Under Night In-Birth/UNIST/Nanase

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Profile-nanase.png

She dances. Taking on the pure air from the night sky, she seeks the one who turned her into
an In-birth. The young boy with a long red blade. Her pure and silky white skin, that is
contrasted with her body that has been consumed by the night. The traces of her innocence
are clouded. Is what she is feeling truly the desire for vengeance?
Perhaps the answers will present itself in the story... maybe.

Story

A mysterious girl, chasing after Hyde for reasons unbeknownst. While she cries, "If you're a man, take responsibility!", the exact details of the quarrel is unknown -- that is between the two of them. She wields a long sword with ease, and fights opponents with a style that almost toys with her opponents. Underneath this Night, she finally finds the man she's looking for, the kid with a "Red Sword". Following the rumors, she dives into danger head first, making her way to the Abyss.

A-After what you did to me...
Y-You better take responsibility as a man!

Gameplay

Nanase is a rushdown oriented character with unorthodox mixups, very strong pressure and frametraps, and a number of tricky crossups. She has great aerial movement control, air normals and jump canceling tools, letting her control the air in a normally very grounded game. With or without resources, she has a variety of tools to maintain the advantage and keep others blocking for a long time, and can punish impatient players who try to poke out of her pressure with well timed delayed specials. She boasts powerful offence with one of the safest and strongest oki tools in the corner. While the range of her normals is average, her specials and EX moves have far greater reach, so she remains a threat even at range. Nanase's kit fits the "main character"-type, but also boasts unique tools that let players get creative with their offence.

Strengths Weaknesses
  • Coming soon
  • Coming soon


Character Stats

Health
10700
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
850 -650 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 2000 150 4200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 28 -48900 1~8 Full
9~10 Throw

Unique Trait

  • Ground normals, air normals, and dash attacks can be cancelled with Force Function on block or hit.

Vorpal Trait

  • Force Function can be cancelled into aerial version.
  • Aerial mobility increased for 3C jump cancel and Force Function.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Whiff cancelable
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
(x) denotes recovery frames when landing.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

5A
Nanase5A.png
Damage Guard Cancel Property Cost Attribute
190 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 12 - -2 -
Downward sword swing. The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings. It does however, have more horizontal range at the bottom than 2A does.


2A
Nanase2A.png
Damage Guard Cancel Property Cost Attribute
140 HL Se,Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 - -2 -
Nanase pokes forward with the hilt of her sword. Doesn't have much horizontal range but it is Nanase's fastest poke and can be good to get out of holes in pressure against opponents up close.


5B
Nanase5B.png
Arguably Nanase's best normal
Damage Guard Cancel Property Cost Attribute
390 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 3 17 - -4 -
Nanase pushes a big gust of wind in front of her. Has a bit more range than her 5A and about the same range as her 2B. 5B's hitbox covers the entire area directly in front of her while keeping Nanase herself in the back of it. Great as a general purpose poke to deal with opponents coming at you from both ground or air. If you hold forward (6B) and hit a j.236B projectile with it, it will send it diagonally upwards.


2B
Nanase2B.png
Damage Guard Cancel Property Cost Attribute
440 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 3 18 - -5 -
A crouching horizontal sword slash at the opponent's feet. Hits low. Has a great range, making it a good poke when spaced correctly.


5C
Nanase5C.png
Damage Guard Cancel Property Cost Attribute
580 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 3 23 - -8 -
A standing horizontal slash that covers about 1/3rd of the screen. Great poke when spaced correctly. But the slash itself has a thin hitbox in terms of vertical reach and will whiff against jumping opponents unless you catch them just as they're jumping off the ground.


5[C]
IC5C.png
Damage Guard Cancel Property Cost Attribute
673 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
17 3 26 - -10 -
A charged version of Nanase 5C. It has more range and hits harder than 5C, making it Nanase's farthest reaching normal.


2C
Nanase2C.png
Damage Guard Cancel Property Cost Attribute
560 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
12 4 23 - -9 -
A larger crouching horizontal sword slash with more range than her 2B. Hits low and sweeps the opponent off their feet. Moves Nanase forward making it useful in combos.

