Antinomy of Common Flowers/Lối chơi/Kawashiro Nitori

Th155Nitori.png

Introduction

Nitori Kawashiro is a shy kappa who resides in the Genbu Ravine on Youkai Mountain. She has the ability to manipulate water and uses her technological and engineering skills to build and use contraptions.

Her gameplay consists of powerful sniping and decent zoning tools along with some of the strongest pressure in the game.

Pros:

  • Possesses some of the strongest pressure in the game that can be very hard to escape at times.
  • Highest damage last word that can be confirmed into from most melee hits. It is also unpunishable on whiff when used as a reversal.
  • Joint fastest j5a in the game.
  • Fast and precise fullscreen sniping tools that can easily punish move startups and whiffed melees.
  • Decent neutral tools and zoning with 8c and 5b/8b/2b.

Cons:

  • All her spells do poor damage and are generally not particularly useful.
  • Has poor coverage directly below her other than j2a and high j4c.
  • Her occult power is almost entirely useless now guardcrush setups do not work.
  • Has difficulty contesting dense bullets in neutral.
  • Easily bribed with a few cucumbers.

Normals

Input Appearance Startup Multiple Hits? Total Damage Adv On Block Stun Hit Effect Cancels Description
c.5a, 4a   8f (1st) Yes

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17f (2nd)

34f - - - - - Two fast kicks. Surprisingly long range for a jab. In blockstrings, at a certain spacing the second kick can be made to intentionally whiff leading to a throw setup.
f.5a   11f No 32f - - - - - Crowbar swing. Slower and shorter range than 4a, there not not much reason to use this move. Can counter hit leading to high damage confirms.
6a   13f No 45f - - - - - No waiting sign on a spring? Quite slow to startup. Decent forward reach and hitboxes. Leads to high damage confirms. Pushes Nitori backwards so should generally be avoided in pressure.
8a   10f (1st) / 16f (3rd hit if opponent above) Yes

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[if 1st hit]

15f (2nd)

7f (3rd)

5f (4th)

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[if 3rd only hit]

10f (2nd)

- - - - - - Upwards drill. Hits up to 4 times. Fast with very good priority. A powerful tool for beating air approaches. 5aa8a has some utility in blockstrings.
2a   10f (1st) Yes

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[if 1st hit]

9f x2 (3rd & 4th)

- - - - - - Downwards wrench spin. Hits up to 3 times. Fast and has decent priority to beat low air approaches. Very powerful tool in blockstrings enabling Nitori to even lock down opponents holding shield.
j.5a   8f Yes

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- - - - - - Two fast kicks similar to 4a. Small hitboxes for a j5a but is one of the fastest in the game. Has a very high hitstun often allowing juggles into ground combos from air to air hits.
j.6a   12f No - - - - - - No waiting sign on a spring? Quite slow to startup. Decent forward reach and hitboxes. Leads to some of the highest damage confirms. Pushes Nitori backwards.
l. j.8a   17f Yes

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- - - - - - Upwards drill. Similar to 8a. Hits up to 4 times. Very strong approach tool and leads to high damage confirms.
h. j.8a   10f No - - - - - - Uppercuts with a large mechanical fist. Decent speed hitboxes for catching opponents flying high. Also can be strong to landcancel.
j.2a   - No - - - - - - Giant swinging ball. Slow to start up but has large and very deceiving hitboxes. It is difficult to combo off some hits. Can be used as a catch in blockstrings. Can be used to set up throws by land cancelling just before the hitbox reaches them.
66a   - No - - - - - - Uppercuts with a large mechanical fist. Hits up to 3 times. Not always possible to combo after without tagging. Can be used to catch after a land cancelled j2a.
66b   - Yes

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- - - - - - Flies forward and upwards attacking with her rotor blades. Grazes and hits up to 6 times. There is a blind spot directly in front of Nitori so avoid using this close to grounded opponents (it also whiffs entirely on some small grounded characters). Great for catching opponents spamming bullets in the top lane. Also has use for catching opponents after pushblocking a land cancelled j2a.

Dial A:

  • 5a...: c.5a
    • ...5a...:
      • ...5a...:
        • ...6a...:
        • ...8a...:
        • ...2a...:
          • ...6a:
          • ...8a:
          • ...2a: j2c. You can follow it with a 2 j6c for a full untechable combo.

Projectiles

B variants

5b/j.5b: Fires 10 water droplets in a 2x5 formation that slowly spread and fall downwards.

2b/j.2b: The same as 5b, but fired diagonally downwards.

8b/j.8b: The same as 5b, but fired diagonally upwards. Notable at long distances due to the gravity of the bullets causing them to eventually fall back down spreading over a large area.

6B variants

6b/low j6b: Fires a fast stream of water upwards at a 30 degree angle. Hits up to 8 times.

high j6b: The same as 6b, but fired downwards.

Specials

[b]: Q-Cumber Sound System: Fires sound waves in front of Nitori. Relatively short range. Very dense. Can also be aimed up and down. The final hit causes stun. Not really useful due to its low damage and because it leaves Nitori vulnerable afterwards.

bbb[b]: Rapidly shoots out water droplets. Good screen coverage and okay damage for a bbb[b].

5c: Water Bomb Giant Swing: Swings around a giant water balloon and then throws it. The number of spins can be increased up to 7 by pressing C repeatedly. The initial swing is melee and the released water balloon is a dense bullet. If the balloon hits the wall it will explode into water bubbles which can create some cover. It is difficult to combo off of this attack unless close the corner.

6c: Water Driller: Rushes forward with a melee drill. Has use in some combos and to setup air tech traps. Can be charged by holding the button down but this cannot be cancelled. If charged long enough, a steam hiss sound will play indicating full charge. This version will cause a wallslam if it hits.

low j6c: Farewell Rubber Ring: Shoots a grappling hook forward and flies to it. The also hook gains a hitbox shortly after it is launched and so does Nitori while she is moving. Always wallslams. If used close to a wall, the opponent will bounce off the wall and through Nitori, reversing your positions. Mostly used as a combo ender.

high j6c: Farewell Rubber Ring: Similar to low j6c but Nitori swings underneath the hook. The hook also has no hitbox. Causes a groundslam. This move can also cross up opponents in the corner.

4c: Photon Torpedo: Nitori does a superman forward and releases missiles behind her. The missiles turn and fly forward above or below her depending on where the move is used. Very limited utility.

2c/3c: Kiku-ichimonji Compressor: Throws a grenade that explodes about four character widths in front of Nitori and creates a large vertical beam of water. The grenade can be thrown further with 3c. Hits up to four times. Will overwrite any existing explosions when used. Very useful midscreen combo tool. Has some use in neutral, but it's quite slow.

8c: Aerial Blaster: Nitori shoots a missile up from her backpack that quickly travels above the stage. A targeting reticle appears in front of her and follows her movement as well as your input direction. If an enemy comes close enough, the reticle will lock onto them and the missile flies down. If the enemy doesn't come close enough, the missile will automatically come down after roughly 4 seconds. Rarely hits on moving targets, but can easily catch your opponent doing something if you move right. The explosion has long hitstun, so it's possible to follow up with a 5a combo. The launch and the ascending missile both have hitboxes as well, making it possible to use this move as a combo ender. Amazing neutral tool.

Occult Power

DESCRIBE THE CHARACTER'S OCCULT POWER HERE

Nessie Sortie

A+B:

Spellcards

豪雨「河底大戦争」: Heavy Rain "Great War Beneath the River" Cost: 1200

DESCRIBE SPELL HERE

泡符「撃て!バブルドラゴン」: Bubble Sign "Fire! Bubble Dragon" Cost: 1000

DESCRIBE SPELL HERE

戦機「飛べ!三平ファイト」: Battle Machine "Fly! Sanpei Fight" Cost: 700

DESCRIBE SPELL HERE

Last Word

*ネス湖は今ここにある!*: *Loch Ness is Here Right Now!*

Grazeable. Strongest Last Word in term of raw damage at 6960. Arguably one of the most cost-effective Last Words in term of power-to-cost ratio if choosing the right spell and slave.

Team Options and Synergy

WRITE HOW THIS CHARACTER FUNCTIONS AS IN A TEAM HERE

Tag Attacks

Melee:

Air Melee:

Bullet:

戦機「飛べ!三平ファイト」: Battle Machine "Fly! Sanpei Fight" Cost: 700

Combos

Anywhere

  • j5a j6b 3 j6b (j66 j6b/j6a) j6c 2970-3293 damage
100% stun. Untechable.
B-loop: Standing opponents only. Very expensive. The third j6b can be skipped to save orbs with good timing or the alternate route but this deals less damage. The final j6b's positioning is important when trying this midscreen so the j6c hook connects.
  • 5a/5aa/f5a 6b 3 j6b (j66 j6b/j6a) j6c 2216-3148 damage
100% stun. Untechable.
B-loop: Standing opponents only. Very expensive. The third j6b can be skipped to save orbs with good timing or the alternate route but this deals less damage. Possible midscreen if the j6c hook connects, but it is not advised.
  • (f5a) 8a j6b j5c 2311-2606 damage
100% stun. Techable.
Allow 8a to hit as many times as possible. In the corner, j5c can be substitued for j6c for slightly more damage.
  • (f5a) 8a j6b 9 j5a(1-2) j6b j5c 2561-3132 damage
100% stun. Techable.
Extension of the above combo. Allow 8a to hit until you reach a height that j6b will link. Try to get as high stun as possible with the second j6b before using j5c, 99% is optimal.
  • 66a 66b 1815-1966 damage
100% stun. Techable.
Often the only followup you can get unless 66a connects deep, drops against some smaller characters.
  • 66a 2a(3) j6c 2239 damage
100% stun. Untechable.
  • 66a 5a(1) 6b 9 j6b 2821 damage
100% stun. Techable.
This can be a difficult link.
  • 66a 5a(1) 6b 5c(2 spins)/6c 2591-2687 damage
100% stun. Techable.
Easier variant of the above combo. You can get around 4 5c spins in the corner for 2931 damage.
  • 66b j8a (j8b (66 j8a)) 1767-1878 damage
100% stun. Techable.
The damage depends on the number of 66b hits.
  • (j)8c 9/8 j6a j6c 2312-2655 damage
100% stun. Techable.
  • (j)8c j8a(2-3) j8c j66 j8c 2887 damage
100% stun. Techable.
j8a won't link at some angles.

Midscreen

  • 5aa2a(1) 2c 1 j8c j6c 2723-2823 damage
100% stun. Untechable.
The standard midscreen bnb: practice this one. Make sure the initial j6c hook hits for extra damage.
  • 5aa2a(1) 6b 3 j5a(1-2) j6a j6c 2682-2981 damage
100% stun. Untechable.
The (new easier, cheaper and more damaging) midscreen bnb. The damage depends on the number of 6b hits, this can be increased the closer you are positioned. Can drop at max spacing and at positions where the j6c hook misses (near the corner). Difficult to link against Shinmyoumaru, Sumireko and Tenshi. The second j5a hit drops (so should be skipped) against Reimu, Reisen and Tenshi.
  • (f5a) 6a 5b 6c 2185-2427 damage
100% stun. Techable.
This is the f5a auto-combo so you can just press 5aaaa if you land an f5a. This combo can be unreliable and is unlikely to 100% stun in the corner.
  • (f5a) 6a 3c (9/3) d6 (wait) 5aa2a(1) j6c 3022-3096 damage
100% stun. Techable.
Can be performed near corner using 2c instead of 3c.
  • (f5a) 6a 3c 2 j6c 2390-2644 damage
100% stun. Untechable.
Can be performed near corner using 2c instead of 3c.
  • (f5a) 2a(1) 2c 3 j8c j6c 2678-2942 damage
100% stun. Untechable.
May be difficult on certain characters. If the initial j6c hook hits you get extra damage.
  • (f5a) 2a(1) 2c 6 (wait) 5aa2a(1) j6c 2646-2904 damage
100% stun. Techable.
After 2c walk over and wait for them to rise back up into 5aa2a range.
  • (f5a) 2a(1) j6c 5aa2a(1) j6c 3098 damage
100% stun. Techable.
Requires you to be positioned near the center of the screen so the first j6c leaves Nitori outside of the corner. Good corner carry.
  • (f5a) 8a(1) 2c 6 (wait) 5aa2a 6c 2946-3043 damage
100% stun. Techable.
After 2c walk over and wait for them to drop back down into 5aa2a range.
  • (f5a) 8a(1) 2c 6 (wait) 2/2a(1) j6c 2254-2411 damage
100% stun. Untechable.
Untechable variant of the above combo. Can be difficult if 2c leaves them high in the air.

