Them's Fightin' Herds/Nidra

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TFH Nidra.png
Nidra
Species: Tapir
Playstyle: Stance
HP: 4800
Meter Size: 360
Movement Options: Forward Run
Voice Actor: Anjali Kunapaneni
Stage(s): Slumber Sanctuary

Profile

She's a tapir, but also based on the mythological Baku. She appears to have dream-based magic powers. If Nidra is left idle long enough (approximately 20 seconds), she will eventually fall asleep standing up and fill her magic stocks to full. This is different from Night Stance (which also fills her magic), which has Nidra laying down to sleep, and other moves can be performed from it. The 20-second idle sleeping that fills her magic is still her normal stance, from which you can enter Moon Stance, Star Stance, or Night Stance.

Gameplan

Strengths Weaknesses
  • Very High Damage: What it says on the box. Getting hit by Nidra will hurt!
  • Unreactable Mix: Nidra's core mixup is overhead/low, and uses several extremely fast overheads, two of which are only -3 on block. Combine this with her high damage, and Nidra is very scary when she is up close.
  • Anti-Zoning: Nidra can use Night Stance to low-profile most projectiles in the game, and her Dream Drop can create a mist that deletes projectiles for a short time.
  • Tricky Hurtboxes: Depending on the matchup, Nidra can use her stances to dodge many normals and specials.
  • Unique Wakeup: Nidra has the unique ability to turn a non-teched Soft Knockdown into her Night Stance, giving her a very unorthodox wakeup option.
  • Weak to Instant Block: Many of Nidra's core mixup sequences can be interrupted or punished if they are Instant-Blocked. See the Strategy page for more information!
  • Magic-Reliant: Her Magic can be difficult to safely build, but it is necessary to keep her pressure safe, to convert out of her mixup tools when the opponent has a full JD bar, and to bolster her neutral in difficult matchups.
  • Stubby Neutral: Nidra's jumps are notably short, and her normals are stubby relative to the rest of the cast. She can make up for this with the range of her Sleepy Sweep, but its usefulness depends on the matchup. Otherwise, she will have to rely on her Magic.
  • Dream Drop Easily Broken: While Dream Drop is important for her neutral in certain matchups, it can be broken by any attack in the game, including normals. This makes it more difficult to use than a classic projectile.

Movement

Walk: Nidra has a slow forward walking speed, and a backward walking speed among the slowest.

Dashes: Nidra's dashes are completely standard in terms of length and invulnerability frames.

Run: In contrast to her slow walk, Nidra can glide forward at incredible speed - equivalent to Arizona's forward run.

Jumps: Nidra doesn't have any special types of jumps other than the regular one. In addition, her jump height is uniquely about 25% shorter than the standard jump, which can give her some trouble with aerial approaches that other characters might not have to deal with.

Command List

Normal Moves


Standing Normals

5A
5A
TFH Nidra 5A.png
TFH Nidra 5A hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30 Mid Chains Into Self 5 8 11 vs. Grounded 7 19 +1 7 17 -1 0 15 0.83
vs. Airborne

Fastest button. Moves Nidra forward and has many active frames.

Toggle Hitboxes
Toggle Hitboxes
5B
5B
TFH Nidra 5B.png
TFH Nidra 5B hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90 Mid - 10 5 17 vs. Grounded 8 22 +1 8 19 -2 -30 30 0.95
vs. Airborne

Is -2 on block, which makes it good as a reset point when doing stagger pressure. It does enough blockstun to allow her 236A to frametrap and her ns.A to trade with 5As.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
TFH Nidra 5C.png
TFH Nidra 5C hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
120 Mid - 14 6 25 vs. Grounded 9 26 ? 9 18 ? -55 45 0.97
vs. Airborne 40 43

Advancing damaging mid that hits very high up.

Enters Moon Stance on contact.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
2A
TFH Nidra 2A.png
TFH Nidra 2A hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
35 Low Chains Into Self 6 7 13 vs. Grounded 7 18 -1 7 17 -2 0 15 0.83
vs. Airborne 16 -3 19 0

Fast low with nice range and many active frames.

