Under Night In-Birth/UNI2/Nanase

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Nanase

Uni2 profile Nanase.png
Health
10700
Prejump
4f
Backdash
27f (1-8 Full, 9-10 Throw)
Unique Movement Options
3C Jump Cancel, Force Function
Fastest Attack
2A (5f)
Reversals
623B (6f), 623C (7f)

Story

A mysterious girl who has stubbornly targeted Hyde, Nanase has finally succeeded in capturing her prey.

The two of them arrive at a temporary truce; however, this peace was not to last. Rumors that the Re-Birth Kuon has appeared and promises to wreak havoc upon the world reach Nanase's ears. And if Kuon destroys the world, all of Nanase's beloved sweets will be destroyed along with it! As if that didn't give her reason enough to fight, she has an even deeper worry: What if the world is destroyed before she can vent the special feelings stirring inside her?

To settle all matters with "the one," Nanase sets out into the final Hollow Night.

What if the world really just... ends?
What about me...?
What about my feelings?

Gameplay

Nanase is a well-rounded character with very strong pressure and frame traps. She has good aerial movement options, air normals and tools to cancel into jumps, letting her control the air in a normally very grounded game. With or without resources she has many tools to keep advantage during pressure for a long time, and can punish impatient players who try to poke out of her pressure with well-timed delayed special moves. She boasts powerful offense with one of the safest and strongest okizeme tools in the corner, her unique projectile. While the range of her normals is not exceptional, her specials and EX moves have far greater reach so she remains a threat at longer distances. Nanase's kit fits the "main character"-type, but also boasts unique tools that let players get creative with their offense.


Playstyle
Nanase is a well-rounded, balanced character. Her unique specials and attributes allow her to aggressively open up her opponents with overheads and delayed buttons, or patiently whittle away their health with strong strike/throw threats.
Strengths Weaknesses
  • Versatility: Nanase has the tools for nearly any situation and rarely feels like she lacks anywhere. Her projectiles help her control space in the air and at a distance, while her normals have a good balance of range and speed.
  • Okizeme: Nanase's projectiles can set up a wake-up situation in her favor, and her strongest mix is enabled when the opponent can't fuzzy block her dash normals, moreso when they are GRD broken.
  • Neutral: Her low normals have good reach and her 5B is a useful button for controlling space right in front of her. Her specials can make it awkward to approach Nanase, while she has an easier time approaching with her very fast dash.
  • Stagger: Her C normals have good rebeat data to keep safe while using stronger buttons, and all of her normals have unusually long cancel windows that enable her stagger-based pressure. This makes it difficult to challenge Nanase without taking risks.
  • Combos: Nanase's normals are easy to confirm from almost any range with her special moves, and can easily be routed into hard knockdown situations or to set a fireball.
  • Reversal Range: Nanase's 623B does not have great horizontal range in exchange for hitting both sides, and may even lose to other reversals. Committing to 623C is expensive and has a risk of still missing against some properly spaced attacks.
Unique Mechanics: Jump Cancel

Nanase can perform a jump cancel from her 3C on block only, which puts her in a unique height compared to a normal jump.
She can also jump cancel any of her ground normals, air normals, and dash normals on block or on hit using her Force Function as a jump. Nanase's j.236X and 22X special moves also can be cancelled into Force Function during the early frames of their recovery.

Vorpal Trait

With Vorpal, Nanase can use her air Force Function as an additional air action from ground Force Function. Her aerial momentum for both her unique 3C jump cancel and Force Function is also increased significantly, enabling greater movement.

Move List

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

Standing Normal Moves

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
200 Mid 6 2 12 -2 N, SP, EX, CS Strike
Downward sword swing.
  • A good, standard poke for close-range situations.
  • Has slightly better horizontal range than 2A.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 94 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
410 Mid 8 3 17 -4 N, SP, EX, CS Strike
Nanase pushes a big gust of wind in front of her.
  • Has more range than her A normals, covering a large area in front of Nanase.
  • Good as a general purpose poke to deal with approaching opponents.
    • The recovery keeps Nanase's hurtbox extended, opening her up to whiff punishes.
  • If you hold forward (6B) and hit a j.236B projectile with it, it will send it diagonally upwards.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 92 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
A standing horizontal slash that covers about 1/3rd of the screen.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5C 670 Mid 12 3 23 -8 N, SP, EX, CS Strike
A good poke when spaced properly, but does not have good vertical coverage.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5[C] 714 Mid 17 3 23 -10 N, SP, EX, CS Strike
Typically used in combos for stability or additional damage in enders.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 37 89 /Data#5C
5[C] 45 88 /Data#5[C]
5C :

5[C] :

Crouching Normal Moves

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
150 Mid 5 2 12 -2 N, SP, EX, CS Strike
Nanase pokes forward with the hilt of her sword.
  • Nanase's fastest normal, useful for close-range mashing.
  • Also good for rebeats to make pressure safe.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 95 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
440 Low 9 3 18 -4 N, SP, EX, CS Strike, Foot
A crouching horizontal sword slash at the opponent's feet.
  • Very good range for a low normal.
  • Nanase's hurtbox is extended during recovery, opening her up to whiff punishes.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 90 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
590 Low 12 4 23 -9 N, SP, EX, CS Strike, Foot
A large crouching horizontal sword slash.
  • Has even more range than 2B, but is slower.
  • Nanase moves forward slightly when she uses this move.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 Knockdown 90 /Data#2C
2C :

Jumping Normal Moves

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
130 High, Air Shield 7 2 15
[2 on landing
Varies N, SP, EX, CS Strike, Head
A jumping hand smack.
  • Good for throwing out a fast button in air-to-air situations.
  • Has a deceptive vertical hitbox, making it a decent choice coming down from the air.
  • Cannot be used for cheap overhead mix after certain jump cancels, as the game will force it to hit mid in those situations (i.e. after j.236X FF cancel).
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 97 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
A jumping horizontal slash that can be followed up with another slash on hit or block.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB 380 High, Air Shield 11 3 19
[3 on landing
Varies N, SP, EX, CS Strike, Head
Can hit behind Nanase, making it useful for crossups.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB~B 480 High, Air Shield 11 3 16
[3 on landing
Varies N, SP, EX, CS Strike, Head
Can also hit behind Nanase.
  • Mainly used as a combo tool.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 32 93 /Data#jB
jB~B 26 91 /Data#jB~B
jB :

jB~B :

j.C
jC
jC
Hitboxes Off
Hitboxes On
A jumping wide slash with different properties depending on if C is held.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jC 520 High, Air Shield 12 3 25
[4 on landing
Varies N, SP, EX, CS Strike, Head
Mainly used as combo filler.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j[C] 720 High, Air Shield 18 3 25
[4 on landing
Varies N, SP, EX, CS Strike, Head
Useful as a combo tool, or occasionally just to stall in the air.
  • From ground assault, the move does not float and has good advantage on block.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 45 91 /Data#jC
j[C] 45 87 /Data#j[C]
jC :

j[C] :

Command Normal Moves

3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
570 Mid 9 3 29 -10 N, SP, EX, CS, UNQ Strike 7~11 Head
Nanase does a handstand and kicks upward into the air.
  • A good combo starter option, and a strong anti-air.
  • On block, can be cancelled into a unique jump in which Nanase can drift forward or backward in the air.
    • Landing recovery is 0f if you do not do anything after jumping. Otherwise, typical landing recovery applies.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36 Launch 92 /Data#3C
3C :
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
A jumping downward slash with different properties depending on if C is held.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j2C 510 High, Air Shield 13 3 32
[4 on landing
Varies N, SP, EX, CS Strike, Head
Useful in the corner as a combo ender, as you can cancel into j.236B after.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j2[C] 720 High, Air Shield 17 3 28
[4 on landing
Varies N, SP, EX, CS Strike, Head
Useful as a combo tool or as a starter for punishing/calling out specific options.
  • Boasts greater vertical range than j.2C, and additional blockstun.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j2C 47 Knockdown 91 /Data#j2C
j2[C] 47 Ground Bounce 88 /Data#j2[C]
j2C :

j2[C] :

