Codemaster92163
Well-Known Member
So, after playing her nonstop since release, there's a few really good attributes to some of her moves and mixups. Feel free to comment on what you think she's best at as well.
Whiff punishment - Nyo may have an extremely slow jab, but take a look at what the jab offers. 2 meter range (unheard of for a jab), stuns on normal hit, 14 frames (slow in comparison to jabs, fast in comparison to other moves with similar range). In addition to being able to get into the opponent quickly, her jab is excellent if you're baiting out a whiff when moving in on the opponent. The range at which is functions means you don't have to get yourself into a dangerous position, but at the same time, you'll be able to easily spot a whiffed defensive move by the opponent and likely be able to punish them with a free stun. is also great for this purpose, though it should be used at a longer range obviously, and very carefully, as it has no followup and can easily be ducked by discerning players.
Throws - While her is a poor addition to her throws (I mentioned why on her wishlist), everything else is amazing. With a high combo damage output, people -will- try to counter you to avoid losing half of a lifebar in one juggle, and her throws take out around 1/3 of their lifebar anyways, so they're a great thing to have when coupled with high juggle damage.
- Now, Nyo could use some better lows, but is a godsend, and here's why. You may be thinking "Well, people react to the second low now" but that's the beauty of this move. Not only can the second hit be delayed for a long time (and is not reactable by itself, needing the first to warn the opponent), but you can EASILY low throw someone that's trying to block low for a quick 65 damage. If they stop ducking, use the second hit, and if they duck only momentarily, delay it. This may not sound like much, but it has been an amazing tool for me so far against people that know what it us, so keep that in mind when trying to bait an opponent. And if they try to counter? God preserve their souls.
Deep stuns - A lot of Nyo's stuns can't be SEd and can only be held out of, once again complimenting her high damaging juggles and throws.
Zoning - can be gimmicky, but damn if it doesn't make people hesitate to make a move on you. / mixups and feints also work incredibly well at keeping an opponent at bay, and when coupled with the range from her jab, can even help you start another combo. 's usefulness is dependent on if the player knows how to avoid it, but when used in high stress situations such as Nyo having a huge life lead, it can pull its weight. , while not exactly good at keeping people out, will at least provide some range for you to punish people trying to run in, and being safe, you won't be in the worst situation ever. And, of course, . Not to be used often, but having the longest range of any PB in the game, PB feints can also help to keep opponents on the defensive and away from Nyo.
Wall Pressure - While not in possession of the best wall pressure in the game, Nyo can be pretty frightening when she has you pinned near a wall. An OH into the wall that negates WUKs, plenty of wall-amplified guard breaks ( > Hiten , guaranteed after , etc.), abuse, and a decent wall string that either gives her the ground throw or a few positive frames makes her pretty intimidating. Again, she's not the best character near a wall, but it's still a strength of hers.
Stun > Launch - This one is fairly obvious. Nyo doesn't need to reach Clvl 3. to knock an opponent out. A simple stun into an launch or can do the trick. With decent launches for each height, you only need to use as many stuns as you feel comfortable using. Due to air grabs scaling well, you're bound to get a lot of damage for a simple 2-6 hit combo.
Whiff punishment - Nyo may have an extremely slow jab, but take a look at what the jab offers. 2 meter range (unheard of for a jab), stuns on normal hit, 14 frames (slow in comparison to jabs, fast in comparison to other moves with similar range). In addition to being able to get into the opponent quickly, her jab is excellent if you're baiting out a whiff when moving in on the opponent. The range at which is functions means you don't have to get yourself into a dangerous position, but at the same time, you'll be able to easily spot a whiffed defensive move by the opponent and likely be able to punish them with a free stun. is also great for this purpose, though it should be used at a longer range obviously, and very carefully, as it has no followup and can easily be ducked by discerning players.
Throws - While her is a poor addition to her throws (I mentioned why on her wishlist), everything else is amazing. With a high combo damage output, people -will- try to counter you to avoid losing half of a lifebar in one juggle, and her throws take out around 1/3 of their lifebar anyways, so they're a great thing to have when coupled with high juggle damage.
- Now, Nyo could use some better lows, but is a godsend, and here's why. You may be thinking "Well, people react to the second low now" but that's the beauty of this move. Not only can the second hit be delayed for a long time (and is not reactable by itself, needing the first to warn the opponent), but you can EASILY low throw someone that's trying to block low for a quick 65 damage. If they stop ducking, use the second hit, and if they duck only momentarily, delay it. This may not sound like much, but it has been an amazing tool for me so far against people that know what it us, so keep that in mind when trying to bait an opponent. And if they try to counter? God preserve their souls.
Deep stuns - A lot of Nyo's stuns can't be SEd and can only be held out of, once again complimenting her high damaging juggles and throws.
Zoning - can be gimmicky, but damn if it doesn't make people hesitate to make a move on you. / mixups and feints also work incredibly well at keeping an opponent at bay, and when coupled with the range from her jab, can even help you start another combo. 's usefulness is dependent on if the player knows how to avoid it, but when used in high stress situations such as Nyo having a huge life lead, it can pull its weight. , while not exactly good at keeping people out, will at least provide some range for you to punish people trying to run in, and being safe, you won't be in the worst situation ever. And, of course, . Not to be used often, but having the longest range of any PB in the game, PB feints can also help to keep opponents on the defensive and away from Nyo.
Wall Pressure - While not in possession of the best wall pressure in the game, Nyo can be pretty frightening when she has you pinned near a wall. An OH into the wall that negates WUKs, plenty of wall-amplified guard breaks ( > Hiten , guaranteed after , etc.), abuse, and a decent wall string that either gives her the ground throw or a few positive frames makes her pretty intimidating. Again, she's not the best character near a wall, but it's still a strength of hers.
Stun > Launch - This one is fairly obvious. Nyo doesn't need to reach Clvl 3. to knock an opponent out. A simple stun into an launch or can do the trick. With decent launches for each height, you only need to use as many stuns as you feel comfortable using. Due to air grabs scaling well, you're bound to get a lot of damage for a simple 2-6 hit combo.