Under Night In-Birth/Nanase/old
- 1 Introduction
- 2 Move List
- 3 Strategy
- 4 Combos
- 5 Colors
"Float like a butterfly, sting like a bee."
A middle schooler who relentlessly pursues Hyde. Two weeks prior to the Hollow Night, Nanase was bitten by a Void and rescued by Hyde. This event awakens her as an In-Birth. She mistakenly assumes this is Hyde's doing and blames him for her transformation. She chases him into the Hollow Night, insisting that he take responsibility for his actions.
Nanase's unique trait is the ability to jump cancel any normal or dash attack on block or hit with her Force Function, and to float in the air and control her air movement with it. Any blocked air normal can be canceled into float for additional air options.
Nanase is a rushdown oriented character with unusual mixups, very strong pressure and frametraps, and a variety of tricky crossups. With the ability to regain frame advantage at any time during a blockstring with her projectiles, Nanase can keep others blocking for a long time, and can punish impatient players who try to poke out of her mixups with well timed delayed specials. While she boasts powerful offence with one of the safest and strongest oki games in the corner, her neutral game is lackluster. Often outranged and unable to set up projectile cover, Nanase requires a good understanding of her opponent's character, and must be patient in her approach. She also is very dependent on meter, and gains a lot from Vorpal, making GRD a valuable resource. With a lot of tools that requires careful and clever usage, Nanase is a deceptively hard to play character.
- Powerful frametraps and pressure
- Easy access to plus frames
- Good High/Low mixups
- Strong air movement options
- Very poor neutral
- High risk/low reward character
- Resource reliant
- Deceptively small normals
- Mixup options are often unsafe
- Anti-air shield neutralizes a lot of options.
- Many tools leave a lot to be desired
L = Low, H = High, UNB = Unblockable, CS = Chain Shift
Startup includes the first active frame.
| Force Function
| Guard Cancel
| Veil Off
| Chasing the Rêvé
| Aureole of the Starry Sky
After Chase the Rêvé
| La Halte Once in a While
After Chase the Rêvé
| Avancer Together with You
After Chase the Rêvé
| Ange's Invitation
| Conveying my Vrai Coeur
after Ange's Invitation
| Plumage Dancing in the Wind
| Let the Fleur Carry your Feelings
| Atmosphère of the Aether
Infinite Worth EXS
| Lumière of the Dawn
Nanase's strategy will vary wildly depending on the matchup and whether or not she has meter and/or Vorpal on hand. Her general gameplan is to use projectiles to cover her approach and get in, while reacting to the predictable responses to her bullets. Once she is in, Nanase wants to remain on offence for as long as possible. This means a lot of low-risk mixups, regaining frame advantage through the use of her projectiles, and a priority on proper oki and rushdown without ever giving her opponent any room to breathe. Without resources, she is limited in what she can do, but can take bigger risks at greater rewards when meter is on hand. Vorpal is crucial to Nanase, as it allows her to run a number of mixups, frame traps and crossups she normally wouldn't be able to do, or wouldn't get much out of. However, in matchups where using her projectiles in neutral is harder or impossible, she will struggle to mount an offensive, and will have to rely solely on her basic tools to close the gap. She has a pretty good dash and reasonable range, as well as a long range dash attack special that keeps opponents on their toes, but otherwise isn't stellar by herself. She requires a good deal of patience and work to get in, but works well once she gets there.
- In matchups where you can make liberal use of j.236A/B in neutral (Seth, Akatsuki, Hyde, Chaos, Nanase, Byakuya), you will want to do so as soon as possible. The slow startup on j.236B can be a blessing as you can either dash in front of it towards your opponent, or stay behind and use it as cover. Your opponent will have to react to it, likely by jumping over it. An assault attack over the bullet is a predictable response which you can shield and punish. If they jump and air assault over, you can DP their approach for free or 214C and make them regret it. When they are scared into just blocking it is when you take advantage of their passivity to either dash ahead of your bullet and grab, or throw a j.236A and go in for a mixup.
- In matchups where you can use j.236A/B but with caution (Gordeau, Orie, Eltnum, Waldstein, Linne, Carmine, Yuzuriha), you'll have to be very careful of long range moves that can tag you out of j.236B. Make sure to TK it (or do it higher than Divine Thrust's height in Orie's case), or you will be punished on reaction. You should be fine at fullscreen, but not in mid-range. They also have the option of hitting you as you approach with your cover, so you'll have to extra wary. If you can't get the distance needed to lay down cover safely, don't even risk it, just go in without. You'll have to be patient and do a lot of dash blocking. If you have the life lead and they are the ones approaching you from range, they likely won't be looking out for j.236B as much, and might fall for random 236B attacks, as it covers a ton of ground very quickly when they are moving at you. Make sure to have meter or Vorpal on hand in case they block it though. And whatever you do, don't try to use 236B as a gap closer when you're being zoned out, it will not work.
