuna was thought to become the next retainer for the Millennial Guardian. Because of her sister Akane's whimsical nature, Nazuna tends to try to compensate by being overly serious and diligent to the point of annoyance. Although physically weak, she continues to study and train in order to become stronger. Although she uses the Inuwaka fighting style as a base, she employs the spirit arts when in combat, and relies on the sacred beasts Hayata and Fusumi.
Nazuna detests rule breakers and is incredibly opinionated, never hesitating to offer her thoughts whether others want to hear them or not. Also, she is overconfident, self-righteous, and short-tempered, but despite all of her flaws people tend to like her anyway.
She currently lives above a cafe located in Akabane called the Ina-hoan, which is run by humans connected to her clan. She works there part-time as a waitress, but her personality makes her take on more responsibility than she can handle and is a frequent source of customer complaints and broken dishes.
She works hard to be recognized as Kamui's retainer and sees Konoha as a rival. She is ordered by the Japanese branch of the Celestial Union to close the planar rifts appearing across Japan. She always yearns to do good deeds in order to earn the praise of Kamui.
Overview
Nazuna is a zoning character. However, that is not the only reason to play her. Of the projectile heavy characters in the game, Nazuna has the longest ranged normals, which accents her zoning game greatly. She also has a pretty good overhead and crossup based mixup game once she gets in so she is an expert at controlling the flow of the match.
On the downside, Nazuna has a very large hitbox and no fully invulnerable attacks, making her an easy target for rushdown. While she does have some nice defensive tools such as good anti airs and clashing moves, she lacks the strong reversals that pretty much every other large character has.
Nazuna's average damage is also well below average. Nazuna CAN spend meter for damage, but more often than not it is a better idea to spend your meter on strong projectile based okizeme setups to fully utilize her strong mixup game.
Recommended Arcana
Normal Moves
5A
5A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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All
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-
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4
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4
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15
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-7
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A
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Good anti-air, jump cancelable and wiffs crouchers. You want to use this move for anti-airing out of pressure because of it's speed, but also for stopping low to the ground approaches because of the area it controls. Go-to normal for anti-airing after an anti-air clash, that is, when you don't use a super instead.
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5B
5B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1000*2
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All
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-
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9
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3(6)2
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23
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-9
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B
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Two hit jump cancelable normal. First hit is OK as a ground-to-ground poke at that range, though the long recovery can make it risky. Second hit is a nice anti-air, but comes out slow enough that it needs to be used preemptively. A good move, but use with caution when it's not guaranteed to connect.
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5C
5C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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900*3
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All
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-
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13
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2*3
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23
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-4
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C
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Very interesting normal. This move has 2 main uses, the first use is to clash with the huge upper body clash on startup. The second use is as a horizontal poke that controls ground and low airspace. Be careful, while it may seem abusable, this move is very punishable on wiff.
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5E
5E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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2600
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Mid
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-
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18
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5
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24
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-6
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D
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Charged
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2800
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Unb
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-
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35
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7
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23
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-
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E
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Pretty standard 5E but with good range. Because it's a longer ranged air unblockable normal, you can catch people (especially in the corner) trying to jump with it easily.
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2A
2A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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Low/Air
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-
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5
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4
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12
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-4
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A
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Low jab, a little on the slow side but makes up for it with some extra range. Usually you will want to cancel (or delay cancel) this into another normal on block because of the bad recovery, but you can get away with it once they are used to the cancel pattern.
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2B
2B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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Mid
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-
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10
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3
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16
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-3
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B
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Great anti air. No sort of upper body invincibility, so make sure you get this move out ON TIME if you want it to win. Has some first frame upper body clash, but it doesn't last long enough to be useful to the timing required to anti air with this move. Usually you want to clash with 5C instead, but sometimes 2B might be safer if you can force the clash in a smaller window.
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2C
2C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2000, 1500
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Low/Air, High/Air
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-
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14
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2(13)1(2)3
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11
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+7
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C
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Sweep, followed by an overhead. This is your go-to move for mid range poking when you are worried about your opponents crouching under it as they can with 5C. The overhead is also advantage on block, so you can use this in pressure. Cancel the first hit into 63214x or with meter for a very basic high-low mixup.
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2E
2E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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2700
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Mid
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-
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12
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7
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22
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-6
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D
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Charged
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3000
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Unb
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-
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29
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5
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26
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-
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E
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Interesting anti-air that covers the area directly above Nazuna's head, but also in front of her. However, be careful with this move, as the attack box in front of her is pretty weak, so you can easily be counterhit.
