|
Health |
10,000
|
Meter Multiplier |
1.0x
|
Walkspeed |
11th
|
Homing Dash Speed |
19th
|
Homing Dash Duration |
110
|
Height |
10.00
|
Weight |
1
|
Jump Height |
-
|
Jump Duration |
-
|
Side Step Dash Invul |
-
|
Front Step Dash Total |
-
|
Side Step Dash Total |
-
|
Back Step Dash Total |
-
|
Has Forced A Ender |
No
|
Has Forced B Ender |
No
|
Has Forced C Ender |
No
|
Introduction
Nonon Jakuzure (蛇崩 乃音)
She regulates the school's non-athletic groups, such as the gardening and biology clubs. Nonon also runs the school's Rakugo Club, 100 Poet's Club and most likely the marching band. Nonon's Three-Star Goku Uniform resembles that of a drum major. Her baton is not just for show, as Nonon is a conductor as well.
Overview
Jakuzure, commonly referred to as "Nonon" by the community, has the ability to zone on larger maps, but optimal wants to play within a mid range. Her sidesteps buff almost every move in her arsenal when performed during their just frames, and many can use these new properties to punish moves that no one else in the cast can. Nonon’s damage output is also amazing without needed to worry about winning valor, so as a Nonon player you never have to worry making choice for damage or attempting Valor. Zoning with Nonon is very strong, but against stronger opponents you must always be aware of the meter they gain from simply blocking and be ready to bait their reversal options as they come in close.
Playstyle
Jakuzure is an oppressive zoner with strong defensive options. |
Pros |
Cons |
- Bullet Hell: Nonon boasts the strongest zoning in the game as she is able to fill the entire stage with swarms of projectiles. Her dominating coverage makes getting in on her extremely difficult, her zoning can also convert into unblockables to let her deal with defensive opponents.
- Ludicrous Damage: Nonon deals the highest damage in the game hit for hit, capable of doing ToD combos and converting from her zoning to burn her opponents down with ease.
- Flexibility: Nonon has a wide variety of tools at her disposal for nearly any type of situation, from enhancing her normals to her reverb bullet commands and her unblockable setups, there is almost nothing that she lacks an answer to.
- Elusive: Nonon has a fast and far traveling Step Dash that can make her very hard to pin down. She also has access to a jump cancel with True Invulnerability on startup.
- Defensive Tools: Nonon's 2/8AA and sp.A are strong defensive options as they both have True Invulnerability on startup and can be canceled into from almost all of her moves. Her 2/8AA is also safe on block and sp.A will not consume any meter if clashed.
- Cooldown Cleanse: Nonon builds meter exceptionally well and she can cleanse herself of meter cooldown often, allowing her to counter burst frequently and immediately start gaining meter again, which allows her to access her metered options often.
|
- Burstability: While Nonon has tools for almost anything, she is rather lacking when it comes to solid burst bait options compared to most of the cast, making her combos easily burstable.
- Sidestep Reliance: Nonon has to sidestep to access her enhances, making her sidestep far more often than most characters which can leave her open to moves that hit sidesteps.
- Mediocre Valor: Nonon's Valor is rather underwhelming as it doesn't help her enough to warrant the risk of going for it due to her already having extremely high damage and oppressive zoning. She also would have to rush in to get her Valor in the first place which goes against her core gameplan.
|
Valor Level 1
- Increased damage for actions that harmonize with reverb bullets.
- Maximum amount of on-stage reverb bullets increased to 6 (3 at level 0).
Valor Level 2
- Long Ranged Attack Special enhanced.
Notables
- Dashing twice in a row causes Jakuzure to leap at a greater distance than dash.
- Can perform aerials from horizontal leaps and Dash attacks from a forward leap (cannot leap backwards.)
Close Ranged Attacks
5A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
5A
|
640
|
-
|
-
|
23
|
Knockdown
|
-
|
+300 Damage
|
- Fires a multi-hit orb forward with good pushback on block.
- On hit it knocks the opponent towards Jakuzure.
|
E5A
|
680
|
-
|
-
|
16
|
Knockdown
|
-
|
+300 Damage
|
- When timed right from a horizontal dash.
