Difference between revisions of "Eternal Fighter Zero/Nayuki Minase (awake)"

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m (Strategy, Tactics, and Combos)
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**** 2142147A is a a trick to get j214214A as soon as you leave the ground.
 
**** 2142147A is a a trick to get j214214A as soon as you leave the ground.
 
** Corner to Corner Carry
 
** Corner to Corner Carry
*** 2A 5B 2B 2C 236B IC 5B [j7B j66 jBC land 66]x3 5C jBC djBC 214214A ~6500 damage
+
*** 2A 5B 2B 2C 236B IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A ~6500 damage
 
**** The dashes on the ground are short.
 
**** The dashes on the ground are short.
 
*** 2A 5B 2B 2C 236B IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A ~6500 damage
 
*** 2A 5B 2B 2C 236B IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A ~6500 damage

Revision as of 22:48, 18 October 2019

Minase Nayuki (awake)

Introduction

Minase Nayuki (awake) (水瀬 名雪(起) is a straightforward, rushdown-oriented character whose main features are her very fast dash and high damaging combos. She has a few decent moves to play footsies with, but her main goal will be to take advantage of her dash to find openings and catch the opponent off-guard. She doesn’t have much in the way of extended pressure, and relies mostly on staggers and far-reaching lows to force respect from the opponent. However on a good knockdown she has time to set up her snowbunny super, similar to Rose orbs from Street Fighter, which allows her to stay on top of the opponent for much longer. For breaking defense she has a decent standing overhead and throw, both leading to a potential left/right mixup afterwards. As her gameplan and combos are both easy, Nayuki is a character well suited for players new to the game.

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...

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 once. Once Nayuki has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.

Normal Moves

The notation for the movelists can be found under Notation.

The normal move data table can be found under Eternal Fighter Zero/Nayuki Minase (awake)/Move Data.

Standing

5A
5A
EFZ Nayuki 5A.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Standing, spammable low kick. While it isn't the fastest, this is a staple in Nayuki's repetroire of normals. It does not sport much frame advantage on block, but it's enough to setup frame traps or tick throws. The kick itself actually has a good hitbox that is a decent distance away from Nayuki, so it serves as a nice poke that can be convertible from its range as well. Unfortunately, this move being a standing low means that we cannot use this move to anti-air after RGing someone in the air. Overall, a good move. Learn to love it.


5B
5B
EFZ Nayuki 5B.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki kicks the opponent's side. Jump cancelable. This move is mostly a combo tool, as you will often use this to catch the opponent in the air after the B version of V-Shaped Thrust, or in the corner to catch characters after a successful air chain. It is rather quick, so it could be used as a frame trap tool, but more than likely you won't be doing this move meaty, or land it during pressure at all.


f5B
f5B
EFZ Nayuki f5B.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki does a small skip and kicks the opponent with a stretched out leg. This move also comes out if you press B again after 2B or close 5B. This move is awesome, as it can jump over most low 2As, serving as a great tool for frame traps and overall pressure. In addition, this move slightly moves Nayuki forward, which helps adjust for combos, as well as keep up pressure. Nayuki is not considered airborne while doing this move, so you can special cancel this into anything, but naturally will combo into 5C or 2C.


5C
5C
EFZ Nayuki 5C.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki does a soccer kick and blows the opponent back. This is the closest to an anti-air normal you will get, and it's not too impressive either. There are upsides and downsides to this move as anti-air, however, as the opponent will get blown back rather far on contact. While this move is jump cancelable, you won't be able to convert off of this midscreen. However, you can convert from this if you are closer to the corner. This normal is best used when you convert into a BIC combo into the corner, as this move unscaled does a good chunk of damage.


Crouching

2A
2A
EFZ Nayuki 2A.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

A crouching, spammable low kick to the opponent's feet. This move is slightly faster than 5A, but holds no advantage. Has very little knockback on block, so you can throw out a couple of these on block without too much fear. In conjunction with 5A, 2A is another one of your staple normals, and works quite well with 5A's block advantage. This normal also has a great use if you use this while carrying the momentum from a dash.


2B
2B
EFZ Nayuki 2B.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki stretches out her leg to catch the opponent's ankles. This move is very much staple in Nayuki's moveset, as it's one of her best pokes. This move is active for days, so you could meaty someone's wakeup with this, or even catch someone spamming normals after this. Assuming you hit on the first frame, this move is actually negative, but can be canceled into 2C or any of


2C
2C
EFZ Nayuki 2C.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki does a baseball slide and trips the opponent. Nayuki's sweep is one of her stronger normals, but one of her slowest as well. On the upside, this is a slide, so it moves her forward. This not makes not only an excellent poke, but an integral hit confirm move which cancels into V-Thrust Kick (236x). It's fairly safe too, provided you special cancel it all the time. While this move does grant Nayuki a low profile, being able to dodge certain moves, she will still get clipped by some. (More comprehensive list soon!) Funnily enough, this move has 1 frame at the beginning where she is fully invulnerable. Unfortunately, this frame won't do us any good in the long run.


Jumping

j5A
j5A
EFZ Nayuki j5A.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Flying knee! j.A is a versatile air normal that can be used in a couple of ways. Despite its short hitbox, it can be used to intercept the opponent air-to-air. It can also be used to start pressure from an air dash, and able to be canceled into either j.B (what should mostly be done) or j.C. If you only do a single press, this move is actually fairly active for a while, but not to the extent of other similar normals. Due to this, you could use this as a way to catch air techs.


j5B
j5B
EFZ Nayuki j5B.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki does the most generic jumping shoto move in the game. Thankfully, this has the same properties of most shoto jumping medium kicks, where she can cross up with it! This is easily Nayuki's best air normal. You will be using this for jump-ins, crossups, combo filler, air-to-air... just about anything, really. Is cancelable into j.C, which is nice for combo filler or air-to-ground purposes.


j5C
j5C
EFZ Nayuki j5C.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Nayuki does 5C but in the air. Like 5C, this knocks back quite a long distance, but it does have its uses. As usual, this move is used for combo filler, and can be used to setup either a V-Shaped Thrust (236C) or Surface-To-Air Freezer (236236x). This move excels more in the corner during BIC combos, as this move along with 5C will rack up a nice amount of damage. While one would


Dashing

66A
66A
EFZ Nayuki 66A.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Used in pressure strings.


66B
66B
EFZ Nayuki 66B.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Primarily a combo tool.


66C
66C
EFZ Nayuki 66C.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Launches. Thanks to Nayuki's dash speed, doing 66C IC in neutral can easily catch your opponent off guard and lead to combos.


662A
662A
EFZ Nayuki 662A.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Placeholder text.


662B
662B
EFZ Nayuki 662B.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Placeholder text.


662C
662C
EFZ Nayuki 662C.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Overhead. Cancel into 236A / 236C for a second mixup after it, so long as this isn't RG'd.


Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Nayuki GroundGrab.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Throws the opponent behind Nayuki. You can't get much from this grab, due to the awkward distance the opponent is thrown.


Close j6C
Air Grab
Close j6C
EFZ Nayuki AirGrab.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -

Placeholder text.


Special Moves

The notation for the movelists can be found under Notation.

The special move data table can be found under Nayuki Minase (awake)/Move Data

Specials

236*
V-Shaped Thrust
236*
EFZ Nayuki 236A1.png
EFZ Nayuki 236A2.png
236A
EFZ Nayuki 236B1.png
EFZ Nayuki 236B2.png
236B
EFZ Nayuki 236C1.png
EFZ Nayuki 236C2.png
236C
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -

Both hits are lows. It's possible to pick up from 236A(2) IC into 66A 66B (juggle combo).

B - - - - - - -

Hits mid. Mainly used in combos. The first hit can be used as an excellent poke in neutral if you IC it.

C - - - - - - -

The second hit is an overhead. Also functions as an anti-air.


623*
Somersault Spike
623*
EFZ Nayuki 623.png
EFZ Nayuki 623p2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -

Incredibly fast start up.

B - - - - - - -

Identical hitboxes to 623A. Nayuki goes slightly higher and leaps backwards.

C - - - - - - -

Invulnerable from frames 1-8. Identical hitboxes to 623A. Does 2 of flips for 4 hits total.


623*
Nayu-chan Kick
412* / j412*
EFZ Nayuki 412A.png
412A
EFZ Nayuki 412B.png
412B
EFZ Nayuki 412C1.png
EFZ Nayuki 412C2.png
EFZ Nayuki 412C3.png
412C
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -
B - - - - - - -
C - - - - - - -


214*
Nayu-chan Twister
214* / j214*
EFZ Nayuki 214A1.png
EFZ Nayuki 214A2.png
214A
EFZ Nayuki 214B1.png
EFZ Nayuki 214B2.png
214B
EFZ Nayuki 214C1.png
EFZ Nayuki 214C2.png
214C
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -
B - - - - - - -
C - - - - - - -


Eternity Specials

236236*
Surface-to-Air Freezer
236236*
EFZ Nayuki 236236A.png
236236A
EFZ Nayuki 236236B.png
236236B
EFZ Nayuki 236236C.png
236236C
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -
B - - - - - - -
C - - - - - - -


j214214*
Super Nayu-chan Kick
j214214*
EFZ Nayuki j214214A.png
j214214A
EFZ Nayuki j214214B.png
j214214B
EFZ Nayuki j214214C.png
j214214C
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -

Nayuki's primary corner juggle combo finisher. Leads into Snowbunnies (641236*) if IC'd after the 3rd hit.

