Characters Nyotengu changes/gameplay discussion

FatalxInnocence

Well-Known Member
Anyway, after playing some matches with her and going over her command training & combo challenge- Her damage seems pretty crazy, not on par with P4 but still great. She's slower than I anticipated, and since I'm fairly certain P+K is throw punishable you gotta be weary. Her SS PPP is pretty good though. Her 2H+KK/2K is probably one of my favourite moves with her off a stun at the moment. You get solid damage off the 2H+KK launcher, and a mid launcher with a low mix up is great in my books.

9PT works wonders off an opponents tech roll, you can also screw over Christie & Helena's low stances with her 9P2T. That air stance however, is a little weird. I'm not sure how I feel about it, 2-3 of the attacks will completely miss a standing opponent, so the only 2 attacks I've found even remotely useful from it are 2K and P+K. I don't see me using it much outside of combos. Better off doing 9P then landing and going into an SSP or something as opposed to canceling into her air stance.

I've really only used her for about 30-40 mins but at the moment she seems fun, but not that strong in comparison to other characters. I find myself throwing a LOT with her. 6T,236T, 9PT.

Not the best thing to do, but I find it hilarious doing the kaze yo thing into 9PT lol =P at the moment, it works ridiculously well. But I imagine it'll become impossible to land once people know what she's capable of.
 

Forlorn Penguin

Well-Known Member
Premium Donor
Not sure if your judgement it's based only on esthetical reasons or on the effectiveness of the move too, but even if considering his windstorm much more cool actually I found nice its DoA4 replacement.

I meant the effectiveness. DOA4's 4P+K looked neat, but it was useless.
 

Tenryuga

Well-Known Member
If you whiff her 12i grab on someone that is crumple stunned you have a chance at 8P+K if they do not tech roll. If they do there are times where you will just end up whiffing a P+K and be at varying degrees of negative, sometimes punishable. Perhaps there is a way to solidify this so we maintain the advantage?
 

Codemaster92163

Well-Known Member
Her Hiten :P: as a standalone move is amazing. It resets the stun, but leaves you at + even on fastest stagger. It's an easy way to reset a stun and get a free :6::H+P: or :QCF::H+P: when you know your opponent blocks a lot and doesn't care much for countering.

It's quick and easy to miss. Plus, if you think they'll mash out of it, :P+K: will beat out everything they can use after it (save for high crushes of course).

The reset isn't something you'd be wanting to use a lot, but it exists and has some uses, similar to Pai's resets.

Also, I'd personally like to see :9::K: changed a bit. It's a really cool move in itself, but the fact that its followups are so limited and rather weak makes me a bit sad. It could have the bound effect when used at max threshold, but otherwise, I think it'd be cool to just stun the opponent when used elsewhere, and maybe grant a SDS on crouching opponents.

Definitely an awesome looking move, but the way TN handled its execution is a bit of a let down.
 
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Codemaster92163

Well-Known Member
Oh, and important thing to note. You're better off NOT finishing her :6::6::H+P::P: throw when used against a wall for two reasons.

The first reason being that while you lose out on 20-30 points of damage, you leave the opponent in a position where they can't use any WUKs after the throw, giving you a TREMENDOUS amount of frame advantage. How much? Enough to charge a 4P+K if you really want to. In fact, she gets so much that a fully charged 1P+K will hit the opponent in their invincibility frames.

The second reason being that you're missing out on free damage. :6::6::H+P: into a wall guarantees a well-timed :8::P+K: for more damage than the throw itself would allow. Just walk a step or two up (not forward, up) then use it. It also guarantees her 2K for the FT, so you're really not benefiting yourself when you finish the throw apart from how cool it looks. She has better options than the generic finisher, so make use of them.
 
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Xhominid The Demon Within

Well-Known Member
I'm so freaking stupid...or didn't really bother to check myself...

I kept thinking you had to press :P::+::K: while she was floating to stay afloat to do those crazy combos of hers...

She actually just has a limit...that could have saved me so much time...
 

FatalxInnocence

Well-Known Member
Figured this out today, off BT 4K you get a free 3P. Can't counter it, can't block it. Time to start finding ways to use her 4P in stuns. You can do it off P+K. You can also get a CB off BT 4K if they're doing anything slower than fastest stagger escape.
 

iHajinShinobi

Well-Known Member
Standard Donor
Not sure if you folks have noticed, but Nyo has a pretty wonky (or possibly smaller) hurtbox than most. Some things on neutral hit behave differently than they should, same on block.

Ayane's 3PP is a critical stun on neutral hit on Nyo, 3P puts the opponent into a crouching state on neutral hit. It seems as though Nyo stays in a crouching state longer than usual so the 3PP is hitting and causing a critical stun since the game is reading her stance as crouching.

On block, Ayane's BT6K is a +1 up close and is +2 at range against Nyo. BT6K is naturally +0 on block up close and +1 at range. I checked Helena's BT66K2 and it is +1 on block against Nyo. BT66K2 is naturally +0 on block.

Checked Hayabusa's 33P4 and he picks up +2 on block at range instead of +1.

I wonder what other characters can get ranged advantage on Nyo so easily.
 

Codemaster92163

Well-Known Member
Very important thing to note folks, so please read if you use Tengu:

:P+K: crushes non-ducking high-crushes. This includes Lisa's :4::H+K:, Gen's :3::P:, Helena's :3::3::P:, etc.

If during the animation it only says "standing" before the hit connects, then :P+K: will not be crushed and will hit them regardless. If the move does say "crouching" at any point before the hit connects, it will function like any other high and be crushed.

This is one of the best things so far about that move. Unsafe as it may be, you can throw it out on the likes of Helena and others at the start of a round without worrying about being crushed by most mids.
 
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Codemaster92163

Well-Known Member
Nifty setup here when against a wall. Turns out :9::K: has minor uses! Yay! Though it's incredibly situational.

Anyways, after using her offensive hold into the wall, don't use the followup and instead run next to the opponent. Now, you can use a :4::P+K: cancel into :9::K:, though it's not quite as reliable (as in, there are rare instances where the kick will be out of range due to the throw not being entirely consistent), yet it also offers you other options from the cancel as well. Anyways, run straight up, wait for them to start getting up, then use :9::K:. Because it tracks (thank God) you don't have to worry about characters like Bayman or Christie avoiding the 50/50. You either use :9::K: > :H+K: if they end up ducking or attacking, :9::K: > something else if they guard (probably a :P: since it's only +3 on block, and you can easily be beaten out with a jab when using any other move, though :H+K: works just as well since people tend to just block anyways), or just go for another :6::6::T:. So, you're not in a bad position either way, really. Just be careful with using a second :6::6::T: since, ya know, HCTs hurt.

Oh, also, fun fact. :P::P: jails opponents on block. That means you'll never be jabbed out of your second punch so long as you follow through. Just some useful information.
 

Darth Lotonic X

Active Member
I've noticed that Nyotengu's PB has some interesting properties. The PB only connects at half screen at max distance, but if you do it from farther only it'll plant her right in front of her opponent. You'd think that this would be completely useless, but her PB seems to have 0 recovery frames. Useful only against the unfamiliar (You can just hit her out of the PB and get a free CH.), but it's there.

You can also use this as a mediocre approach move after a far knock-down like 7KP. Just do an uncharged PB after a knock-down. I haven't tested it in an actual match yet, but it seems viable.
 

Otsu

Member
Dont believe anyone knows or will waste a PL for this, but i have a set-up, (not good but nyo can get away with it.) :7H+K: ,run up (66), :7K: , heres the wasted damage, :9K: ,from here you do Hiten :P: :P:, then mix up with what you please, depending on the opponent. :)

EDIT: sorry idk how to do the P things and the K things :/
 
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