Note: When cancelling into a whiffed 2A, 2C becomes only -1 on block.


j.A
NanasejA.png
Damage Guard Cancel Property Cost Attribute
130 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
7 2 X+2 - Varies -
A jumping hand smack. Good for intercepting in air to air situations at close range because of the fast start up. Hitbox reaches lower than it looks.


j.B
NanasejB.png
Damage Guard Cancel Property Cost Attribute
380 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
11 3 X+3 - Varies -
A jumping horizontal slash where Nanase swings the sword back towards her in a sweeping upward motion. Has a wider hitbox than j.C, allowing it to hit behind her in some instances.


j.C
NanasejC.png
Damage Guard Cancel Property Cost Attribute
520 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 5 X+4 - Varies -
A jumping downward slash. Mostly a combo tool.


j.[C]
NanasejIC.png
Damage Guard Cancel Property Cost Attribute
720 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
18 3 X+4 - Varies -
Charged version of j.C. Floats Nanase forward and up as it hits, allowing extended air combos and mixups; if done low to the ground, this lets you add further air attacks rather than landing on the ground.

Command Normals

3C
Nanase3C.png
Damage Guard Cancel Property Cost Attribute
570 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 3 29 - -14 -
Nanase does a handstand and kicks upward into the air. Launches on hit. A solid starter option for punish combos. It has some high invincibility after the startup (frames 7~11), making it a good option to use as an anti-air. On block, this move can be canceled into a unique jump that functions like her float where movement can be controlled, opening a variety of options.


j.BB
NanasejBB.png
Damage Guard Cancel Property Cost Attribute
510 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 3 X+3 - Varies -
A followup horizontal slash to jB where Nanase swings the sword back forward in a diagonal upward motion. Despite being a jump attack, this move is unaffected by shield's effects, and can be canceled on block even if shielded.


j.2C
Nanasej2C.png
Damage Guard Cancel Property Cost Attribute
520 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
13 3 X+4 - Varies -
A downward slash that causes a hard knockdown on air hit. Useful for setting up air projectile oki, making it a good combo ender in the corner.


j.2[C]
NanaICj2C.png
Damage Guard Cancel Property Cost Attribute
750 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
17 3 X+4 - Varies -
Charged version of j2C. It has a far bigger hitbox than j.2C, reaching far below Nanase, and will ground bounce on hit. This move has a lot of blockstun, even retaining its advantage if shield blocked close to the ground.


j.8C
Nanasej8C.png
Pseudo Air DP
Damage Guard Cancel Property Cost Attribute
650 H Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 4 X+4 - Varies -
A rising slash where Nanase swings her sword upward in a crescent moon shape. The slash itself will make Nanase rise in the air, giving it a huge vertical reach. A strong tool to hit people out of the sky, and recovers fast enough to be safe on whiff. Has air attack invincibility once it is active (frames 8~15).

Dashing Normals

66B
Nanase66B.png
Hashimoto
Damage Guard Cancel Property Cost Attribute
444 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
18 13 9 - -4 to +6 -
Nanase leaps forward and twirls before landing and sweeping at the opponent's feet with her sword. Hits low. The beginning of the animation is the same as 66C, which hits overhead so it's a somewhat ambiguous mixup. Can Chain Shift on whiff. On block, it is special cancelable with a very generous window, making it useful for frametraps. You can FF cancel it as well. It becomes + if it hits in the later frames of the animation. Low invuln from frames 12~17.

On hit, it can be picked up with a special for a combo.


66C
Nanase66C.png
No one blocks this
Damage Guard Cancel Property Cost Attribute
666 H Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
27 4 16 - -2 -
Nanase leaps forward and twirls before swinging her sword down. Hits overhead. The beginning of the animation is the same as 66B, which hits low so it's a somewhat ambiguous mixup. Can Chain Shift on whiff. Special and FF cancelable on block makes it a very safe overhead. The damage proration is awful though. A key tool in Nanase's mixup game. Low invuln from frames 15~26.

On hit, this has plenty of hitstun to combo off of even without special canceling.

