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 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. in general, all versions gain distance as jam increases, A version can cross 3/4 of the screen considerably quickly at 9jam making possible to kick people out of a backdash.
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. at low jams follow up with an A version nayu-chan kick for an easy 1100~ damage.
Zzz~ (くー)
- Nayuki falls into a deeper sleep than she already is, lies down head first into Keropi. looks similar to her downed state.
- Nayuki's change stance move. causes her to go into Zzz~ stance and opens up her Zzz~ moves.
- Has invincibility frames at startup making it useful for baiting wakeups and countering.
- she is low to the ground and you might be able to dodge projectiles this way.
- cancel guard strings with this in an attempt to dodge a possible counter, then roll or counter with a move of your own.
Unyu? (うにゅ?)
- Nayuki leaps forward in a body slam pose.
- and overhead flying attack, can knockdown opponent. flys over a wide area.
- unsafe on block.
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.
- Use in tandem with rolling and become a mobile cannon.
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.
- use this at the end of a full BnB to continue pressure after the guaranteed knockdown for best setup.
- the bomb's explosion radius increases with level, a level 1 bomb should only be used when you are sure the opponent won't move away from it. a level 2 bomb's explosion actually reaches forward (direction the bomb is facing), and a level 3 bomb reaches forward, back and up.
- the bomb actually gains hit boxes as it's level increases. at level 1 it only has 1. at level 2 it has a large hit box and the original small hitbox from level 1. at level 3 it has the large hit box from level 2, the small one from level 1 and an even smaller hit box that barely surrounds the frog.
- all hitboxes can are active for the same length, but all of them can hit at the same time. it seems the level 1 and 2 hitboxes both hit for about the same amount (1000~ each) but the level 3 hit box hits for twice as much as either level 1 or 2 (2000~). so for a level 3 bomb you get 1x of the damage at the very tip, 2x of the damage closer in and a full 4x damage at the very center.
- in effect it comes out to the most damage coming from the center of the explosion as all 3 hitboxes overlap there. keep the opponent in the corner and place bombs there on knockdown.
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 they fly too high for you to continue your assault (it takes 5 hits for the beam to launch the opponent into the sky, and you can only catch them twice), so start descending and land before they do for the most frame advantage/jamming chances.
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 and is useful from any position. 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 control right after the explosion (you will also be in the air, and the explosion will cause you to fly in the direction away from the wall).
- as soon as the explosion appears you should air dash and try to continue your assault.
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. at 4 jams, you can change the 5BC to 5BBC as well but you must cancel it on the FIRST hit of the f.5B
- Alternate Half BnB (close, 3+ jams) 5/2A 5BC 623A S same as above except using A version of nayu-chan kick. does more damage but you have less time to jam. At really low jams the C can miss if you are late to input it by even a few frames.
- Low Jam BnB (close, 4 jams and lower) 5/2A 5BB* 623A S use this version of the combo if you accidentally add an extra B to the previous combo. *must time your 623A so it comes out 1 hit before the f.5B's last hit, in effect: input before the hit prior to Nayuki landing on her face. the timing is incredibly strict and changes the lower your jam, you should only be using this if you mess up the previous combo.
- Full BnB: (close, near corner, 7+ jams) 5/2A 5BBC 623B [IC after 2nd hit] j.BC [jump cancel] j.C 66 j.C
- Full BnB: (close, near corner, 8+ jams) 5/2A 5BBC 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
- While playing nayuki you may notice she has a ton of attacking options, most of which will keep you near the opponent. your game plan is to pressure until the crack and unload when they do. at low jams you will most likely try to counter the opponent and try to jam, but at higher jams you will more likely just try to hit the opponent until they are downed, jamming only after the assault or when the opponent is acting very cautious.
- jam at any chance you can get, and fake jam when you know you can't get the whole move off. keeping the opponent guessing on when you jam or fake jam can be enough of a mind game to throw the opponent off, and consequently, get more jam.
- if your at high jam and your pressure is high you might be able to get in a surprise jam. for example if you corner the opponent with a succession of attacks instead of going for a full BnB, cancel a f.5B with jam. because they are so busy guarding and the small distance f.5B creates may be enough to get a spoonful in.