- An enhanced 5A that comes out faster and has additional hits.
|
5AA
|
200
|
-
|
-
|
-
|
Knockdown
|
-
|
+300 Damage
|
- Jakuzure hops up and fires an orb straight ahead.
|
|
4/6A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
4/6A
|
800 each
|
-
|
-
|
36
|
Crumple
|
-
|
+600 Damage
|
- A 180 degree wave of projectiles fired in front of Jakuzure.
|
E4/6A
|
200 each
|
-
|
-
|
22
|
Crumple
|
-
|
+600 Damage
|
- When timed right from a horizontal dash.
- Spawns 7 projectiles in a 180 degree in front of Jakuzure.
- The projectiles then home towards the opponent.
|
4/6AA
|
20 / 60
|
-
|
-
|
-
|
Launch
|
-
|
-
|
- Fires two projectiles to the left and right, eventually homing in on the opponent.
- Ricochets back to the opponent and attacks again before exploding.
|
|
2/8A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
2/8A
|
1130
|
-
|
-
|
28
|
Knockdown
|
-
|
+600 Damage
|
- An upwards wave of projectiles fired in a straight line.
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
E2/8A
|
1130
|
-
|
-
|
11
|
Sliding Knockdown
|
-
|
+600 Damage
|
- When timed right from a horizontal dash.
- A faster variant that causes a sliding knockdown for better followups.
|
2/8AA
|
360
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Jakuzure leaps forward with a hitbox, jumps up with a hitbox, and gains 1 Reverb Bullet.
- True Invulnerability on startup.
- At Valor Level 1, Jakuzure receives 3 Reverb Bullets after the jump.
- Can perform aerials afterwards.
|
2/8AAA
|
300
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Fires a projectile downwards from above.
- Can perform aerials afterwards.
|
2/8AAAA
|
500
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Three large projectiles fired from above.
- Guard Point on startup, but only when the opponent does not block it.
|
|
d.A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
d.A
|
960
|
-
|
-
|
28
|
Knockdown
|
-
|
+300 Damage
|
- Jakuzure hops backwards and fires a multi-hit orb forward, shortly detonating.
- Can perform aerials afterwards.
|
Ed.A
|
1040
|
-
|
-
|
13
|
Knockdown
|
-
|
+300 Damage
|
- When timed right from a vertical dash.
- Has an additional hit and comes out faster.
|
|
j.A
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
j.A
|
500
|
-
|
-
|
26
|
Knockdown
|
-
|
+300 Damage
|
- Advances forward and fires a close range projectile that detonates on contact with the ground.
- Can perform aerials afterwards.
|
Ej.A
|
800
|
-
|
-
|
15
|
Knockdown
|
-
|
+300 Damage
|
- When timed right from an air dash (any direction).
- Advances forward and fires three projectiles to the left, right and center that detonates on contact with the ground.
- Can perform aerials afterwards.
|
|
sp.A
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
100 / 240 each
|
-
|
-
|
11
|
Knockdown
|
-
|
+300 Damage
|
- Jakuzure hops upwards with a hitbox, firing eight large projectiles from above.
- The projectiles detonate on contact with the ground.
- Can be performed on the ground or in the air.
- True Invulnerability on startup (grounded version only, as she hops upwards).
- Will convert each Reverb Bullet into an additional projectile for the super.
|
|
Long Ranged Attacks
5B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
100
|
-
|
-
|
11
|
-
|
-
|
+300 Damage
|
- Fires a lil' projectile ahead.
|
Level 2
|
60 each
|
-
|
-
|
-
|
-
|
-
|
+300 Damage
|
- Fires three lil' projectiles ahead.
- Dash cancelable while charging.
|
Level 3
|
600 each
|
-
|
-
|
-
|
Crumple
|
Guard Crush
|
+600 Damage
|
- Fires three BIG projectiles to the left, right, and center.
- Detonates upon contact with the ground or opponent.
- Spawns 3 Reverb Bullets.
- Dash cancelable while charging.
|
E5B
|
60 each
|
-
|
-
|
19
|
-
|
-
|
+300 Damage
|
- When timed right from a horizontal dash.
- Fires three lil' projectiles forward that home in on the center.
|
|
5BB
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
100 each
|
-
|
-
|
-
|
-
|
-
|
-
|
- Projectile thrown to the left, projectile thrown to the right.
|
Level 2
|
100 each
|
-
|
-
|
-
|
-
|
-
|
-
|
- Two projectiles thrown to the left, two projectiles thrown to the right.
