Nariko: The Heavenly Goddess Thread

Question for you guys who can test this before I get home (or have already tested).

Has comboing into her lvl 1 super been tested off the final hit of items (since the last hit causes the item to disappear)? Or even off the first hit, manually drop the item, super? for example the rocket launcher 3rd shot (hits) with the enemy’s back to a wall xx lvl 1 super.

I feel like if we can’t find a useful setup to guarantee her lvl 1 she won’t see use in competitive 1v1. Since her lvl 2’s usefulness is highly dependent on the stage, it seems like the only solid option would be to race to lvl3.

So, I haven’t gotten in much play with Nariko because I’ve just recently started playing All Stars, but in the limited experience I have it seems like you can (almost) guarantee Level 1 based on the tendencies of your opponent. For example, if you notice after d3 that your opponent likes to roll back, using d3 and then Level 1 Super is guaranteed as they come out of the roll. Stuff like this I think is key for Nariko.

As of now it’s safe to say that she is not competitive 1v1. Other than the jumping canon setup (which is impractical) she has no other combo’s into lvl 1.

I think the one minor change I would support for Nariko’s lvl 1 (to make her competitive in 1v1 play) is to allow Kai’s arrow kill any opponent in between Kai and the barrel - if the arrow kills the opponent, the barrel does not explode - thus guaranteeing one kill, but losing the benefit of multi-kills from the barrel explosion.

She seems to be built well for FFA… 1v1, I primarily use Raiden now.

Has anyone tested possible combos with all the items though? I’ll put some time in when I get home, although I’m not too optimistic. Even some kind of setup that just locks them in blockstun long enough for the super to trigger would be good, since you can’t block supers.

The problem with using oki guesses off a crumple as SnakeAes mentioned, is that you are spending 150ap for a 1 in 3 (4?) chance at a kill, instead of building an additional guaranteed 150ap with a full combo. Depending on the stage, you might as well build that second bar and go for a lvl 2 – or work towards your third bar even though she has that massive 750ap requirement for it.

I am willing to test it out…Any particular item you want me try to see if they connect outside of the spike grenade from resistance and the statis item that slows the character down a lot

I just tried a bunch of items and aside from the slow item, I couldn’t make anything work.
Her recovery off everything is just too negative, and the super starts up so slow.

So sad.
I assume superbot only playtested and balanced around 2v2 and FFA, since 1v1 isn’t an official mode.

If spaced correctly on a cornered opponent (With the first attack hitting at max range, or at least close) j.D2, j.D1, back roll facing the opponent, level 1 seems to be a pretty killer setup (They can’t roll backward, it should kill jumps and if you spaced out the first move correctly the fireworks are just big enough to kill a forward roll.). I just started experimenting with this in training with rolling set to random. The only issue is that the opponent can simply stay down but with some practice would it be a sure kill if you reacted to any possible movement?

Well I have a setup that works and is a 50/50

Mid screen

If you manage to land a N3 follow it by F1(push back), then do the level 1. The opponent would have to carefully air dodge the barrel explosion

I tested it, it’s really cool but it’s not a 50/50 since they can just forward tech in the air, or down tech and walk forwards to avoid it.
If you could mix it up so the barrel hits forward techs, then it would be a 50/50.

What do you mean by forward tech? I have tested it only again Nariko. The only issue I have had with this setup is that she can sometimes do aerial D2 and pull me out of the level 1 :frowning: Other than that I call it a 50/50 because the opponent will have to know that it’s coming and not mash on anything do properly air dodge it. Any attack that doesnt move the opponent forward will get them caught in the level 1. I’ll most likely go with what you said tho about not being a 50/50

Interesting. Just tried it out with level 2 as well. Seems like it might be pretty reliable with level 2…can force an air dodge with follow up shot or hit them as they land on the ground. Haven’t played around with it too much but I like it so far.

Of course a level 1 would be much more efficient.

so yeah turns out it’s not a 50/50 I just tried it against the CPU on the highest level (drake) I was able to land the level 1 a couple of times but I noticed that the opponent can in fact jump forward…maybe that’s what Rabbit360 meant by tech forward :slight_smile:

Yea, 50/50 means the opponent has to guess between two options.
Unfortunately the options in training mode don’t let you set air techs. Which is dumb.

