Yurlungur
Well-Known Member
Understanding Nyo-Tengu:
Nyo tengu is a character who excels in spacing and has a good poking despite her frames. While she is extremely slow it is quite easy for her to gain frame advantage and to make good use of her attacks, she has an amazing stun game and is extremely damaging. While this is a beginners guide nyo-tengu isn't exactly suited for beginners or players new to the series. Due to her speed you need to be quite good at reading your opponent in order to make the most of her playstyle(Ie, holds crushs, ect.) I'm going to go over the basics to make sure you all know how she works and to utilize her style to the best of your ability.
Pokes:
- 2pp: This literally is an amazing tool and something that can be extremely fun to abuse. +16 on normal hit, double low and if your opponent decides to hold you can simply get a 2T for a whopping 97 damage.
- p+k: An extremely good poke, 11 frames and +35 on normal hit. It's also -12 while this is a great move it's still rather risky to just throw out.
- 6ppp: If this connects it automatically puts the opponent in a red stun to the point where they need to guess the critical burst/Mitama-Okuri(hcf+T) mix up. It also is extremely safe at -5 and it's worth to just throw out as well due to the distance it goes. You can also cancel it quickly any time during the actual punches for throw mix ups. This move can also be performed doing SSppp.
- 2h+k: a good sweep move that has a nasty mix up to it, if your opponent guess incorrectly you can go into the high and then into dance of hiten or perform the second low and perform either the third low or go into a 2T
- Bt 2p: Extremely deceptive move, while it looks like a mid it's actually a low that gives you +28 on nh
- SSK: You get a really good amount of frame advantage from this and also since it's a side step it helps you evade attacks as well another good move to just throw out due to it's hitbox and length.
- 7p: Nyotengu simply does a backflip which avoids some attacks, she can follow up with another p for a headbutt charge which can send the opponent flying back if they do something risky while pressuring her. Very unsafe on block but it's a good tool to reset to neutral.
- "Have Mercy" Taunt: Now a lot of you are probably going really? This is probably as gimmicky as it can get but it does have evasive properties. If your opponent is going to start an oki game and sees you move since it the motion of waking up certain attacks that. You can not low throw her unless your character has a ground throw and if will make your opponents who use OHs as an oki whiff.
- 7kp: Arguably the best 7k in the entire game. Why? It has a follow up which your opponent needs to guess if you're going to do or not. While it's not as fast as alphas it is rather quick and good move to use.
- 4p+k: The wind gust, this is actually a very interesting move. While you are at disadvantage the move knocks your opponent far back even on block to get the neutral space you need. At the closest range it pushes your opponent away to midscreen even on block. This is a good move to make your opponent wary of simply rushing in.
- 66T: Generic OH, nothing to write home about but it's good to have while closing in on mashing opponents.
- KK or 6K: This moves sends the opponent flying as far back as possible on normal hit. More info on this move in frame advantage.
Due to nyo-tengu's speed she's going to have a lot of issue dealing with faster opponents, most of these moves will end up helping making matches a little easier and which moves you should be using quite a lot more of. These moves are advantage after block.
- kk or 6k (+13): low profiles, tracks at beginning, hits high. Resets neutral. Travels far.
- 4p(+12): deceptive move, can simple do kk to reset position and puts you in bt
- h+k in dance of hiten (+12): natural combo if connects, 16 frames and evades lows
- 6p+k(+5) (+11 with dance of hiten): very long reach, extremely good poke and can follow up with dance of hiten
- 6T(+10): standard reset punish throw on. If your opponent holds does more damage and doesn't give you more advantage.
- 4h+k(+3 uncharged, fully charged +8): gimmicky move but can be interesting due to charge.
- pp6p into dance of hiten(+3, -11 if you don't enter the stance): standard jabs into stance, worth noting due to mix up potential. Also has a difficult to see low follow up.
- 9k(+3): automatically goes into dance of hiten for a throw follow up or h+k for more adv.
- hcf+T
- 4K (& PK) -8 [i23]
- 214P (& 8PPP) -9 [i24]
- H+K (& 2H+K K & PP2KK CH only) -12 [i19]
- 8K -13 [i16]
- 3P (CH only) -14 [i18]
This move is nyo-tengu's flying move, 9P. This move is important to note because of it's high mobility and the fact you can do quick tick throws and simply go into dance of hiten after. If your opponent does something unsafe from far away (playing the whiffing game). Nyo tengu can simply fly up and snatch them.
Moves in Karasu-Tobi
- T: high grab
- 2T: low grab
- P+K: entrance into dance of hiten.
Dance of hiten is one of the better stances in this game. While automatically entering this stance you will evade lows and throws from your opponent which is actually very helpful in most cases and makes it a bit more difficult to throw punish nyo from this stance. Just be careful not to be too abusive in this stance due to the fact you can get jabbed out of it.
Entrances into dance of hiten
- pp6p p+k
- pp2kk p+k
- 8ppp p+k
- 9p(forward flight) p+k, 9pp p+k or 9ppp p+k
- hcb+p p+k
- 1pp p+k/ 1ppp p+k
- 9k
- 66k p+k
- 6p+k p+k
- h+k p+k
- 2h+k,k p+k
- pp in dance of hiten
- ppp: standard combo ender, also second p will automatically go into dance of hiten again for a frame trap.
- pk: Standard combo filler, useless in neutral
- kp: Standard combo ender, useless in neutral
- 2k: Standard dive kick, just like in 2d games safety depends on how the dick kick is placed
- p+k: Knockback headbutt, very unsafe on block
- h+k: view under frame advantage
- T or 2t: Generic throws that can be performed in said stance, 2t in stance also works as grounded throws.
Combo video made by user @866AiN999
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