- In matchups where you simply cannot use projectiles at all (Vatista, Hilda, Merkava), you will have to make do without. Inch your way forward by dashing and blocking, take every opportunity to close the gap and don't rush headlong into hitboxes. 214C might seem like a free "get in" button, and in some cases that will work, but it is not invincible, and the range, while certainly large, is not quite fullscreen and you might fall short or just leap into hitboxes.
Nanase's offence varies depending on her available resources and her opponent's options. The basis of her pressure is the use of Float (FF) and jump attacks to regain frame advantage while doing stagger pressure and mixups, tempting your opponent to hit buttons to stop you from doing that, and punishing them for it. If you use FF into a TK j.236A, this will put you at a good advantage if it is blocked. You can then go either into a 66B/C mixup, an assault, a grab, or just dash in and resume pressure.
Staggers: Nanase has fairly generous cancel windows on her normals. Staggering her normals is a good way to scare your opponent into doing anything during pressure. This is important as you do not want to deal with someone who's ready to hit you out of FF. In addition to her normals, Nanase can delay cancels on her dash attacks, which are already barely minus (if well spaced for 66B's case). If you cancel into 214A/B you can again delay or even omit the followup dive. All this put together leads to a guessing game for your opponent over whether or not you're going to follow through and risk hitting you out of staggers, or simply block and deal with the next mixup.
Force Function: This is an important tool for Nanase's offence. Being able to cancel any normal into a jump gives you several options during pressure.
- j.236A: The most common option after FF. TKing j.236A will put you at a strong frame advantage and let you run a variety of mixups. You can be hit out of the startup though, so try to use it at unexpected times, such as when you still are somewhat close to them, or have normals left in your chain. If you push yourself to where only 2C/5C will reach, your opponent might expect it and react in time.
- j.236B: If you FF cancel very close, you can drop a j.236B and grab them after landing. This works better in the corner, but if they are being respectful midscreen, you can try it as well. It does leave a pretty big gap though, so don't do this too often.
- Air Assault: This opens up a few options for you, but most of them carry the risk of being shielded. If your opponent has a tendency to shield, you can either do an empty assault into grab to GRD break them, j.236A over them to make it whiff and grab them on landing, j.236B on top of them to remain + even on shield block, or take the risk of being shielded and j.2C. If you do the latter, do it early to try and make them green shield, do NOT go into a second air attack or do it late to make it combo; it will not work.
Crossups: Nanase has several options to do crossups and fake crossups. Most of them do not work well without meter or CS to capitalize off of hits or make them safe on block. If you don't have any resources at hand, it might be better to simply avoid these until you do.
- 214B: This move by itself is a crossup, though not a very good one. They have to switch their block to stop the dive, and it works well enough against impatient opponents. use occasionally, and keep meter on hand to make it safe.
- 214A: With Vorpal, you have the option to CS this move right after launching off the ground. This will put you on top of them, pulling them back towards you in a blocking state while you have access to all your air options, including jump attack, float crossups, projectiles, etc. The animation of 214A also can make it hard to see what you're doing.
- j.B: Since Nanase's j.B hits below and behind her, you can jump over people and hit them from behind with j.B. This will not crossup thanks to the game's crossup protection mechanics, but Nanase can get around that by canceling j.B into Float, after which your opponent has to adjust his block since it resets Nanase's direction. You can then run a variety of mixups, such as:
j.B > FF > j.BB : Crossup + Double overhead
j.B > FF > j.B > j.236A (whiff) > Grab : Works well on the shorter characters.
j.B > FF > j.236B : Shield safe way to retain advantage, but not terribly hard to block
j.B > j.236B : Fake crossup. Very tricky due to the momentum stop of j.236B; it will stop you in the air and throw a bullet down, while your opponent is pushed back in front of you due to pushback from blocking j.B. It looks like a crossup is coming, but if they shift their block, they will get hit by the wind for a full combo. If they block, you are still at an advantage.
j.B > j.A (whiff) > Grab : for the green shield happy opponents.
66B/C: Nanase's dash attacks have identical startup animations, but while B is a low and slightly faster to come out, C is an overhead.
- 66B: This move can become + if it spaced or timed so that it hits during the last active frames. You will usually want to cancel it either into FF or 214A/B on block, or 236A on hit. Throw this out from time to time as oki against opponents if they start to block high on wakeup by default from eating too many of Nanase's many overheads.
- 66C: Overhead, -2 on block, tons of hitstun/blockstun which gives you plenty of time to confirm a hit. Definitely a strong option to go for when you have them block projectile oki, or on their wakeup. Midscreen, after confirming that it was blocked, you can either delay a 214A to catch them pushing buttons, go for 236A~6B for a second overhead (only if you have vorpal) or FF cancel it. In the corner, you can immediately cancel 66C into FF TK j.236B for a combo on hit; if it's instead blocked, you can grab them while the j.236B threatens them an inch away from them or just sit tight and wait for them to block it before going back in.
236A~6B: Be wary of using this without meter or Vorpal to make it safe. Make sure the initial 236A whiffs and cancel it as fast as possible, as it's much easier to react to if they block the first hit. It's not an amazing overhead, but its presence is enough to keep opponents on their toes. With Vorpal however, it becomes a much better tool; you can CS the overhead in the air to confirm a hit, and if it was blocked, you can instead Float for more overhead mixups, or land and go for something else. Something to throw out once in a while to keep your opponent awake, but do not rely on it too much. It is very easy to get predictable with this move.
214C: This is what you want to throw out any time you use a move that is unsafe on block or uncomboable on hit. In the corner, it is much better as you can combo out of it with ease, and since it puts you right next to them, the +3 advantage lets you continue your pressure on block rather than just be safe at a distance.
GRD break: Fighting a GRD broken opponent is a huge boon for Nanase. Since shield is no longer a threat, she can run her crossups, overheads and air assault mixups with total abandon. For example, against a cornered opponent, you could do TK j.6D > j.[C] > j.B > j.2C > FF > j.[C] > j.B > j.2C, etc. If you successfully bait a shield or land a Veil Off, make the best of this opportunity.
With relatively average length normals, you will need to employ a good deal of patience on defence. Blocking for extended periods of time is not a problem, since you need the GRD anyways, and your opponent likely won't be too reckless in his offence since you have a DP. Your only quick pokes are pretty short range, so sometimes you'll have to keep blocking even when at a slight advantage.
623B: Nanase's DP has terrible horizontal range, making it easy to space out. It is still a DP though, and anyone who extends a hurtbox or jumps at you can be made to think twice about it. While it doesn't have very good range on the ground, it does reach pretty high vertically and hits around her, so anyone jumping at you or over you, with an air assault for example, is vulnerable to it. If you have Vorpal, you can get tremendous damage off your DP with CS, making it a nonetheless pretty good threat despite its shortcomings.
3C: The hitbox on this move is terrible, but it has head invulnerability a few frames in, so you can use it do deal with obvious assaults or the throw OS. For regular anti-air though, stick to your DP. It's not as good as it looks, and it doesn't look that great to begin with.
214C: This move is amazing at stopping air approaches. It is quick on startup and has a gigantic hitbox reaching all the way to the top of the screen. Some characters like Byakuya and Waldstein have a tendency to air assault to move in, protected by their big jump attack hitboxes, but this move will put a stop to that. Note that Nanase flies forward in the air alongside this move, and it is not invulnerable, so it can't be used to beat air projectiles like Linne's Kuuga or Merkava fireballs. Still, it is a strong option, and while it is air blockable, it is also advantageous on block, so if the positioning is right, you can anti-air them on landing with 5A or 3C while they are still stuck in the air blocking.
41236D: Nanase's IW is an expensive and risky option on defense, but it is by itself a strong reversal. It is fully invincible until well into the active frames, hits at a great anti-air angle, leads into huge damage and is air unblockable up close. The extended projectile portion is air blockable, but the huge range still gives it good utility for catching people in the air. Don't throw this out on a guess though; the loss of meter hurts just as much as the punish you will eat if it's blocked.
Force Function: It should be noted that Nanase can air block after using Float, and you can use Float from an assault, making it possible to block after a grounded or air assault while stopping and controlling your movement. Not terribly important, but it can be used to avoid some moves like IWEXS, or if you just want to go back on a badly timed approach.
Note on enders: All combos that end in 2C > 214AA can instead be ended with 5C > 214AA, with a small delay between 214A and A. This will sideswap Nanase which can be useful if you want to be on the other side, but also lets you add 623C for a damaging ender, even if you're out of groundslams (the opponent never touches the ground). be sure to input the 623C the correct way; you will be on the other side after the dive.
5A/2A > 2B > 2C > 5C > j.[C] > j.BB > j.2C > 2C > 214AA
- Standard babby combo.
5A/2A > 2B > 5B > 5C > 236B~6C > j.[C] > j.BB > j.2C > 2C > 214AA
- Sideswap combo.
5B > 5C > 236A~6C > j.[C] > j.BB > j.2C > 3C > j.C > j.2C > 2C > 214AA
- Small delay between jump canceling 3C and j.C
66B > 236A~6C > j.[C] > j.BB > j.2C > 3C > j.8C > j.C > j.2C > 2C > 214AA
- Dash attack starter.
