I should point out that j.d2 > j.d1 is not a natural combo. It combos in training mode only when the dummy is not set to Auto Block.
The only way I have seen this combo truly combo is in the corner, when you do j.d2 VERY low to the ground.
I should point out that j.d2 > j.d1 is not a natural combo. It combos in training mode only when the dummy is not set to Auto Block.
The only way I have seen this combo truly combo is in the corner, when you do j.d2 VERY low to the ground.
Hey guys, i’m fairly new to this forum and since PSABR forums are overrun with nerf threads and DLC speculation id like to post this info here. Been playing Nariko since day one and made it to 63 black belt with her.
Since it’s been a while from your last post I wonder if you realized that j.d2>j.d1 actually DOES combo. You have to be pretty low to the ground and have good spacing to follow up after that. It’s my bnb for FFA because it’s relatively quick and gains 130 ap iirc.
Now i’ll give a brief FFA-1v1 on Nariko’s best moves.
She’s definitely a weird one. Nariko is not as top tier as I thought she was going to be. Super Bot definitely gimped her. Shame on Omar for giving me false hope. When he said “She’s my favorite character at the moment” I was expecting MUCH better…Oh well, i’m a character loyalist having 3 stars in every chapter of Heavenly Sword.But I digress, her ap gain comes from her combos and in FFA they last too long and most of the time will get interrupted. My play style with her in FFA is actually a mix of zoning AND comboing. I apply the same factors to 1v1 with less emphasis on j.u3 unless the opponent whiffs. Her main tools for offense are j.u3( because u3 is unsafe af) j.d2, u2 and j.u1.
The Basics: (u3/j.u3)
This is your life and primary AP gainer. You will be using this move more often than not. 20ap per hit and can hit up to two times but you HAVE to short hop it (I’ll abbreviate Short Hop as SH from now on). Double jumping into j.u3 is ok but why wait to land back down when you can just SH it? By the time you throw the disc when you SH you’ll be back on the ground and ready to throw another one. You can combo up to two hits whether it’s the same person or it bounces off to another and hits them. In 5-8 hits you’ll have lvl1. Another good use for this move is to make a throw mix up. If your SH disc hits an opponent and leaves him in the fallen back(abb. FB) state you can wait for the opponent to recover and throw him. If done correctly, the opponent WILL NOT have enough time to stop the throw, they may be able to tech it if they;re good at teching throws, but they will definitely get grabbed. If you’re close enough and you SH j.u3 and it whiffs you still have a little time to throw while they’re in block stun. This is perfect for 1v1 situations,(can also happen in FFA/ those brief moments when the four of you pair off and fight) This move can be spammed and can effectively zone out other characters but the start up can leave you vulnerable to combos/supers (Cole’s/Dan’s…etc)/Sly’s counter so make sure no one’s close enough to punish when you toss it. If your SH j.u3 confirms and you’re spaced correctly (you have A LOT of time to run up and combo while the opponent is FB so you can do that as well) you can also confirm into lvl1/lvl2. This is not as impractical as it seems. Everyone whiffs you just have to wait for that unsafe move/whiff to happen and punish it, HARD. More viable in FFA then 1v1 but i’ve done it countless times in 1v1 as well.
Reunion( d2/j.d2)
Another one of Nariko’s best moves is j.d2 . It’s a"get over here" type move and it’s pretty good but not so much d2. I forget how much AP it gains but it’s a good start up for most of the combos you’ll be using in FFA and 1v1. It has good range and the air version is practically safe (to combo starters and most supers, not upward supers like Dan’s/ Cole’s,etc) If used low enough, you can grab an opponent and link into j.d1 for a quick combo gaining you a lvl1. Like j.u3 if you;re quick AND low enough you can go for a throw mix-up while they’re FB. I also like to use this move to interrupt and punish lvl1’s just like j.u3. But this has less start up time and can interrupt at higher heights.
Aerial Moment: (u3)
Her best anti-air. You don’t have to sit there and take that aerial attack. this move has a lot of range and can combo into a quick 70+AP combo. Might be able to AP burst but i’m not near my PS3 atm to check. Sometimes will trade with certain attacks( Kratos’s j.d1) if not timed perfectly. It’s not that safe so try not to use this when others are scheming for super confirms.
Unfurled Sky a.k.a “the Interrupter” tm: (j.u1)
As the name states, this move is good for aerial crowd control and interrupting aerial combos. Has pretty good range and is fairly safe to combos depending on how high up yo are. Can be use in a nice corner combo.
These are some of the best moves for Nariko and I just wanted to let you guys now how I play with her. Ofcourse these aren’t the ONLY moves I use but they are the most common. This is my first time writing a analysis/guide for a character so if it doesn’t make any since feel free to add me at Rodbow15 and we can play sometimes. WARNING: I live in a dorm so the connection can get iffy depending on the amount of ppl on the interwebz. I also plan on making cellphone quality combo video in the next couple of days.