Toggle Hitboxes
Toggle Hitboxes
2B
2B
TFH Nidra 2B.png
TFH Nidra 2B hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
85 Mid - 9 9 18 vs. Grounded 9 20 -6 9 20 -6 -20 40 0.95
vs. Airborne 30 +4 33 +7

Has a lot of active frames and doesn't extend Nidra's hurtbox. It also hits above her head, giving it some potential as an anti-air. Does a lot of blockstun, which allows her 236A and her ns.A to frametrap.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
TFH Nidra 2C.png
TFH Nidra 2C hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
130 Low Sweep, HKD 15 8 14 vs. Grounded +48 HKD -9
vs. Airborne

Nidra's longest range normal and very important for her mixups. Unsafe on block unless cancelled into ns.1/3D or Dream Drop.

Enters Star Stance on contact or whiff.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.A
j.A
TFH Nidra jA.png
TFH Nidra jA hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
50 High - 6 5 17 vs. Grounded 9 21 0 ~ +21 9 16 -5 ~ +16 -50 65 0.90
vs. Airborne -85 30

Unlike other characters, all of Nidra's air normals can be cancelled into specials and super during their startup and active frames.

Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
TFH Nidra jB.png
TFH Nidra jB hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
75 High - 10 12 19 vs. Grounded 10 28 -2 ~ +28 10 18 -12 ~ +18 -90 70 0.95
vs. Airborne -120 40

Has a lot of active frames and the most horizontal range out of Nidra's air normals. It can cross up.

Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
TFH Nidra jC.png
TFH Nidra jC hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
150 High Launches Grounded Opponents 14 7 21 vs. Grounded 15 Until Knockdown Launch, SKD 15 13 -14 ~ +13 -100 100 0.97
vs. Airborne -120 80

Hits crouching opponents on its first active frame, which makes it effectively an unreactable overhead! It is unsafe if blocked or whiffed, as Nidra will not recover until she lands. She can cancel into Dream Drop for a combo on hit or frametrap on block, but the frametrap will lose to the opponent using 6A.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

6A
6A
TFH Nidra 6A.png
TFH Nidra 6A hb.png
Anti-Air
Anti-Air
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
85 Mid Jump-Cancellable on Hit 10 6 24 vs. Grounded 13 18 -11 13 21 -8 40 55 0.83
vs. Airborne 25 -4 14 -15

Universal anti-air normal. Is slower than her 2B, but has a lot more vertical range. Can use for rebeat pressure. Does a lot of blockstun, which allows her 236A and her ns.A to frametrap.

Toggle Hitboxes
Toggle Hitboxes
3C
3C
TFH Nidra 3C.png
TFH Nidra 3C hb.png
Launcher
Launcher
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
140 Mid Groundbounce 16 3 27 vs. Grounded 18 Until Knockdown Launch, SKD 18 15 -14 0 100 0.83
vs. Airborne 35 135

Unique launcher that groundbounces on hit. Uses up a lot of Juggle Decay when used mid-combo. As is tradition, very unsafe on block.

Toggle Hitboxes
Toggle Hitboxes

Throws


Forward Throw
Forward Throw
B+C / 6B+C
TFH Nidra FT.png
TFH Nidra FT hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
400 Throw Tumble
Damage Scaled to 50%
7 3 23 vs. Grounded - - Launch, Tumble - - - - - -
vs. Airborne

Leads to a combo midscreen by dashing into 2B, although keep in mind that this will consume the groundbounce of your combo. In corner, leads to combo into stronger normals.

Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw
4B+C
TFH Nidra BT.png
TFH Nidra FT hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
400 Throw Hard Knockdown
Damage Scaled to 50%
7 3 23 vs. Grounded - - +46 (HKD) - - - - - -
vs. Airborne

Only leads to combo when throwing opponent into the corner, or with the aid of Dream Drop or Level 2 Super.

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw
j.B+C
TFH Nidra AT.png
TFH Nidra AT hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw Hard Knockdown
Damage Scaled to 50%
9 3 17 vs. Grounded - - Varies (HKD) - - - - - -
vs. Airborne

Only leads to combo with the aid of Dream Drop or Level 2 Super.

