Nayuki Minase (asleep)
From EFZWiki
Contents |
Introduction
Minase Nayuki (asleep) (水瀬 名雪(寝)) is a strange, unorthodox character who fights with her unpredictable style of sleep-fu. As Nayuki consumes more strawberry jam, her offensive capabilities increase dramatically. Nayuki is well suited to a rushdown-pressure style of play once she reaches high levels of jam.
Nayuki is actually one of the heroines of Kanon, a visual novel produced by Key in 1999. She is Yuiichi's cousin, childhood friend, and has always been in love with him. Nayuki is the daughter of Akiko, and is also classmates with her friend Kaori. She is an extremely fast runner and is the captain of the school's track team because of this. On the other hand she is a very heavy sleeper, with a massive collection of alarm clocks that are able to wake up Yuuichi in the adjacent room, but do not seem to work on her at all. Nayuki really enjoys strawberry jam and strawberry sundaes, but is completely terrified at the mere mention of her mother's "special" jam. During Kanon, Yuuichi is warmly supported by Nayuki as he tries to help the people he cares about, but as he starts to remember what happened with Nayuki 7 years ago, things turn for the worse...
Stage: In Front of the Minase House (Day) (水瀬家前(朝))
BGM: 2 Steps Toward
Character-Specific Notes
- Nayuki is able to air jump once, and air dash/backstep one to three times, depending on her jam level. Once Nayuki has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.
- Nayuki's ground dash is actually a long leap off the ground. The first attack she does during her ground dash will be consided a ground attack and can be blocked both high or low, but subsequent attacks will be considered aerial attacks, and must be blocked high.
- Nayuki's air dash/backstep is odd in that it sends her about 45 degrees downwards. Also, if Nayuki does not cancel her air dash/backstep with an attack, she will immediately go into a knockdown state when she lands on the ground.
- Nayuki's Medium attacks chain as follows, given enough jam: 5B(c) 5B(f), or 2B 5B(f).
- There is a number just above Nayuki's SP gauge, indicating her current jam level. This jam level increases by 1 every time Nayuki does her "Strawberry jam is delicious" move (up to a maximum of 9), and decreases by 1 every time Nayuki is knocked down to the floor by the opponent (down to a minimum of 0). To summarize, as Nayuki's jam level increases, she gains new moves, some moves hit more times, other moves come out faster, the number of air dashes/backsteps increase, and her walking speed increases. The exact opposite can be said as Nayuki's jam level decreases.
| Jam increases to... | Effect on Nayuki |
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Anything |
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Jam Level 1 |
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Jam Level 2 |
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Jam Level 3 |
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Jam Level 4 |
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Jam Level 5 |
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Jam Level 6 |
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Jam Level 7 |
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Jam Level 8 |
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Jam Level 9 |
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Normal Moves
The notation for the movelists can be found under Move List Notation.
| Move | Hits | Damage | Guard | Move Cancel | Jump Cancel | IC Cancel |
|---|---|---|---|---|---|---|
| 5A | 1 | 190 | Ground | Yes | Yes | Yes |
| 2A | 1 | 200 | Low | Yes | Yes | Yes |
| j.A | 1 | 250 | High/Air | Yes | Yes | Yes |
| 5B(c) | 1 | 450 | Ground | Yes | Yes | Yes |
| 5B(f) | (6+ Jam) 1 | 200 | Any | Yes | No | Yes |
| 1 | 200 | Any | Yes | Backdash only | Yes | |
| 3 | 50*3 | Any | Yes | Backdash only | Yes | |
| (5+ Jam) 1 | 350 | Ground | Yes | No | Yes | |
| > chain to j.C | 1 | 680 | Any | No | No | Yes |
| 2B | 1 | 450 | Low | Yes | Yes | Yes |
| j.B | 2-4 | 150*2-150*4 | High/Air | Yes | Yes | Yes |
| (0-6 Jam) 5C | 1 | 680 | Ground | Yes | No | Yes |
| (7+ Jam) 5C | 1 | 680 | Ground | Yes | Yes | Yes |
| 2C | 1 | 550 | Any | Yes | Yes | Yes |
| j.C | 1 | 680 | High/Air | Yes | Yes | Yes |
| Throw | 2 | 1000 | Throw | No | No | No |
| j.Throw | 2 | 1300 | Air Throw | No | No | No |
| (8+ Jam) j.66/44 | 1 | 600 | Any | Yes | Air dash only | Yes |
| Nayuleap [2-9 Jam] | ||||||
| 6B | 1 | 440 | High/Air | No | No | Yes |
Weak Attacks
5A
- Nayuki turns to her back and brings up her heel, for a quick hit.
