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Under Night In-Birth/UNICLR/Nanase
“ |
She dances. Taking on the pure air from the night sky, she seeks the one who turned her into |
” |
Story
A mysterious girl, chasing after Hyde for reasons unbeknownst. While she cries, "If you're a man, take responsibility!", the exact details of the quarrel is unknown -- that is between the two of them. She wields a long sword with ease, and fights opponents with a style that almost toys with her opponents. Underneath this Night, she finally finds the man she's looking for, the kid with a "Red Sword". Following the rumors, she dives into danger head first, making her way to the Abyss.
“ |
A-After what you did to me... |
” |
Gameplay
Nanase is a well-rounded character with very strong pressure and frametraps, as well as unorthodox mixups. She has great aerial movement control, air normals and jump canceling tools, letting her control the air in a normally very grounded game. With or without resources, she has a variety of tools to maintain the advantage and keep others blocking for a long time, and can punish impatient players who try to poke out of her pressure with well timed delayed specials. She boasts powerful offence with one of the safest and strongest oki tools in the corner. While the range of her normals is average, her specials and EX moves have far greater reach, so she remains a threat even at range. Nanase's kit fits the "main character"-type, but also boasts unique tools that let players get creative with their offence.
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 |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10700 | 5A 5B 5C 236A~C 214C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
850 | -650 | 4 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
4 | 2200 | 150 | 4300 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 28 | -48900 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 100 | ||
Unique Trait |
| ||
Vorpal Trait |
|
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
Downward sword swing.
- The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings.
- It has more horizontal range at the bottom than 2A does.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
390 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 17 | 27 | -4 | - |
Nanase pushes a big gust of wind in front of her.
- Has a bit more range than her 5A and about the same range as her 2B.
- 5B's hitbox covers the entire area directly in front of her while keeping Nanase herself in the back of it.
- Great as a general purpose poke to deal with opponents coming at you from both ground or air.
- If you hold forward (6B) and hit a j.236B projectile with it, it will send it diagonally upwards.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 23 | 37 | -8 | - |
A standing horizontal slash that covers about 1/3rd of the screen.
- Great poke when spaced correctly.
- ...However, the slash itself has a thin hitbox in terms of vertical reach and will whiff against jumping opponents unless you catch them just as they're jumping off the ground.
5[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
673 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 3 | 26 | 45 | -10 | - |
A charged version of Nanase 5C.
- It has more range and hits harder than 5C, making it Nanase's farthest reaching normal.
- If you can hit a grounded opponent with this move, it combos into 236A~A for a high damage combo.
Crouching Normal Moves
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
Nanase pokes forward with the hilt of her sword.
- Less horizontal range than 5A but comes out 1 frame faster, being Nanase's fastest poke.
- Can be used to poke out of gaps in pressure.
- Useful for rebeats to make pressure safe (5C/2C 2A is -1 on block.)
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 18 | 29 | -5 | - |
A crouching horizontal sword slash at the opponent's feet.
- Hits low and comes out relatively quick.
- Has a great range, making it a good poke when spaced correctly.
2C
Jumping Normal Moves
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 2 | 15 [2 on landing] |
23 | Varies | - |
A jumping hand smack.
- Good for intercepting in air to air situations at close range because of the fast start up.
- Hitbox reaches lower than it looks.
- Falling j.A can sometimes catch people off guard, especially if it comes after a whiffed air normal.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 19 [3 on landing] |
32 | Varies | - |
A jumping horizontal slash where Nanase swings the sword back towards her in a sweeping upward motion.
- Has a wider hitbox than j.C, allowing it to hit behind her in some instances.
j.B~B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 16 [3 on landing] |
26 | Varies | - |
A followup horizontal slash to jB where Nanase swings the sword back forward in a diagonal upward motion.
- Mostly used as a combo tool.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | High, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 18 [4 on landing] |
34 | Varies | - |
A jumping downward slash.
- Mainly a combo tool.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | High, Air Shield | N, SP, EX, CS | Launch | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 3 | 25 [4 on landing] |
45 | Varies | - |
Charged version of j.C.
- Floats Nanase forward and up as it hits, allowing extended air combos and mixups.
- If done low to the ground, this lets you add further air attacks rather than landing on the ground.
- From ground assault, the move does not float and offers great advantage on block. Even on shield, it is +1.