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6A
6A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1100
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Low/Air
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-
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13
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6
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8
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+3
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B
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Interesting heavy normal. Slower on startup, but neutral on block. This move is a good meaty, and a way to extend pressure. The main downside of this move is that it only chains from her other A normals.
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j.A
j.A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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High/Air
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-
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3
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5
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17
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-
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A
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Basically 5A in the air, but a little faster. Good move for jumping up and winning in air-to-air situations where you need to be a little more aggressive than just sitting on the ground. Also Nazuna's fastest normal.
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j.B
j.B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1600
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High/Air
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-
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8
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1(1)1(1)1(1)2
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32
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-
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B
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Big sweeping air normal that hits crossup first, then progressively sweeps around to one-o-clock. Obviously great for crossups, but if you want to use this move as a jumpin or air-to-air, you need to take into consideration the sweeping startup.
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j.C
j.C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2100
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High/Air
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-
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16
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4
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35
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-
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C
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Huge normal that knocks down. You can jump in and air-to-air with this, but air-to-airs need to be done early and jump-ins need to be done from far.
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j.E
j.E
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1600
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High/Air
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-
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19
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4
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9
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-
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D
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Pretty much useless outside of combos, but you can wiff chain j.C into it for some extra meter building. Be careful of auto-piloting that cancel outside of combos though, as it can lose you clash battles.
Like j.6B, this move also has little recovery, but it's not nearly as useful. This move also knocks down standing opponents, making it even worse.
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j.6B
j.6B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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High/Air
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-
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10
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4
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10
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-
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B
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Good air-to-air, and can also function as a jump-in near the max range. Probably Nazuna's most reliable air-to-air because of it's speed, but it can be difficult to combo from properly.
Another interesting property to this move is that it recovers very fast. After wiffing or connecting this move, you can follow up given you have the space to. For example, you can set up a lazy meterless air tech punish after this move without having to land first.
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N+BC
BC 6/4+BC
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2000
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All
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-
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8
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24
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44F Total
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-
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C
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Press any left or right direction and BC at the same time to execute this move. So anything other than 2, 5 and 8 will work. Fusumi does a charging attack in the selected direction from wherever he happens to be at the time. This move can deflect projectiles, and has reduced recovery while in standby mode. Special cancelable on hit. This move can be clashed, but cannot be absorbed by Love's projectile shield.
Good move for controlling low airspace in neutral, pretty low commitment as long as your opponent isn't too close.
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Throws
Neutral Throw
Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2500
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Throw
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-
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5
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1
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23
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-
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-
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Leaves opponent airborne.
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Lever Throw
Lever Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2500
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Throw
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-
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3
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1
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23
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-
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-
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Sideswaps and knocks down the opponent
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1800
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Throw
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-
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3
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1
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23
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-
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-
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|
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Special Moves
Jojutsu - Makana
Jojutsu - Makana (Staff Art - Pure Wood) 236X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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1000
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All
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-
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11
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12
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44F total
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-7
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B
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B
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800
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All
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-
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11
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12
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52F total
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-15
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B
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C
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1200
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All
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-
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11
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12
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44F total
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-7
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B
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Consumes some of her Spirit Guage. Nazuna spins her stick out, with the angle changing depending on the button pressed. A pretty great move, as it reaches very far, and can halt opponents in the middle of their approach.
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Activate Staff
Activate Staff 236X+X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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400*9
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All
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-
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8
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2*8, 3
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44F total
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-4
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A
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B
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400*13
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All
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-
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8
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2*12, 3
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55F total
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-4
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A
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C
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400*17
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All
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-
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8
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2*16, 3
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63F total
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-4
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A
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Additional input that consumes more of the Spirit Gauge. Really just tacks on more damage.
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Jojutsu - Tamakiwa
Jojutsu - Tamakiwa (Staff Art - Soul Staff) 63214X
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1000, 500*9, 0, 500
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Low/Air
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-
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14
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2
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19
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±0
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C
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Consumes a sliver of Rei-Ryoku meter. Cane scoop that hits low and is even on block. On hit, this move will lock the opponent and max Nazuna's Rei-Ryoku meter. After getting hit, your opponent can choose to either air tech, or ground tech.
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Kemonojutsu - Kagiroi
Kemonojutsu - Kagiroi (Beast Art - Heat Haze) 623X (air O.K.)
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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1800
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All
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-
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10
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5
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15
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+3
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D
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B
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1800
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All
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-
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11
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12
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16
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-5
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D
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C
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2500
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All
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-
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32
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Till wall
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42 after wall
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-6
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D
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j.A
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1800
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All
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-
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8
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8
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30(?)
