User:Wishy/Sandbox3

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Nanase

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

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.
  • Normals with Hurtboxes: Nanase's low normals leave her vulnerable to Assault, attacks with Foot invulnerability, and sometimes just getting counter poked because her hurtboxes are also sticking out on her sword. Even her 5B isn't safe from whiff punishes, and so she cannot just recklessly put out buttons without a proper plan behind them.
  • Fireballs are not free: Nanase's neutral is much easier with a projectile, but many characters have tools to punish her for throwing fireballs in neutral. She often needs to take a different approach with her other tools to advance, have more effective okizeme, or push her opponents to the corner. Zoners can give her a very hard time at first, as can characters whose buttons match her range with greater reward.


Unique Mechanics: Jump Cancel

Nanase can perform a jump cancel from her 3C on block, 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 using her Force Function as a jump.


Nanase's j.236X and 22X special moves also can be cancelled into Force Function during their recovery at any time.

Vorpal Trait

During 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 increased significantly, enabling greater movement.



Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters