Ultra Fight Da! Kyanta 2/Nanatsu

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Ufdk2nanatsu.JPG

Bio

Nanatsu is a flower fairy who cares for flowers with a smile.
She is happy nearly all the time, but anyone that she sees step on a beautiful flower bed will feel her vengeful fury.
She will briefly torture those that disturb the flowers by summoning worms to their feet, getting in trees to drop fruit onto their head, and other pranks.
In rare circumstances, she may step on those that have incurred the full extent of her wrath with bone crushing force.
Inflicting the pain of the hurt flowers who have been stepped on in the past.

Otherwise, she is as carefree and happy as can be.
She is friends with all insects and animals, her very best friend is a bear named Cocorn, who she loves like a brother.

Gameplay

Recommended Types: Stamina/Demon
Nanatsu is a mix-up zoner hybrid, not really leaning into any one side but rather being able to sort of lean into both.
Depending on what type you pick she can play completely different, so it's up to you to decide how you want to play her.

As a zoner:

  • She has really good zoning thanks to her fast 5X, 2X, and j.X, which do a really good job at keeping opponents out.
  • Along with the very good U1, Fruits Basket, which demolishes jump-ins and deals hefty damage. Serving as her main anti-air.


As a mix-up character:

  • She has really good commanding hi/lo mix thanks to her 5B and fast tk.j.B which can be land cancelled, along with her scary 5EX that deals a lot of damage.
  • Depending on your type, she has the Steppy, her notorious demon combo in which you loop 5EX till' death. At the cost of her neutral and survivability.


Movelist

Input Damage Guard Notes
5A 5 Mid Basic jab, better to use 2A for the range and hitting low.
2A 5 Low Your go to low and poking jab, has better horizontal range than 5A.
j.A 15 High The usual active-until-landing jump-in j.A, very good, small hitbox though.
5B 25 High Links into 5A, 2A and 2B. Very advantageous and safe standing overhead.
2B 20 Low Sweep, can combo if spaced right, not very practical and will just be used for the knockdown.
j.B 7*5(21) High Fast moving multi-hit overhead with a small hitbox, very good for juggles and combos.

Can be land-cancelled if you tiger knee the move, letting you multi-hit fuzzy and commandingly hi/lo mix.

5X 10 Mid Ladybug. Swoops in at a shallow U-shaped path, very fast projectile. Only one Ladybug can exist on-screen per player.
2X 10 Mid Worm, not a low. Quickly crawls across the floor, can be hit by most projectiles. Only one Worm can exist onscreen per player.
j.X 20 Mid Disjointed air move, recovery until ground.
5EX 40 High The BIG STEPPY. Fast invulnerable overhead that combos into itself, but with very short active frames and small vertical hitbox as a tradeoff. It's very easy to miss or lose your juggle depending on the character.
2EX 40 Low Fast sweep, leads to corner combos with proper spacing, just like 2B. Best reversal Nanatsu has.
j.EX 20*3(59) Mid Lasts a few frames longer than j.X, has a more-detailed hitbox, and advances Nanatsu farther forward. Can be tk'd for a fast call-out.
Ultra 1 (Y) 25*8(144) Mid FRUITS BASKET, giant anti-air projectile that hits 8 times.

Falls diagonally from the top of the screen in a slow arc, great for anti-airs.
Leaves you airborne and actionable, so you can use j.B as a follow-up to a fully-hitting Fruits Basket to demolish your opponents.

Ultra 2 (2Y) 30*5(130) Mid Ultra version of j.EX/j.X, very hard to get all hits to combo, not very good.
Throw 45 Grab Doesn't have KC follow-ups thanks to leaving opponents on the ground, so save your meter.
Taunt - - Gives Nanatsu 1 bar of meter. Can be done safely behind 5X/2X,

Sample Combos

While performing 5EX in a combo, adjust the height of juggled opponent by manually timing 5EX without buffering. Her 5EX's vertical hitbox is rather small, so the 5EX will be whiffed if the opponent is juggled above her waist.

  • 2A, 2A, 2A, 2B
  • ...2B, Demon Mode Activate, 5EX*7, 5B
Nanatsu's BnB and the reason you're playing her, probably. Works off 5B and 2A; extra 2A should be added before the 2B in case you're too close to the opponent to space yourself properly.
  • Throw (3 hits, wait until opponent is launched in air), Demon Mode Activate, 5EX*7, 5A
  • Throw (3 hits), Demon Mode Activate, j.EX, 5EX*6, 5A
Easier variation of Demon Mode throw combo. Activate demon mode before the throw launches the opponent in air for easier combo.
  • j.A, 5EX*7, 5B
The j.A must hit as deep as possible.
  • (j.A), 2A*N, j.EX, 5EX*6, 5A

Corner Only

  • 5EX, 5A, j.A, 5A, (5A), 5B
  • j.EX, 5B
  • 5A/2A*N, j.B, j.B, 5EX, 5A - j.B - j.B - 5A*N
  • Fuzzy j.B (1 hit), Demon Mode Activate, j.A, 5EX*7, 5B

Other Guides/Showcases

2A-jB combo showcase


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