- at low jams, RF meter and super meter are your life lines to gaining more jam. properly using RF attacks to counter and escape a corner or to create distance and jamming is Incredibly important. using RF meter improperly will lead to having to defend until it charges, risking a counter with frame disadvantage and jam deprived normals (this means you have almost no opportunity to succeed).
almost just as important is your super meter, if you manage to hit the opponent with a normal attack you can try for using your keropi laser BnB and it's bonuses of frame advantage/jamming opportunity/distance. if you don't hit the opponent and your desperate to get some jam, dropping a bomb and forcing the opponent to use caution can give you time to get out of 0-2 jam and into safer ranges.
- Nayuki is a floaty character, your air combos are affected by this.
- a good portion of Nayuki's attacks will cause her to creep forward, this puts you in great position to continue attacking almost all the time.
- this can also be bad when you are trapped by certain characters. (misuzu's bubble gum and doodling book traps can force you to defend more than you would want, especially at high jams. this is extremely bad). inching forward may cause you to go into a field trap and down you, consequently taking out a jam.
- nayuki's movement is unique, she walks slow and her dash and airdashes have very odd properties.
- her movements are very offensive and counter offensively based, designed to give and continue pressure. her air dash at 8 jams has a hitbox, is angled downwards and forces you to cancel it into an attack or suffer downed state, this is the game telling you to attack, so why not? her dash also cancels into air attacks, and is positioned so you can continue it into a ground combo, it even lifts you off the ground to avoid low attacks (makoto's slide kick for one). her back dash goes farther as jams increase, and maintaining distance between the opponent is made very simple.
- draw back of all her dashes is nayuki is/becomes airborne, meaning when you are hit there is a high chance you will become downed at the end of an assault. costing you a jam.
- don't forget to throw and use Zzz~. throwing an opponent is a free jam, deals high damage and adds a layer of strategy to your offensive (if you know they will guard, throw them, play mind games and keep them guessing on your next attack!).
- Zzz~ is your friend, use it alot. if the opponent thinks your going to attack them out of Zzz~ then take the time and jam (it's more discreet than normal jamming and will make them panic when they realize you just jammed), if they come in for the attack, hit them first! counter their airborne approach with nayu-chan leap, throw keropi at them and keep them occupied, roll around and counter with 5C/2C, or roll around and jam (moving jam! this is incredibly useful)
- a quick start in jams/offense can quickly grow into a victory, so try to get the advantage from the start. at the start of a match you have many options, if they jump at the start, predict it and air throw them, if they stay back try and get in a lucky jam, if they get next to you try and throw at the start, if you don't think you can get the throw in try and dash at them and immediately attack them as it says ATTACK. if they jump at you try to hit them with 2C and jam, hitting 2C again if they airtech above you and jam again! so many options to choose from but don't be obvious about it and get hit yourself.
- DB is used to fighting against nayukia, use caution against him.
Bombs
- Nayukia has few opportunities to use a bomb, and it's quite a gamble to use them effectively, but the damage you can accumulate with bombs can be very reliable once you know how to use them.
- bombs are one of the few attacks that can deal out massive damage without much being affected by power reduction in combos, a level 1 bomb can easily do 1000 damage even at the end of a long chain of hits and a level 3 bomb at it's center can do well over 3000 points of damage with power reduction (4000 just by itself is just as great). a bomb hit is always welcome.
- getting a bomb to hit, and at it's center is a hard task, but it's most easily done in a corner. if you knockdown the opponent into a corner, immediately on reaction just drop a bomb on top of them and return to your assault with your best guard string/ mixup you have.
- it's not always about the damage either. the sheer pressure you can apply with just dropping one can extend your offensive immensely and placing one strategically can multiply that: drop a bomb a bit away from the corner so it barely reaches the opponent so when they get up they can't retreat over you/ to the other side or forces them to block.
- bombs are wild cards in themselves sometimes, accidentally dropping one doesn't mean it's wasted, the opponent is going to scramble to take advantage of your mistake, but may make mistakes trying to escape as well. more often than not, random accident bombs hit aggressive opponents.
Rolling
- rolling has many uses, and a good nayukia knows just how to use it at all times to keep pressure high, even if your just escaping or dodging.
- all versions of rolling have the same startup, all versions put nayukia into crouch state which means she can go under alot of attacks and airborne enemies (including IAD), you can use it in 5 ways. A version rolls her forward to maximum distance, B version rolls backwards to maximum distance. both A and B can hit twice depending on jam and how you hit the enemy. C version uses RF and has hitboxes nearly throughout the attack (depending on jam level, there could be a gap at low jams between first series of hits and the last 2). using 6S during Zzz makes her roll forward upto maximum distance but can be cancelled at anytime into her other Zzz moves, 4S is the same but in reverse.