B - - - - - - -
C - - - - - - -


641236*
Memories with Snowbunnies
641236*
EFZ Nayuki 641236.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block
A - - - - - - -
B - - - - - - -
C - - - - - - -


Final Memory

236236S
Move Name
236236S
EFZ Nayuki 236236S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
- - - - - - -


Strategy, Tactics, and Combos

Combos

  • No IC
    • Anywhere
      • 2A 5B 2B 5C 236A ~2050 damage
      • 2A 5B 2B 2C 236236A ~3000 damage
  • Red IC
    • Near Corner
      • 2A 5B 2C 236B IC 5B jB j66 jBC land 5C jBC djBC 214214A ~4600 damage
    • Midscreen
      • 2A 5B 2C 236B IC 5B jB j66 jBC land 236236A ~4000 damage
  • Blue IC
    • Near Corner
      • 2A 5B 2B 2C 236B IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A ~6420 damage
    • In Corner
      • 2A 5B 2B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A ~7200 damage
        • 2142147A is a a trick to get j214214A as soon as you leave the ground.
    • Corner to Corner Carry
      • 2A 5B 2B 2C 236B IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A ~6500 damage
        • The dashes on the ground are short.
      • 2A 5B 2B 2C 236B IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A ~6500 damage

Advanced Combos

  • Blue IC
    • Corner to Corner Carry
      • 2A 5B 2C 236B IC 5B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC 641236* ~6530 damage
        • Strict with what starters will work. After the IAD jC, the power should be 98+, else this will drop. Some examples of the combo adjusted to different starters are below.
      • jB 2A 5B 2C 236B IC 5B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A ~6800 damage
      • 236A IC 66A 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A ~6000 damage
      • 236B IC 5B 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A ~6150 damage
    • In Corner
      • 2A 5B 2B 2C 236B IC 2142147A jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC 641236* ~7500 damage

Tactics go here

Win Quotes

Japanese English

う~ん・・・寝不足だと調子が出ないかなぁ

Hmmm... it looks like not having enough sleep stops me from giving my best…

負けた方がイチゴサンデーおごりの約束 忘れちゃ嫌だよ?

Don’t forget the promise about the loser having to pay the winner a strawberry sundae, okay?

ん? なんだか今日は新記録が出せる気分だよ~

Huh? Somehow I feel like I can beat my own record today!

わ こんなところで寝たらダメだよ

Hey! You can’t sleep here!

うにゅぅ~ ちょっと顔がくらくらするよ─

Ughh... I’m feeling a little light-headed...

う~ん もしかして私が勝ったのかな?

Erm… I wonder if I won this match?

こう見えても 陸上部の部長さん 競争なら負けないよ

I know it sounds like a lie, but I can compete even against the head of the track and field club!

凄いそっくりさん お母さんもびっくりするかな?

Incredible, miss Look-alike! That’s gonna be quite the surprise for mom!

いいなぁ~ 私も羽が欲しいよ

You look so cool... I wanna have wings too...

さすが香里だね 今日は私の運がよかっただけだよ

Nice job, Kaori. But I guess luck was on my side today.

わ ゴメンお母さん い、急がないと 私遅刻しちゃうから そのパンは今度・・・

Whoa...! I’m sorry, mom! I—I better hurry up or I’m gonna get late! I’ll take this bread with me…

ひどいよ~ 私そんなにねぼすけじゃない・・・

What a mean thing to say! I don’t sleep that much…

あ、こんなところに お母さんが心配してたよ~

?

なんだか私たち気が合いそうな予感がするよ

Somehow I have a feeling that we might end up getting along with each other…

Colors

EFZ-nayukib-colors.png

In-game References

Game References

  • Nayuki's "Nayu-chan Twister" move is based on Sakura Kusagano's "Shunpuu Kyaku" move, from the Street Fighter Alpha Series.

Kanon References

  • The house in the background is the Minase household, where Nayuki lives.
  • The way all of Nayuki's attacks are kicks, and her fast dashing speed, are a reference to her excellent running ability.
  • The snow bunnies that Nayuki creates in her "Memories with Snow Bunnies" move is a reference to an event in the past that Yuuichi remembers during the game.
  • The alarm clocks Nayuki throws during her "Special Collection" move is a reference to the ridiculously large collection of alarm clocks she uses to wake up every morning.
Eternal Fighter Zero
General

FAQControlsNotationMenusHUDLinksMediaNetplayColor EditorLinux Support

Characters



AkaneAkikoAyuDoppelIkumiKannaKanoKaoriMakoto

MaiMayuMinagiMioMisakiMishioMisuzuMizuka

Nayuki (asleep)Nayuki (awake)RumiSayuriShioriUNKNOWN

Mechanics