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-
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D
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j.B
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1800
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All
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-
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11
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8
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Till L+15
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-
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D
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j.C
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2500
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All
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-
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36
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Till Wall
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Till L+15
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-
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D
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Consumes a chunk of Spirit Gauge. A series of charge attacks that moves Nazuna forward very fast with Hayata's headbutt. Can be used outside of combos as a very aggressive poke if you have meter to cancel it. However, this move is best in combos and sometimes pressure.
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Torijutsu - Nuedori/Haitake
Torijutsu - Nuedori/Haitake 22X
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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-
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-
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-
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-
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-
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27F Total
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-
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-
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Where Nazuna becomes puppet character-ish. Placing Fusumi in Standby mode lets him be moved across the screen independently of Nazuna, while still being able to perform actions. Your Spirit Gauge will recover much slower, however, so it may be wise to call him back with the same command.
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Torijutsu - Azusayumi
Torijutsu - Azusayumi (Bird Art - Catalpa Bow) 421X
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
|
Frame Adv
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Level
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500, 1000*n
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All
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-
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13
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-
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-
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-
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B
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Consumes a chunk of Spirit Gauge, dissipates when hit.. Nazuna sends a blue orb that can hit to Fusumi, wherever he may be. If he is in the process of returning to Nazuna, he will stop for this move. Once the orb reaches Fusumi, he will fire a stream of blue arrows aimed at the opponent. You can hold down the button for as long as you would like by spending more Rei-Ryoku until Nazuna runs out of meter to make Fusumi keep shooting. He only aims at the very beginning, so sometimes holding this projectile is a necessary tactic vs opponents using homing.
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Torijutsu - Shirayumi
Torijutsu - Shirayumi (Bird Art - Pure White Bow) 214X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Stake
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500, 1000*n
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All
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-
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23
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-
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-
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-
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B
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This move is a modified version of Azusayumi, also dissipates if hit. Instead of aiming at the opponent, Fusumi will only shoot directly to the left or right depending on positioning. As long as you hold this move, you can control the firing direction with the stick, hold up to move it up slowly, and down to move it down. These shots do more damage than the shots from Azusayumi.
Being forced to start shooting horizontally makes this move more situational than Azusayumi, however the ability to aim it is pretty useful vs opponents smart enough to make Azusayumi wiff. This move is pretty slow in AH3 making it even more limited use, but it has been made faster in AH3LM.
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Shoukan - Tenrou
Shoukan - Tenrou (Summon - Heavenly Wolf) 641236A
|
Damage
|
Guard
|
Cancel
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Startup
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Active
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Recovery
|
Frame Adv
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Level
|
1000*n
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All
|
-
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34
|
8*n
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43F Total
|
+17
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B
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Nazuna's spirit wolves run all the way across the screen, and cannot be destroyed if clashed. Continues to hit periodically as it travels across the screen, so clashing this is actually a death wish. Great for basic okizeme and zoning when you have room to get it out.
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Shoukan - Gyokuto
Shoukan - Gyokuto (Summon - Moon Rabbit) 641236B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
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Level
|
1500
|
All
|
-
|
35
|
-
|
43F Total
|
+18
|
B
|
Nazuna summons a spirit rabbit on the ground directly in front of her. Once summoned, bunnies will slowly hop backwards across the floor, up the side of the screen, then across the side of the screen until they reach the next wall, then they will dissipate. Unlike wolves, bunnies will go away when they are clashed, there is also a glitch that happens rarely where they can hit twice. You cannot use this move if there is already a rabbit on the screen (does not count enemy Nazuna rabbits).
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Shoukan - Suzubachi
Shoukan - Suzubachi (Summon - Bell Bee) 641236C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1500
|
All
|
-
|
67
|
-
|
42F Total
|
-
|
B
|
Nazuna summons a spirit bee above her head that will sit stationary for a moment, then quickly charge all the way across the screen. This move will not hit most characters on the ground, however it can cause major problems for Cathy even on the ground. Due to the speed of this move being the same as Tenrou and Gyokudo, it is not really all that great other than the low meter cost. However, in AH3LM this move has been made a bit faster. Bees are unclashable.
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Reijutsu - Asutsuyu
Reijutsu - Asutsuyu (Spirit Art - Morning Dew) 28X
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
-
|
-
|
24F Total
|
-
|
-
|
Nazuna sacrifices about 10% of her life to max the Spirit Gauge instantly. 10% is a good chunk of life, so only use it when you really need it. Also be careful that you don't get this by accident while super jumping.