- using C version of her rolling is an easy way to close distance for an attack and is very likely to hit low flying airborne opponents, making it a very reliable AA in most cases. you will be landing AA hits with this alot and you won't even be trying for it. even if the opponent is in the air, this move will combo the same way as if the opponent was on the ground for maximum hits (according to which part in the roll you hit them, closer means all hits, farther means you miss a few)
- using the Zzz version of her rolling move can allow you a new way to approach the enemy and more importantly the easiest way to succesfully jam: use it to retreat and immediately cancel it into jam. it's less obvious to the opponent you are jamming because nayukia doesn't hold the jar high in the sky and make pinging noises, it comes out faster and thus ends faster. abuse Zzz rolling whenever you can.
- baiting moves with Zzz rolling. if you roll away you can immediately counter a trigger happy opponent giving chase. just roll a safe distance away and watch for an attack, if they jump/IAD at you then use A and hop up into their grills, if they dash at you or miss an attack hit them with C and follow up with an attack. at higher jams you can even avoid using A version and use C's higher hit-box to AA opponents.
- at the end of rolling, the opponent is kicked up into the air, from the point where they are hit into the air and the point you can start moving again you are given barely enough time to continue with an attack. at this point you have very few options to actually hit the opponent with because of angling and distance, but in most cases you can hit with an immediately input 5C (must be inputted as soon as you regain control or the opponent will drop) or with a 623A.
- 623A out of rolling: you can tack on a nice chunk of damage by finishing with nayu-chan kick A version, and more importantly wallbounce the opponent at 9jams. a wallslam can easily mean a j.C or even better, another 623A. hitting with 623A after rolling (especially RF rolling) is your better bet when deciding on which moves to followup with due to high raw damage from the 623A and frame advantage if it also wallbounces.
- retreat: if your in the corner and the opponent starts an airborne approach (IAD or a really low jump) then retreating to the sky becomes hazardous, in this case just roll under the opponent and escape to safer territory and plot your counter attack.
- mind games, if you roll around alot, you can keep the opponent guessing on when you will attack, just roll at them and they may jump to avoid it, immediately roll under them again, or roll away from them a few times and attack when they can't guess your next move, or of course, you can jam.
- yes, the B version of nayukia's rolling can hit people. in fact it catches pursuers quite often when they IAD.
nayukia mirror matches
lately these have been far and few between, but when you see yourself in this position, have fun!
- jam sesion. people who fight nayukia mirror matches tend to find both sides jamming, sometimes from the start of the round all the way up to 9 jam. no real strategy, 9 jam is good, you can try to attack the opponent, but your probably at a large enough distance that it won't do anything and they will have 1 more jam than you do.
- 9 jam vs 9 jam. the better nayukia wins and keeps all her jam! hope your ADs hit before the opponent's. and use keropi wisely. knockdowns and jams are crucial, do your best to keep yours and drain your opponent's.
- 0 jam vs 9 jam. this can happen quite a bit. of all characters, 0 jam nayukia ranks as the lowest tier character, at 9 jam she ranks at 5th best. just play your best 0 jam and hope to turn it around.
- 0 jam vs 0 jam. this is hilarious, savor the moment. your both slow so you can jam at anypoint really. but why? you're both at 0 jam, when has 0 jam nayukia ever had a fairer fight against an opponent than now? go nuts!
- keropi: use him, he is your best friend. pull off feints, knock ADs out of the sky, create an opening for jams, blow the opponent up, shoot lasers, shoot yourself at the opponent. use keropi.
10th jam
presented in true wiki fashion.
- i've never seen it happen, but it is assumed that when 2 nayukia's collide with their respective FMs, they break their jar and gain a 10th jam. and are tele-portal'd to sky after transcending to god-hood.
the amount of power gained from the 10th spoon of strawberry is enough to completely destroy a kanna with infinite special meter, it can resist 100 damage from goal which previously was thought to do 5000 damage no matter what you did to it, now doing only 4900. under the effects of 10jams, nayukia's health slowly deteriorates at a rate of 50 damage a second but in itself is incapable of killing nayukia. once her health reaches 0, she will fall to the ground and revert to 9jam status, any attack that hits from this point on will kill her, excluding blocked attacks.
extended combos
- someone has to clean this up for me, i say BnB alot when i mean just combo/cornerloop. and i switch terms like super/meter and other things alot. i wrote alot, and it's probably more of a pain for someone else to go over this and check but this section has to start somewhere and i'm not sure anyone else would know how to do extended combos with nayukia and have the time to write it up here.
so here goes nothing. i really am just throwing my thoughts on the matter onto the interwebs.--nephi999 01:16, 25 January 2010 (UTC)
- Nayukia can actually link some of her BnBs into other BnBs off of a meter-ender, with proper setup of course. this leads to alot of nayuki's 7-9K combos. for the most part, if your not very familiar with using nayukia in a freestyle manner (very technical play may hardwire you to play her in a straight fashion) you won't be able to see alot of these opportunities or see the proper follow up to the combos for the maximum damage. for the most part we'll just cover basic setup for this.
- landing a double BnB , will most probably end match seeing as it will mostly apply to 2nd/3rd rounds where most of the requirements are met fairly easier.
- things you will need:
- Super meter, you need at least 1, but having more is always a plus
- Blue IC (you can try with red IC, but you won't land a quarter of the hits you could with Blue IC due to the way the double BnBs work)
- for a good deal of these combos: 9 jams
- basic corner looping knowledge (can juggle into the air, back to the ground and back into the air fairly well with nayukia)
- with these you can setup for most of the double BnBs, now for the theorycraft.
- when you BIC you increase the juggle meter by half. if you have enough of a juggle meter you can basically set it all the way to blue.
- but that's just basic, the real core of a DBnB (i just made that up right now) is getting enough juggle meter AFTER full BnB, when the juggle decay and you available moves have been nearly depleted. one of the answers is to finish with a 623A. this move has a large chunk of juggle to give, and can link off of almost any hit. but more importantly, it wallbounces.
- let's get this straight before you read to much into using 623A off of everything, it's NOT THE ONLY MOVE USED TO GET A DBNB. there are alot more options once you know what to look for, maybe even more than we know of.
- let's see, with a 623A nayukia flys through the air with her foot out ready to plant it into someone's already getting hit face, it connects, the opponent is sent backwards hurtling at speeds not meant for the human body. they are in perfect condition to be hit again. nayukia tries but alas, she is still in the air, leg extended as though still reaching for the opponent. we can't followup. OR CAN WE? the opponent, still dazed from nayukia's assault has been SLAMMED against the wall and rebounds upward into the air, nayukia touches back to earth and quickly grabs onto her stuffed companion and they let out a massive team effort to smack the opponent once more, the frog connects and nayukia continues her assault going in for the kill only to find the opponent has been protected by the infamous empty juggle meter god. the opponent hits the ground and gets up, nayukia still trying to figure out why her last attack seemed to go through the opponent's body, taking the opportunity the opponent counters and employs an assault of their own. this assault continues and nayukia finds she has no more jam, no more lasers, and her frog has lost a good deal of it's jam-powered sentience. nayukia is defeated.
- what happened? even though nayukia had received a large juggle gain from the kick, and even more juggle meter from the wall slam, it still isn't enough to followup for another attack.
- now for the tasty bits. remember that wall slam? off of the kick the juggle meter went up to red/orange, with the wall slam it touches yellow and immediately decayed into orange. yellow represents the area of 50% juggle to 75%, meaning with the wall slam we gained HALF of the maximum juggle we could possibly have.what do we do from here?
- BICing on the kick would give take us partway into yellow territory, the wallslam would happen a little after again charging the juggle, but because there is decay the slam would only charge us back into yellow. definitely not blue juggle, definitely not going to get us another whole BnB.
i call this big explanation of how to reset juggle meter: linking it's a big explanation for something that happens in 2-3 seconds. it's alot more complex, relying on knowledge of best juggling moves and stuff, but here i'll just cover the easiest way. another term i made up so i don't have to tell you how to BIC which basically says: extend your combos as long as you can with BIC (don't waste the precious juggle meter!) and charge the damage up so the rest of the combo isn't pathetically weak. BIC FOR MASSIVE DAMAGE.