- Dash cancelable while charging.
|
Level 3
|
300 each
|
-
|
-
|
-
|
Sliding Knockdown
|
Guard Crush
|
-
|
- BIG projectile thrown to the left, BIG projectile thrown to the right.
- Detonates upon contact with the ground or opponent.
- Dash cancelable while charging.
|
|
5BBB
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
100 each
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Fires a line of three projectiles straight ahead.
|
Level 2
|
100 each
|
-
|
-
|
-
|
Launch
|
-
|
-
|
- Fires a zig-zag pattern of seven projectiles.
- Dash cancelable while charging.
|
Level 3
|
340 each
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Fires a line of three BIG projectiles straight ahead.
- Detonates upon contact with the ground or opponent.
- Dash cancelable while charging.
|
|
d.B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
400
|
-
|
-
|
20
|
-
|
-
|
-
|
- Fires a spinning pair of projectiles forward that travels slowly afterwards.
|
Level 2
|
240
|
-
|
-
|
-
|
-
|
-
|
-
|
- Fires four spinning orbs that travel faster than Level 1.
- Dash cancelable while charging.
|
Level 3
|
680
|
-
|
-
|
-
|
Crumple
|
-
|
-
|
- Fires three BIG orb projectiles that circulate around Jakuzure counter-clockwise.
- Detonates upon contact with the opponent, or after a short time.
|
|
j.B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
180
|
-
|
-
|
27
|
-
|
-
|
-
|
- Lil' orb fired to the left, tracks the opponent after a delay.
- Can perform aerials afterwards.
|
Level 2
|
160 each
|
-
|
-
|
-
|
-
|
-
|
-
|
- Three lil' orbs fired to the left, tracks the opponent after a delay.
- Air Dash cancelable while charging.
- Can perform aerials afterwards.
|
Level 3
|
100 each
|
-
|
-
|
-
|
Launch
|
-
|
-
|
- BIG orb fired to the left, exploding into four lil' orbs after a delay.
- The four orbs then track down the opponent.
- Air Dash cancelable while charging.
- Can perform aerials afterwards.
|
|
j.BB
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
180
|
-
|
-
|
-
|
-
|
-
|
-
|
- Lil' orb fired to the right, tracks the opponent after a delay.
- Can perform aerials afterwards.
|
Level 2
|
160 each
|
-
|
-
|
-
|
-
|
-
|
-
|
- Three lil' orbs fired to the right, tracks the opponent after a delay.
- Air Dash cancelable while charging.
- Can perform aerials afterwards.
|
Level 3
|
120 each
|
-
|
-
|
-
|
Launch
|
-
|
-
|
- BIG orb fired to the right, exploding into four lil' orbs after a delay.
- The four orbs then track down the opponent.
- Air Dash cancelable while charging.
- Can perform aerials afterwards.
|
|
j.BBB
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
400
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Lil' orb fired from the center, tracks the opponent after a delay.
|
Level 2
|
300 each
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Three medium sized orbs fired in a triangular formation, tracks the opponent after a delay.
- One orb travels to the left, right, and center.
- Dash cancelable while charging.
|
Level 3
|
200 each
|
-
|
-
|
-
|
Launch
|
-
|
-
|
- Three BIG orbs fired in a triangular formation, exploding into two lil' orbs after a delay.
- The three sets of two orbs track down the opponent in this order: top, left, and then right.
- Dash cancelable while charging.
|
|
sp.B
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
1260
|
-
|
-
|
48
|
Knockdown
|
-
|
-
|
Valor Level 2
|
3080
|
-
|
-
|
-
|
Knockdown
|
-
|
-
|
- Jakuzure conducts a swarm of projectiles, firing out 16 in total.
- The final orb projectile tracks the opponent, while the rest cover the sides.
- Spawns 3 Reverb Bullets at the end of the animation.
- At Valor Level 2, the projectiles increase in size and the amount fired is now 32 total.
- If the final orb projectile hits the opponent, a recorder rocket ender is launched.
- Spawns 6 Reverb Bullets (only spawns 3 if blocked).
|
|
Break Attacks
5C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
1620
|
-
|
-
|
81
|
Sliding Knockdown
|
+600 Damage
|
+600 Damage
|
- Jakuzure fires a fullscreen, guard breaking laser.