Toggle Hitboxes
Toggle Hitboxes

Special Moves


.
Cloud Surf
236A / B / C
TFH Nidra 236A.png
TFH Nidra 236A hb.png
236A
236A
TFH Nidra 236B.png
TFH Nidra 236B hb.png
236B
236B
TFH Nidra 236C.png
TFH Nidra 236C hb.png
236C
236C
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
A 180
(80 Chip)
High HKD
Armor Break
23 4 24 vs. Grounded +31 HKD -3
vs. Airborne

Very fast overhead that is safe on block, unless Instant-Blocked. Leads to combos by cancelling into Night Stance or Dream Drop. Especially difficult to react to, as the majority of the move's startup is visually identical to Nidra's forward run/glide.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
B 220
(100 Chip)
High SKD, Groundbounce on air hit 31 4 28 vs. Grounded SKD -11
vs. Airborne

Much slower overhead that is unsafe on block and leads to no combo on hit. Is useful in combos as a groundbounce extender.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
C 100, 200
(50, 80 Chip)
Low HKD 32 5 (8) 5 20 vs. Grounded +39 HKD -2
vs. Airborne

Slow, safe low. Too slow to frametrap from any cancels.

Toggle Hitboxes
Toggle Hitboxes
.
Moon Stance
Enter on 5C (on Contact) or 236B
TFH Nidra MS.png
TFH Nidra ms hb.png
Moon Stance
Moon Stance
TFH Nidra MS~A.png
TFH Nidra msA hb.png
Low / Sleep Attack
Low / Sleep Attack
TFH Nidra MS~C.png
TFH Nidra msC hb.png
Overhead Attack
Overhead Attack
TFH Nidra MS~6.png
TFH Nidra MS~6.png
Step Forward
Step Forward
TFH Nidra MS~4.png
TFH Nidra MS~4.png
Step Backward
Step Backward
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Enter Stance - - - - - - vs. Grounded
vs. Airborne

A stance whose purpose is to allow a scary overhead/low mixup from 5C. All followups can be held to remain in the stance.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ms.A / B 145 Low HKD 10 3 15 vs. Grounded +44 HKD -6
vs. Airborne

Unsafe low followup. 2C is a better low option from 5C.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ms.C 220 High - 7 3 24 vs. Grounded +12 -3
vs. Airborne

Overhead followup. Unreactable and safe on block unless Instant-Blocked. Leads to a full combo on hit by cancelling into Night Stance, or linking into a normal. Has a large amount of pushback when done in the corner.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ms.4 - - Invulnerable 1~16 - - 9 vs. Grounded
vs. Airborne

Exits stance with a period of invincibility.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ms.6 - - Low Profile 1~20 - - 26 vs. Grounded
vs. Airborne

Crosses the opponent up and exits stance. Can be cancelled into a special at any point.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ms.1/2/3 - - - - - 0 vs. Grounded
vs. Airborne

Instantly exits Moon Stance with no animation or recovery.

Toggle Hitboxes
Toggle Hitboxes
.
Star Stance
Enter on 2C or D ~ C (whiff)
TFH Nidra SS.png
TFH Nidra ss hb.png
Star Stance
Star Stance
TFH Nidra SS~A.png
TFH Nidra ssA hb.png
Stretch
Stretch
TFH Nidra SS~B.png
TFH Nidra ssB hb.png
Cartwheel
Cartwheel
TFH Nidra SS~C.png
TFH Nidra ssC hb 1.png
TFH Nidra ssC hb 2.png
Low Sweep
Low Sweep
TFH Nidra SS~6.png
TFH Nidra SS~6.png
Roll Forward
Roll Forward
TFH Nidra SS~4.png
TFH Nidra SS~4.png
Roll Backward
Roll Backward
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Enter Stance - - - - - - vs. Grounded
vs. Airborne

Low profile. Nidra can block while in this stance.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ss.A 115 Mid Launcher 7 6 16 vs. Grounded + -7
vs. Airborne

A launching mid. Does not frametrap from 2C and has no safe followups on block.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ss.B 140 Mid Launches
Projectile-Invulnerable
8 8 20 vs. Grounded HKD +53 -12
vs. Airborne

A launching mid. Does not frametrap from 2C and has no safe followups on block. Has projectile invulnerability and projectile destroying properties.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ss.C 175, 100
(25 Chip for Projectile)
Low Recovers into Sleep Stance
Armor Break
9 3 24 vs. Grounded +12 -3
vs. Airborne

Shoots out a projectile on frame 16 that crawls along the ground for 81 frames and goes under most projectiles. Enters Night Stance no matter what. On block, is "plus" in Night Stance and lets ns.A frametrap, but disadvantageous if Night Stance is cancelled.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ss.7/8/9 - - - - - 0 vs. Grounded
vs. Airborne

Allows Nidra to instantly exit Star Stance with no animation or recovery.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ss.44/[4] - - - - - 33 vs. Grounded
vs. Airborne

Both rolls keep Star Stance's low profile, letting them slip under fireballs and various attacks.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ss.66/[6] - - - - - 18 vs. Grounded
vs. Airborne

Both rolls keep Star Stance's low profile, letting them slip under fireballs and various attacks.

Toggle Hitboxes
Toggle Hitboxes

Magic


.
Dream Drop
214A / B / C / D
TFH Nidra 214A.png
TFH Nidra 214A hb.png
214A
214A
TFH Nidra 214B.png
TFH Nidra 214B hb.png
214B
214B
TFH Nidra 214C.png
TFH Nidra 214C hb.png
214C
214C
TFH Nidra 214D.png
TFH Nidra 214D hb.png
214D.png
214D.png
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
A 100
(25 Chip)
- - - - - vs. Grounded
vs. Airborne

Launches a bouncing projectile forward toward the ground. Costs 1 magic. This projectile can be destroyed by the opponent's normals. If the projectile clashes with another projectile, it leaves behind a "mist" that will block all projectiles for ? frames.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
B 100
(25 Chip)
- - - - - vs. Grounded
vs. Airborne

Launches a bounces projectile forward at a low arc. Costs 1 magic. This projectile can be destroyed by the opponent's normals. If the projectile clashes with another projectile, it leaves behind a "mist" that will block all projectiles for ? frames.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
C 100
(25 Chip)
- - - - - vs. Grounded
vs. Airborne

Launches a bouncing projectile forward at a high arc. Costs 1 magic. This projectile can be destroyed by the opponent's normals. If the projectile clashes with another projectile, it leaves behind a "mist" that will block all projectiles for ? frames.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
D 300
(120 Chip)
- - - - - vs. Grounded
vs. Airborne

Only available in Awakened State.

Launches a very large and slow projectile at a high but horizontally short arc. Empties all magic. This projectile stays active even if Nidra gets hit.

Toggle Hitboxes
Toggle Hitboxes
.
Night Stance (Enter)
D or ss.C
TFH Nidra 5D.png
TFH Nidra ns hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Crouching profile on frame 1, extremely low profile frame 10 on. Fills Magic. Attacks cost magic and fill magic on hit. Most attacks can be still done even with 0 Magic.

Inputting with 6 or 4 will move Nidra in that direction. Can be cancelled into specials before Nidra fully enters the stance allowing kara cancels, not only allowing her to modify the range of her cloud surf specials and dream drop but also allowing her sleep cancellable cloud surf specials on hit to kara cancel into another cloud surf special. E.G. 236c 236d~a will allow her to cancel 236c into 236a on hit.

A note about framedata: Data on block is measured while exiting stance. When on her belly, Nidra's stance exit is invincible for the first 6 frames, and lets her block during the last 3 frames. Many of these moves may look unsafe based on the data, but Nidra is actually unpunishable for most of them. The main exceptions are specials that end with her on her back (her on-back get-up does not allow her to block and has no invincibility), and her invincible "Wake Up!" attack.

Unique Soft-Knockdown Wakeup: Night Stance has the unique ability to be used while Nidra is knocked down. This only works during a Soft Knockdown, and only if Nidra does not tech in place or techroll. When this happens, Nidra's wakeup timing is shifted to be 12 frames earlier, and she can perform moves out of stance 1 frame after this. This means that if she chooses to use ns.5D, she will be vulnerable for 1 frame, then be invincible and performing the special. This is the only way Nidra can use ns.5D as a "reversal", although it can be interrupted if the opponent hits the 1 vulnerable frame.

Toggle Hitboxes
Toggle Hitboxes
.
Sleepy Sweep
ns.A
TFH Nidra D~A.png
TFH Nidra nsA hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
160 Low Armor Break 15 8 8 vs. Grounded HKD +43 -8 (-5 on stancel)
vs. Airborne

Low profile safe low that leads to combos up close and frametraps from certain normals. Keeps a pancake hurtbox the entire duration and hits above Nidra, letting it panic anti-air many air normals.

Toggle Hitboxes
Toggle Hitboxes
.
Spin Strike
ns.B
TFH Nidra D~B.png
TFH Nidra nsB hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
180
(70 Chip)
Mid Wallstick 17 6 18 vs. Grounded -2
vs. Airborne

Wallsticks the opponent when in the corner. Exits stance on use.

Toggle Hitboxes
Toggle Hitboxes
.
Floating Flip
ns.C
TFH Nidra D~C.png
TFH Nidra nsC hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
120 High - 28 10 7 vs. Grounded
vs. Airborne

Overhead with high profile. On hit, Nidra bounces and can fall with an air normal for a combo on hit, but this is interruptible on block. Her hitbox shifts upwards and is airborne on frame 1 thus allowing her to escape throw attempts, arizona stomps/lasso and the like. Enters star stance on whiff.

Toggle Hitboxes
Toggle Hitboxes
.
Wake Up!
TFH Nidra D~D.png
TFH Nidra ns5Dbelly hb.png
ns.5D (Belly)
ns.5D (Belly)
TFH Nidra ns5D Back.png
TFH Nidra ns5Dback hb.png
ns.5D (Back)
ns.5D (Back)
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Belly 110
(70 Chip)
- Invulnerable (1-19)
Armor Break
7 13 16 vs. Grounded +39 HKD -11
vs. Airborne

Requires 1 Magic to use. Exits stance. Unsafe on block, but invincible with a high hitbox. On hit, restores a small amount of Magic over time. If Level 1 Super is used during this period, Magic will regain throughout the entire Super's duration. Cancellable into specials at any point including it's startup allowing for magic consuming kara cancels from ns.a.

[Bug] Using ns.5D after entering Night Stance from SKD will cause the opponent's next use of a move with a special combo state (groundbounce, wallbounce, wallstick, stagger) to lose that property and result in an SKD instead, if that combo state was also used in the previous combo.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Back 100
(70 Chip)
- Armor Break 7 11 12 vs. Grounded +49 HKD -13
vs. Airborne

Requires 1 Magic. Exits stance. Unsafe on block, but invincible. Has a worse hitbox and framedata than the belly version.

Toggle Hitboxes
Toggle Hitboxes
.
Flip / Flop
TFH Nidra D~4D.png
TFH Nidra ns4D hb.png
ns.4D (Belly)
ns.4D (Belly)
TFH Nidra ns6D Back.png
TFH Nidra ns6D hb.png
ns.6D (Back)
ns.6D (Back)
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ns.4D (Belly) 110
(70 Chip)
- - 13 6 7 vs. Grounded +49 HKD -14
vs. Airborne

Launching mid. Only available when Nidra is on her belly. Puts Nidra on her back. Can be cancelled on startup into her other sleep stance normals except 5D to apply 4D's initial forward momentum to extend their range. Can be late cancelled into ns.C to give a retreating ns.C.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
ns.6D (Back) 110
(70 Chip)
- - 13 6 7 vs. Grounded +49 HKD -14 (-11 when stancelled)
vs. Airborne

Launching mid. Only available when Nidra is on her back. Puts Nidra on her belly. Startup and active frames can be cancelled into specials. If ns.C is performed immediately after it, ns.C will jump further.

Toggle Hitboxes
Toggle Hitboxes
.
Toss / Turn
ns.3D/1D
TFH Nidra D~3D.png
TFH Nidra ns1D hb 1.png
TFH Nidra D~1D.png
TFH Nidra ns1D hb 2.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
10, 10, 60 - - 7 5 15 vs. Grounded Juggle -8 (-5 when stancelled)
vs. Airborne

Has high profile frames 1-15. Upon recovery, Nidra loses Night Stance's low profile until she does a different followup. Can be cancelled into specials during startup and the first two hits allowing for kara cancels from ns.a. Puts Nidra on her belly.

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.
Night Stance Exit
TFH Nidra D~88.png
ns.44 / [4] or ns.66 / [6]
ns.44 / [4] or ns.66 / [6]
TFH Nidra D~88.png
ns.7 / 8 / 9 (Belly)
ns.7 / 8 / 9 (Belly)
TFH Nidra ns5D Back.png
ns.8 (Back)
ns.8 (Back)
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Step - - Invuln 1~12 - - 3 vs. Grounded
vs. Airborne

Exits stance. Has invincibility for frames 1-12, then 3 frames where Nidra can't block. Moves forward or backward depending on input used. The first 3 frames of ns.44's startup can be cancelled into a sleep stance normal.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Belly - - Invuln 1~6 - - 3, blockable vs. Grounded
vs. Airborne

Invincible for frames 1-6, then ends with 3 frames where Nidra can block but do nothing else. This makes most of her Night Stance attacks safe, even if they are very minus.

Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
Back - - - - - 9 vs. Grounded
vs. Airborne

When on her back, Nidra can only exit with the 8 input and loses the invincibility and blocking frames of the belly stand-up.

.
Awakened State
22D
TFH Nidra 22D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 0 0 0/-1? vs. Grounded
vs. Airborne

Requires full magic. Drains magic. Dream Drop costs less magic. All hits fill magic. Grants access to 214D. Ends when magic is empty.

Has no startup or recovery at all - the screenflash and animation occur immediately upon input, and Nidra is actionable immediately after it ends. As a result, this can be cancelled into on reaction to opponents' super flashes and allow Nidra to block or avoid reversals that would normally punish her. Additionally, the opponent will also be frozen in their current state for 1 additional frame after activation while Nidra is actionable, effectively making her +1.

Super


Level 1

Blooming Lotus
236XX
TFH Nidra 236XX.png
TFH Nidra 236XX hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
75[x7], 450 - - - - - vs. Grounded +19 HKD
vs. Airborne

Invincible super. The super's landing animation is cancellable by normals and specials but not movement options effectively making her much more positive than the +5 the game says. Using this, she's more a bit more positive depending on how high the opponent is when she hits this super.

Doesn't deal any damage on block, so don't try to use it for a chip out.

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Level 2 (Follow Up)

Lotus Seed
214XX
TFH Nidra 214XX.png
TFH Nidra 214XX hb 1.png
TFH Nidra 214XX hb 2.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 (100 Ball)
(120 Chip, Initial Hit Only)
- - - - - vs. Grounded
vs. Airborne

Can be activated on block, but will be unsafe if done so. Creates an independent ball projectile that orbits around Nidra for roughly 20 seconds. The ball can be aimed to go in one of eight directions upon activation if said direction is held during activation. This ball will temporarily deactivate each time it hits the opponent, Nidra gets hit, or Nidra blocks an attack. It will reactivate after 112 frames when this happens.

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Level 3

Phantasmal Feast
63214XX
TFH Nidra 63214XX 1.png
TFH Nidra 63214XX hb.png
TFH Nidra 63214XX 2.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
230, 1679, 120
(80 Chip)
- - - - - vs. Grounded
vs. Airborne

Causes a slightly disturbing cinematic on hit.

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Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Nidra CC.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
80 (Recoverable Health) Mid Strike-Invulnerable (f1-16)
Autoguard (f17-25)
23 9 54 vs. Grounded - - 0 (HKD) 5 13 -49 0 0 1
vs. Airborne

In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.

This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.

Colors

Nidra ( A )
White Lotus ( B )
Chilli Pepper ( C )
Coffe Bean ( D )
Just Peachy (TU)
Choco Dip (VC)
Hot Matcha ( A+B+C )
Nite Lite ( D+TU+VC)
Buttered Popcorn ( A+D )
Creamsicle ( A+B+D )
Honk Shoe ( B+D )
Midnight Mist ( C + D )
Bronze ( A+C+D )
Dreamland ( B+C+D )
Nap in the Garden ( A+B+C+D )
Snoozy ( A+B )
Dream Yard ( A+TU)
Moomin ( B+TU)
On the Beat ( A+B+TU)
Henshin ( C+TU)
TRMNTD ( A+C+TU)
Night of the Sleeping Dead ( B+C+TU)
Nightmare Syndrome ( A+B+C+TU)


General
Controls
FAQ
Glossary
HUD
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Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
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Events