- BIC ON WALLSLAM. what difference does changing the timing of BIC do? wouldn't we still get only part way into yellow? the answer is no, the reason is because of what ICs do to the game. when you IC the game freezes for a small amount of time and you character goes into a neutral state (air or ground), if you BIC on the kick nayukia will still be in the air by the time the freeze wears off, from here you can either do an air attack which have very few followups and land a few hits but because you want the wallslam you have to wait until that happens before you followup. in effect there is a delay between when you attack and when you BIC'd with decay throughout.
however, if you let it decay like normal after the kick, wait for the wallslam and THEN BIC, you can followup IMMEDIATELY, and with the timefreeze halting the decay for that little bit that it does (which you didn't get because you were waiting for the slam) you should be able to land while attacking and have your full array of attack options available. (jump again and attack, attack from the floor, whatever)
- now note this, getting wallslam is one way to get enough juggle, there are other options as well but these are more obscure. also wallslamming may seem great, but in reality it is quite difficult knowing how to capitalize on the situation if you don't have the followup already planned. this is due to the difficulty in controlling how the opponent falls and your preservation of juggle meter.
- yay we kept the meter up, and now with the blue IC we can do damage that matters!
- as you can see we basically reset the opponent and setup for the second BnB while maximizing juggle meter. the second combo may not be as great and improvising may be needed, but your doing that damage on TOP of what you originally did (the first part of the combo even had full RF's extra damage!)
- woo now we know how to link combos. but how do we know when you use that? how should we finish?
well as i've said before, there are about 2 situations where you will link.a BnB>super>link>combo/loop/super or from a super>"long combo which can incorporate linking to extend it and keep damage high". the super does alot of damage and usually is a good opportunity to use BIC for the followup. let's talk about the BnB into super situation.
- when you do a basic meter BnB, we usually finish off with a laser. now with proper laser timing and chasing you can pop the opponent up and land before they fall. in this moment you followup with an attack and immediately use a link. it will play out like this: BnB with a laser ender, you land first and follow with a 5C/5A5B/5B depending on how high/low they are, you immediately capitalize on the situation with a 623A wallslam link, you finish up with your best corner j.5A/C relaunching loops you can with the newly established blue juggle meter. woo you just combo'd off a super with a whole other combo. that's about 6-7k damage because you had a full meter for the first half including the laser, and you had a guaranteed maximum juggle meter for the corner loop with the 50% damage bonus from BIC.
- now the other, super into BnB, if you manage to bomb someone you can follow up with alot of things, a 5C 623A wallslam setup, a aerial BnB off of explosion launch, etc. the best use of linking here is to setup for the infamous triple bomb. setup a bomb in the corner (on knockdown for oki or randomly, w/e) and play your best mixup game and get that bomb to hit, immediately follow with a 2C just before the bomb goes off, the explosion will catch the opponent and cause the opponent to fall (this works because when a bomb hits an airborne opponent they do not launch up as much as if they were hit on the floor and took the bomb normally), this puts the opponent somewhere in between where the 2C would have launched the opponent and place them into a falling motion rather than rising, you immediately followup with another bomb, and a small corner juggle being careful not to raise the opponent too high. the juggle should push you back just a little bit, you may be out of range of another 2C, so instead of hitting with a 2C before the second bomb goes off hit with a 623A/B (i wouldn't reccomend 9jam wallslamming, the trajectory may put them out of range of the bomb. with the first kick LINK and mash on j.A, the setup should put the opponent directly above the bomb and the spamming of j.A should last just long enough to keep the juggle from decaying to zero (any other attack wouldn't make it in time or chain from j.A before it goes off).
all 3 bombs hit, the last bomb didn't do pitiful damage. the opponent may have just tossed their keyboard into their wall in awe and anger.
- linking, know when and how to keep your juggle up and try to touch ground as much as you can and pull of really long combos. this is the tactics section, just read it absorb what you think is important and apply it to your game. in fact edit this section so it "reads sorta good".
i was shown a video on really long combos, i do not remember where i saw it but i did download it. as such i can't link it to you, even though i reference this video in my spare time at school during math class. ./sweat. the video showed brilliant use of keeping that meter high enough to use effectively. if i find it again, or someone else finds it post it here. it has 2 songs in it, and has clips of kanon every so often. if someone links it i think i can set this section up to help follow what the nayukia is doing and how you can use that in your attacks. me just talking about a video you can't see would be dumb.
gawd i r terribad at this. - nephi
Win Quotes
| Japanese | English |
|---|---|
|
くー |
Zzz~ |
|
うにゅ? |
Unyu? |
|
うにょ? |
Unyo? |
|
痛い… |
Owiee... |
|
地震 |
Earthquake dao~ |
|
イチゴジャム |
Strawberry jam |
|
だおー |
Dao~ |
|
にゅ? |
Nyu? |
|
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.