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Super Moves
Seijou - Masokagami
Seijou - Masokagami (Holy Staff - Ten Pure Mirrors) 236AB (air OK)
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Ground
|
1000, 500*17
|
All
|
-
|
0
|
21{1 (1)}*16(1)4
|
65
|
-18
|
-
|
Air
|
1000, 500*17
|
All
|
-
|
0
|
21{1 (1)}*16(1)4
|
56
|
-
|
-
|
Super version of Joujustsu: Makana. Range hits somewhere between the A and B versions of Makana, the followup is also more powerful, always comes out, and is unsafe on block. What makes this super really good though, is that is has 0 frames of startup, meaining the first active frame is on frame 1. Great punishing move from anti-air clashes and 4GC's. Be careful in other situations though, as it can be clashed and wiff low profile moves, in addition to being unsafe on block.
Air version causes a groundbounce, while the ground version launches the opponent.
|
|
Choujuu - Ioenami
Choujuu - Ioenami (Wildlife - Five Hundred Waves) 214AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
500, 1000*3, 200*, 1700, 0
|
All
|
-
|
1+10
|
24
|
35
|
-34
|
C
|
Nazuna calls Fusumi back from wherever he is (which takes him out of standby mode, if he happens to be in it), then sends him flying forward. If Fusumi connects, you enter a locked animation that does a good chunk of damage, and launches the opponent very high. The animation lasts long enough for the Rei-Ryoku meter to fully recover unless it was emptied by using the super. Because of the launch time, locking, meter recovery, and damage, this is a really good combo super for Nazuna. It's harder to combo into, but there's a number of situations where this is a great hitconfirm or punish.
Nazuna takes a small bit of self damage from the staff hitting her head.
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|
Kaihou - Nubatama
Kaihou - Nubatama (Unleash - Complete Darkness) 641236AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
|
All
|
-
|
253
|
-
|
40F Total
|
-
|
B
|
Summons a big butterfly which slowly floats and splits into small butterflies. Which then transform into multiple spirit animals just like Nazuna's Shoukan moves. To get the different versions of this move, you will have to tap A, B or C during the beginning, which can easily be done during the superflash. By default, you will always get the C version. If you accidentally press a different button during the summon selection, it takes the last input, so just press the correct button quickly.
Any summoned animals from Kaihou Nubatama will count as supers, so hitstun caused by them cannot be bursted.
|
|
Critical Heart
Fuuju - Narukami (Seal Spell - Spirit Roar) 632146AB [424242424AB]
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
0, 4800 / 0, 7200
|
High/Air
|
-
|
0+4
|
1
|
44
|
-20
|
E
|
Extend Force
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0, 4800 / 0, 7200, 14400
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High/Air
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-
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0+4
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1
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38
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-11
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E
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Consumes all of Nazuna's Spirit Gauge unless it is in the yellow, in which case it will consume nearly all of it. Locking super, hits overhead and is invincible. After hitting with the initial super, you must then complete the rest of the input properly to get the powerful followup. If you have a hard time remembering the directions required, it's simply 4, 2 repeated, starting and ending at 4, for a total of 9 directional inputs, followed by a second A+B. You do not need to return to neutral between inputs, but you cannot do it too fast or slow. Returning to neutral may make the timing more natural for you.
When this super wiffs entirely, or you fail to complete the entire input, Nazuna's incantation will backfire, causing both players to get hit by a debuff that slows movement and seals all specials for the duration. On the failure version, Nazuna will not regenerate any of her Rei-Ryoku meter, and her debuff will last much longer than your opponents. This is game changing, so never fail this input.
On success, only your opponent will get hit by the debuff and it will last much longer. Nazuna's Spirit Gauge will also begin regenerating as soon as you complete the input, giving you your specials and chains back. The normal version does not do that much damage, but this is still one of the best Critial Hearts in the game because of the debuff.
In the Extend Force version of Fuuju Narukami, Nazuna will create a giant wind scythe on her staff and slash for a huge amount of damage. Causes the same status effect, but unlike the normal version, this one can be air teched. If your combo into her EFXH is shorter, than you can get a quick hit in to extend your combo slightly in the corner.
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Combos
Solo Combos
- 5A 5B 5C 3B+C 214A+B
- starter 2C EFC 66 5B jB djc jB C
Arcana Combos
Plant
- 5A 5B 5C 236E 5B(1hit) 2B jB C
- 5A 5B 5C EFC 5C 214B+C jB djc jBC
- Sometimes useful as a block string since plant arcana eclipse is a unblockable, while 5C keeps them in blockstun. it is easy to react with 4/6D when they see the flash, against anyone with matchup knowledge.
Videos