- On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
- The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
- Dash cancelable during the startup.
|
|
d.C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
660
|
-
|
-
|
48
|
Knockdown
|
+600 Damage
|
+600 Damage
|
- A faster fullscreen laser than has the potential to wallsplat.
- On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
- The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
- Dash cancelable during the startup.
|
|
j.C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
1040
|
-
|
7
|
68
|
Knockdown
|
+600 Damage
|
+600 Damage
|
- Aerial variant of her fullscreen laser, also being able to wallsplat.
- On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
- The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
- Dash cancelable during the startup.
|
|
sp.C
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
2500 to 4900
|
-
|
9
|
86
|
Sliding Knockdown
|
+600 Damage
|
+600 Damage
|
- A single hit, high damaging, fullscreen laser.
- Jakuzure starts the laser from her left side, then pans it over to her right.
- All while pushing herself back during the animation.
- On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
- The Reverb Bullets are then converted to additional damage (+400 damage per Reverb Bullet.)
- Threshold Armor on startup.
- Threshold is 200 damage before it wears off.
|
|
General Moves
Reverb Bullet
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
160
|
-
|
-
|
-
|
Knockdown
|
N/A
|
+300 Damage
|
- Performing specific attacks will cause Reverb Bullets to appear.
- Reverb Bullets left on the stage don't move, and they push themselves away from close-by opponents.
- Jakuzure can pick up Reverb Bullets by walking over them.
- Picked up Reverb Bullets have an active hitbox as they circulate around Jakuzure clockwise (Mario Kart style).
- The Reverb Bullets explode on hit/block with the opponent.
- At Valor Level 1, the Reverb Bullets can hit multiple times before exploding (on block they still get blown up).
|
|
Homing Dash
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
50
|
-
|
-
|
23
|
Launch
|
-
|
+300 Damage
|
- Jakuzure homes in on the opponent and quickly attacks.
- On hit, can perform d.A, d.b, or d.C afterwards.
- Homing Dash can be canceled into Dash attacks after the initial startup.
- Allows you to armor through low priority projectiles after the initial startup.
- Dash cancelable after the initial startup.
|
|
Aerial Homing Dash
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
50
|
-
|
-
|
22
|
Launch
|
-
|
+300 Damage
|
- Jakuzure homes in on the opponent and quickly attacks.
- On hit, can perform d.A, j.B, or d.C afterwards.
- Allows you to armor through low priority projectiles after the initial startup.
- Air dash cancelable after the initial startup.
|
|
Valor Burst
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
1500
|
-
|
-
|
15
|
Bloody Valor / Sliding Knockdown
|
Guard Crush
|
+300 Damage
|
- A Burst that has been performed while your character is in a free state.
- Once activated, you become invincible and release a multi-hit shockwave.
- On hit, Bloody Valor will commence.
- At Valor Level 3, Valor Burst won't trigger Bloody Valor and will only cause a Sliding Knockdown.
|
|
Counter Burst
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
10
|
-
|
-
|
15
|
Sliding Knockdown
|
-
|
+590 Damage
|
- A Burst that has been performed under the effects of hitstun or blockstun.
- Once activated, you become invincible and knockback the opponent.
- Counter Burst can be performed in the air.
- You will not be able to perform any action until you land on the ground.
- Meter Cooldown for 7 seconds.
|
|
FIBER LOST SECRET ARTS
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
SEN-I-SOSHITSU
|
-
|
-
|
-
|
SEN-I-SOSHITSU
|
-
|
SEN-I-SOSHITSU
|
- Fires a large projectile to the left, right, and in front of her.
|
|
Colors
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color |
Handles/Links |
Region |
Status |
Notes
|
|
33phy33 @33phy33
|
United States PA
|
Active
|
Plays on PS/Steam/Switch Trying to get Nonon banned since the day he was born, does funny bursts. Example Play
|
|
Crushing Llama @CrushingLlama
|
United States
|
Active
|
Plays on PS Just wants to ToD you. Example Play
|
|
GojoPro @GojoPr0
|
United States
|
Retired
|
Plays on PS An oldschool Nonon player, is a brick wall in neutral. Example Play
|
|
HMMA @browning_hmma
|
Japan
|
Active
|
Plays on PS Your friendly neighborhood Nonon lab rat, created Nonon's Strategy Video. Example Play
|
|
Unsafeonhit @UnsafeonHit
|
United States NY
|
Retired
|
Plays on PS Example Play
|
External Links