Nyotengu's Strengths

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. :6::K: 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 :6::H+P: 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.

:2::P: - Now, Nyo could use some better lows, but :2::P: 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 :2::P: 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 - :4::P+K: can be gimmicky, but damn if it doesn't make people hesitate to make a move on you. :7::P: / :7::K: 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. :6::K:'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. :6::6::K:, 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, :1::P+K:. 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 (:9::K: > Hiten :H+K:, guaranteed :P+K: after :6::K:, etc.), :2::P: 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 :H+K: launch or :8::K: 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.
 

GreatDarkHero

This is frame advantage
Premium Donor
I find myself using 7P a bit to space myself away from the opponent.
Granted, 7P can be somewhat tricky to those who may attack on wake up because of the secondary input causing her to charge towards opponent, after she does her back flip motion. Otherwise, you BDC away from the opponent. Miss Tengu could possibly using 6P+K as it guard breaks and causes a sit down stun. There is also a follow up after 6P+K to fly towards the opponent if they try to hold out after the sit-down animation. Otherwise, Miss Tengu can cancel into her Hiten upon flying towards the opponent get a possible mix up, though it's risky sense you can not block. As Codemaster states - Note that a lot of her inputs actually stun the opponent on NH. The very moment that Miss Tengu gets the stun is when she gets an advantage over the opponent because anything she does after then will most likely lead to high damage (And, if the opponent tries to hold against Miss Tengu, she can run a train on the opponent with her own through game). 41236T is also a very good throw for starting combo. You can also try to throw the opponent if they are whiffing too much or just simply get another stun to start the offense. Much like Mila for example, almost anything she does after a stun will be considered pretty good damage and god help them if the said situation is a hi-counter.

Stun Game
Yes. There is 6PPP. But, that's risky because the player would have to commit to this move, otherwise the string can be held easily and it is very unsafe on block.
P+K is a very quick move but be cautious - it is a high and it is still punishable on block.
3K can be useful if you want to retain space or if you are playing the stun game as she delivers a nasty looking kick to the opponents mid section. Codemaster also mentioned 66K... that move seems to crush just a tad... while also being safe on block. It can also be useful for playing the stun game.
Note: 66P is her Critical Burst, 7K+H is the Power Launcher and the 1P+K is a Power Blow.
Miss Tengu technically does not have to play the stun game but she can get a whole lot of damage from doing so. After producing a stun, Miss Tengu can also resort to 9K (a axe kick that hits mid) which automatically puts her in Hiten. When the opponent is knocked down from 9K on CH or after a stun, Hiten 2T is might be guaranteed on the floored opponent (this needs to be tested).
Basically when trying to play the stun game, you try for things like:
* Stun * >
Then:
PP (highs)
3K (mid kick)
66K (mid kick)
P+K (high)
6P (mid punch)
etc... >>> In a order where you can either launch the opponent or force a hold so that you get a possible hi-counter throw. Critical Burst depending on the situation... then you run the train again.

Crushes
2P (2PP) appears to crush high, along with 8K having a bit of crush properties and 66K being able to crush a little. Note that you can use 66K in the stun game, too.

Power Launchers
Under normal circumstances, after getting a Power Launcher (7K+H), I usually try 4K+H (hold the notation) and then go for 8PPPP+K Hiten PP, PK, T
(You will have to use a much shorter variant of the combo if the character is too big).
Another thing to consider is that Nyotengu has a number of ways of "finishing" the combo based on the situation but make sure you go for the highest damaging options or the option that will inevitably leave her with the advantage over the opponent after the fact that you've done the combo. Note: There may be other damaging notations besides the combo I listed but this the only one I used in a real match before but correct me on anything related to the Power Launchers.

Miss Tengu is also a character who seems to advocate mind games and confusion - use this to your advantage.
 
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