j.8C
j8C
j8C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
590 Mid, Air Shield 16 4 10
[4 on landing
Varies N, SP, EX, CS Strike, Head 8~15 Head
A rising slash where Nanase swings her sword upward in a crescent moon shape.
  • Nanase goes up when she uses this move, giving it huge vertical reach.
    • Combined with the head invul, this is also a great choice for anti-airs.
  • If Nanase moves to the other side of the opponent while in the air, this move will re-orient her so she faces in the opponent's direction again.
  • This is the only air normal that Nanase cannot use more than once before landing.
    • For example, if you use j.8C and then use j.BC for additional air time, j.8C cannot be used again before landing. This restriction is unique to j.8C.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 90 /Data#j8C
j8C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
610 Low 18 13 9 -4~+8 SP, EX, -CS- Strike, Foot 12~17 Foot
16~17 Throw
Nanase leaps forward and twirls before landing and sweeping at the opponent's feet with her sword.
  • Hits low. The beginning of the animation is identical to 66C which hits overhead. This creates an easy mix-up which can usually be fuzzy blocked.
    • With the right spacing and timing, it can become a true 50/50.
  • On block it is cancelable with a generous window, useful for frame traps with special moves.
  • Advantage improves if the move connects later in its animation.
  • On hit, it can be picked up with a quick normal or special for a combo.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
39 Knockdown 89 /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
666 High 27 4 20 -6~-3 SP, EX, -CS- Strike, Foot 15~26 Foot
25~26 Throw
Nanase leaps forward and twirls before swinging her sword down.
  • Hits overhead. The beginning of the animation is identical to 66B which hits low. This creates an easy mix-up which can usually be fuzzy blocked.
    • With the correct spacing and timing, it can become a true 50/50.
  • On block it is cancelable with a generous window, useful for staying safe.
  • Advantage improves if the move connects later in its animation.
  • On hit, this has plenty of hitstun to combo from even without cancelling into a special move.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Knockdown 70 /Data#66C
66C :

Universal Moves

Force Function
Breeze's Liberte
そよかぜのリベルテ
B+C
Hitboxes Off
Hitboxes On
A vertical wind jump when done from the ground and a float when done from the air.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C
1 GRD
Total 51 - 1~4 Throw
Nanase jumps from the ground with her wind.
  • There is a 4 frame startup before you can do any actions.
  • You can drift forward or backward while in the air.
  • During the first ~15 frames, Nanase is in counter state. Any attack that hits her will be a counter hit.
  • In Vorpal, you can use air Force Function after using ground Force Function.
    • Aerial momentum is increased during Vorpal.
    • GRD cost is cut in half during Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB+C
1 GRD
Total 51 - 1~4 Throw
Nanase floats in the air using her wind.
  • There is a 12 frame startup before you can do any actions.
  • You can drift forward or backward while in the air.
  • During the first ~15 frames, Nanase is in counter state. Any attack that hits her will be a counter hit.
  • In Vorpal, you can use air Force Function after using ground Force Function.
    • Aerial momentum is increased during Vorpal.
    • GRD cost is cut in half during Vorpal.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 51 /Data#B+C
jB+C 51 /Data#jB+C
B+C :

jB+C :

Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1640 Unblockable 4 1 26 +49 on hit Throw
Nanase grabs the opponent and tosses them away in a gust of wind.
  • Certain projectiles can make contact during the throw animation to change the overall damage.
    • For a j.236B projectile, the damage becomes 1492.
    • For a 22B projectile, the damage becomes 1770.
    • For a 22C projectile (second hit), the damage becomes 2190.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#A+D
A+D :
Smart Steer Ender
Smart Steer Ender
Requires 1 GRD on longer combos
5A+B
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
432*3 (first hits), 396 (last hit) Mid 10 11(11)3 19 -4 (EX) (only IW or IWEXS), CS Strike
Nanase quickly picks up the opponent with a tornado and slams the opponent back to the ground.
  • This move can be done off any normals on the ground, and is treated as a special cancel.
    • The exception is during the complete Smart Steer route, where the 236A in the Smart Steer route can cancel into 5AB.
  • You gain 1 GRD if you use it early in a combo, but lose 1 GRD if you use it later in a long combo.
  • After using this move the opponent will always be put into a forced hard knockdown state similar to throw.
    • The second hit can be cancelled into CS or IW/IWEXS as long as the first part of the attack connects, allowing you to continue the combo before hard knockdown is applied.
    • Due to how proration is applied during the move, if you use this move in such a way that it causes the last hit to whiff you can still CS cancel and the following combo will have significantly higher damage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
53 Knockdown 90% (first hits)
60% (last hit)
/Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link

