Nyotengu Top 10 Moves


Well-Known Member
Rotterdam, The Netherlands
Main Character
3DS Friend Code
Post your top 10 moves for Nyotengu here! My list in no particular order, along with the pros and cons of each move:

:P: 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

:6::P: 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)

:6::T: / :6::T::5::T:

[+] 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


Active Member
Main Character
7K to a P= Good vs lows and has good reach!
- Can put people in a situation where they stick out 6H so you can do other attacks if you don't hit P!

3P+K= Can duck and counter high attack strings and standing throws!

3K= Long reach kick that start slow. Also can be added to combos

Uncharged sumo stomp 2H+K= can put people on blockstun so you can move in for a throw or do the 6PP door knocking mind game on a blocking opponent!

4P+K= puts people in a position to attack or rush in a straight line even if they stick 6H out from a far distance.
- to make sure people don't use ssas and freestep during wind up!
- can be canceled by pressing H for baits and mind games.
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