Command Normal Moves
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570 | Mid | N, SP, EX, CS, UNQ | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 29 | 40 | -14 | 7~11 Head |
Nanase does a handstand and kicks upward into the air.
- One of her best starter options for punish combos.
- It has impressive vertical range, making it a good option to use as an anti-air.
- On block, this move can be canceled into a unique jump that functions like her float where movement can be controlled, opening a variety of options.
- When performing the unique jump on block, your landing recovery is 0f if you don't do anything. Otherwise, typical landing recovery rules apply.
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | High, Air Shield | N, SP, EX, CS | Knockdown | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 32 [4 on landing] |
47 | Varies | - |
A downward slash that causes a hard knockdown on air hit.
- Useful for setting up air projectile oki, making it a good combo ender in the corner.
j.2[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | High, Air Shield | N, SP, EX, CS | Ground Bounce | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 3 | 28 [4 on landing] |
47 | Varies | - |
Charged version of j2C.
- It has a far bigger hitbox than j.2C, reaching far below Nanase.
- It's a useful tool to call out certain ground approach options from other characters.
- This move has a lot of blockstun, even retaining its advantage if shielded close to the ground.
j.8C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650 | Mid, Air Shield | N, SP, EX, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 15 [4 on landing] |
30 | Varies | 8~15 Head |
A rising slash where Nanase swings her sword upward in a crescent moon shape.
- The slash itself will make Nanase rise in the air, giving it a huge vertical reach.
- A strong tool to hit people out of the sky, and recovers fast enough to be safe on whiff.
- If Nanase moves to the other side of the opponent in the air, this move will re-orient her so she faces the direction of the opponent again.
- This is the only air normal that Nanase cannot use more than once before landing.
- For example, if you used j.8C and then cancelled it into j.FF, you cannot use j.8C again until you land. This restriction is unique to j.8C.
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
444 | Low | SP, EX, CS [whiff OK] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 13 | 9 | 39 | -4 to +8 | 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 the same as 66C, which hits overhead, so it's a somewhat ambiguous mixup that can be fuzzy blocked.
- Though it is not usually a true 50/50, it can be when done at a very specific distance from the opponent.
- On block it is cancelable with a very generous window, making it useful for frame traps. You can also use Chain Shift on whiff.
- It becomes plus if it hits in the later frames of the animation.
- Its active frames make it a good meaty option.
- On hit, it can be picked up with a quick normal or special for a combo.
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
666 | High | SP, EX, CS [whiff OK] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
27 | 4 | 16 | 46 | -2 to +1 | 15~26 Foot 25~26 Throw |
Nanase leaps forward and twirls before swinging her sword down.
- Hits overhead. The beginning of the animation is the same as 66B which hits low, so it's a somewhat ambiguous mixup that can be fuzzy blocked.
- Though it is not usually a true 50/50, it can be when done at a very specific distance from the opponent.
- On block it is cancelable, making it a relatively safe overhead. You can also use Chain Shift on whiff.
- On hit, this has plenty of hitstun to combo off of even without special canceling.
Universal Moves
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | 1 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 51 | - | 1~4 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | 0.5 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 51 | - | 1~4 Throw |
A vertical wind jump when done from the ground and a float when done from the air.
- From the ground, you can cancel into any air action starting on 4f. From the air, you can act as soon as 13f.
- You can use B+C after any ground normal (including dash normals), any air normal, and after j.236A/B (both normal and increased versions.)
- You can also drift forward and backward while in this state.
- If hit during the first ~15f, you will be counter hit.
- Throw invul also applies to anti-air command grabs.
- The ground version can be used to get a jump cancel during pressure or if you've used a jump cancel in a combo already. The air version can be used similarly to a double jump cancel in other games, enabling extended aerial pressure or combo continuations that could not be done otherwise.
- In vorpal state, you can use air Force Function after using ground Force Function without needing to land first.
- Momentum in the air is also increased slightly during vorpal state.
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1640 | Unblockable | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 22 | 26 | +49 on hit | - |
Nanase grabs the opponent and tosses them away in a gust of wind.
- If a j.236B projectile goes by during the grab animation, it will combo. However, the combo scaling leads to less overall damage (1492 compared to 1640.)