5C > 236B~6C > j.[C] > j.BB > j.2C > 3C > j.8C > j.C > j.2C > 2C > 214AA
- Standard combo
3C > j.8C > j.C > j.2C > 236A~6C > j.[C] > j.BB > j.2C > 2C > 214AA
- Go-to punish combo for really unsafe moves like blocked DP's and such.
66C > 2C > 5C > j.[C] > j.BB > j.2C > 2C > 214AA
- Overhead Dash attack stater. You have plenty of time to confirm a hit into 2C. If it's blocked, use a special or FF instead.
236B~6C > j.[C] > j.BB > j.2C > 3C > j.8C > j.C > j.2C > 2C > 214AA
- Sword card bnb
236A(w)~6B > 236A~6C > j.[C] > j.BB > j.2C > 2C > 214AA
- 6B overhead starter.
214AA > CS > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 214AA
- Works with both the overhead dive and the Tornado starter. Same combo from a 214B crossup dive. If the dive counterhits, you do not need CS to combo into 3C. If the dive hits too high, you will need to add 2A before 3C on a counterhit combo.
623B > CS > j.[C] > j.2C > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 214AA
- DP starter. There is a small delay between the first j.[C] and j.2C.
j.236A/j.236B > 3C > j.8C > j.C > j.2C > 236A~6C > j.[C] > j.BB > j.2C > 2C > 214AA
- If you're too far to land the 3C when the projectile hits, go for the 236B combo instead.
214C > 236B~6C > j.[C] > j.BB > j.2C > 2C > 214AA
- does not work if 214C is done point blank.
236C > 3C > j.8C > j.C > j.2C > 2C > 214AA
- Only works if 236C is done from at least half screen away.
236A(w)~6A > 3C > j.8C > j.C > j.2C > 236A~6C > j.[C] j.BB j.2C 2C 214AA
- Sword Stab starter. Punish combo for hard whiffed supers. You will rarely ever land this, but it's your most damaging starter.
41236D > 236B~6C > j.[C] > j.BB > j.2C > 2C > 214AA
- IW starter. The timing on 236B is very strict. Works on everyone except Linne midscreen.
- Nanase's midscreen combos work roughly the same way in the corner, except that all instances of "j.[C] > j.BB > j.2C" become "j.8C > j.C > j.2C". Additionally, it is almost always preferable to end your combo with j.236B oki rather than the usual 2C/5C 214AA. The strong oki you get is well worth the 300-400 dmg loss. 236A/B will also no longer side swap, so you can easily confirm anything into 236A~6C > air combo > j.236B ender.
The combos below are noteworthy corner-only variants.
5A/2A > 5B > 5C > 236A~6C > j.8C > j.C > j.2C > j.236B
- Example of the above put into practice
- Same as midscreen, with corner oki ender.
66C > FF > j.236B > 2C > 236A~6C > j.8C > j.C > j.2C > j.236B
- On hit, the FF j.236B will combo. On block, it will put a projectile right in front of their face. Unless they hit you out of j.236B, this puts you in a very good spot to either go for another overhead/low, or microdash and grab them.
214AA > 214C > 236A~6C > j.8C > j.C > j.2C > j.236B
- 214C will always combo after 214AA, but you cannot follow it up midscreen. In the corner, it's an easy pick up.
j.A > j.B > j.2C > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 214AA
- Air to air.
j.A > 2A > 2B > 2C > 5C > j.[C] > j.BB > j.2C > 2C > 214AA
- Air to ground.
j.BB > j.2C > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 214AA
- Air to air. j.B is not often used air to air though.
j.B > j.A > 2A > 2B > 2C > 5C > j.[C] > j.BB > j.2C > 2C > 214AA
- Air to ground.
j.8C > j.C > j.2C > 3C > j.8C > j.[C] > j.BB > j.2C > 2C > 214AA
- Air to air. Same combo from a j.C or j.2C starter.
j.2C > 5B > 2B > 2C > 5C > j.BB > j.[C] > j.236A > j.A > j.B > j.2C > 2C > 214AA
- Air to ground.
(6D) j.2C > 2A > 2B > 2C > 5C > j.[C] > j.BB > j.2C > 2C > 214AA
- on counter hit or GRD break, use the regular j.2C combo instead.
|Moulin à Vent||Altar of Iris||Blitz Flugel||Averse Ciel||Katze Madchen|
|Nature Gale||Seesse Luna||Sol Envidia||Glicina Boton||Mars Soir|
|Freeze Night||Thin Vermilion||Vert Clair de Lune||Glamorous Aura||Notre Dame|
|Apricot Tea||Stille Vulkan||Briny Air||Winter Nacht||Otaria Bianco|