Nariko is such fucking garbage, it’s ridiculous.

She doesn’t gain AP worth a shit unless she does long ass combos which will always get interrupted.

It seems every other normal in the game out-prioritizes all of her normals (except f+1 series, which is slow and gets interrupted anyway), and most of her specials on trade.

Supers are ass, as we all already know. Level 1 shortens range severely on an upward ramp.

Heavy minus frames on everything.

Her tools are worthless, for the most part.

How is she even viable?

So, there is a combo video out there that shows someone doing:

d1, jump cancel j.d2, j.d1, combo into 3 into stuff. In Training Mode, this combos only if you set the dummy not to block. It still counts as a combo (i.e. attack data combo counter still goes up), but if you set the dummy to Auto Block, he recovers in time from the j.d2. The only way I have found that combo to truly combo (using air d2 into air d1) is if you do it really close to the ground, which I don’t think is possible from a jump cancel of d1.

Just thought I’d mention that as a heads up.

Also, in the corner if you land an opener into n3, you can do u2, u2, double jump j.3, 111. I believe this is 150 ap in the corner, and you don’t have to worry about bouncing your opponent off the wall.

Does anyone else have trouble getting a true link off d2 into n3? I can only land a true link for it maybe 20% of the time.


Just as a general note, I think the way the current OP is laid out needs work. Because a lot of Nariko’s combos are so similar (actually a lot of combos are really similar in this game), I think it’d be easier to separate by combo starters and combo enders rather than listing full combos.

What I mean is, it doesn’t make sense to have four or five different combos ending in 3 > u2 > j.u2 > 3 > 111 because you can lead into that combo in a bunch of different ways (d1, j.d1, d3, j.d3, d2, u3… I might even still be missing some).

Lastly, I saw this combo in a video and it’s super impractical but it’s flashy as hell.

If d1 connects from max distance, you can do u11, jump cancel j.11~u1, land, jump j.3, 111 or f1.

D2 into N3 is a 1 frame link which is one of the hardest to land :frowning:

Without a way to combo into Super, she has serious struggles 1v1. However in 2v2 and FFA she can hold her own, but she has to put in a lot more work than other characters. A lot of other characters have spammable projectiles (Cole and Radec come to mind) that give them opportunities to build meter from far away, Nariko doesn’t have that. Her projectiles are slow and easily avoided, so she has to be played more as a brawler and just get right into the thick of it.

Her f1 canceled into back roll after the third hit is a very useful tool, and in a 1v1 situation (just for meter building), d2 is very good. Assuming you are undisturbed, Nariko’s combos can be very frustrating to a lot of players as they take up a good amount of time (prohibitively keeping them from gaining meter while you do instead).

I agree she has a lot of downfalls and isn’t as strong as I’d like. Her Level 3 doesn’t guarantee kills on larger stages which is a HUGE problem, her Level 1 is easily interrupted and easy to dodge. Level 2 is decent but on really big stages it is near useless if you don’t score at least a few kills with it soon after activation (since eventually they get too far away to reliably hit).

If a tier list were to be created I’d say she is definitely pretty low on it.

I definitely agree with you that I need to work on the original thread a bit more because there is a lot of repetition in the combos section…I like your idea of how it should be structured…Unfortunately at this moment, I can’t fix it due to my work schedule =[…If there was a way to give other people freedom in terms of editing power, I would love to give to ya to fix it…I will try to see if I can fit in time to fix it though…Sorry for the late reply

Also just as a general question, how many of you guys played Heavenly Sword?

If you did, did it trip you up initially that in Heavenly Sword any attack involving the blades was mapped to Square, and any attack involving the combined sword was mapped to Triangle?

I played Heavenly Sword a lot, and still occasionally fire it up just for kicks, so the fact that Square and Triangle no longer have dedicated moves bugged the hell out of me for the first few days of playing AllStars. I don’t mind it so much now, but I wondered if anyone else had the same problem as I did lol.

i adapted pretty quick since its been a while since i played my copy of heavenly sword an i play enough hack n slash, that i know, each game will be diffrent. i need to make a run at kais arrows on the hardest level to make my head implode