Universal Mechanics

Breez's Liberte
B+C
NanaseFF.png
Hop~
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
1 - - - - -
A vertical wind jump when done from the ground and a float when done from the air. Can cancel into any air action, as well as drift forward and backward while in this state. The ground version can be used to get a jump cancel during pressure. Can be used a second time in the air when in vorpal state.


Throw
A+D
NanaseThrow.png
Damage Guard Cancel Property Cost Attribute
1640 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 - +49 (hit) -
Nanase grabs the opponent and tosses them away in a gust of wind. If a j.236B projectile goes by during the grab animation, it will hit, but ends up dealing a bit less total damage as proration hurts the throw.
Guard Thrust
Guard Thrust
ガードスラスト
214D
Nanase5B.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit
Blows the opponent away on hit.
  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
NanaseVO.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • Usable only when you'd be able to use chain shift.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Chasing le Rêvé
「レーヴを追いかけて」

236X
Nanase236A.png
Swordcar
A Damage Guard Cancel Property Cost Attribute
750 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 15 20 - -13 to +1 -
Nanase charges forward behind a wind powered sword. The charge forward covers about half the screen. Can be canceled into a follow-up on frame 5. Go-to version in combos or for accessing the follow-up overhead.
B Damage Guard Cancel Property Cost Attribute
750 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 27 28 - -33 to -7 -
A much faster charge that goes almost fullscreen. Use this version when you need to cover distance. This move is a problem for some characters, and keeps opponents on their toes at range. Throw this out to catch people off guard until they respect you.
EX Damage Guard Cancel Property Cost Attribute
1836 HL CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 15 27 - -12 to +2 -
Nanase passes through the opponent and launches them high up into the air. Useful to punish some long-range moves and fireballs as it is projectile invulnerable past the first frame. On raw hit, this is a solid starter that leads into heavy damage. Throw invuln frames 1~3, projectile invuln frames 2~23.
Avancer With You
「星空のオウレオール」

A
After Chasing le Rêvé
Nanase6A.png
Real soviet damage
Damage Guard Cancel Property Cost Attribute
890 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
17 10 23 - -7 -
Nanase follows up Chase the Rêvé by stabbing her sword forward. Crumples a grounded opponent, sends them flying forward and causes a wall bounce if airborne. Possible option to end a combo if you want the distance, otherwise you have better choices. Nanase's best starter for damage, but the awkward and long startup means you get few occasions to use it.
Aureole of the Starry Sky
「たまにはラ・アルト」

B
After Chasing le Rêvé
Nanase6B.png
Weak american damage
Damage Guard Cancel Property Cost Attribute
730 H EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 5 20 - -6 -
Nanase follows up by hopping forward and slashing downward with her sword. Hits overhead. Unsafe on block. Never use this without meter or CS to confirm or make it safe, and always have the initial 236A whiff when canceling into this, otherwise it is painfully easy to block. Low invuln from frames 16~28.
Halte Once in a While
「君とのアヴァンセ」

C
After Chasing le Rêvé
Nanase6C.png
No one punishes this but they really should
Damage Guard Cancel Property Cost Attribute
Hit: 956 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
14 3 23 - -20 -
Mostly a combo tool. If Chase the Rêvé hits, Nanase passes through the opponent and launches them up into the air with a tornado. Can be followed up with nearly anything you want. Projectile invuln from frames 6~16, full from 14~16 (TWO WHOLE FRAMES!).

If Chasing le Rêvé whiffs, Nanase just passes through the opponent. Use sparingly as it is -20 when Chase the Rêvé is blocked.

  • Frame data note: The frame advantage listed is the combo stun after the opponent is knocked into the air.