Corner

  • 5aa2a(1) 4c 3 (j5a(1)) j6a j6c 2863-2899 damage
100% stun. Untechable.
This combo only works on specific characters, the j5a can be difficult and is entirely optional.
  • 5aa6a (wait) 4aa2a(1) j6c j8a/j6a 2837-2882 damage
100% stun. Techable.
Only costs 1 orb. Ending with j6a does more damage but sometimes it can be difficult to determine which side Nitori is on.
  • 5aa6a (wait) (f5a) 2a(2-3) j6c 2441-2563 damage
100% stun. Untechable.
Untechable variant of the above combo. If f5a is used 2a must only hit twice. It is advisable to skip f5a.

High Air

  • j5a(1) j6b j66 j5a(1) j6a j6c (j8a/j6a) 2458-2686 damage
100% stun. Techable.
Will not work if j5a hits below the opponent. Ending with j6a does more damage but sometimes it can be difficult to determine which side Nitori is on.
  • j5a(1) j6b j66 j8a j8b 9 j8a 2238-2578 damage
100% stun. Techable.
  • j6a j6c j6d j5a 5aa 5c(2-5 spins) 3108-3419 damage
100% stun. Techable.
Spin until they start to leave the 5c range vertically.
  • j6a j6c j6d j5a 2a(1) j6c 2845 damage
100% stun. Untechable.
Untechable variant of the above combo.
  • j6a j3c j6d (wait) 5aa2a(1) j6c 2785-3022 damage
100% stun. Techable.
Does not work in the corner. Can be performed near corner using 2c instead of 3c.
  • j6a j5b j6d j5a 5aa2a(1) j6c 2741-2794 damage
100% stun. Techable.
Does not work in the corner.
  • j8a j8b/j5b 9/j66 j8a 1814-1957 damage
100% stun. Techable.
Does not work if j8a is too close to the opponent, which b bullets you use depends on positioning.
  • j8a j2c j6d (wait) (j5a) 5aa2a(1) j6c 2908-2993 damage
100% stun. Techable.
Does not work in the corner.
  • j8a j2c (land) 1 j6c 2273 damage
100% stun. Untechable.
Untechable variant of the above combo.
  • j2a j2b/j5b j6c (j2a/(j6d j5a 5aa 5c(2-5 spins))) 2238-3435 damage
100% stun. Techable.
The bullets may whiff in the corner but it is still possible to continue the combo (Check the j6b(whiff) corner combos). The combo extensions require 6 or less b bullets to hit. It can be hard to tell which direction to dash since j6c can cross under the opponent. Use the j2a ender if you are uncertain.
  • j2a j6c jd6 j5a 5aa2a(1) j6c 3308 damage
100% stun. Techable.
It can sometimes be hard to tell which direction to dash since j6c can cross under the opponent. Could also use 5aa5c(2-5 spins) ender.
  • j2a j5b j6d j5a 5aa2a(1) j6c 2741-2794 damage
100% stun. Techable.
Does not work in the corner. You can also try 2c/3c combos off of j2a but these are quite unreliable.

