Under Night In-Birth/UNICLR/Nanase/Strategy

From Mizuumi Wiki
Jump to navigation Jump to search
Profile-nanase.png

Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Nanase generally wants to control the neutral with her strong normals, mobility and fireball. She will want to set a fireball with j.236B whenever it is safe to do so, and use it to pressure the opponent and check their responses. If they just block, be wary of counterattacks if you're far away. Certain characters have tools that make setting fireball in neutral a bad idea, in which case Nanase will want to patiently close in by dashblocking so she can pressure with her normals. Ideally, you want to use combos to carry the opponent to the corner or at least set a fireball to exert pressure with on their wakeup.

Neutral

Fireball and get in.

Approach

Nanase needs to choose her approach based on how much she can leverage her fireball. Against some opponents she can set fireball at round start and run in immediately to check opponent responses, and form a game plan from there. Against others, she'll be forced to play a more patient game where she dashblocks and closes the distance enough to take control with her solid normals. Fortunately, her great dash speed means she's never lacking in a chance to chase an opponent. As long as you are aware of her range and play it safe, you're likely to win Vorpal and can afford to take more risks.

Sometimes you can use her other special moves to try and brute force a way in, such as using her swordcar (236X) or 214X moves. However these options are very risky without the proper spacing or resources to keep Nanase safe on block, and make her quite vulnerable if they whiff. They should be used sparingly with consideration for the risk/reward ratio of the situation.

Keep Away

Nanase isn't the kind of character who wants to stay away for long, but she isn't necessarily helpless at a distance either. You could back off to set a fireball that covers her approach, though you must be wary of forfeiting too much of the stage or backing yourself into a corner. Her non-IC B fireball can often go under other fireballs due to traveling along the ground, and both versions of A fireball are valuable tools for checking air approaches. Her air normals have decent speed and range for checking jump-ins too, especially her j.8C which has head invulnerability. Nanase's ground normals are quite effective even at their maximum ranges, with her long 2B and 2C helping to police ground movement at risk of the opponent jumping over them.

Offense

Pressure

Nanase's pressure is incredibly flexible and mainly focused on cracking her opponents with frame traps, staggered normals, fuzzy and not-so-fuzzy mix, and the threat of her strong throw to top it off. Mix in special moves with rebeats to keep opponents guessing when it is safe to try and escape. Nanase's only overheads from the ground come from either her 66C or as follow-ups to special moves. This means they have notable startup time and are usually able to be reacted to, but have some utility in punishing opponents eager to poke out if you have the resources to stay safe after.

Fireball is an incredibly powerful tool for pressure, leaving Nanase always in advantage if the opponent blocks (moreso if they block crouching.) A common tactic is to set B fireball and outrun it. As the opponent sits and waits to block the fireball, Nanase grabs and throws them instead. After showing this to the opponent, you can vary throw timings and use other normals to bait and punish the opponent for trying to read the throw. If they try to jump over, they are vulnerable to 3C or j.8C, or even 623X. If they try to throw an attack to stop your approach, dash and block to let the fireball catch up and even hit them. However, she cannot cancel into fireball in a block string without using her Force Function which drains GRD. Fireball's lengthy startup makes her somewhat vulnerable to projectile-invulnerable reversals. Depending on the situation, cancelling fireball into FF can allow her to block if the reversal is not air-unblockable (note that you can only use FF once before landing if you do not have Vorpal.)

Okizeme

Nanase's oki can be as simple as throwing out a meaty hitbox, or she can take the time to unleash multiple overheads on an opponent waking up. You can pick and choose what to do based on your opponent's options and their position on the screen, as well as how much time your combo ender gives you to act.

There are short, easy-to-understand guides to get started with Nanase's okizeme in the Videos section of this page. Please watch those if you would prefer a visual demonstration of some of her okizeme options.

Fireball

In many routes, Nanase can opt to set a meaty B fireball by doing j.2C j.236B. If the opponent does an immediate neutral ground tech, the fireball hitbox will be right on top of them and prevent any action except reversals with frame 1 invulnerability. This has the benefit of effectively ensuring your turn if the opponent does not bet it all on an invincible reversal (though you should be cautious of wakeup CS making a reversal significantly more attractive as an option.) In CLR, Nanase can cancel her fireball into Force Function. This gives her access to options for fuzzies previously only available if she used CS to cancel fireball. One common use is j.236B FF j.2[C]; Nanase can charge right away to attack with a strong overhead as soon as the opponent gets up, or time the charge so it is cancelled on landing. From there she can opt for 2B to hit low, or even go for a throw. You could also use j.B for a faster overhead, but if shielded she is vulnerable to counter-attack.