- quick hit that can be spammed and hits middle, is pretty safe on whiff, but has short range. cancels into just about anything.
2A
- Nayuki (while crouched) will turn away and flick her cat tail forward for a quick hit.
- quick hit that can be spammed and hits low, pretty safe on whiff and has a bit more range than 5A. just like 2A, can be canceled into anything.
j.A
- Nayuki (in the air) positions herself in a body slam pose and jabs the opponent with her body.
- not really a body slam; this move is a quick attack that can be spammed in the air, is an aerial attack so can only be blocked in the air or standing. can cancel into j.B or j.C. all delay is canceled once you touch the floor, so you can lead it directly into an attack or jump.
Medium Attacks
5B (close)
- Nayuki leans forward and attacks with a chop.
- can be used in sucession with proper timing but will cancel into f.5B if B is pushed too soon, can also be canceled into 2B, C attacks, or into a jump.
5B (far)
- Nayuki leans her head forward for an initial hit, leaps headfirst in a drilling charge, then lands face down into the floor.
- from 0 to 5 jams it hits 4 times initially, above that jam level it hits 5 times. also on level 5 jam and above it gains a hit on landing. can be cancelled on landing hit for a ground C attack or a special attack, or canceled into an aerial attacks during her leap. is useful to close gaps created by guard push to continue a block string because the leap causes nayuki to move forward while allowing nayuki to attack at the same time.
2B
- Nayuki (while crouched) collapses forward and stretches both her legs forward and back for a hit.
- Hits low, cancels into C attacks, and moves nayuki forward a bit. very useful to cancel into 2C for an easy launch as f.5B will push the opponent too far for 2C to hit reliably.
j.B
- Nayuki does a forward flip hitting multiple times with her arms and legs.
- It's a multi-hit attack, making it's active time pretty long, and can cancel directly into j.C. all delay is cancelled if you touch the floor allowing you to lead into another attack or jump.
Strong Attacks
5C
- Naykui pulls keropi from behind her and slams it into the ground in front of her.
- can only cancel into special attacks. hits a very wide area, will knockdown airborne opponents into the ground. if not canceled into anything she will flip over keropi, and fly forward completely defenseless, putting her directly next to an opponent if they blocked, and in a bad position.
2C
- Nayuki (while crouched) grabs Keropi's head out from the ground and pulls him out.
- this cancels only into jumps and special moves. this move launches on hit and hits a tall vertical area.
j.C
- Nayuki (in the air) pulls out Keropi from behind her and swings it quickly in front of her.
- hits a wide area, causes high knockback to aerial opponents. cancels only into jumps, air dashes (and air dash attacks). all delays are cancelled if you touch the floor, allowing you to lead into an attack or another jump.
Throws
Throw
- Nayuki's basic throw. grabs the opponent's feet and picks them up, throwing them over her head.
- her basic grab, throws opponents behind her so if you can tick grab the opponent you can escape a corner.
Air Throw
- Nayuki's basic air throw. Nayuki grabs the opponent and throws them down at a 45 degree angle.
- an air throw, use on air-teching opponents to throw them down and possibly back into a corner after a rushdown.
Other
Air Dash/Backstep
- Nayuki (in the air) gets kicked at a 45 degree angle toward the ground by Keropi.
- at high levels of jam these dashes gain a hit on them. use airdashes to cancel jump moves, and to move around the stage quickly. all dashes can cancel into any aerial move. In fact, not canceling the dash before nayuki hit's the floor will result in nayuki taking a downed state (does not decrease jam level), where she will be vulnerable. the dash hit can be used to extend combo's or as an overhead attack to crouch-guards.
Command Normals
Nayuleap (なゆリープ)
- Nayuki takes a short but high leap and quickly extending her leg for a kick as she comes down.
- this move is an overhead so it can break crouch-guard. it's a pretty slow move, with long delay after a miss. won't cancel into most attacks, and cannot be jump canceled.
- your better off trying to tick throw them.
Special Moves
The notation for the movelists can be found under Move List Notation.
| Move | Hits | Damage | Guard | IC Cancel |
|---|---|---|---|---|
| Strawberry jam is delicious | ||||
| S | 0 | N/A | N/A | N/A |
| Feint Jam | ||||
| 2S | 0 | N/A | N/A | N/A |
| Keropi is here | ||||
| 236A | 1 | 550 | Any | No |
| 236B | 1 | 550 | Any | No |
| 236C | 5 | ≈850 | Any | No |
| 236S | 0 | N/A | N/A | N/A |
| Nayu-chan Kick [Jam Level 2-9] | ||||
| (2 Jam) 623A | 1 | 600 | Any | Yes |
| (3-5 Jam) 623A | 1 | 800 | Any | Yes |
| (6-8 Jam) 623A | 1 | 900 | Any | Yes |
| (9 Jam) 623A | 1 | 600 | Any | Yes |
| (2-4 Jam) 623B | 1 | 600 | Any | Yes |
| (5-6 Jam) 623B | 2 | ≈1000 | Any | Yes |
| (7-9 Jam) 623B | 3 | ≈1370 | Any | Yes |
| 623C | n | 140*n | Any | Yes |
| 1 | 650 | Any | Yes | |
| Rolling~ [Jam Level 1-9] | ||||
| 41236A | 1 | 650 | Any | Yes |
| 41236B | 1 | 650 | Any | Yes |
| 41236C | 2-10 | ≈720-1060 | Any | Yes |
| Zzz~ | ||||
| 214A/B/C | 0 | N/A | N/A | N/A |
| > Unyu? | ||||
| > A | 1 | 700 | Any | Yes |
| > Keropi is there | ||||
| > B | 1 | 550 | Any | No |
| > Unyuu | ||||
| > C | 1 | 650 | Ground | Yes |
| > Unyu~ | ||||
| > 2C | 1 | 550 | Ground | Yes |
| > Strawberry jam is delicious | ||||
| > S | 0 | N/A | N/A | N/A |
| > Feint Jam | ||||
| > 2S | 0 | N/A | N/A | N/A |
| > Rolling Movement | ||||
| > 4/6S | 0 | N/A | N/A | N/A |
| Black Demon [SP Level 1-3] | ||||
| 236236A | 1 | 1700 | Any | No |
| 236236B | 2 | ≈2500 | Any | No |
| 236236C | 3 | ≈3650 | Any | No |
| Beam [SP Level 1-3] | ||||
| 214214A | 2*4 | 425*2*4 | Any | No |
| 214214B | 2*8 | 425*2*8 | Any | No |
| 214214C | 2*16 | 425*2*16 | Any | No |
| Super Electric Shadow Bullet [1/3 HP, SP Level 3] | ||||
| C236236 | ≈58 | ≈5600 | Ground | No |
Specials
Strawberry jam is delicious (イチゴジャムおいしい)
- Nayuki raises a jar of jam above her head, sits down with her back toward the opponent, and eats a spoon of jam.
- causes the jam level to go up by 1. very quick move, but leaves you defenseless for that single moment. best move nayuki can do.
- when done out of the Zzz move, she does not pose, making the move shorter and less noticable.
Feint Jam (フェイントジャム)
- Nayuki Raises a jar of jam above her head.
- very quick move, does not increase your jam and does not leave you defenseless. might trick your opponent into thinking you were going to eat a jar of jam and attack you, leaving themselves wide open.
Keropi is here (けろぴーはここ)
- A version:
- Nayuki drops keropi in front of her and kicks it directly forward, almost parallel to the ground.
- This move can be used to keep opponents away, hindering ground advances. The long startup time makes this move less useful than most other character's projectiles.
- B version:
- Nayuki drops keropi in front of her and kicks it diagonally forward-up.
- This move can be used to keep opponents away, hindering aerial advances. It has the same weakness as the A version.
- C version:
- Similar to the A version, but travels farther, hits up to 5 times, and has invincibility frames up to the part where she kicks Keropi. Uses RF meter
- great for keeping opponents away, this move has enough invincibility frames and hits to be viable to push away the opponent and give you time to JAM. doesn't cancel into much, but you can chase down the keropi for a cross up. This move cannot cancel into anything except supers.
Nayu-chan Kick (なゆちゃんキックだおー)
- Nayuki leaps forward while kicking.
- A version does a single quick kick flying up at a 40 degree angle, higher jam makes her go higher. at high levels of jam, can cause wall bounce. B version does a different amount of kicks as jams increase, initially doing a single very low flying kick, and growing steadily higher to 2 or 3 high flying kicks. C version does rapid flying kicks, while floating 45 degrees up slowly, finishing with a final knockdown kick, with the number of kicks increasing per jam level. C version has invincibility frames throughout and is an RF attack. does not cancel into anything except eternities.
Rolling~ (ころがるんだお~)
- Nayuki curls into a ball and rolls quickly, uncurling at the end.
- A version has a hit at the end as she uncurls, will knockdown opponent if hits. A version makes nayuki roll forward, quickly allowing quick escape from a corner under an airborne opponent. B version rolls backwards and has a hit (yes, it's confirmed, B has a hit). C version is an RF attack and causes Nayuki to do the A version with multiple hits during the rolling phase. does not cancel into anything except eternitys, but has a low recovery time allowing you to get in a hit/combo before they hit the floor.
Zzz~ (くー)
- Nayuki falls into a deeper sleep, lies down head first into Keropi. looks similar to a downed state.
- Nayuki's stance change move. causes her to go into Zzz~ stance.
Unyu? (うにゅ?)
- Nayuki leaps forward in a body slam pose.
- and overhead flying attack, can knockdown opponent. flys over a wide area.
Keropi is there (けろぴーはあそこ)
- Nayuki grabs a keropi out of the ground and flings it forward, as she falls back.
- you can control the angle of it's ascent/descent by holding 4 or 6. try to aim for the opponent. covers a large area and is great for anti air. you are very vulnerable if it is RG'd due to the long recovery time of the move.
Unyuu (うにゅう)
- Nayuki does her 5C move.
- similar to 5C, but done out of a low position. when used with rolling you can bait the opponent to attack and counter hit them/ hit them out of the air.
Unyu~ (うにゅ~)
- Nayuki does her 2C move.
- similar to 2C, a launcher.
Rolling Movement (ローリング移動)
- Nayuki does rolling move.
- Does not attack like the standing versions. can cancel into any Zzz attacks anywhere in the roll. when cancelled into jam, she does the jam-pose, unlike her sleeping-jam where she does not pose.
Eterny Specials
Black Demon (くろいあくまだおー)
- Nayuki drops a black Keropi with a fuse in it's head. after a while the keropi will explode dealing massive damage, higher levels do more damage.
- This move is useful as a way to increase the pressure on your opponent. keep your opponent in a non-guarding state and near the bomb until it explodes by keeping them in attack stun.
- more than likely the opponent will put their guard up, it's up to you to break their guard before the bomb explodes.
- dropping a bomb will sometimes make opponents cautious and hold up their guard on reaction, you might be able to get a free jam off.
- if your having trouble getting through the opponent's guard, try using a level 1 bomb and just throwing them.
Beam (びーむだおー)
- Nayuki flys up with 2 keropi dolls, the keropi dolls begin to fire laser beams which go across the entire screen
- different levels cause you to fire different amounts of lasers and at different rates of fire. great for tacking on damage at the end of a combo, or building space between you and the opponent.
- this move has a lot of priority over other projectiles, if you see the opponent throwing out a projectile try and hit them with this on counter, you may hit the opponent and destroy their projectiles before your in any danger.
- BOTH lasers have hit boxes. meaning if you can hit with both of them, you will hit twice with damage for both, both lasers hitting at the same time does NOT affect how high the opponent will fly up after being hit. for maximum damage hit with both lasers each time you wish to hit with the laser. hitting with both lasers, however, requires you to be more accurate with the "hit-miss-hit-hit-miss-hit-hit-hit" pattern you would normally use with a level 2 beam because hitting with the bottom laser and the top laser means you must move away faster for the "miss" part or risk launching the opponent too high with a third hit and actually lose out on damage.
- to hit with both beams, use nayuki's position to measure the middle of both beams and match it to the opponent's body. if the opponent is higher than nayuki only the top beam will hit, same if they are lower than nayuki, where only the bottom will hit.
- it's advantageous to stay away from the opponent at lower jams to give you more time to eat more jam, but at higher jams it's better to stay near them and apply pressure.
- factor in the fact that it's easier to tell if you've lined up the beams when you put nayuki right next to the opponent's body vs advantage of distance when flying around. every little bit of positioning can help. try to stay next to the opponent at the start of the specials and edge away from them if you have low jams, stay in their face the whole time if your at higher jams.
- level 3 special is very fast and timing misses and hits is almost impossible, so try to count the hits, usually after 10 beam hits (5 hits before they launch into the sky, and you usually can only catch them twice) they fly too high for you to continue your assault, so start descending and land before they do for the most frame advantages/jam time.
Final Memory
Super Electric Shadow Bullet (超級だおー電影弾)
- Nayuki gets picked up by Keropi and is spun around at high speeds, taking the form of a giant rotating ball. Keropi then fires the Nayuki-cannonball forward, which drills past anything in her way, and then explodes on contact with the far wall. After the explosion, Nayuki is blown away from the far wall at a high trajectory.
- This move does a crazy high amount of damage when it is comboed into and positioned properly, especially on a cornered opponent. In the unfortunate situation that you are unable to land this move, it will still be hard for your opponent to punish you afterwards since Nayuki is invincible during the entire move, and has full mobility right after the explosion.
Strategy, Tactics, and Combos
Combos
- Zero Jam BnB: (close) 2A 5B 2C [jump] j.BC.
Does about 2000 damage, and does not need any RF or SP bar. If the opponent is in the corner, you can add an extra [jump] j.BC at the end for extra damage.
- Half BnB: (close, 3+ jams) 5/2A 5BC 623B S.
Does about 1800-2000 damage depending on your jam level, and lets you increase your jam by one. If you have 5-6 jams, you can change the 5BC to 5BBC for extra damage, but make sure you let the final hit of that additional 5B land before the 5C.
- Full BnB: (close, near corner, 7+ jams) 5/2A 5BB [before landing] 5C 623B [IC after 2nd hit] j.BC [jump cancel] j.C 66 j.C
- Full BnB: (close, near corner, 8+ jams) 5/2A 5BB [before landing] 5C 623B [IC after 2nd hit] j.BC [jump cancel] j.C 66 j.C [land] [jump]. After that, do an air-throw if they tech, or keep looping j.C 66 j.C [land] [jump] again if they are still vulnerable.
The Half BnB goes straight into a knockdown, so you can increase your jam level quickly while maintaining advantage and momentum. If all goes well you'll jam right into the 7-9 jam tier and can flow right into a full BnB.
- Beam Combo: (close) 5/2A 5BC 214214A/B/C. This simple combo will work for any given jam level, and will deal 2500+ damage depending on what level of Beam you use. At higher jam levels, you can add more improvised moves to that combo and it will still work as long as it ends with the 5C canceling into the Beam.
- For the A version Beam finisher: Follow the opponent up, hitting them with all 4 beams.
- For the B version Beam finisher: Try to stay as low as possible while still hitting the opponent using this pattern of 1 hit, 1 miss, 2 hits, 1 miss, and 3 hits. If you stay low enough, you will land before your opponent and can continue your combo.
- For the C version Beam finisher: Go nuts?
- at low jams including 0, a sucessful beam can give you the frame advantage and distance to gain 2-3 jams and out of danger.
- tick throw: (close, near corner 5+ jams) 5/2A 5BB [at the top of arch to crouching opponent] j.C whiff [land] 6C(throw) this combo when used with normal guardstring can increase the flexibility of your pressure. it take opponent out of the corner but it's safer than waiting to get RG'd by the opponent.
- notes on guardstring: [8/9 jams] 96 B IAD-ing after a 5C that is not RG'd can close the distance on the opponent and keep them in guardstun then using the momentum, cancel it into nayukia's j.B to continue blockstun and to avoid going into knock-down state. afterwards your free to continue your assault.
Tactics go here
Win Quotes
| Japanese | English |
|---|---|
|
くー |
Zzz~ |
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うにゅ? |
Unyu? |
|
うにょ? |
Unyo? |
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痛い… |
Owiee... |
|
地震 |
Earthquake dao~ |
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イチゴジャム |
Strawberry jam |
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だおー |
Dao~ |
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にゅ? |
Nyu? |
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うにゅ? |
Unyu? |
|
(To Ayu) |
(To Ayu) |
Colors
In-game References
External References
- Nayuki's "Super Electric Shadow Bullet" move (pronounced Choukyuu Daou Deneidan in Japanese) is based on the "Choukyuu Haou Deneidan" technique from the School of the Undefeated of the East, from the anime series Mobile Fighter G Gundam.
Kanon References
- The house in the background is the Minase household, where Nayuki lives.
- The fact Nayuki is dressed in pajamas, and fights while half-asleep, are references to her amazingly heavy sleeping habits.
- The large frog that Nayuki uses is her beloved stuffed frog Keropi.
- The strawberry jam Nayuki eats to increase her powers is one of her favourite foods in the game.
- The fact that Nayuki (asleep) is the only character to try to run away during Akiko's "There is also some that isn't sweet" move is a reference to her overwhelming fear of her mother's "special" jam.