High Air Corner

  • j6a j6b j66 j6a j6c 2371-2701 damage
100% stun. Techable.
  • j6a j6b j66 j8a j8c 2274-2478 damage
100% stun. Techable.
Variant of the above combo if they end up above you.
  • j6a j6b(whiff) j66 j5a 5aa2a j6c j8a/j6a 2968-3035 damage
100% stun. Techable.
Ending with j6a does more damage but sometimes it can be difficult to determine which side Nitori is on.
  • j6a j6b(whiff) j66 j5a 2a(3) j6c 2372 damage
100% stun. Untechable.
Untechable variant of the above combo.
  • j8a j8c 8 j8a 1649-2338 damage
100% stun. Techable.
  • j2a j6b(whiff) j66 j5a 5aa2a(1) j6c j8a/j6a 2968-3038 damage
100% stun. Techable.
Ending with j6a does more damage but sometimes it can be difficult to determine which side Nitori is on.
  • j2a j6b(whiff) j66 j5a 2a(3) j6c 2372 damage
100% stun. Untechable.
Untechable variant of the above combo.
  • j2a j6b(whiff) j66 j5a 5aa2a j4c 1 j6c 3371 damage
100% stun. Untechable.
This combo only works on specific characters and the timing for j6c can be quite tight.
  • j6c j6d j5a 5aa2a(1) j6c j8a/j6a 2951-3012 damage
100% stun. Techable.
Works from corner crossup j6c.
  • j6c j6d j5a 2a(3) j6c 2401-2527 damage
100% stun. Untechable.
Untechable variant of the above combo.

Low Air

  • j5a(1) j6b j66 j6a (wait) j6c 2415-2607 damage
100% stun. Untechable.
  • j5a(1) j6b j66 j5a(1) j2a j2b 3 j2a 2453-2721 damage
100% stun. Techable.
  • j5a(1) j6b j66 j5a(1) j2b 3 j5a(1) j6a j6c 2814-3000 damage
100% stun. Untechable.
Very position dependent, more reliable in the corner.
  • j5a(1) j2a j2c j1 j6c 2345-2416 damage
100% stun. Untechable.
Does not work in the corner. Position dependent.
  • j6a j3c jd6 5aa2a j6c 3022 damage
100% stun. Techable.
Does not work in the corner. Can be performed near corner using 2c instead of 3c.
  • j6a j3c jd6 (wait) 5aa 5c(2-5 spins) 2812-3142 damage
100% stun. Techable.
Potentially higher damage variant of the above combo.
  • j6a j3c jd6 j1 j6c 2390 damage
100% stun. Untechable.
Untechable variant of the above combos.
  • j8a 5aa2a(1) j6c j8a/j6a 2713-2783 damage
100% stun. Techable.
Harder to link if j8a hits 4 times.
  • j8a 5aa2a(1) 2c j1 j6c 2815-2917 damage
100% stun. Untechable.
Does not work in the corner. Harder to link if j8a hits 4 times.
  • j8a(3-4) 2a(3) j6c 2057-2159 damage
100% stun. Untechable.
  • j8a(2-4) j2c j1 j6c 2213-2308 damage
100% stun. Untechable.
Does not work in the corner.
  • j2a j5b/j2b j3 j2a (j2b/j5b) 1956-2097 damage
100% stun. Techable.
  • j2a j2c j1 j6c 2390 damage
100% stun. Untechable.
Does not work in the corner. Postition dependent.
  • j6c 5aa2a(1) j6c j8a/j6a 2951 damage
100% stun. Techable.
Requires you to be positioned between the center of the screen and the corner so j6c leaves Nitori outside of the corner.
  • j6c 2a(3) j6c 2422 damage
100% stun. Untechable.
Untechable variant of the above combo.

Low Air Corner

  • j6a j6b(whiff) j66 j5a 5aa2a j6c j8a/j6a 2968-3035 damage
100% stun. Techable.
  • j6a j6b(whiff) j66 j5a 2a(3) j6c 2372 damage
100% stun. Untechable.
Untechable variant of the above combo.
  • j6a j6b(whiff) j66 j8a 5aa2a j6c 2730 damage
100% stun. Techable.
Works from lower down.
  • j6a j6b j66 j6a j6c 2371-2595 damage
100% stun. Untechable.
Can also works with j5a starter but the timing is tight and there are better combos.

Blockstrings

POST STRINGS HERE