Special Moves

236X
Chasing le Rêvé
レーヴを追いかけて
236A/B/C
Hitboxes Off
Hitboxes On
Nanase charges forward behind a wind-powered sword. Often referred to as "Swordcar" by the community.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A 750 Mid 7~21 15 20 -17~-3 -EX-, -CS-, -UNQ- Strike
A version travels a short distance and moves slower.
  • Inflicts knockdown on hit.
  • Can be used occasionally as a fast poke, but is unsafe on block.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B 780 Mid 9~35 27 28 -33~-7 -EX-, -CS-, -UNQ- Strike
B version travels far and moves faster.
  • Can be used to continue a combo if you are too far to use other moves.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236C
100 EXS
1848 Mid, Air 9~18 17 25 -12~+4 (CS) Strike 1~3 Throw
3~26 Projectile
C version has projectile invulnerability (but not on frame 1), and covers a full screen distance.
  • Useful for punishing fireballs on reaction, but vulnerable to counter attacks from opponent EX cancels.
  • Good as a combo starter, giving ample time to pick up even from far away and confirming into solid damage.
  • Frame advantage depends on when the move connects. If 236C is performed at the maximum distance and the opponent blocks in the air, frame advantage may increase to as much as +4. Though it may seem like a small window, the opponent can potentially be stuck in the air long enough for you to hit them with an air-unblockable 5A even though they can technically act sooner.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 45 Knockdown 84 /Data#236A
236B 63 Knockdown 84 /Data#236B
236C 50 Knockdown 85 (first hit)
93 (later hits)
/Data#236C
236A :

236B :

236C :

236X~A
Avancer With You
君とのアヴァンセ
236X~A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
890 Mid 17 10 23 -8~+1 -EX-, -CS- Strike
Nanase follows up Chasing le Rêvé by stabbing her sword forward.
  • Useful as a combo ender with certain EX moves, or just to force a full screen tech situation for the opponent.
  • As a combo starter, it is Nanase's strongest in terms of damage. However, it is not easy to hit by itself.
  • If you land this point-blank, Nanase will go through the opponent to the other side of them.
  • Frame advantage varies on distance and how late the move connects.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Crumple on ground hit
Wall Bounce on air hit
89 /Data#236X~A
236X~A :
236X~B
Aureole of the Starry Sky
星空のオウレオール
236X~B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
730 High 24 5 20 -7~-3 -EX-, -CS- Strike 16~28 Foot
Nanase follows up Chasing le Rêvé by hopping forward and slashing downward with her sword.
  • Unsafe on block, and should not be used without resources to confirm or stay safe.
  • Sometimes can be used as a low crush, but still very risky.
  • You can pick up after this hits with a quick normal, but as a combo starter it is rather poor.
  • Frame advantage varies on distance.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
48 Knockdown 55 /Data#236X~B
236X~B :
236X~C
Halte Once in a While
たまにはラ・アルト
236X~C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
440, 300*2 Mid 14 3 23 -18 (whiffs if 236X does not hit) EX, CS Strike  ?~? Projectile
?~? Full
Nanase follows up Chasing le Rêvé by passing through the opponent and launching them up into the air with a tornado.
  • This move only has a hitbox when the opponent is in hitstun (during a combo), otherwise Nanase will simply pass through them harmlessly.
  • On hit, Nanase can follow up with nearly anything.
    • This move will always switch sides unless done in the corner.
  • If used outside of a combo, the recovery animation is long enough to be punished on reaction by most characters.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
39 Launch on hit, No Collision 90(first hit)
92(later hits)
/Data#236X~C
236X~C :
214X
Ange's Invitation
アンジュの誘い
214A/B/C
Nanase jumps and creates a tornado before floating back down.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 1324 Mid, Air 17 19 24 -6~+9 -EX-, -CS-, -UNQ- Strike, Projectile
A version is angled towards Nanase and she lands around the same spot where she started.
  • Drags the opponent toward you on hit.
  • Frame advantage varies depending on when tornado hits.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214B 1324 Mid, Air 13 15 31 -9~+6 -EX-, -CS-, -UNQ- Strike, Projectile
B version is angled away from Nanase and she moves forward a fair distance when using it.
  • Has a larger hitbox than 214A.
  • Useful for confirming normals like 2B at longer distances.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214C
100 EXS
Mid, Air 12 18 26 +5~+22 CS Strike, Projectile 1~3 Throw
C version is much larger, and Nanase travels alongside the tornado.
  • The hitbox is massive, covering a large part of the screen when active.
  • Great frame advantage, making it a useful pressure reset in the corner or just to stay safe.
  • Useful for comboing off awkward air hit situations, or just in general when out of reach of Nanase's other moves.
  • On hit, the lengthy hitstun makes it easy to combo from.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 59 Launch, Vacuum 92 /Data#214A
214B 58 Launch 92 /Data#214B
214C 56 Launch 90 /Data#214C
214A :

214B :

214C :

214X~X
Conveying my Vrai Couer
ヴィレ・クールを伝えたい
214X~A/B/C
A diving sword attack from the air. A dive kick follow-up attack to Nanase's 214A/B.
  • Can be cancelled into at any time before Nanase lands.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214X~A 650 High until land - -10~-3 -EX-, -CS- Strike, Dive
This has faster startup than other versions, but slightly longer recovery.
  • Nanase will auto-correct to face the opponent at the startup of this move, in case a sideswap occurs.
  • It is possible to pick up from this move for a combo.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214X~B 670 High until land - -8~-1 -EX-, -CS- Strike, Dive
It is easier to pick up off this version for a combo thanks to the recovery.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214X~C 710 High until land - -5~-3 -EX-, -CS- Strike, Dive
This move does the most damage and is recommended for combo enders.
  • Keep in mind the angle makes it likely you'll switch sides when using it midscreen, unless you use it at specific height/spacing.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214X~A Knockdown 90 /Data#214X~A
214X~B Knockdown 90 /Data#214X~B
214X~C Knockdown 90 /Data#214X~C
214X~A :

214X~B :

214X~C :

623X
Plumage Dancing in the Wind
風に舞うプルマージュ
623X
A reversal move where Nanase kicks directly up into the air, making a tornado form around her as she does.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 1143 Mid 5 7 38
[14 on landing
-23 -EX-, -CS- Strike 1~ Head and Dive
Only has head invul, making it a good anti-air option but not recommended as a true reversal unless you expect an air approach.

The recovery frames can be cancelled on hit or whiff into an EX move.

  • The cancel window is very short, only covering shortly after Nanase reaches the apex of her height.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623B 1359 Mid 6 10 45
[15 on landing
-31 (CS) Strike 1~9 Full
6~15 Head & Dive
Tends to lose to well-spaced attacks, but will vacuum opponents in if it does connect.
  • On hit, you can cancel into Chain Shift to get a full combo.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623C
100 EXS
1835~2210 Mid 7 16 58
[15 on landing
-48~-47 (CS) Strike 1~10 Full
1~6 Throw
The damage and hit count increases with the number of inputs during the move (both directional inputs and button inputs count.)
  • The minimum hit count is 8, which can be reached even with no inputs. The maximum hit count is 16, which needs a lot of inputs to reach.
One of Nanase's most damaging combo enders, though it is not good for oki. Recommended for closing out a round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 49 Launch, Vacuum 93 /Data#623A
623B 60 Launch, Vacuum 93 /Data#623B
623C 80 Launch, Vacuum 88 /Data#623C
623A :

623B :

623C :

j.236X
Let the Fleur Carry your Feelings
フルールに思いを乗せて
j236X
Nanase throws out a wind projectile with unique properties depending on which button is pressed and whether it is held. Typically referred to as a "fireball."
  • Advantage is based on usage at lowest height at point-blank range.
  • A pivotal tool in Nanase's pressure and overall gameplay.
  • All versions can be performed immediately off the ground with a motion like (2367/8/9), referred to as a TK (Tiger Knee) motion.
All versions except C can be cancelled into air Force Function during recovery.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236A 750 Mid, Air 24 until hit Total 42 +10 (+12 on crouch) -EX-, -CS-, -UNQ- Strike, Projectile
Nanase retains her momentum from a forward/backward jump when using this move. She can move forward or back while throwing a fireball by taking advantage of this.
  • Will disappear after travelling a short distance.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236[A] 920 Mid, Air 28 until hit Total 46 +14 -EX-, -CS-, -UNQ- Strike, Projectile
This fireball has two hits, allowing it to beat other fireballs in clashes.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236B 750 in air
444 after touching ground
Mid, Air 25 until hit Total 44 +14 -EX-, -CS-, -UNQ- Strike, Projectile
Nanase loses all momentum when using this move.
  • Damage and combo proration is decreased after the fireball touches the ground.
  • Small enough to go under some other character's projectiles.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236[B] 750 Mid, Air 32 until hit Total 53 +7 -EX-, -CS-, -UNQ- Strike, Projectile
Has a bigger hitbox than the other projectiles, but identical attributes to regular B version.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j236C
100 EXS
1653 Mid, Air 7 until hit Total 46 +1~+27 (CS) Strike, Projectile
Has limited homing for grounded opponents. Its travel path is fullscreen and eventually curves upward.
  • Useful for keeping opponents blocking, with solid advantage.
  • Also a good combo starter if it happens to hit that way.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A 42 Launch 88 /Data#j236A
j236[A] 46 Launch 84, 92 /Data#j236[A]
j236B 44 Launch 88 (air)
90 (ground)
/Data#j236B
j236[B] 53 Launch 88 (air)
90 (ground)
/Data#j236[B]
j236C 46 Knockdown 93 (first 3 hits)
90 (last hit)
/Data#j236C
j236A :

j236[A] :

j236B :

j236[B] :

j236C :

j.214X
Chasing le Rêvé
レーヴを追いかけて
j214A/B/C
Nanase dives toward the ground with her sword, but without needing to perform another move first.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214A 902 Mid 16 until land - -9~-6 -EX-, -CS- Strike, Dive
Can be picked up for a combo and is air unblockable, but punishable on block due to its high recovery.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214B 1309 High 23 until land - -4 -EX-, -CS- Strike, Dive
Can be picked up for a combo and is air unblockable.
  • Punishable only with throws unless properly shielded.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214C
100 EXS
1852 High 9 until land - +1~+2 (CS) Strike, Dive  ?~? Projectile
Has some projectile invulnerability, though not at startup.
  • Useful as a combo tool for certain special moves like 623A, 214X, or even j.236X.
  • As a combo starter, it is functionally similar to 236C.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j214A Knockdown 92 /Data#j214A
j214B Knockdown 94 /Data#j214B
j214C Launch 85 (first hit)
94 (later hits)
/Data#j214C
j214A :

j214B :

j214C :

22X
Euros' Whistle
ユウロスの口笛
22X
Nanase conjures a disc-shaped blade of wind around her to attack.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22A 710 Mid 11 24 7 -2~+21 -EX-, -CS- Strike, Projectile
Can be useful for keeping safe after some normals like 66C.
  • Also a good combo tool when in range.
  • Pushes opponents backward on block.
  • Can be cancelled into Force Function, but with a longer startup before you can do any actions afterward.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22B 770 Mid 43 Total 55 +16~+35 -EX-, -CS- Strike, Projectile
This move is great for okizeme, or to protect Nanase while she sets a fireball.
  • Pushes opponents forward on block.
  • Can be cancelled into Force Function, but with a longer startup before you can do any actions afterward.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22C
100 EXS
750, 750 (1410) Mid 11 Total 39 0~+7 (first hit)
+28~+39 (second hit)
(CS) Strike, Projectile 1~3 Throw
Can hit twice; each hit has different frame advantage depending on when the disc connects.
  • Useful as a cancel option for staying safe after an unsafe special move.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 41 Launch 88 /Data#22A
22B 55 Launch 86 /Data#22B
22C 39 Launch 88 /Data#22C
22A :

22B :

22C :

Super Moves

Infinite Worth

Atmosphère of the Aether
Requires 200 EXS
天空のアトモスフィア
41236D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3510 Mid 1+9 5 55
[29 on landing
-43 Strike 1~ Full, 1~ Throw
Nanase performs an invincible sword uppercut before jumping up and pushing a ball of wind into the opponent to knock them down.
  • A very strong combo ender combined with the damage increase from Vorpal or Veil Off. Useful for inflicting significant damage even in standard combos.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#41236D
41236D :

Infinite Worth EXS

Lumière of the Dawn
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
夜明けのリュミエール
A+B+C+D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3750 All 1+14 Total 67 -25 Strike 1~26 Full
Nanase becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

The data in these tables is based on the moves being cancelled on the earliest possible frame. If you delay the cancel, it may change the rebeat advantage or gap length.

Rebeat Table
Attack Chain Advantage
5C, 2C, 3C 2A -1
5A -2
5B, 2B 2A -3
5A -4
Gap Table
Attack Chain Frame Gap
5A/2A 5C, 2C 1
5[C] 6
214A 6
214B 2
22B 35
5B, 2B 5[C], 214A 2
22B 29
5C, 5[C], 2C, 66B, 66C 22B 27
236A, 236B 236X~B 3

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001 Moulin à Vent
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004 Averse Ciel
005 Katze Madchen
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008 Sol Envidia
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010 Mars Soir
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031 Equatorial Wave
032 Inferno Blaze
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035 Clamorous Colors
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038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
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