Typically, meaty B fireball is not the best option if the opponent is not in the corner because they have more flexibility to avoid or otherwise mitigate the threat of meaty fireball. If the opponent techs backward, there is still time for Nanase to give chase and threaten them with attacks like 5B, 2B or hitting the fireball with 6B if they try to jump out of harm's way. If the opponent delay techs, the tech timing will allow them to be invulnerable for the entire time the fireball hitbox is over them. This lets them ignore the threat of fireball entirely, though you can still press on with meaty normals. Sometimes the opponent will choose not to tech at all, instead taking the fireball hit. When this happens, this can disrupt your okizeme plans. One way to deter this is to react and use 214A or similar for some extra damage and hard knockdown again. Alternatively, IC j.236B will delay the fireball set long enough to meaty hit an opponent who does not tech. If the opponent does immediately tech and Nanase does IC j.236B, she may be vulnerable to 3f reversals.

B fireball does not need to be meaty to be useful. You can opt for enders like 2C FF j.236B which will set a fireball in front of the opponent instead of on top of them. While it won't be a meaty hit, fireball is still an immediate threat that the opponent must deal with in some way.  Nanase can then respond to the opponent as is appropriate, using normals or just dashing up to throw them and run oki again.

A fireball is also useful after a knockdown, and gives you plenty of plus frames on block to start your pressure however you'd like.

214X

It is worth noting that 214X and its follow-up attack provide different numbers of advantage frames as combo enders, though the difference is not great. Typically, ending with ~B follow-up will provide more plus frames than ending with ~A follow-up, though the angle makes her prone to sideswaps.

With this in mind, new options may be available to attack an opponent's wakeup. It may be worth remembering optimal combinations as Nanase tends to use 214X enders when she wants both damage and hard knockdown as opposed to just setting a fireball.

Gimmicks

Chain Shift Uses

  • 214X into immediate CS lets Nanase ride the momentum of 214X into air actions of her choosing. She can take advantage of this on a blocking opponent and attack with fuzzy overheads.
    • Fuzzy j.2[C] is easily the most powerful option, letting you easily run j.2[C] mix that is difficult to defend against.
    • For example, j.2[C] FF j.A is a gapless string on block. You can mix it up with j.2[C] 2B, or j.2[C] AD if they're shielding.
  • 236X~A CS can create a fuzzy block situation if the opponent blocks standing (usually in anticipation of 236X~B.) If the opponent did not shield, you can take advantage of the long blockstun from 236X~A to do j.B or 2B. The opponent's standing hurtbox leaves them vulnerable to overhead j.B.
  • 236X CS is useful to confirm off a swordcar hit or stay safe on block. A handy trick to pull out as a wakeup option on occasion, especially with 236A's 7f startup.
  • 66B and 66C can be whiff cancelled into CS. This is useful for using them as meaty attacks, as they can be cancelled to bait and punish reversals.

Dash Normal 50/50

At a very specific distance to the opponent, Nanase can use her dash normals such that 66B (low) and 66C (overhead) can potentially hit at the exact same time for 1 frame. For all intents and purposes, this is a true 50/50.

  • This is difficult to set up outside the corner and is not impossible to prevent.
  • The easiest setup you can do is to do a combo into 2C 5[C] 214B j.236C ender.
  • Another way to set it up in the corner is to end a combo with 236X~C 7j2C w.jA. After the whiffed j.A, you have just enough time to throw out j.236A before landing, which puts you in the correct distance.
  • The opponent is locked in place with an A fireball. If the fireball is blocked, there is no gap before the dash normal connects.
    • If they shield the fireball, there is a gap approximately 2 frames long where a reversal can be buffered. Normally the pushback from shield will cause Nanase to whiff, but this can be mitigated by timing the input of the dash normal at the moment the opponent would shield the fireball.

Defense

Reversal Tools

Nanase has access to a meterless reversal 623B, as well as 623C and universal reversal tools (IW, VO, Guard Thrust.) Her buttons are fast enough to be used to poke out in some situations. It's important to note that sometimes the best option on wakeup is to simply block and wait until an opportunity to escape comes up.

Below are some of her useful buttons to use on wakeup.

  • 5B is a strong disjointed normal that comes out very quickly, and can be confirmed off any range.
  • 2B has longer range than 5B and hits low, at the cost of being slightly slower.
  • 2C has even longer range and is slower still. It's recommended to use this in situations when the opponent is pushed far away from Nanase and is attempting to dash back in to reset pressure.
  • 3C is a solid anti-air button to throw out if they're jumping and using a slow button to attack.
  • 236A comes out just as fast as 5B and moves Nanase forward, allowing her to punish moves normally out of reach at the cost of being unsafe on block.
  • 623A does not have full invul, but has head & dive invul from the moment the attack begins. It is an excellent anti-air tool, and you can use resources to combo off it.
  • 623B is a traditional DP that has the benefit of hitting behind Nanase as well as in front. Though the horizontal range is lacking, its vacuum effect can pull in opponents throwing out a meaty hitbox.
  • CS provides 1 frame of full invul on activation and freezes the action for just long enough to quickly gauge the situation. If you're hesitant to commit to a wakeup option, CS can allow for a clear reaction.

Option Selects

  • 5B~AD
    • Throw OS that leverages 5B, which is both a strong and fast normal.
  • 3C~AD
    • Anti-Air OS using one of Nanase's strongest buttons.
    • You can buffer a 2A input so that if 3C hits, you cancel into 2A whiff. Add a 5AD input after if you want to go for a TRM.

Counter Strategies

  • A major part of Nanase's gameplan is being able to use her fireballs effectively. Keep the pressure on her to reduce her opportunity to actually set fireball, and punish her if she tries to do so in an unsafe moment. Fireball startup is not quick (A fireball is 20 frames, B fireball is 21 frames) and she always has to be in the air to throw them. She can only air block after setting a fireball if she cancels into FF.
  • Nanase may try to use FF to set fireballs during her pressure. Though it's scary to challenge her doing this, she must also spend GRD and it is technically reactable. Shield her fireballs often and play the GRD war to steal Vorpal from her or otherwise make her rethink using FF with abandon.
  • Nanase approaching with B fireball is a common scenario, and the first layer is for her to run past the fireball and go for a throw to punish opponents trying to shield fireball. If you show you can tech the throw or otherwise avoid the situation with something like jumping, then she'll move on to going for anti-air moves or trying to TRM you. Explore your options in this scenario to be prepared when you see a B fireball with Nanase running behind it.
  • Nanase's special moves typically leave her minus unless done as far away as possible (with the exception of fireball.) If she does 214X and is trying to delay the follow-up, either buffer an anti-air reversal or block and force her to spend resources to stay safe. All 236X follow-ups are punishable on block unless they connect at maximum range, and you can time a backdash to avoid and punish all 3 follow-ups. Only 236X~B is high, while 236X~A is mid and 236X~C has no hitbox on block. Her j.214X attacks are all minus on block, and j.214B is the only version that hits overhead.
  • 214C is often used as a way for Nanase to reset pressure, leaving her +3 at worst typically. If you shield the last hit of it she'll end up with 0 frame advantage, forcing an RPS situation where she can throw, hit a 5-frame button (2A, 623A), or try to avoid the situation with something like backdash.
  • Shielding Nanase's pressure will force her to go for a pressure reset sooner, as despite the range on her normals she'll eventually be pushed back too far to properly confirm off some of them. Forcing a rebeat or whiffed normal is usually the best chance for slower characters to take their turn back.

Match Ups

Hyde
Uni hyde icon.png
Hyde[No Data]
[character page][match videos]
Linne
Uni linne icon.png
Linne[No Data]
[character page][match videos]
Waldstein
Uni waldstein icon.png
Waldstein[No Data]
[character page][match videos]
Carmine
Uni carmine icon.png
Carmine[No Data]
[character page][match videos]
Orie
Uni orie icon.png
Orie[No Data]
[character page][match videos]
Gordeau
Uni gordeau icon.png
Gordeau[No Data]
[character page][match videos]
Merkava
Uni merkava icon.png
Merkava[No Data]
[character page][match videos]
Vatista
Uni vatista icon.png
Vatista[No Data]
[character page][match videos]
Seth
Uni seth icon.png
Seth[No Data]
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda[No Data]
[character page][match videos]
Chaos
Uni chaos icon.png
Chaos[No Data]
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase[No Data]
(Mirror)
[character page][match videos]
Byakuya
Uni byakuya icon.png
Byakuya[No Data]
[character page][match videos]
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
Uni mika icon.png
Mika[No Data]
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
[character page][match videos]
Enkidu
Uni enkidu icon.png
Enkidu[No Data]
[character page][match videos]
Londrekia
Uni londrekia icon.png
Londrekia[No Data]
[character page][match videos]
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
[character page][match videos]

Videos

Basic Nanase Okizeme Guide by Lionheart
Advanced Nanase Okizeme Guide by Lionheart

External Links

Nanase Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-01-31 by Wishy.

76% complete
Page Completed To-do Score

Overview

  • Added hitboxes for all moves.
  • Added detailed frame data and descriptions.
  • Almost all frame data has been verified.
  • Find or create a character overview video.
49/50
Strategy
  • Basic strategies added for the character
  • Offense, Defense, Counter strategies written
  • Fill in Matchup Strategies
12/25
Combos
  • Beginner BNBs added (now with videos!)
  • Combo Catalog has more combos.
  • Keep adding combos
  • Make or link to more combo videos
15/25
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika