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=== Specials === | === Specials === | ||
'''Ronin Bolt: 236A/B/C''' | '''Ronin Bolt: 236A/B/C''' | ||
* ( | *Electrical projectile that travels in a straight line and dissipates over a distance. | ||
*Button strength determines speed and distance until dissipation. (A fast and short, C slow and long) | |||
*Burst cancellable. | |||
'''Rush Bolt: 6A/B/C'''(During Ronin Bolt) | |||
*Dash follow-up to Ronin Bolt. | |||
*A short dash, B longer dash, C longest dash. | |||
*Can be used to apply pressure and fake out the opponent if done without using the subsequent follow-up. | |||
'''Plus Rush: 236A/B/C)'''(During Rush Bolt) | |||
*Launcher follow-up to Rush Bolt. | |||
*Can be used to punish clashes. | |||
*Puts the opponent into a juggle state where they can be easily hit with 623C. | |||
*A version comes out the fastest but has the smallest attack hitbox. B version is slower but covers more area and C comes out the slowest but has the largest attack area. | |||
'''Charge Volt: 236A/B/C, in air''' | '''Charge Volt: 236A/B/C, in air''' | ||
*Air projectile similar to Ronin Bolt that travels at downward angle. | |||
*Button strength affects angle. A = steepest. C = widest. | |||
*The recovery animation is incredibly long, coupled with the fact that it has landing recovery. Not a move to be used very often. | |||
'''Daemon Kick: 623A/B/C''' | '''Daemon Kick: 623A/B/C''' | ||
*Anti-air slash that travels in an arc not often seen in moves of its type. | |||
*Button strength controls height, number of hits, and speed of the move. (A = fastest, C = slowest) | |||
*A version comes out in 4 frames. It is not known if the move has any invincibility. | |||
*C version generates a lot of Mana Gauge. | |||
'''Rod Bolt: 63214A/B/C (can be performed in the air)''' | '''Rod Bolt: 63214A/B/C (can be performed in the air)''' | ||
*Dashing attack throw that electrocutes opponents. | |||
*Button strength determines distance. | |||
*Does not clash and is highly unsafe on block. | |||
*Air version does not connect properly on airborne opponents. | |||
*Can be used in conjunction with 421X to avoid certain moves. | |||
'''Front Choppa: 2146A/B/C''' | '''Front Choppa: 2146A/B/C''' | ||
*Fast, turning electrical slash. | |||
*A version has shortest range but is safe on block. B and C versions are longer but less safe. | |||
*Burst cancellable. | |||
'''Jump Back: 421A/B/C''' | '''Jump Back: 421A/B/C''' | ||
*As the name implies, it's a backward jump. | |||
*Button strength determines distance. | |||
*Touching the wall during the jump will make Nagar bounce off of it in the form of a triangle jump. This can be used to get out of situations that most other characters cannot. | |||
=== Mana Bursts=== | === Mana Bursts=== |
Revision as of 18:12, 17 October 2011
Introduction
The Basics
Combos
Mid-Screen
5D xx 2D > 236A > 6C > 236C, 623C
- Nagar's overhead that links into her cancellable 2D. One of her most damaging and meterless BnB combos. Gives you about half a bar of Mana Gauge.
2C > 2146C > [236236X]
- A combo that takes advantage of the range of her 2C. Super cancel for maximum effect.
Strategy
Item Compatibility
Nightmare Blade
- Has the exact same buffs as her signature weapon, except it has a more useful IB and unblockable SA.
Mana Potion
- Nagar has incredibly deadly super-cancels and keeping her Mana up is the best way to utilize them.
Character Chemistry
Matchups
Move Analysis
Normals and Command Normals
Standing
5A
- Nagar hits the opponent with the side of her magic staff. A really quick (4f) close-ranged move that's great for clashing and getting in the first hit. Links into itself, 2A, and 6A, which makes it a very deadly move at close-quarters.
5B
- An upward slash with Nagar's bhuj that has an incredibly misleading animation. You'll completely miss your opponent at 6A range, so don't bother using it. The only time you should even consider using this move is if you're trying to clash an air move at a VERY specific range due to its slight vertical hitbox. Generally just avoid this move.
5C
- Overhead slash with the staff and bhuj at the same time. Has more range than 6A.
5D
- Front flip kick with good horizontal and vertical range. Not only does it cancel into Nagar's special moves, but it also links into 2D and all of her ground A normals.
Crouching
2A
- Quick, two-hit slash with the bhuj that's cancellable on the first hit but not on block.
2B
- A low slash with Nagar's magic staff. Has about the same range as 6A but is cancellable. Use it when you're too far away for 2D and 2A but too close for 2C.
2C
- A turning slash aimed at the opponent's feet that moves Nagar forward. Has slightly less range than 6C. A little bit slow and can easily be punished by an opponent in the air. You can use this as a long-ranged poke to catch the opponent off-guard or after a heavy jump-in. Since it is cancellable, you can use it to buffer 2146X and either go for the hit and possible super-cancel or just dish out some chip damage. Easily Nagar's most dangerous normal.
2D
- A quick low kick that's cancellable and links into itself, all the ground A normals and 2B on counter-hit. This low meaty has tons of offensive options, like cancelling into 236A to start that chain or using 2146A if you're going for free chip. You can even link 236236A instead of cancelling into it. Fantastic move.
Command
6A
- Little bhuj poke. Nagar's best poke in terms of range and how safe it is.
6B
- Advancing downward slash with the bhuj. Has more range than 5C. There really isn't a whole lot of use for this move other than trying to hit the opponent out of the air at very specific ranges.
6C
- A savage forward thrust with the staff and bhuj at the same time. While it does have the longest range out of all of her normals, it also has a sizeable startup and is not cancellable.
6D
- Turning backward kick.
3D
- Nagar's sweep. Has slightly less range than 2C and is terrible on block. It will go under Evetta's arrows, but there isn't much need to do that when you can just clash and punish with the 236X chain. A decent move if used carefully.
Jumping
j.A
- Circular swipe with the bhuj that's aimed downward.
j.B
- A horizontal stab with the magic staff. Nagar's air-to-air of choice. After the triangle-jump on 421X, this is a good move to use if your opponent is in a position where simply jumping straight up wouldn't work.
j.C
- Crossing her arms, Nagar slashes with both of her weapons in a deadly arc.
j.D
- Angled kick downwards that can cross-up.
Normal Throws
Mana-Counter
Specials
Ronin Bolt: 236A/B/C
- Electrical projectile that travels in a straight line and dissipates over a distance.
- Button strength determines speed and distance until dissipation. (A fast and short, C slow and long)
- Burst cancellable.
Rush Bolt: 6A/B/C(During Ronin Bolt)
- Dash follow-up to Ronin Bolt.
- A short dash, B longer dash, C longest dash.
- Can be used to apply pressure and fake out the opponent if done without using the subsequent follow-up.
Plus Rush: 236A/B/C)(During Rush Bolt)
- Launcher follow-up to Rush Bolt.
- Can be used to punish clashes.
- Puts the opponent into a juggle state where they can be easily hit with 623C.
- A version comes out the fastest but has the smallest attack hitbox. B version is slower but covers more area and C comes out the slowest but has the largest attack area.
Charge Volt: 236A/B/C, in air
- Air projectile similar to Ronin Bolt that travels at downward angle.
- Button strength affects angle. A = steepest. C = widest.
- The recovery animation is incredibly long, coupled with the fact that it has landing recovery. Not a move to be used very often.
Daemon Kick: 623A/B/C
- Anti-air slash that travels in an arc not often seen in moves of its type.
- Button strength controls height, number of hits, and speed of the move. (A = fastest, C = slowest)
- A version comes out in 4 frames. It is not known if the move has any invincibility.
- C version generates a lot of Mana Gauge.
Rod Bolt: 63214A/B/C (can be performed in the air)
- Dashing attack throw that electrocutes opponents.
- Button strength determines distance.
- Does not clash and is highly unsafe on block.
- Air version does not connect properly on airborne opponents.
- Can be used in conjunction with 421X to avoid certain moves.
Front Choppa: 2146A/B/C
- Fast, turning electrical slash.
- A version has shortest range but is safe on block. B and C versions are longer but less safe.
- Burst cancellable.
Jump Back: 421A/B/C
- As the name implies, it's a backward jump.
- Button strength determines distance.
- Touching the wall during the jump will make Nagar bounce off of it in the form of a triangle jump. This can be used to get out of situations that most other characters cannot.
Mana Bursts
Bolt Crack Arch: 236236A/B/C
Nagi Bolt: 214214A/B/C
Jump Bolt: 720A/B/C
Frame Data
Characters | Ramda • Sandra • Curse Head • Elion • Fina • Evetta • Dorgan • Vargan • GerhardsenII • Vritra • Nagar • Mara • Orc • Troll • Goblin • Bernhard • Nsidor • Zon | |
---|---|---|
Items | Healing Potion • Mana Potion • Power Bracelet • Scroll of Mana • Protection Ring • Amulet • Holy Symbol • Invisible Mantle • Wind Boots • Medal of Strength • Master Ring • Fortunate Coin • Talisman • Mutation Stone • Hellfire Sword • Magic Shield • Earth Hammer • Spike Mace • Demon Club • Goblin Spear • Ice Blade • Shining Staff • Shining Bow • Rune Ax • Extra Bullet • Draconic Figurine • Nightmare Blade • Evil Staff • Death Staff • Blood Sword • Naught Weapon • Dark Staff • Elixir • Demonic Figurine • Seven Keys • Book of Disaster • Magistery • Chaos Ring • Fang of Manticore • Dragon Scale |