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | Vorpal | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -12 | 1~12 Full, 13~42 Full on hit |
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 7 (3 on hit) on landing | 58 (54 on hit) | -13 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
68 | 2 | 7 (2 on hit) on landing | 108 (103 on hit) | -14 | 1~91 Full |
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid | EX [whiff OK], CS [whiff OK], UNQ | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7~21 | 15 | 20 | 41 | -13 to +1 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid | EX [whiff OK], CS [whiff OK], UNQ | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9~35 | 27 | 28 | 63 | -33 to -7 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1836 | Mid, Air | CS [hit only] | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8~18 | 17 | 25 | 50 | -12 to +4 | 1~3 Throw, 2-25 Projectile |
Nanase charges forward behind a wind-powered sword. Often referred to as "Swordcar."
- Variable startup and frame advantage is because all versions can hit the opponent at different points in the travel path. An early-hitting swordcar is fast but unsafe compared to a late-hitting swordcar.
- A and B versions cause knockdown on hit, which can lead to favorable trades for Nanase.
- A version has the fastest startup and travels the shortest distance.
- Can be used sparingly as a poke in close-range situations or to break out of pressure.
- This version is usually used in combos unless otherwise specified.
- It can go under and beat certain special moves like Orie's Divine Thrust depending on the timing.
- B version travels far but is always unsafe, and should not be used without resources to remain safe.
- This can be used to continue a combo from a range where you're too far to use any other move.
- C version has projectile invulnerability starting on frame 2, making it an excellent option for punishing fireballs as well as some whiffed normals.
- As a starter, you have ample time to pick up even from far away by using 236B and confirming into a combo for 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.
- The opportunities to safely use 236C at max distance are few and far between. More often than not Nanase will be at a disadvantage on block; use this move with proper judgment.
236X~A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
890 | Mid | EX, CS | Crumple on ground hit, Wall Bounce on air hit | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 10 | 23 | 49 | -7 to +2 | - |
Nanase follows up Chasing le Rêvé by stabbing her sword forward.
- Possible option to end a combo if you want the distance, otherwise you have better choices.
- Nanase's best starter for damage, but the awkward and long startup means you get few occasions to use it.
- If you use it while at point-blank range to the opponent, you'll end up on the other side of them. The blockstun and distance is usually enough to prevent some opponents from punishing you without a fast, long range move or shielding.
- Frame advantage varies on distance.
236X~B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
730 | High | EX, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 | 5 | 20 | 48 | -7 to -3 | 16~28 Foot |
Nanase follows up Chasing le Rêvé by hopping forward and slashing downward with her sword.
- Unsafe on block. Never use this without meter or CS to confirm or make it safe.
- Foot invul might allow you to low crush, but still a very risky option.
- If you do happen to hit with this, you can pick up with a quick normal as well.
- Frame advantage varies on distance.
236X~C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
956 | Mid, Air | EX, CS | Launch on hit, No Collision | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 23 | 39 | -18 (whiffs if 236X does not hit) | 6~25 Projectile, 14~16 and 23-25 Full |
Nanase follows up Chasing le Rêvé by passing through the opponent and launching them up into the air with a tornado.
- This move is unique in that it only has a hitbox if it actually hits the opponent. Otherwise, Nanase will go through the opponent completely.
- On hit, Nanase has enough time to follow up with nearly anything.
- She will always sideswap on hit, making it an easy option for sideswap routes.
- However, the move is long enough to be reactable which leaves Nanase open to punishment if she doesn't hit.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1355 | Mid, Air | EX, CS, UNQ | Launch, Vacuum | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
18~32 | 18 | 27 | 62 | -9 to +6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1355 | Mid, Air | EX, CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14~23 | 18 | 27 | 58 | -9 to +1 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1670 | Mid, Air | CS | Launch | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | 18 | 28 | 58 | +3 to +20 | 1~3 Throw |
Nanase jumps and creates a tornado before floating back down.
- Startup and advantage vary depending on when the tornado hitboxes hit the opponent.
- A and B version can be cancelled into a divekick follow-up.
- If the opponent blocks in the air, the divekick is air unblockable and will always hit.
- A version is angled towards her and she floats back to where she started.
- Drags the opponent towards her on hit.
- B version is angled away from her and she floats forward.
- Hitbox is larger than the A version.
- Follow-ups can cross up if delayed a bit.
- C version is a much larger version with B's angle and Nanase travels with the tornado.
- The hitbox is massive, and can cover a large part of the screen.
- Because it is always plus on block, it can be used to keep Nanase safe. If shielded properly at close range, it can leave Nanase at 0 frame advantage.
- Useful for comboing off moves normally out of reach of Nanase's other confirms.
- If an opponent blocks in the air, Nanase can potentially hit them with a ground normal upon landing.
- On hit, has a lengthy hitstun making it easy to combo off of.
214X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | High | EX, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | until land | 27 on landing | - | -9 to -3 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | High | EX, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | until land | 25 on landing | - | -7 to -1 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | High | EX, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | until land | 27 on landing | - | -9 to -3 | - |
A dive kick followup to Ange's Invitation.
- You can delay it for as long as Nanase is in the air.
- It will always attack the opponent's position at the time you use it, meaning it will auto-correct if you or the opponent switch sides.
- You can get a full combo off a counter hit, otherwise you will have to spend meter or Chain Shift.
- A version travels the shortest distance and is the fastest.
- B version travels farther than A and is slightly slower on startup.
- C version travels the farthest, and Nanase rises up slightly during startup.
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1131 | Mid | EX [whiff OK], CS [whiff OK] | Launch, Vacuum | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 7 | 38 [14 on landing] |
49 | -23 | 1~11 Headand Dive 1~4 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1359 | Mid | CS [hit only] | Launch, Vacuum | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 10 | 45 [15 on landing] |
60 | -31 | 1~9 Full, 6~15 Head and Dive 1~5 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1670-2216 | Mid | CS [hit only] | Launch, Vacuum | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+6 | 16 | 58 [15 on landing] |
80 | -50 | 1~10 Full, 1~6 Throw |
A reversal move where Nanase kicks directly up into the air, making a tornado form around her as she does.
- All versions are capable of hitting on both sides of Nanase.
- A version has the shortest range, both vertically and horizontally.
- It can be cancelled on hit or whiff into an EX move.
- With frame 1 invulnerability to most air attacks, it is a good anti-air option especially in combination with Chain Shift.
- B version has better vertical range but still suffers horizontally.
- Tends to lose to well-spaced attacks, so don't lean on it too much as a reversal.
- Can be cancelled on hit using Chain Shift for good damage.
- C version reaches very high in the air and is a little wider too.
- You can do more damage and hits by mashing buttons and moving the stick.
- One of Nanase's most damaging options to end a combo with, though it does allow the opponent to air tech. Try not to use it as such unless you can close out the round with it.
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | EX [whiff OK], CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 (27 on crouch) | 26 | 10 on landing | 38 | +10-11 (+10-17 on crouch) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
920 | Mid, Air | EX [whiff OK], CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
24 (25 on crouch) | until hit | 12 on landing | 42 | +14 (+14-16 on crouch) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 (in air),444 (on ground) | Mid, Air | EX [whiff OK], CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 (27 on crouch) | until hit | 10 on landing | 40 | +9-17 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 (in air),444 (on ground) | Mid, Air | EX [whiff OK], CS, UNQ | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
28 | until hit | 12 on landing | 49 | +7-8 (+7 on crouch) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1523 | Mid, Air | CS | Knockdown | 100 EXS | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+6~32 | until hit | 11 on landing | - | -3 to +24 | 1~3 Throw |
Nanase throws out a wind projectile with unique properties depending on which button is pressed and whether it is held.
- Advantage is based on usage at lowest height at point-blank range.
- Advantage varies based on the defending character due to variance in hitbox sizes. For more information, see this spreadsheet by 2GBCombo.
- A pivotal tool in Nanase's pressure and overall gameplay.
- All versions can be TK'd (input motion and jump command immediately, like 2367/8/9) and it is recommended to do so in most situations.
- Charged A, all B and C versions remain active until they hit an opponent/projectile or leave the screen.
- Frame advantage changes depending on whether the opponent is standing or crouching.
- All A and B versions can be cancelled into air Force Function immediately after startup.
- You can perform any air actions except air Assault.
- Doing immediate j.A will always result in a mid hit rather than high.
- Air mobility is significantly reduced compared to regular air Force Function.
- GRD cost is the same as regular Force Function
- A version goes forward through the air. If increased, it will curve upward.
- Regular A version travels straight forward, while charged A version is bigger and hits twice.
- Charged A version can absorb another projectile if it clashes.
- Nanase retains her forward/backward momentum when using this move depending on which direction she is jumping. This is useful for performing fireballs close to the ground, as she can move forward/backward or remain in neutral position.
- B version falls down to the ground before moving forward along the ground.
- Nanase does not preserve aerial momentum due to halting movement during startup.
- While the fireball is falling, it does more damage and has better combo proration.
- Regular B version is small enough to go under some projectiles, like Hyde's or Akatsuki's. Increased B version has a bigger hitbox.
- C version is more of a tornado that travels in a motion resembling a parabolic curve.
- Has some homing capability on grounded opponents. It can travel fullscreen and eventually angle upward.
- If you cancel j.236B into this, the j.236B projectile can hit the opponent on the ground allowing for a combo.
j.214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
768 | Mid | EX, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | until land | 30 on landing | - | -6 to -9 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1092 | High | EX, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | until land | 28 on landing | - | -4 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1836 | Mid | CS | Launch | 100 EXS | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8 | until land | 32 on landing | - | -9 to -12 | 1~3 Throw, 9~until land Projectile |
A standalone version of the follow up to Ange's Invitation, with different parameters.
- A new special move added in UNICLR version 1.0.
- This move does not auto-correct; Nanase will always travel in the direction she faced before doing the move.
- All versions can be punished on block by throw at least, so it is recommended to have CS or meter ready to stay safe.
- A version is 3 hits maximum and has the smallest angle.
- Can be confirmed off of resourceless if you only hit once on counter hit.
- B version is 4 hits maximum and has a slightly longer angle.
- Can be confirmed off of resourceless if you only hit once on counter hit.
- Cannot get all 4 hits on crouching characters.
- C version travels further and can go through projectiles.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3230 | Mid, Air except sword hitbox | - | Knockdown | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 56 [29 on landing] |
73 | -41 | 1~36 Full, 1~44Throw |
Nanase performs an invincible sword uppercut before jumping up and pushing a ball of wind into the opponent to knock them down.
- The sword portion of the hit is air unblockable.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3750 | Mid, Air | - | Knockdown | 200 EXS, Vorpal or GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+15 | 6 | 46 | 67 | -25 | 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.
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.
Attack | Chain | Advantage |
---|---|---|
5C, 2C | 2A | -1 |
5A | -2 | |
5B, 2B | 2A | -3 |
5A | -4 |
Attack | Chain | Frame Gap |
---|---|---|
5A, 2A | 5C, 2C | 1 |
214A | 6 | |
214B | 2 | |
5B, 2B | 5[C], 214A | 2 |
236A, 236B | 236X~B | 2 |
Videos
External Links
- Nanase Primer by NeoN and Murphy
- Consolidated Nanase Guide by Cheezy
Players to Watch
The following players are on this list because they either are high/top-level players with match footage to reference, or otherwise at least mid-level players who have available reference footage for the character. Newer players can look up the players on this list to see how the character can be played in a variety of ways.
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 |
---|---|---|---|---|
Hishigata |
![]() Japan |
Active | Rank 1 Nanase in Japan.
| |
Zawa |
![]() Japan |
Inactive | Top-level Nanase player in Japan.
| |
Sutawo |
![]() Japan |
Inactive | Top-level Nanase player in Japan.
| |
Michel YouTube |
![]() Japan |
Active | An active Nanase player in Japan who frequently netplays.
| |
2GB Combo |
![]() United States |
Inactive | Top-level player from California.
| |
NeoN |
![]() United States |
Inactive | High-level player from Texas.
| |
Grey |
![]() United States |
Active | Another high-level player from Texas with his own unique playstyle.
| |
Cheezy |
![]() United States |
Active | A high-level player from the Midwest with high character knowledge that enables his core fundamental play.
| |
Wish YouTube |
![]() United States |
Active | A high-level Nanase player from the Midwest with an unhinged playstyle (read: likes to mash.)
| |
Icekin |
![]() Canada |
Inactive | High-level player based in Canada.
| |
Lionheart |
![]() Germany |
Inactive | High-level player from Germany.
|
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Nanase Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-04-27 by Wishy.
76% complete | ||
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Page | Completed | To-do | Score |
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49/50 | |
Strategy |
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12/25 |
Combos |
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15/25 |