Ange's Invitation
「アンジュの誘い」

214X
Nanase214A.png
214C the god
A Damage Guard Cancel Property Cost Attribute
1355 HL EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
17 18 28 (Landing: 8) - -9
+4 (last hit only)
-
Nanase jumps and creates a tornado angled towards her before floating back where she started. Drags the opponent towards her on hit.
B Damage Guard Cancel Property Cost Attribute
1355 HL EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
13~23 18 28 (Landing: 8) - -9
+3 (last hit only)
-
Nanase jumps and creates a tornado angled away from her, propelling herself forward in the air. Faster startup than the A version, has a larger hitbox, and the followups can crossup if delayed a bit.
EX Damage Guard Cancel Property Cost Attribute
1670 HL CS - - Projectile
Startup Active Recovery Overall Advantage Invul
12 18 29 (Landing: 6) - +3 -
The tornado is much larger and travels along with Nanase to cover about 2/3rds of the screen. Enormous hitbox that reaches into the sky. One of the best moves in Nanase's arsenal. Because this version is + on block, it can be used to make unsafe moves safe, even advantageous, for the price of meter. Also used to combo hits you normally can't combo off of, and to fish people out of the air. Has very long hitstun and can be comboed afterwards from anywhere. Throw invuln from frames 1~3.
Conveying my Vrai Coeur
「ヴィレ・クールを伝えたい」

X
after Ange's Invitation
Nanase214AA.png
overhead/crossup/frametrap
A Damage Guard Cancel Property Cost Attribute
800 H EX,CS - - Air Strike
Startup Active Recovery Overall Advantage Invul
~14 12* (max) X+27 - -9 to -3 -
Dive Kick. Hits overhead. You can delay it for as long as Nanase is in the air. If you delay this move after 214B, it will be a true cross-up. You can get a full combo off a counter hit, otherwise you will have to spend meter or Chain Shift.
  • Frame data note: Move is active until you hit the opponent or the ground.
B Damage Guard Cancel Property Cost Attribute
800 H EX,CS - - Air Strike
Startup Active Recovery Overall Advantage Invul
~16 13* (max) X+27 - -7 to -1 -
Same properties as A version, but travels farther than A and is slightly slower on startup.
  • Frame data note: Move is active until you hit the opponent or the ground.
C Damage Guard Cancel Property Cost Attribute
800 H EX,CS - - Air Strike
Startup Active Recovery Overall Advantage Invul
~20 13* (max) X+27 - -9 to -3 -
Same properties as A version, but is the slowest on startup. Goes very high and travels quite a bit farther than A and B.
  • Frame data note: Move is active until you hit the opponent or the ground.


Plumage Dancing in the Wind
「風に舞うプルマージュ」

623X
Nanase623B.png
A Damage Guard Cancel Property Cost Attribute
1131 HL EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 7 38 (Landing: 18) - -23 -
A DP where Nanase kicks directly up into the air, making a tornado form around her as she does. Deceptively short range, uncomboable on hit, unsafe on block or whiff. Can be EX cancelled or Chain Shifted on whiff. Air invuln from frames 4~13, head invuln from frames 7~13.
B Damage Guard Cancel Property Cost Attribute
1359 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
6 10 45 (Landing: 18) - -31 -
A DP where Nanase kicks directly up into the air, making a tornado form around her as she does. Has great vertical range and hits on both sides. It's horizontal range is not too good though. It'll lose to a lot of well spaced stuff so be careful. Can cancel into CS on hit for fearsome damage. Full invuln from frames 1~9, head and air invuln from frames 10~15.
EX Damage Guard Cancel Property Cost Attribute
1670 (2216) HL - - - Strike
Startup Active Recovery Overall Advantage Invul
7 16 58 (Landing: 18) - -50 -
This DP reaches very high in the air, fishing anyone above you out of the sky regardless of their height. You can twirl your stick and mash buttons to make this version do more damage, though it's probably easier to just use the stick. 8 hits base, 16 Hits maximum. Full invuln from frames 1~6, strike invuln from frames 7~10.


