KING JAIMY
Well-Known Member
Post your top 10 moves for Nyotengu here! My list in no particular order, along with the pros and cons of each move:
String
[+] Very long range jab
[+] Stuns on NH
[+] Has several threatening follow-ups including launchers and tracking follow-ups
[-] Susceptible to sidesteps after P gets blocked or whiffs
[-] High strike, so can be ducked or crushed
String
[+] Several mixups on hit, including a tracking kick
[+] Can go into Hiten-no-Mai on hit
[+] Somewhat quick for Nyo's speed standards
[+] Great string for hold baiting
[+] Good stun potential
[+] 6PPP is safe on block, looks unsafe so good for baiting throws
[-] Tracking kick is unsafe on block
[-] Can't enter Hiten-no-Mai on block
[+] Plus frames on block; excellent frame trap
[+] Stuns on NH
[+] Nice reach, great for whiff punishing
[+] Amazing hold bait
[-] Very reactable kick follow-up
[-] High, susceptible to ducks and crushes
[-] Both kicks can be sidestepped
[+] Reliable high crush
[+] Extremely long range
[+] Lots of plus frames on block, guarantees P+K if opponent is with their back to a wall
[-] Slow, can be held, crushed or ducked on reaction
[-] Can be sidestepped
[+] Good reach, can whiff punish a lot of moves
[+] Mid tracking kick, so the only options for the opponent would be to block or hold
[+] Safe on block
[-] Slow startup, not a good move in CQC
[+] 10 frames startup
[+] Very deep stun
[+] Stuns on NH
[+] Good ''get off me'' tool in CQC
[-] Unsafe on block
[-] High strike so it can be ducked or crushed
[-] Linear, can be sidestepped
[+] Reliable high crush
[+] Safe GB on block with the P followup
[+] High combo damage potential when it lands
[-] Slow
[-] Can be sidestepped
[+] Tracking mid kick
[+] Decent range, ability to whiff punish
[+] High damaging juggle followup thanks to Hiten-no-Mai transition
[-] Unsafe on block
[-] Reactable if coming from a string (e.g. 2H+KK and PP2KK)
/
[+] Quick and easy 7 frame punish throw; very reliable
[+] Can create mindgames by alternating between 6T (frame advantage) and 6T.T (damage + knockdown)
[+] Works wonders against sidestep spammers
[-] Damage is lackluster compared to other throws
[+] Very high damage potential, especially combined with environmental hazards
[+] Launch throw, your opponent is completely vulnerable to all sorts of juggles
[+] Good against sidesteps
[-] Slow at i12
String
[+] Very long range jab
[+] Stuns on NH
[+] Has several threatening follow-ups including launchers and tracking follow-ups
[-] Susceptible to sidesteps after P gets blocked or whiffs
[-] High strike, so can be ducked or crushed
String
[+] Several mixups on hit, including a tracking kick
[+] Can go into Hiten-no-Mai on hit
[+] Somewhat quick for Nyo's speed standards
[+] Great string for hold baiting
[+] Good stun potential
[+] 6PPP is safe on block, looks unsafe so good for baiting throws
[-] Tracking kick is unsafe on block
[-] Can't enter Hiten-no-Mai on block
[+] Plus frames on block; excellent frame trap
[+] Stuns on NH
[+] Nice reach, great for whiff punishing
[+] Amazing hold bait
[-] Very reactable kick follow-up
[-] High, susceptible to ducks and crushes
[-] Both kicks can be sidestepped
[+] Reliable high crush
[+] Extremely long range
[+] Lots of plus frames on block, guarantees P+K if opponent is with their back to a wall
[-] Slow, can be held, crushed or ducked on reaction
[-] Can be sidestepped
[+] Good reach, can whiff punish a lot of moves
[+] Mid tracking kick, so the only options for the opponent would be to block or hold
[+] Safe on block
[-] Slow startup, not a good move in CQC
[+] 10 frames startup
[+] Very deep stun
[+] Stuns on NH
[+] Good ''get off me'' tool in CQC
[-] Unsafe on block
[-] High strike so it can be ducked or crushed
[-] Linear, can be sidestepped
[+] Reliable high crush
[+] Safe GB on block with the P followup
[+] High combo damage potential when it lands
[-] Slow
[-] Can be sidestepped
[+] Tracking mid kick
[+] Decent range, ability to whiff punish
[+] High damaging juggle followup thanks to Hiten-no-Mai transition
[-] Unsafe on block
[-] Reactable if coming from a string (e.g. 2H+KK and PP2KK)
/
[+] Quick and easy 7 frame punish throw; very reliable
[+] Can create mindgames by alternating between 6T (frame advantage) and 6T.T (damage + knockdown)
[+] Works wonders against sidestep spammers
[-] Damage is lackluster compared to other throws
[+] Very high damage potential, especially combined with environmental hazards
[+] Launch throw, your opponent is completely vulnerable to all sorts of juggles
[+] Good against sidesteps
[-] Slow at i12