Let the Fleur Carry your Feelings
「フルールに思いを乗せて」

j.236X
Nanasej236AB.png
A Damage Guard Cancel Property Cost Attribute
750 HLA EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
20 (charged:24) 26* (max) 20* (min)
Landing: 10 (charged:12)
- + -
Goes horizontally forward through the air. Good for controlling air space from certain distances. Very powerful used when used in conjunction with Force Function to retain + frames during pressure. Also very advantageous when TK'd. Nanase retains her forward/backward momentum when firing this, but always floats slightly upwards as well. Can be charged to make the projectile both bigger and gain an upwards arc trajectory.
  • Frame data note 1: Projectile lasts until it leaves the screen naturally or from hitting the opponent/another projectile.
  • Frame data note 2: Recovery is the minimum frames spent before landing on the ground (i.e. TK'd j.236X).
B Damage Guard Cancel Property Cost Attribute
Close: 750
Far: 444
HLA EX,CS - - Projectile
Startup Active Recovery Overall Advantage Invul
21 (charged:28) 112* (max) 21* (min)
Landing: 10 (charged:12)
- + -
The wind projectile falls down to the ground before moving forward along the ground. A key tool in Nanase's oki and pressure. Usual combo ender in the corner. Stops Nanase's momentum in the air. Can be charged to be bigger. The uncharged version will go under certain projectiles, like Hyde's or Akatsuki's.
  • Frame data note 1: Projectile lasts until it leaves the screen naturally or from hitting the opponent/another projectile.
  • Frame data note 2: Recovery is the minimum frames spent before landing on the ground (i.e. TK'd j.236X).
EX Damage Guard Cancel Property Cost Attribute
1523 HLA CS (hit only) - - Projectile
Startup Active Recovery Overall Advantage Invul
7 32* (max) 32* (min)
Landing: 13
- -5 to -14 -
Creates a giant tornado going downward at an angle. This move has some homing capability on to your opponent's grounded position. If it hits the ground, it will travel fullscreen and curve back upwards. Can be comboed into 236B if done low to the ground, and roughly up to midscreen away. Cancelling j.236B into this can make the first projectile combo from it, allowing an easier pick-up.
  • Frame data note 1: Projectile lasts until it leaves the screen naturally or from hitting the opponent/another projectile.
  • Frame data note 2: Recovery is the minimum frames spent before landing on the ground (i.e. TK'd j.236X).

Supers

Infinite Worth

Atmosphère of the Aether
「連鎖のネファリウス」

41236D
NanaseIW.png
Damage Guard Cancel Property Cost Attribute
3230 HL - - - Strike
Startup Active Recovery Overall Advantage Invul
1+12 4 57
Landing: 29
- -41 -
Invincible sword uppercut. The sword portion of the hit is air unblockable. 1100 minimum damage. Full invuln from frames 1~36, throw invuln from frames 37~44.

Infinite Worth EXS

Lumière of the Dawn
夜明けのリュミエール
A+B+C+D
NanaseIWEXS.png
Damage Guard Cancel Property Cost Attribute
3750 Mid, Air - - 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 67 -25 1~26 Full
Nanase becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before..
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Colors

Default Unlocks

001 Moulin à Vent
001 Moulin à Vent
002 Altar of Iris
002 Altar of Iris
003 Blitz Flugel
003 Blitz Flugel
004 Averse Ciel
004 Averse Ciel
005 Katze Madchen
005 Katze Madchen
006 Nature Gale
006 Nature Gale
007 Seesse Luna
007 Seesse Luna
008 Sol Envidia
008 Sol Envidia
009 Glicina Boton
009 Glicina Boton
010 Mars Soir
010 Mars Soir

Customization Unlocks (2000 IP Each)

011 Freeze Night
011 Freeze Night
012 Thin Vermilion
012 Thin Vermilion
013 Vert Clair de Lune
013 Vert Clair de Lune
014 Glamorous Aura
014 Glamorous Aura
015 Notre Dame
015 Notre Dame
016 Apricot Tea
016 Apricot Tea
017 Stille Vulkan
017 Stille Vulkan
018 Briny Air
018 Briny Air
019 Winter Nacht
019 Winter Nacht
020 Otaria Bianco
020 Otaria Bianco
021 Juillet Peche
021 Juillet Peche
022 Le Lac Des Fees
022 Le Lac Des Fees
023 Insulator Girl
023 Insulator Girl
024 Grizzled Doe
024 Grizzled Doe
025 Stratoshpere
025 Stratoshpere
026 Gingko Biloba
026 Gingko Biloba
027 Chitose Green
027 Chitose Green
028 Luft Minze
028 Luft Minze
029 Depletion Garden
029 Depletion Garden
030 Mystique Senior
030 Mystique Senior

External Links


UNDER NIGHT IN-BIRTH Exe:Late[st]
General
Controls
FAQ
Glossary
HUD
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Patch Notes
System
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki