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Nariko FAQ

by DreoreSilere

             NNN  NNN   AAAAAA   RRRRRRR   III  KKK  KKK   OOOOOO   
             NNNN NNN  AAAAAAAA  RRRRRRRR  III  KKK  KKK  OOOOOOOO  
             NNxNxNNN  AAx  AAA  RRx  RRR  IIx  KKx  xKK  OOx  OOO  
             xNxxNxNx  xAx  AxA  xRx  RxR  xIx  xKx  Kxx  xOx  OxO  
             NxN xxNx  AxAxAxAx  RxRxxRx   xxI  KxKKxKx   OxO  xOx  
             xNx  xxx  xxxAxxxx  xxRxRx    xxx  xxKxxx    xOx  xxx  
             xxo  xxx  xxo  xxx  xxo oxx   xxo  xxo oxx   xxo  xxx  
             oxo  xox  oxo  xox  oxo  xox  oxo  oxo  xox  oxo  xox  
              oo   oo  oo   ooo  oo   ooo   oo   oo  ooo  oooooxoo  
              oo    o    o   o o  xo   o o  o     o   ooo   o o  o   
                                                       

                       Playstation All-Stars Battle Royale
                            Character Guide: Nariko


Version: 1.13
Author: DreoreSilere
Date Completed: 5/25/2013
Since: 6/3/2013


N=============================================================================N


Table of Contents
=================

(Use Ctrl-F and type in the corresponding code at the beginning of a line to 
go immediately to that section. To search for a specific combo, follow my 
move format, type that move into the search bar, and click Next or Previous to
find the appropriate combo title.)

[If you just want some quick Nariko tips, type C00 in the search.]

[A00].....Introduction
 [A01]....Guide Information
 [A02]....Version History

[B00].....Nariko Introduction
 [B01]....Pros & Cons
 [B02]....Movesets & Supers
 [B03]....Moves, Combos
 [B04]....Kill Confirms & Set-Ups

[C00].....General Strategies

[D00].....Match-Up Strategies
 [D01]....Kratos
 [D02]....PaRappa
 [D03]....Fat Princess
 [D04]....Sweet Tooth
 [D05]....Radec
 [D06]....Sly
 [D07]....Nathan
 [D08]....Cole
 [D09]....Evil Cole
 [D10]....Ratchet
 [D11]....Jak
 [D12]....Big Daddy
 [D13]....Dante
 [D14]....Heihachi
 [D15]....Nariko (Mirror Match)
 [D16]....Raiden
 [D17]....Sackboy
 [D18]....Sir Daniel
 [D19]....Spike
 [D20]....Toro
 [D21]....Kat
 [D22]....Emmett
 [D23]....Zeus
 [D24]....Isaac

[E00].....Stage Strategies
 [E01]....Hades
 [E02]....Metropolis
 [E03]....Dreamscape
 [E04]....Sandover Village
 [E05]....Invasion
 [E06]....Alden's Tower
 [E07]....Stowaways
 [E08]....Paris
 [E09]....Dojo
 [E10]....San Francisco
 [E11]....Time Station
 [E12]....Franzea
 [E13]....Columbia
 [E14]....Black Rock Stadium
 [E15]....Rival Arena
 [E16]....Fearless
 [E17]....The Graveyard

[F00].....Credits, Legal & Ending


N=============================================================================N

===
A00

Introduction
============

Hello, and welcome to my guide. While PSASBR was released in November of 2012, 
I only started playing the game since late March 2013. As such, I have not 
experienced many pre-balance changes that other players have experienced in the
first few months of release. Still, I hope to share what I have learned about 
Nariko that may be helpful to both novices and experts with her, as she is one 
of my favorite characters to play as.


===
A01

Guide Information
=================

This guide is split into four parts and assumes the reader has learned the 
basics of PSASBR, including, but not limited to, the following below:

1.  How to recover from a knockdown state
2.  How to recover when knocked into the air
3.  Blocking, ground dodging, and air dodging

(Refer to Terotrous's guide for help on the basics.)

The first part is an introduction to Nariko. I will explain all her moves and 
combos in this section.

Next is general strategies. It is a fairly short section that will be helpful 
to players who just want quick tips to get better with Nariko.

Third is match-up strategies. I'll put together everything I have used that 
will help Nariko play successfully against a certain character. Not all of my
recommendations will work for everyone, so I invite anyone to ask me questions 
and raise concerns about the viability of my strategies. I can always update 
to make them better.

Stage strategies come last. I will mostly state when, where, and how to use her
supers effectively to earn kills/points.

When moves are referenced, I will use the format below:

Neutral - No directional input
Forward - Left or right directional input
Up      - Up directional input
Down    - Down directional input
Air     - Indicates aerial version of a move; must be used in air
[ ]     - Square
/ \     - Triangle
( )     - Circle
> <     - X
#       - Indicates a pause where Nariko can cancel a [ ] sequence with 
          any other action; not an input


===
A02

Version History
===============

1.13 - June 3, 2013
     - Additional spelling mistakes corrected.
     - Super Cheats granted permission to host this guide; added to credits.
1.12 - May 28, 2013
     - Fixed several minor spelling mistakes.
     - Added contact info (how silly of me to forget).
     - Added that Nariko's Air Up / \ can no longer start an AP Burst after 
       1.10 update.
     - Added a possible alternate kill set-up for Nariko's Level 1.
     - Added three special wall combos Nariko can do on the Fearless stage.
     - Added more info for various match-ups.
     - Added more credits.
     - Added more AP Bursts for the Down [ ] and Up / \ starters.
1.00 - May 25, 2013
     - The first version of the guide is completed. Includes introduction to 
       guide and Nariko, general strategies, match-ups, stages, and credits.
     - Guide accepted on GameFAQs!


===
B00

Nariko Introduction
===================

Nariko is the protagonist of the game Heavenly Sword, which was released for 
the PS3 in 2007. She is one of the last two characters, along with Sir Dan, to 
be revealed for the original roster of Playstation All-Stars Battle Royale.

In PSASBR, Nariko is a versatile character with a variety of melee combos as 
well as two projectile moves. What makes Nariko particularly interesting, 
however, are her ground [ ] moves. These are the sequences that result from 
those moves:

Neutral [ ], [ ], [ ], #, Neutral [ ], [ ], [ ]
Forward [ ], [ ], #, Forward [ ], [ ]
Up [ ], [ ], #, Up [ ], [ ]
Down [ ], #, Down [ ], [ ]

After the first few attacks of a ground [ ] sequence (before the #), Nariko can
continue the corresponding [ ] sequence or immediately cancel it with these 
following actions:

-  Attacking with a different ground [ ] move
-  Jumping, preferably into an aerial move
-  Dodging backward
-  Dodging behind the opponent, preferably following up with a throw
-  Parrying with Neutral / \
-  Neutral ( ), a long grab-type move that can be blocked

In this guide, the # will be used to refer to this period where she can 
perform these actions. In battle, you will recognize this by a golden ring 
that appears at Nariko's feet. I will also call it the Key Pose.

One might say this ability to switch approaches can be particularly useful, 
especially when put into a 1v1. There is, however, a caveat. The reason I 
prefer to use the term "sequence" instead of combo, when referring to Nariko's 
[ ] moves, is that once the Key Pose occurs, the combo "disconnects itselfs," 
allowing the opponent to react. This is somewhat unfortunate as it reduces the
viability of her [ ] moves. As such, in order to be successful with Nariko in 
match, one has to make use of her mix-up options as well as her / \  and ( ) 
moves. (Check the moves section to see how Nariko can deal with the various 
reactions of her opponents.)

To elaborate, think of the [ ] moves that occur after the # as moves that can
only be accessed by inputting the [ ] moves before the #. With the exception 
of Down [ ], the [ ] inputs before OR after the # form a combo, but the whole 
sequence itself is NOT a combo because there is a break in the sequence where 
the opponent can react.

Furthermore, any other ground non-[ ] attack (with the exception of Neutral 
( )) that you input after the [ ] moves has a significant delay. Neutral ( ) is
the fastest ground move to cancel into from a Key Pose, but it ONLY forms a 
combo with Down [ ], #.


With that said, watch closely how a Nariko plays:

Players new to Nariko may mindlessly input different [ ] moves without mixing 
up to confuse their opponents. They may have a lot of trouble against blocking 
or dodging opponents.

Intermediate players may find the [ ] moves to be useless and rely on the 
overly long combos that start with Neutral ( ). Outside of a 1v1, this will 
usually leave Nariko (and her victim) vulnerable to a super from another 
opponent.

Experts will most likely take advantage of the mix-up options that her ground 
[ ] moves offer, but they will also be aware of her other combo-starters. They 
may play offensively when Nariko has the advantage, but rely on counters and 
defensive strategies against harder opponents.


===
B01

Pros & Cons
===========

Pros:

-  Versatile, with both melee and projectile attacks.
-  Her parry has the least recovery of any character's in the game.
-  Has a lot of mobility, especially with Air Up / \.
-  Gap in [ ] moves allow her an escape option (also a con).
-  Plenty of mix-up options to confuse opponents.
-  Has many AP Burst (130+) combo-starters.
-  Can set-up many combos and kills for a partner in a 2v2.
-  Level 3 super has potential to get 9 kills in one use.
-  High reward playstyle

Cons:

-  Viability reduced in a 1v1.
-  Very punishable.
-  Level 1 super is considerably hard to use, especially in a 1v1.
-  Level 2 super leaves her vulnerable, and is hard to use on certain stages.
-  Gap in [ ] moves can backfire.
-  Down / \ is hard to link with Neutral [ ] or Neutral ( ).
-  Most combos that include Neutral ( ) or Air Neutral ( ) are long-winded, 
   leaving her vulnerable to any attack by another opponent.
-  Cannot combo reliably from throws.
-  Cannot combo reliably into a super.
-  High risk playstyle


===
B02

Movesets & Supers
=================

[ ] Moves
---------

Ground [ ] Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
[ ]                 Heaven's Dance 1        10 (5, 5)      2 Hits
-------------------------------------------------------------------------------
[ ], [ ]            Heaven's Dance 2        5
-------------------------------------------------------------------------------
[ ], [ ], [ ]       Heaven's Dance 3        5              [ ] Key Pose
-------------------------------------------------------------------------------
(At [ ] Key Pose)

[ ]                 Heaven's Dance 4        10 (5, 5)      2 Hits
-------------------------------------------------------------------------------
(At [ ] Key Pose)

[ ], [ ]            Heaven's Dance 5        10 (5, 5)      2 Hits
-------------------------------------------------------------------------------
(At [ ] Key Pose)

[ ], [ ], [ ]       Heaven's Dance 6        15 (5, 10)     2-3 Hits, Causes
                                            or 30 (5, 10,  KNEEL State at 2
                                            15)            Hits & KNOCKDOWN
                                                           State at 3 Hits
-------------------------------------------------------------------------------
Forward [ ]         Devil's Paradise 1      10             Causes BUTTDROP
                                                           State
-------------------------------------------------------------------------------
Forward [ ], [ ]    Devil's Paradise 2      10 (5, 5)      2 Hits, Forward [ ]
                                                           Key Pose
-------------------------------------------------------------------------------
(At Forward [ ]
Key Pose)

Forward [ ]         Devil's Paradise 3      10             Causes CRUMPLE
                                                           State
-------------------------------------------------------------------------------
(At Forward [ ]
Key Pose)

Forward [ ], [ ]    Devil's Paradise 4      25 (10, 5, 10) LIFTS Opponent
-------------------------------------------------------------------------------
Up [ ]              Rising Divinity 1       10 (5, 5)      2 Hits
-------------------------------------------------------------------------------
Up [ ], [ ]         Rising Divinity 2       20             LIFTS Opponent,
                                                           Up [ ] Key Pose
-------------------------------------------------------------------------------
(At Up [ ]
Key Pose)

Up [ ]              Rising Divinity 3       15 (5, 10)     Whiffs on Grounded
                                                           Opponents
------------------------------------------------------------------------------
(At Up [ ]
Key Pose)

Up [ ], [ ]         Rising Divinity 4       20 (5, 5, 10)  Whiffs on Grounded
                                                           Opponents
-------------------------------------------------------------------------------
Down [ ]            Angel's Judgement       20             LIFTS Opponent,
                                                           Down [ ] Key Pose
-------------------------------------------------------------------------------
(At Down [ ]
Key Pose)

Down [ ]            Angel's Judgement 2     10             Causes KNEEL State
-------------------------------------------------------------------------------
(At Down [ ]
Key Pose)

Down [ ], [ ]       Angel's Judgement 3     20 (5, 15)     2 Hits, Causes
                                                           KNOCKDOWN State
===============================================================================

Air [ ] Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
Air [ ]             Heavenly Depart 1       5
-------------------------------------------------------------------------------
Air [ ], [ ]        Heavenly Depart 2       5
-------------------------------------------------------------------------------
Air [ ], [ ], [ ]   Heavenly Depart 3       30             EJECTS Opponent
-------------------------------------------------------------------------------
Air Forward [ ]     Devil's Grin            30             EJECTS Opponent
-------------------------------------------------------------------------------
Air Up [ ]          Unfurled Sky            20 (5, 5, 5,   1-4 Hits,
                                            5)             LIFTS 
                                                           Opponent
-------------------------------------------------------------------------------
Air Down [ ]        Devil's Descent         20             LIFTS Opponent
===============================================================================


/ \ Moves
---------

Ground / \ Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
/ \                 Melee Counter           20 or Variable Reflects
                                                           Projectiles,
                                                           Causes BUTTDROP
                                                           State at Close
                                                           Range
-------------------------------------------------------------------------------
Forward / \         Debris Sweep            10 (5, 5)      2 Hits, Pushes
                                                           Back Opponent
-------------------------------------------------------------------------------
Up / \              Aerial Moment           20             LAUNCHES Opponent
-------------------------------------------------------------------------------
Down / \            Compassion              20             PULLS Opponent
                                                           to Nariko
===============================================================================

Air / \ Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
Air / \             Melee Counter           20 or Variable Reflects
                                                           Projectiles,
                                                           EJECTS Opponent
                                                           at Close Range
-------------------------------------------------------------------------------
Air Forward / \     Debris Sweep            10 (5, 5)      2 Hits, Pushes
                                                           Back Opponent
-------------------------------------------------------------------------------
Air Up / \          Heroine Moment          20
-------------------------------------------------------------------------------
Air Down / \        Reunion                 20             Causes BUTTDROP
                                                           State (Grounded
                                                           Opponent Only)
===============================================================================


( ) Moves
---------

Ground ( ) Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
( )                 From Father             10 (2, 2, 2,   Causes SHOCK State,
                                            4)             (leaves opponent
                                                           in air slightly
                                                           above ground)
-------------------------------------------------------------------------------
Forward ( )         Fire Rocket             20             Aimable Projectile,
                                                           LIFTS Opponent
-------------------------------------------------------------------------------
Up ( )              The Basics              20             Aimable Projectile,
                                                           Bounces Off Walls &
                                                           Opponents, Causes
                                                           BUTTDROP State
-------------------------------------------------------------------------------
Down ( )            Purgatory               20             Causes CRUMPLE
                                                           State on Grounded
                                                           Opponents, EJECTS
                                                           Air Opponents
===============================================================================

Air ( ) Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
Air ( )             Warm Embrace            10 (2, 2, 2,   Causes SHOCK State,
                                            4)             (leaves opponent
                                                           in air when used
                                                           on grounded
                                                           opponent)
-------------------------------------------------------------------------------
Air Forward ( )     Fire Rocket             20             Aimable Projectile,
                                                           LIFTS Opponent
-------------------------------------------------------------------------------
Air Up ( )          The Basics              20             Aimable Projectile,
                                                           Bounces Off Walls &
                                                           Opponents, Causes
                                                           BUTTDROP State
-------------------------------------------------------------------------------
Air Down ( )        Purgatory               20             Causes CRUMPLE
                                                           State on Grounded
                                                           Opponents, EJECTS
                                                           Air Opponents
===============================================================================


> < Moveset

Input               Name of Move            AP Gained      Information
===============================================================================
(Toward a Wall)

> < (Hold)                                                 Nariko Clings to
                                                           Wall
-------------------------------------------------------------------------------
(During Wall Cling)

> <                                                        Nariko Jumps
                                                           Off Wall
===============================================================================


Throws

Input               Name of Move            AP Gained      Information
===============================================================================
Forward Throw       Possession              Variable       LIFTS Opponent
-------------------------------------------------------------------------------
Up Throw            Moment's Angel          Variable       EJECTS Opponent, 
                                                           Leaves Nariko in
                                                           Air
-------------------------------------------------------------------------------
Down Throw          Devil's Heel            Variable       Causes KNOCKDOWN
                                                           State
===============================================================================


Supers

Input               Name of Move            AP Cost        Information
===============================================================================
R2 (Level 1)        Twing Twang             150
-------------------------------------------------------------------------------
R2 (Level 2)        Dawn Siege              325
-------------------------------------------------------------------------------
R2 (Level 3)        The Goddess             750

[ ]                 Stolen Kiss                            Quick Recovery on
                                                           Whiff

/ \                 Whirling Passion

( )                 Adoring Traveler                       Long Recovery
===============================================================================


===
B03

Moves, Combos & Set-Ups
=======================

Nariko has a lot of AP Burst combos. Unfortunately, a majority of them start 
at her Key Poses (#), where the opponent has ample time to block, attack, 
counter, dodge roll, or jump. Being the mix-up character that she is, however,
Nariko has plenty of attacks to punish in a game of rock-paper-scissors.

For this section, I will provide an explanation of each move. Look out for 
the lists of opponent actions and what you should do when that situation 
arises. The "Recommended Follow-Ups" are my preferred moves that will form a 
combo with that particular move. I've also listed a few high AP combos that are
possible that start with that move.

(As a general reminder, always truncate combos when there is a high chance of
being interrupted.)


[ ] Starters
============

===============================================================================

Neutral [ ] (Heaven's Dance)
----------------------------

Nariko hits an opponent with a flurry of blades, leading to a Key Pose. After 
the Key Pose, if the Neutral [ ] sequence is used again, she whirls her chains
around her in a short radius, hitting up to 6-7 times.

Neutral [ ], [ ], [ ] is a quick combo that will easily give you 20 AP. 
Unfortunately, you can't do much with it if the opponent knows how to escape 
afterward. This is also the reason why doing the high AP combo that starts 
with this move is not recommended. Luckily, Neutral [ ], [ ], [ ], # and 
Forward [ ], [ ], #, despite their flaws, allow Nariko the ability to perform
mix-ups, escapes, and counters. If you can correctly guess what an opponent 
will do in a match, you will do well.

(Note, again, that there is a very noticeable delay between when you are 
able to use any ground attack, except Neutral ( ), during the Key Poses.)

What Opponent Usually Does................What You Should Do

Stands still..............................Continue [ ] sequence, into combo
                                          below; or Neutral ( ), into that
                                          Combo
Blocks....................................Roll Behind Opponent and Throw
                                          Them
Avoided attack altogether.................Dodge at Key Pose
Dodge rolls backward......................Air Down / \, into that combo
Dodge rolls behind you....................Air Up [ ] into combo
Mashes attack buttons.....................Parry with Neutral / \, into the
                                          Rest of that Combo
Mashes parry button (only those who
have a parry).............................Parry as a precaution, then use 
                                          Neutral ( ) into the rest of that
                                          Combo; or use a Throw
Jumps away................................Air Up / \, then Air Down / \

High AP Combo:
--------------

155 AP: [ ], [ ], [ ], #, [ ], [ ], [ ], Down [ ], ( ), Up / \, Air ( ), 
        Air Forward [ ]

3 Hits + 17 Hits

The first three [ ]s are not part of the real combo. They are required for the
second pair of [ ]s, however.

Sadly, this combo will never occur against an opponent who simply knows how
to hold the block button, and it won't continue after every 6th [ ] because 
of the different hitboxes of some characters. If you are playing against a 
relatively new player though, feel free to show off.

-------------------------------------------------------------------------------

Forward [ ] (Devil's Paradise)
------------------------------

Nariko slices the opponent a few times with the Heavenly Sword, leading to a
Key Pose. After the Key Pose, if the Forward [ ] sequence is used again, she 
causes a crumple state with a blade, and then does a series of acrobatic kicks
that lifts the opponent.

Forward [ ] is just like Neutral [ ], but it has more range and slower 
start-up. It can also be used to combo into a throw, but other than that, it 
still suffers from the same problems Neutral [ ] has, and that is that the 
sequence of [ ] attacks after can be easily escaped.

Check Neutral [ ] above to see what you should do at the Key Pose.

Recommended Follow-Ups:
------------------------

After Forward [ ] (Devil's Paradise 1),

-  Any Throw ***

(While this may guarantee a throw, Forward [ ] is still pretty slow, and does 
not work on a blocking opponent (who you can simply throw).)

High AP Combo:
--------------

155 AP: Forward [ ], [ ], #, Forward [ ], [ ], Up / \, Air Up / \, Air ( ),
        Air [ ], [ ], [ ]

2 Hits + 13 Hits

The Forward [ ] after the Key Pose will crumple the opponent. During this
state, Nariko can branch off into other combo moves, but this is the combo
I generally would use. In any case, she can't do much else.

This is another beautiful combo that, unfortunately, will never occur against 
a player who holds the block button when attacked.

Note that you must double jump after the Up / \.

-------------------------------------------------------------------------------

Up [ ] (Rising Divinity) ***
------------------------

Nariko arches her chains upward, lifting her opponent in the air and leading 
to a Key Pose. After the Key Pose, if the Up [ ] sequence is used again, she 
jumps, spins around with her blades, and does a final backflip blade attack 
after landing.

This move may not seem useful. After all, it has a long start-up and can whiff
sometimes. However, it can be an important tool to find out how an opponent 
recovers from a lift or eject attack. At the Key Pose, keep an eye out on what
the opponent does if this move does connect:

What Opponent Usually Does................What You Should Do

Air Dodges................................Up / \ (vary the timing); you can
                                          do this after Rising Divinity 3 if
                                          that whiffs
Recovers Upward, Left, or Right...........Continue with Up [ ] Sequence into
                                          Combo Below
Recovers Downward.........................Neutral ( ), into the Rest of that
                                          Combo

I won't deny that Up [ ] has its flaws. These recommendations are only meant to
help you identify trends in an opponent's playstyle. Use it sparingly.

Recommended Follow-Ups:
-----------------------

After Up [ ], [ ], #, Up [ ] (Rising Divinity 3)

-  Up / \
-  Neutral ( )

High AP Combo:
--------------

130-135 AP: Up [ ], [ ], #, Up [ ], Up / \, Air Up / \, Air ( ), Air [ ], 
            [ ], [ ]

2 Hits + 10-11 Hits

This combo is highly dependent on whether the opponent recovers down or not.
If they do not recover downward at the key pose, continue the combo. If they 
do recover downward, immediately use Neutral ( ) at the key pose and 
follow-up into that combo (see Neutral ( )).

Note, the Up [ ] combo follow-up after the Key Pose must be cancelled halfway 
with the Up / \. This means you must use Rising Divinity 3 but not Rising 
Divinity 4.

-------------------------------------------------------------------------------

Down [ ] (Angel's Judgement) ***
----------------------------

Nariko does a roundhouse kick, lifting her opponent in the air. This leads to
a Key Pose. After the Key Pose, if the Down [ ] sequence is used again, Nariko
slices once with her sword, flipkicks forward, and slams the sword into the 
ground, knocking down the opponent.

If you don't want to deal with the mix-up stuff, this is a great move to use.

Recommended Follow-Ups:
-----------------------

After Down [ ], #, (Angel's Judgement 1)

-  Air Up / \
-  Neutral ( )

High AP Combos:
---------------

Combo 1

155 AP: Down [ ], #, ( ), Up / \, Up [ ], [ ], Air ( ), Air [ ], [ ], [ ]

15 Hits

This is a fairly safe combo and one of only two [ ] combo-starters I would 
recommend in a highly competitive match. If Down [ ] is blocked, simply dodge 
roll to avoid being attacked.

If you have trouble connecting a Neutral ( ) from a Down [ ], simply let go of
all buttons, wait a few frames, and then press ( ).

Note that Combo 1 will not work if Down [ ] is fully spaced.

Combo 2

155 AP: (Fully Spaced) Down [ ], #, Up [ ], [ ], #, Air [ ], [ ],
        (Reversed) Air Up [ ], (Turn Around) Up / \, Air [ ], [ ], [ ]

Well, this is a doozy, but will work if Down [ ] hits an opponent at its 
farthest possible distance. As usual, dodge roll or jump if Down [ ] is 
blocked.

Thanks to Blue_BaIIz for finding this combo!

(Note that Air [ ], [ ] to Air Up [ ] makes use of the ability to cancel an 
Air [ ], [ ], [ ] string after the 1st or 2nd [ ] with an Air Up [ ].)
        

-------------------------------------------------------------------------------

Air Neutral [ ] (Heaven's Depart) ***
---------------------------------

Nariko hits an opponent with her blades in the air.

While the Neutral [ ], [ ], [ ] sequence can be cancelled at any time with an 
Air Up [ ], the sequence itself still gives more AP.

Since the last [ ] ejects the opponent, it cannot start a combo, but it makes 
for an excellent end to most combos.

-------------------------------------------------------------------------------

Air Forward [ ] (Devil's Grin)
------------------------------

Nariko slashes an opponent with the Heavenly Sword while in the air, ejecting
all opponents in front of and above her.

This move is similar to the Air Neutral [ ] combo in that it ejects an 
opponent after it is finished and it cannot start a combo. While this move 
does give less AP overall than Air Neutral [ ], [ ], [ ], it is the only way 
that Nariko can gain 30 AP using one move. Use this as a quick zoning tool to
knock back opponents, and also to bypass some armored attacks.

-------------------------------------------------------------------------------

Air Up [ ] (Unfurled Sky) ***
-------------------------

Nariko spins around in the air with her chain blades.

Though this is highly punishable if the opponent air dodges or down-techs, it 
is extremely safe in all other situations. Use this along with Air Down / \, 
Down [ ], and Neutral ( ) to keep your enemy on his feet. This move is also an
invaluable tool to get pressure off yourself.

If you're feeling especially dirty, you can use this to punish people who like 
to throw you. As long as you hover above the air and use it liberally, it will 
usually prevent throws.

As of the 1.10 patch, this move now has 2 more frames of start-up. Nariko will 
also not "fall down to the ground" as quickly as she did pre-patch. This has 
made it less spammable.

Recommended Follow-Up:
----------------------

-  Up / \

High AP Combo:
--------------

Combo 1 ***

135-140 AP: Air Up [ ], Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

12-13 Hits

Combo 2 ***

95 AP: (Back Facing Opponent) Air Up [ ], (Turn Around) Up / \, Air Up / \, 
       Air ( ), Air [ ], [ ], [ ]

10 Hits

These two combos are hard to pull off at first, but are a godsend once 
mastered, since Air Up [ ] is a relatively safe move to start off with 
(although smarter players may go for that small gap when you land).

For 1, Air Up [ ] must hit a grounded opponent 3 or 4 times. Nariko also must 
be very close but a little above the opponent. After Up / \, a double jump is 
required.

For 2, Air Up [ ] in this case must hit very close to the ground, and it can 
only hit once for 5 AP before landing.

-------------------------------------------------------------------------------

Air Down [ ] (Devil's Descent)
------------------------------

Nariko slams the Heavenly Sword into the ground, lifting grounded opponents.

I wouldn't say this move is very safe to use. However, it's a good follow-up to
an Air Down / \.

Recommended Follow-Ups:
-----------------------

-  Up / \
-  Neutral ( )

High AP Combo:
--------------

150 AP: Air Down [ ], ( ), Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

14 Hits

This is another way to lead into the much used Ground Neutral ( ) combo. 
However, this combo-starter is very unsafe, and I don't recommend using it 
unless it's after an Air Down / \.

===============================================================================

/ \ Starters
============

===============================================================================

Neutral / \ & Air Neutral / \ (Melee Counter) ***
---------------------------------------------

Nariko quickly parries with her blades, reflecting projectiles or countering 
at close range.

If you're playing at a high level, you will want to use this move, as it leads
to a very easy AP Burst combo.

Note, the air version ejects opponents instead of allowing for a follow-up.

Recommended Follow-Ups:
-----------------------

After Ground Melee Counter connects at close range,

-  Down [ ]
-  Neutral ( ) (walk forward after connect)

High AP Combos:
---------------

Combo 1 ***

130 AP: / \ (must connect), Down [ ], Air Up / \, Air [ ], [ ], [ ]

6 Hits

Combo 2 ***

150 AP: / \ (must connect), ( ), Up /\, Air Up / \, Air ( ), Air [ ], [ ], [ ]

14 Hits

Combo 1 is an amazingly quick and reliable combo after a counter. Use Combo
2 if you really, really want to guarantee a high AP gain, as 1 can whiff
occassionally. I prefer 2, however, because I accidentally end up firing a 
rocket instead of using Neutral ( ).

Notes:

For 1, the jump to Air Up / \ must be a "bunny hop."

For 2, you must walk forward a bit after successfully countering.

To easily bait counters against opponents who spam attacks when being 
attacked, simply use Neutral [ ], [ ], [ ] or Forward [ ], [ ] and cancel 
either combo continuation at the Key Pose with Neutral / \.

-------------------------------------------------------------------------------

Forward / \ & Air Forward / \ (Debris Sweep)
--------------------------------------------

Nariko sweeps debris in front her of two times, pushing back opponents a short
distance.

This may not seem like a useful move. After all, it only gives a measly 10 AP.
But, what do you know, it pushes back opponents to the perfect distance for 
her level 1 super! It can also be used to prevent a super trap after a 
knockdown. If you anticipate that your enemy is going to wait for you to 
recover and kill you, immediately use Forward / \ in their direction to get 
some space. If all pans out, you will cancel their Level 1.

-------------------------------------------------------------------------------

Up / \ (Aerial Moment) ***
----------------------

Nariko launches the opponent in the air with one of her chain blades.

Unlike Kratos, Dante, or Kat, Nariko's "launcher" move cannot be held down to 
automatically jump up when it connects. However, she is allowed to jump up
manually right after it hits an opponent, even if it chips (opponent blocks).
When it whiffs, she cannot jump immediately, as there seems to be a few frames
of recovery added on.

Use this as a combo-starter when you notice people are "jump spamming," as its
hitbox actually extends upward above Nariko, instead of just diagonally in 
front of her.

Recommended Follow-Ups:
-----------------------

-  Up [ ] (Up / \ must hit very close)
-  Air Neutral [ ]
-  Air Forward [ ]
-  Up / \ (first Up / \ must hit very close)
-  Air Up / \
-  Air Neutral ( )

High AP Combos:
--------------

Combo 1

140 AP: Up / \, Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

10 Hits

In order for this combo to be possible, the first Up / \ must connect to an 
opponent that's at point-blank range. Alternatively, you can truncate the 
combo by using only one Up / \ and settling for 90 AP.

Combo 2

150 AP: Up / \, (Jump Forward) Air Forward / \, Up / \, Air Up / \, Air ( ), 
        Air [ ], [ ], [ ]

13 Hits

Combo 3

140 AP: Up / \, (Bunny Hop Forward) Up / \, Air Up / \, Air ( ), 
        Air [ ], [ ], [ ]

10 Hits

Thanks to Blue_BaIIz for discovering these combos. They work better than my 
Combo 1. These combos cement Up / \ as an essential tool to Nariko's offense.

For 2, you must jump forward and high enough so that Air Forward / \ will 
recover fast enough, allowing you to immediately follow up with another Up / \.
Tricky to master, but very helpful to get those extra AP Burst points.

Combo 3 is an easier way to land Combo 1. Just bunny hop forward after the 
first Up / \.

-------------------------------------------------------------------------------

Down / \ (Compassion) ***
---------------------

Nariko pulls the opponent to her with her chain blades.

This move is similar to both Kratos's and PaRappa's pull moves. Unlike 
Kratos's, it does not eject the opponent, and it has much more range than 
PaRappa's microphone grab.

If not for the miniscule window of time to link Down / \ to Neutral ( ), 
Nariko would be ridiculous. If you cannot pull off that link, here's what 
you should do, depending on what the opponent does:

What Opponent Usually Does................What You Should Do

Stands Still..............................Do Neutral ( ) anyway, into that
                                          Combo
Blocks....................................Throw
Dodge Rolls Backward......................Down / \ (keep doing so until
                                          opponent stops rolling backward
Dodge Rolls Behind You....................Down ( ); or turn around
                                          and use Down / \; or Air Up [ ]
Mashes Attack Button......................Block; or Parry with Neutral / \, 
                                          into that combo
Mashes Parry Button.......................Throw
Throws You................................Jump, then Air Up / \ or Air Up [ ]
                                          or Air Dodge

If you're unsure and want to be safe after using Down / \, then just jump and
use Air Up / \. If you're attacked, at least you will be in the air, 
disrupting most combos. If you're countered, you will still most likely end 
up behind the opponent, with them vulnerable to attack. You also can't be 
thrown while in the air.

One important thing to note is that smarter opponents will activate their 
Level 2 once they're pulled in. It's pretty funny to see a Big Daddy activate 
super armor after being pulled in. Still, you don't want to fall into that 
trap.

Recommended Follow-Ups:
-----------------------

1.  Neutral [ ] (2-3 frame link)
2.  Neutral ( ) (1 frame link)

High AP Combo:
--------------

150 AP: Down / \, ( ), Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

14 Hits

This combo-starter would be perfect, if not for the extremely tight timing 
between Down / \ and ( ). While this has the potential to pull an opponent 
toward Nariko from a safe range and generate huge AP, this set-up is generally
only viable against non-blocking opponents, unless you have perfect timing. 
Expect this combo to only work once in a real match, if at all.

-------------------------------------------------------------------------------

Air Up / \ (Heroine Moment) ***
---------------------------

Nariko "attaches" one chain blade to the air and slashes with the other. This
move leaves her a distance from where she started.

This move functions similarly to Nathan's move, but it's exceptionally faster.
Use it as a mobility tool to get in close to your opponents as well as to 
escape from many forms of attack. You can only use it once while in the air, 
however.

Note, if you use this mid-combo while near a wall, it will bounce the opponent
off, preventing a follow-up with Neutral ( ). Try following up with Up [ ], 
[ ] or another Up / \, instead of Air Up / \, after an Up / \ if you are near a
wall.

Pre 1.10 patch, this used to be able to start an AP Burst combo if it was 
followed by an Air Down / \. Unfortunately, with the new aerial knockdown 
effect on Air Down / \, she has lost this capability.

Recommended Follow-Ups:
-----------------------

-  Air Neutral [ ] (must be at certain distance)
-  Air Down / \
-  Air Neutral ( )

-------------------------------------------------------------------------------

Air Down / \ (Reunion) ***
----------------------

Nariko pulls herself to the opponent and slams them to the ground. On grounded
opponents, buttdrop state occurs. Aerial opponents go into knockdown state.

This move is an essential tool to Nariko's aerial offense. It is harder to 
predict than Neutral ( ) or any other ground move.

As of the 1.10 patch, it no longer leaves aerial opponents in a buttdrop state.
While this does reduce her combo potential, Nariko gains the ability to tech 
trap opponents in knockdown state with Air Down / \.

Recommended Follow-Ups:
-----------------------

After Air Down / \ connects on grounded opponent,

-  Air Down [ ]
-  Down / \
-  Air Up ( ) (aim downward)

High AP Combo:
--------------

130 AP: Air Down / \ (on grounded opponent), Air Down [ ], Up / \, Air Up / \,
        Air Down / \

7 Hits

Air Down / \ is generally a very safe combo-starter and leads to many 
different combos from the one shown above. This is the one I prefer, however, 
as it's very quick.

Note that you must pause a split second before performing Air Down [ ] and use
it as close to the ground as possible, or else you will risk using it on a 
blocking opponent.

===============================================================================

( ) Starters
============

===============================================================================

Neutral ( ) (From Father) ***
-------------------------

Nariko grabs the opponent and hits 4 times, shocking the opponent on the 4th
hit.

Many may say this is the bread and butter of Nariko. I disagree. While it 
starts an excellent AP Burst, it is easily interrupted, goes on for too long 
for the small amount of AP it gives, and leaves Nariko vulnerable to everyone 
else in a FFA or 2v2. I do not deny that it is still useful though, especially 
in a 1v1.

Recommended Follow-Ups:
-----------------------

-  Forward / \ (see set-ups)
-  Up / \

High AP Combo:
--------------

130 AP: ( ), Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

13 Hits

Ah, everyone's go-to combo, a robust combo-starter in itself, and it can
be set-up in many ways. However, it is very easy to interrupt in a FFA or 
2v2 unless other opponents are distracted. Do not even think of using this 
when your partner has no lives left in a 2v2 Stock match and you're left in a 
1v2.

Note: Whiffing ( ) on a blocking opponent, while not as risky as Air Down [ ]
and Down ( ), is still quite dangerous. Not to mention it makes people think
you are trying to throw them.

-------------------------------------------------------------------------------

Forward ( ) & Air Forward ( ) (Fire Rocket) ***
-------------------------------------------

Nariko magically pulls out a cannon and fires an aimable rocket.

Another very punishable move, but you can use while closing distance or just 
stay in the background, firing at distracted opponents in a FFA.

High AP Combo:
--------------

140 AP: (Above Opponent) Air Forward ( ), Up / \, Air Up / \, Air ( ), 
        Air [ ], [ ], [ ]

14 Hits

Surprisingly, you can even start off a combo with Nariko's rocket! It is 
obviously not very practical, but it is funny if pulled off successfully.

You must be above the opponent and aim the rocket back and toward the back of 
the opponent. This will lift them and make them vulnerable for an Up / \.

-------------------------------------------------------------------------------

Up ( ) & Air Up ( ) (The Basics) ***
--------------------------------

Nariko throws an aimable disc that buttdrops a grounded opponent.

This is one of two projectile moves that make Nariko such a versatile 
character. However, just like Forward ( ), it is very punishable if it is 
avoided. I have had people simply walk up to me during its recovery frames 
and kill me with their super while I was powerless to do anything. While this 
is an excellent zoning tool, you have to be really careful when using this 
when your opponent can quickly close distance.

As of the 1.10 patch, it no longer recovers quickly when used just above the 
ground. Nariko can now no longer kill confirm into her Level 1 without a left 
wall.

Recommended Follow-Ups:
-----------------------

-  Down [ ] (Up ( ) must hit up close)
-  Down / \

High AP Combos:
---------------

Combo 1

150 AP: Up ( ), Down / \, ( ), Up / \, Air ( ), Air [ ], [ ], [ ]

14 Hits

Combo 2

140 AP: (Close Range) Up ( ), Down [ ], Up [ ], Air [ ], [ ], [ ]

8 Hits

You can easily follow up Nariko's "disc" with a Down / \. But, again, the hard
part is connecting Down / \ with Neutral ( ). Combo 1 also works with the 
air version of Up ( ) (aim downward). Combo 2 is if you happen to be close 
enough for Down [ ] to connect.

-------------------------------------------------------------------------------

Down ( ) & Air Down ( ) (Purgatory) ***
-----------------------------------

Nariko slams her blades in the ground, causing larger blades to appear from 
the ground, crumpling all grounded opponents around her, and ejecting aerial 
opponents.

I am torn on this move. It leads to many combos, but smart opponents can block 
and take advantage of the slow start-up and recovery time. I have been punished
and killed because of this move more times than I can count.

For the above reasons, do not fall into the trap of using it too much, as it 
can form a nasty habit. While you can trap opponents who roll from a knockdown,
others can just guard immediately after recovering. This spells certain death, 
especially against characters like Sweet Tooth, who have fast Level 1 supers.

Recommended Follow-Ups:
-----------------------

-  Down [ ]
-  Up / \
-  Neutral ( )

High AP Combo:
--------------

130 AP: Down ( ), Down [ ], Air Up / \, Air [ ], [ ], [ ]

6 Hits

Though Down ( ) is long to start-up, easy to see coming, and is therefore very
punishable, you can use this tech trap opponents who dodge roll. Also, if 
you're positive that the opponent is going to recover from a knockdown with a 
roll, use this as well. This combo works just as well with the air version of 
Down ( ).

Note: If you happen to connect Down ( ) and are facing backwards, just input
the corresponding diagonal direction to easily follow-up with Angel's 
Judgement 1.

-------------------------------------------------------------------------------

Air Neutral ( ) (Warm Embrace) ***
------------------------------

Nariko grabs the opponent in the air, hitting them 4 times and shocking them 
on the 4th hit.

Use this to catch opponents who air-tech incorrectly. It can also be used to
continue combos that leave the opponent in the air. My preferred follow-up is
an Air Neutral [ ], [ ], [ ], as that gives the most AP.

Recommended Follow-Ups:
-----------------------

-  Air Neutral [ ]
-  Air Forward [ ]
-  Air Down / \

===============================================================================

Throws
======

===============================================================================

Forward Throw (Possession)
--------------------------

There's not much to say about this throw except that it can be followed-up 
with Up / \ when the enemy is bounced off a wall. They have to be at a perfect 
distance though.

Others have been able to get an AP Burst combo by following up with an 
Air Down / \ on a wall-less wall (e.g., Dojo, Fearless, San Francisco). So far
I have not been able to do that. I will test more on this in the future.

-------------------------------------------------------------------------------

Up Throw (Moment's Angel)
-------------------------

This throw ejects the opponent and leaves Nariko in the air, which is good if 
you want to avoid danger after using a throw. It has saved my life multiple 
times in a FFA.

It can also be used to zone away opponents who can't approach well.

-------------------------------------------------------------------------------

Down Throw (Devil's Heel)
-------------------------

This is one of those throws that leaves the opponent in a knockdown state. 
Down Throw, along with Air Down / \ on an aerial opponent, can be used to trap 
opponents who recover from a knockdown with a dodge roll. A Down ( ) will 
usually catch them after their dodge ends.

Use this if you want to keep close to your opponent and you have the 
advantage.

===============================================================================

Supers
======

===============================================================================

Level 1 (Twing Twang)
---------------------

Kai appears behind Nariko, and a barrel of fireworks appears a distance in 
front of both of them. After about a second, Kai shoots the barrel, causing 
an explosion to occur in a radius.

This super is very effective in a FFA, when everyone is distracted. In a 2v2, 
your partner can usually set up kills for you as well. In a 1v1, however, its 
weaknesses are very apparent. It's slow to appear, requires you to distance 
yourself from the opponent, and is easy to roll away from or air dodge.

If you are facing a wall and are next to it, the barrel will appear right on 
top of Nariko. If you are clever, you might be able to use this to your 
advantage.

-------------------------------------------------------------------------------

Level 2 (Dawn Siege)
--------------------

Nariko summons a cannon and arms it. She is able to shoot shots that will 
explode on impact on a surface, the impact and explosions will kill anyone in 
their radius. She can turn the cannon to shoot in the opposite direction.

I cannot count how many times this super has gotten me killed. (Lag has a lot 
to do with it, but that is a different story.) If you do not position your 
cannon in the right spot, you will either spend most of the time trying to 
knock people away or not get kills at all.

Since people can still kill you while you're shooting the cannon, I always 
make sure to knock people away, especially if it's a stock match. You never 
know if people are just going to hide behind the cannon or if they are going to
cancel your Level 2 with their own super.

Note, on activation, the cannon will eject roll grounded opponents, leaving 
them invulnerable for a few seconds. If you can knock aerial opponents away
however, at least you can still shoot them if they bounce off a wall.

-------------------------------------------------------------------------------

Level 3 (The Goddess)
---------------------

Nariko summons Goddess mode, gaining three new attacks.

This super is meant to make up for her Level 1 and 2. On small stages like 
Dojo and Rival Arena, expect to get 3 kills or more every time you use it.

The [ ] attack is used to chase opponents who are running away from you. When 
an opponent is catched, Nariko will do a downward sword attack, killing anyone 
close to the victim.  It can be used to triple jump up to a high platform or 
to catch people below you. The good thing as well is that it can be used over 
and over again quickly enough if it whiffs, but it does have a long animation
if it connects.

The / \ attack should be the go-to button for this super. Nariko will swing the
victim horizontally around the stage, killing anyone in their path. It has the 
same range as Down / \ but can be used in the air. In a FFA, this can kill 
other players who think they can hide at the edge of the stage.

The ( ) attack should be used when people are constantly dodging your / \ move.
Nariko will bring about a maelstrom of chain blades, killing anyone in its
radius. It has a long enough duration that will bypass any dodge roll. Since
it has such a long duration anytime it is used, it should be a last resort.


===============================================================================


===
B04

Kill Confirms & Set-Ups
=======================

Nariko is one of the few characters in PSASBR who does not have a reliable 
combo into a level 1 or 2 super. She does not have an end-all, be-all move
that will guarantee a kill. As such, unlike with Raiden or Kratos for 
example, you must use situational awareness to catch your opponents off-guard.

All of the set-ups here are not guaranteed. Their success is highly dependent
on how the opponent recovers from an attack. The lack of walls can also 
eliminate many set-ups from being possible in a match as well.

Note, it used to be that you could simply use an Air Up ( ), without a left 
wall, to confirm a Level 1. Now that the recovery of Air Up ( ) is the same 
as its grounded version, Nariko has lost that capability.

Kill Confirms:
--------------

Air Forward ( ), Level 1

Well, at least it's something. If you somehow manage to aim a rocket at close 
range behind the opponent, it'll lift them, leaving them vulnerable to a 
Level 1. You must be quick though.

(Facing Left Wall) Air Up ( ), Level 1

With this combo, Nariko must be facing a left wall, as that is the only way 
the disc can bounce back down. The opponent must be a perfect distance from
Nariko so that they are in the radius of the barrel explosion. Air Up ( ) will
buttdrop the opponent long enough for the barrel to explode in their face.

(Certain Distance from Wall) ( ), Level 2

When Nariko activates her Level 2, she will knockdown all grounded opponents 
and eject all aerial opponents. For this confirm, you want to eject an 
opponent so that they will bounce off a wall, leaving them vulnerable to the 
first few shots of the cannon. That's why you want to combo with Neutral ( ), 
as it leaves the opponent in the air when you're done with the move. Practice 
with the distance until you're comfortable with the spacing.

Kill Set-Ups:
-------------

( ), Forward / \, Level 1

Though not guaranteed, this can work against anyone who down techs when in the
air. Neutral ( ) leaves the opponent in the air, and Forward / \ pushes them 
into the radius of the barrel. The likelihood of this happening decreases 
significantly if your enemy air recovers by jumping, dodging, or side-teching.

( ), Forward [ ], Level 1
Down [ ], Air Forward / \, Level 1
Down [ ], Forward [ ], Level 1

These are all variants that basically suffer the same problem if the opponent
does not tech the way you want them to.

( ), Level 1

If you're REALLY positive that your enemy is going to retreat from you, use the
Level 1 after a Neutral ( ).

Down / \, Level 1

Use this set-up when your opponent likes to dodge roll backward or behind you.
The barrel will kill them once their dodge roll ends. Aim the barrel left or 
right depending on the direction they dodge. You can condition them to roll 
the opposite direction if you continually pull them in with Down / \. 
Don't keep on for too long lest they catch on. Expect this set-up to only work
once - no opponent would be that dumb to be caught by this twice, would they?


N=============================================================================N

===
C00

General Strategies
==================

I suppose you came into this section wanting to learn some AP Burst combos 
without looking through all the mumbo-jumbo or learning too much, didn't you? 
Well, don't worry, I'll try to make this quick.


Easy High AP Combos:
--------------------

155 AP: Down [ ], #, ( ), Up / \, Up [ ], [ ], Air ( ), Air [ ], [ ], [ ]

135-140 AP: Air Up [ ], Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

130 AP: / \ (must connect), Down [ ], Air Up / \, Air [ ], [ ], [ ]

90 AP: (on aerial opponent) Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]

130 AP: Air Down / \ (on grounded opponent), Air Down [ ], Up / \, Air Up / \,
        Air Down / \

130 AP: ( ), Up / \, Air Up / \, Air ( ), Air [ ], [ ], [ ]


And there you go, great AP with fairly safe combo-starters.


What to use in a FFA:
---------------------

Up Throw

If you must prevent someone from getting their level 3, use an Up Throw. It 
will leave Nariko in the air and safe from most attacks.

Up [ ]

Use this when people are bunched up together. It has a lot of range and since
people are more distracted, the slow start-up is not that important.

Up / \

I prefer not to start a ground combo with Neutral ( ) in a FFA unless it's a 
sort of 1v1 and 1v1 situation. If you can get in a second Up / \ after the 
first, good for you.

Air Up [ ]

Sure, if you want to spam or get pressure off yourself, why not?

Air Down / \

If people like to stay in the air a lot, this will knock them down to the 
ground and give you time to pursue other opponents. If they are on the ground 
and you are fairly safe from everyone else, feel free to continue the combo 
with it.

Up ( ), Air Up ( ), Forward ( ), and Air Forward ( )

The air disc can bounce off a lot of people. And if people are distracted 
enough, you can get a kill confirm off the air rocket. See the kill confirm
section for details.


What to use in a 2v2:
---------------------

Down ( )

If your partner covers you, this can set-up combos for both you and your 
partner.

Up ( ), Air Up ( ), Forward ( ), and Air Forward ( )

Use the air disc and rocket if you like to stay back with your partner. Use 
only the air disc if you want to get combos for a melee partner, as the rocket
can disrupt combos more easily.

Neutral ( )

The long animation means your partner can get a free kill in while you are 
grabbing them.


What to use in a 1v1:
---------------------

Neutral / \

The parry is your best friend here, especially against characters like Kratos, 
Raiden, and Dante as they are particularly spammy with their [ ] attacks. 
Follow this up with the combo above.

Neutral ( )

Pretty quick to begin and since it's a 1v1, you don't have to worry about 
being killed while grabbing them.

Down [ ]

An alternative to Neutral ( ), but it all ends the same anyway.


Other situations:
-----------------

1.  If your opponent likes to throw you a lot just, don't be afraid to spam
    Air Up [ ]. That'll teach them to throw you around!

2.  If your opponent likes to spam attacks and you're feeling especially
    lucky, get a free counter in with Neutral [ ], [ ], [ ], #, / \ or
    Forward [ ], [ ], #, / \, then continue the rest of the combo.

3.  Deal with jump spammers with Up / \, then get in a combo.

4.  Neutral [ ], [ ], [ ], # or Forward [ ], [ ], # then jumping and using
    Air Up / \ will leave you behind the opponent in most cases. You can use 
    it as a safe way to find out how someone deals with the gap in your [ ]
    moves.

5.  A Down Throw or an Air Down / \ on an aerial opponent MIGHT get you a free 
    Down ( ). Watch how they recover from a knockdown. If they tend to guard or
    parry when they get up, do NOT do the Down ( ).

6.  Don't forget that Nariko has some projectile attacks of her own. If your
    opponent is feeling especially campy or if you just want to lay back, use
    Up ( ), Forward ( ), and their aerial versions.

7.  Air Forward [ ] is the only Nariko can get 30 AP in a single hit. Use this
    on characters like Big Daddy, Zeus, and Kat. See the match-ups for more 
    details.


N=============================================================================N


===
D00

Match-Up Strategies
===================

PSASBR, while not balanced for 1v1, somehow manages to get the player stuck in 
1v1 situations. This is due to the fact that many people play Stock matches, 
which often end in a 1v1.

These match-up strategies are created from my own experiences against these 
characters. In the future, they may include additional input from other people 
as well. I invite anyone to message me on GameFAQs about alternate strategies 
they have used and will give due credit.

Also, not all match-ups have to be dealt with with a specific strategy. Unless 
I say otherwise, for example, your goal for most match-ups is to build up to 
Nariko's Level 3, unless you can pull off kill set-ups. Refer to my General 
Strategies section for information on how to deal with most matches.

For my own convenience, I refer to X player as X themselves (i.e., Kratos 
players is just Kratos), and as if the character is human-controlled, not CPU-
controlled. I also use the singular instead of using "X players often do 
this...," etc.


===
D01

Kratos
------

Dealing with Kratos can be annoying for every character, due to the fact that 
the only moves that matter to him have very little recovery. His launcher move,
similar to Nariko's, for example, has the least amount of recovery time than 
perhaps any other launcher in the game.

While Nariko has some long range melees, hers are slower to start-up. Kratos's 
melee moves have a lot more range as well, leaving her at a disadvantage. 
Avoid using any slow attacks when facing Kratos.

For the majority of the match, stay on the ground and dodge roll if he uses 
his Level 1 without a kill confirm. Do not let him get above you as he 
has a nasty attack that will put you into a knockdown state, possibly into the 
hands of his Level 1. If he has his Level 2 ready, do not let him get below 
you, and do not let him throw you either.

If you notice that Kratos in particular likes to spam [ ], you can bait an 
attack by using the ol' Neutral [ ], [ ], [ ] combo into a parry combo, which 
will give you easy AP.

A smarter Kratos will catch on and simply block your every move. Once he 
blocks, you will have a tougher time beating him. Make sure he does not 
throw you, as what truly separates Kratos from Nariko is his ability to combo
off his throws (his Up Throw).

Kratos's Notable Actions...................How to Counter

Spams [ ] attacks..........................Block - after 3rd hit, parry with
                                           Neutral / \ into combo
Attempts to charge Helios' Gaze
  after you're knocked down (esp. when
  he has LVL 1 ready)......................Recover by attacking with 
                                           Forward / \; do not get trapped in
                                           a corner, stay out in the open
Likes to jump and use
  aerial attacks...........................Block, stay on the ground, use 
                                           ground combo-starters, like Up / \
Blocks.....................................Any Throw
Throws.....................................Just do not get thrown; mix-up
                                           between staying in the air and
                                           Air Up [ ]


===
D02

PaRappa
-------

PaRappa is a purely close-range fighter, with one exceptional move - his mic 
grab. Unlike Nariko's version of the move, he can combo into it pretty easily,
so watch out for it. You also do not want to stay still and block much as
PaRappa has one annoyingly long combo from a throw.

I have not tried zoning against him with Nariko's projectiles, so it might work
here, seeing as how PaRappa has less range, but I will have to see how his 
mic grab may get in the way.

Unfortunately, I do not have a lot of experience fighting PaRappa, so any 
additional input is appreciated.

PaRappa's Notable Actions..................How to Counter

Mic grabs you..............................Block;
                                           if he does catch you, try to parry
                                           with Neutral / \ or roll away
Uses upward-hitting boombox................Avoid staying in the air too much


===
D03

Fat Princess
------------

Not only can she be considered the "jump spam" character, but she can also 
jump and air dodge while attacking!

In all seriousness, Fat Princess is the queen of multi-tasking, and has plenty
of pressure tools to keep Nariko on her feet.

For much of the match, you will want to avoid using attacks that can be easily
punished. Unless Nariko and Fat Princess are not the only ones fighting, 
avoid using the air disc, rocket, or Down ( ). Fat Princess is also unusually 
hard on grounded opponents. Don't let her get anywhere above you. Fortunately, 
Nariko has some good aerial approaches of her own.

A smart Fat Princess will know how to successfully set up traps on a knocked
down opponent or an airborne opponent. Some of her best traps involve her
staying in the air. You want to force her to the ground to prevent her from
using these traps.

Just remember that the more space you give her, the more effective her escape
methods and traps will be. If you can back into a corner and roll behind her, 
you might just be able to force her into your own trap.

Fat Princess's Notable Actions.............How to Counter

Tends to stay in the air...................Up / \ or Air Down / \ then tech
                                           trap
Knocks you down with wand..................Recover with Forward / \, unless
                                           she has worker bomb placed; else, 
                                           recover then block immediately
Likes to summon sword soldier..............Stay in the air
Backs you into corner......................Any [ ] combo, then roll behind her


===
D04

Sweet Tooth
-----------

The main threat when facing Sweet Tooth is his quick and deadly Level 1.

Fortunately, while Sweet Tooth hits hard, he has poor range. Take advantage of 
this by keeping him at medium range.

As a lot of Sweet Tooth's combos start with his aerial machete attack, you will
want to pay attention to that. While jumping can easily disrupt his combo and 
prevent him from completing them, Nariko has a very effective anti-air tool - 
Up / \.

Note that if Sweet Tooth blocks any slow attack, expect him to punish you with 
a pack of C4.

Sweet Tooth's Notable Actions..............How to Counter

Uses knockback dash........................Block, then Neutral ( )
Throws you (esp. into combo)...............Stay in air; Air Down
                                           / \, or Air Up [ ]
Uses aerial machete attack
  (esp. with Level 1 ready)................Up / \ (be quick)
Traps you with a mine 
  after you're knocked down................Recover, then block immediately
                                           (watch out for his Level 1)
Stays on mine..............................Play keepaway game, use Up ( )
                                           and Air Forward ( )


===
D05

Radec
-----

Everyone's favorite long-range zoner. Keep Nariko as close to him as possible,
while preventing him from blasting her away. Radec has no answers to a melee 
character except to try to zone them away with an Up Throw combo, a shotgun 
blast, or a Surprise Grenade.

Radec's Notable Actions....................How to Counter

Spams sniper rifle.........................Jump to him and use Air Down / \
                                           into combo
Throws Teslite Grenade
  and diagonal "shock beam"................Pull him in with Down / \
Blocks.....................................Down Throw
Throws.....................................Stay in the air, use Air Up [ ]
                                           into combo or liberally
Retreats with "invisi-grenades"............Use Level 1, when not near grenades
                                           (must be quick)
Uses melee/shotgun.........................Block, then Neutral ( )

===
D06

Sly
---

As Sly does not have the ability to block, Nariko has more offensive options to
use against him. However, like Raiden, if he is good at countering you, you 
must rely on your guessing skills. Whatever you do, do not get countered when
he has his Level 1 out, as that is an automatic kill for him.

I have had success with Down ( ). His counter does not seem to work well 
against it. I am not sure, but if your back is to him when you use it, he may 
not be able to counter. Someone PLEASE correct me if this is wrong.

Note, refrain from using the air disc, as it is slow, allowing Sly ample time
to anticipate it so he can counter.

Sly's Notable Actions......................How to Counter

Tends to counter (esp.
  after your Down / \ or
  any [ ] combo)...........................Down Throw
Knocks you down, then
  tech traps you into a mine...............You're doing something wrong


===
D07

Nathan Drake
------

This is a tough match-up for Nariko. Drake is very mobile and his run 'n' gun 
allows him to get close. While Drake can zone from a distance well, his melee 
attacks, especially his slide attack, give him safe, easy AP.

Fortunately, Drake has comparatively few options against aerial opponents aside
from his grenade launcher, rope swing, and magnum. As long as you can get 
above and behind him and prevent him from being on the same level as you, you 
can expose his weaknesses. Since Drake is so mobile, however, finding that 
opening can be especially hard.

Stay in the air, as Air Up / \ comes in very handy here.

Nathan's Notable Actions...................How to Counter

Barrel (usually
  followed by AK)..........................Stay in the air
Fires AK47 while running
  toward you (will usually
  follow up with a throw
  or a swing from his
  gun).....................................Block, then jump backward,
                                           turn around, Air Up / \ to 
                                           Air Down / \
Uses grenade launcher or throws
  grenades.................................Reflect with Air Neutral / \
Likes to throw you.........................Air Up [ ]
Takes cover, tends to distance
  self.....................................Air Up ( ) and Air Forward ( )
Slide attack...............................Do not stay on the ground
Uzi spray downward or
  ledge fall...............................Don't get below him
Gatling gun................................Air dodge, jump behind, and
                                           Neutral ( )


===
D08

Cole
----

An average Good Cole is not too hard to beat, but the fact that he can easily 
combo into his Level 1 super on both grounded and aerial opponents means you 
will just have to deal with a lack of defense on one end.

A Good Cole at your same skill level, however, will be at a clear advantage 
here. If you cannot predict when he will use his attacks, he will spell a 
death sentence for you.

Cole has 3 attacks of note:

Lightning Tether (makes staying in the air very hard to do)
Freeze Rocket
Thunder Drop (downward punch that puts you in buttdrop; usually from air)

How far you want to stay from him for the majority of the match depends on 
how good you are at parrying with Nariko. At medium range, his lightning 
tether and freeze rocket can set up so many combos. Try to not to hover in the 
air too much if he tends to use his lightning tether, as that spells certain
death.

If you can get up close and use quick attacks, like Neutral ( ) or a 
Neutral [ ] set-up, you can prevent Cole from doing too much damage. All 3 of 
his major combos involve those 3 relatively slow attacks above.

While you can bait Cole into throwing a freeze rocket, which you can
reflect back with Neutral / \, a smarter Cole will catch on pretty quick.
Either way, he can still combo into a freeze rocket from a simple ground 
punch - that's what you have to worry about. Still, it is pretty satisfying to 
get a Level 1 kill off a surprised Cole who's had a taste of his own medicine. 
(Note, it won't always work as the Level 1 can be air dodged.)

Cole's Notable Actions.....................How to Counter

Throws a freeze rocket at you..............Reflect back with Neutral / \, then
                                           take a chance with using Level 1
Throws grenades............................Reflect with Neutral / \
Shoots lightning projectiles...............Down / \
Punches the ground.........................Block, then Neutral ( )
Throws you; tries to throw you.............Air Up [ ] or Air Up / \ to get
                                           behind him
Lightning tether...........................Air Neutral / \ or air dodge
Blocks.....................................Up or Forward Throw
Puts you in knockdown state................Recover by attacking with
                                           Forward / \

===
D09

Evil Cole
---------

Out of any 1v1 I have had, Evil Cole has probably given me the most trouble. 

Like Good Cole, Evil Cole has 3 attacks you should be on the look out for:

Giga-Punch
Thunder Drop (like G. Cole, he will usually use it in air)
Oil Spike (his mine)

Those 3 moves above will allow him to combo into his Level 1. Unfortunately, 
the only thing you can do is block and keep on your toes. The moment you are 
on the ground and he hits you with a giga-punch or a downward punch, it's over.

If he charges his fist, you do NOT want to get caught off-guard.

Evil Cole's Notable Actions................How to Counter

Is a certain distance from you
  (get ready for Giga-Punch)...............Be prepared to block; if he uses
                                           the grounded version, follow-up 
                                           with Neutral ( ) after chip
Sets down oil spike........................Stay back, use Air Up ( ) and
                                           Air Forward ( )
Throws projectiles.........................Reflect with Air Neutral / \;
                                           play zoning game with projectiles
Knocks you down into tech chase
  (usually with oil spike trap)............Roll; or recover and block
                                           (predict what he will do)

===
D10

Ratchet
-------

Personally, I think this is a hard match-up for Nariko. He is a versatile
character with a lot of range, and an annoyingly overused throw. He also has 
plenty of zoning tools to keep you away.

The main problem here will be his Suck Cannon. As such, you will want to avoid
using slow attacks whenever possible. You do not want to give him a chance to 
get a free kill.

Avoid using slow and punishable attacks as much as possible. These include the 
air disc, rocket, Down ( ), and Down [ ].

Ratchet's Notable Actions..................How to Counter

Deploys Agents of Doom.....................Down / \ (will destroy agents)
Uses Suck Cannon (esp. with Level 1).......Stay in the air, use Air Up [ ]
                                           liberally
Likes to stay in the air...................Try to catch with Air Neutral ( )
                                           or Air Down / \
Fires pistol...............................Block, then Down / \
Melees with wrench.........................Block, then Neutral ( )
Sets up Tesla Spikes.......................Down / \


===
D11

Jak
---

Jak is a platforming character with a seemingly versatile set of moves. 
Unfortunately for him, most of his moves have a lot of recovery time, and his
guns have less range compared to other projectiles.

While Nariko has plenty of counters against Jak, his ability to stay in the 
air can reduce the potential kills she can get in. In a stage like Paris or 
Black Rock Stadium, do not let him get too high or you will never get a kill on
him.

At the start of a match or after you get an AP Burst combo on him, feel free 
to use your air disc and rocket. Take advantage of his poor range - Jak's 
inability to approach well means you can effectively outzone him.

Jak's Notable Actions......................How to Counter

Like to stay in air........................Up / \, or catch in air with
                                           Air Neutral ( )
Dashing forward punch......................Block, then Neutral ( );
                                           if he has Level 2 ready, block
                                           then roll behind him
Wave concussor (usually
  charges in the air)......................Reflect with Neutral / \;
                                           or Up / \ into combo
Needle laser, upward shock blast,
  or blaster...............................Reflect with Neutral / \ or
                                           Air Neutral / \
Throws.....................................Air Up [ ] into combo


===
D12

Big Daddy
---------

Big Daddy is a slow but hard-hitting character with plenty of crowd control
techniques.

Thanks to his lumbering size, Nariko seems to get the most out of Up [ ] here, 
but it's not as if any other approach wouldn't work well against him here.

Despite all this, do not underestimate Big Daddy's slowness and big hitbox - 
his armored attacks can pierce Nariko's weak combo-starters.

Big Daddy's Notable Actions................How to Counter

Ground drill...............................Block, then Down [ ] or 
                                           Neutral ( ) into combo
Throws.....................................Air Up [ ]
Shock attack...............................Reflect with Neutral / \ is quick, 
                                           or block and Down / \ if he does 
                                           not have Level 2


===
D13

Dante
-----

Dante, like Nariko, is a high-risk, high-reward character, and both cannot do 
much against blocking opponents.

If you can, make sure he never gets in the first hit (which will usually be his
simple sword attack). Whether or not he makes use of cancelling techniques
in his combos does not matter. Most of his combos start with that one sword
or scythe slash anyway.

The main problem here will be his empty cancel. If he is smart, he will usually
cancel to a dash backward or behind you if you block their sword attacks. This 
is usually if their 3rd slash (the one that crumples you) is blocked.

Against a Dante who knows how to empty cancel into a Level 1 kill, you also 
must make sure you are not countered, as he can combo into his sword slashes 
from a parry.

Once all the easy parts are taken care of....refer to the chart below:

Dante's Notable Actions....................How to Counter

Spams attack button........................Neutral / \, esp. after
                                           [ ], [ ], [ ], #
Likes to block.............................Down Throw into tech trap
Vertical sword drop
  (knocks you down)........................Dodge, then Level 1 where he lands;
                                           or block and Down Throw
Tech traps you from a knockdown............Recover with Forward / \
Tends to parry.............................Down Throw; or parry after
                                           [ ], [ ], [ ], # and then
                                           Neutral ( ) in combo
Throws.....................................Stay in air, Air Up [ ]
Whiffs sword attack........................Down / \
Simple sword combo
  (if he does not empty cancel)............Block (wait until 3rd or 4th hit
                                           ends), then Down [ ] or 
                                           Neutral ( )
Simple sword combo (blocked)
  into empty cancel dash...................Jump, then Air Up [ ] or
                                           Air Down [ ]
Throws fiery projectile....................Reflect with Neutral / \, or stay in
                                           air


===
D14

Heihachi
--------

Heihachi is a close-range fighter with a notable charge and armored attack. He 
has average mobility and can't do much against aerial opponents so staying in
the air is your best bet here.

Heihachi's Notable Actions.................How to Counter

Likes to "buttdrop punch"..................Dodge and jump, Air Up [ ]
Knocks you down with downward punch
  (when you are in air)....................Recover with Forward / \ if he
                                           is close, then jump immediately
Charges fists..............................Do not stay on ground, 
                                           Air Down / \ into combo
Tends to counter...........................Down Throw or jump and
                                           Air Up / \ to get behind him


===
D15

Nariko (Mirror Match)
---------------------

Difficulty: Variable

Otherwise known as how to beat Nariko using Nariko.

There's nothing to say here except it's all rock-paper scissors...unless you 
just use Down [ ] or Neutral ( ) combos, seeing as how they have no element of
mix-up. Then it becomes a matter of those two moves, blocking, and throwing.

Note that Up [ ] can catch a Nariko who parries between the gaps in your [ ] 
moves as the attack hits just after the active frames of her parry ends, 
leaving her in a tech trap.

Nariko's Notable Actions...................How to Counter

Parries at Neutral or
  Forward [ ] Key Pose.....................Up [ ] combo into tech trap; or
                                           Down Throw
Parries/blocks after being pulled in
  by a Down / \............................Down Throw
Down ( ) or Air Down [ ]...................Block, then Down [ ] or Neutral ( )
Neutral ( )................................Block, then Down Throw
Up ( ).....................................Reflect with Neutral / \ or
                                           avoid and get close
Air Up [ ].................................Air dodge/Down-tech and block
Uses Air Up [ ] frequently.................Block, then wait for landing gap, 
                                           punish with Up / \


===
D16

Raiden
------

Compared to Nariko, Raiden excels in the close-range department. Stay too close
to him for too long and you're bound to get killed or, more annoyingly, "Down 
Thrown."

I consider Raiden to be a quicker PaRappa, with a more lethal throw combo and 
slightly more range. In addition, Raiden can kill you from almost anything - 
a simple sword gash, a slightly-above-ground air dash, a throw, or a parry 
even. As such, guessing wrong is particularly fatal.

The gap in Down / \ can kill you if you can't connect that 1-frame link to 
Neutral ( ). In fact, there's so much more Raiden can do to punish you that I 
must create a separate table for what you DON'T want to occur:

Your Input                                 Raiden's Counter
===============================================================================
- [ ], [ ], [ ], #, [ ], etc...          - Parry, into his Level 1

- Down / \, any attack
-------------------------------------------------------------------------------
- [ ], [ ], [ ], #, / \                  - Down Throw, into AP Burst or his
                                           Level 1
- Down / \, / \
-------------------------------------------------------------------------------
- Down / \, fail to connect ( )          - Activates Level 2
===============================================================================

Simply put, you want to avoid being too predictable, but you also can't guess 
wrong! You don't want to use any of Nariko's attacks that will allow Raiden to
easily parry or throw you.

After a [ ] combo set-up, always jump after the key pose and use Air Up / \ to 
get behind him. Even if he parries, you will end up behind him. If he does try 
to throw you, he won't be able to because you're in the air. You can also 
dodge behind him and try to throw him.

If you must use Down / \, then jump and use an aerial attack after connecting, 
and never use it if he has his Level 2 ready.

Raiden's Notable Actions...................How to Counter

Tends to parry.............................Read above
Spams throws (esp. Down Throw).............Use Air Up / \ to get behind, turn 
                                           around and Air Down / \ into combo
Is a distance ahead of you.................Be prepared to block
Dashes forward.............................Block, dodge backward, punish
Single sword slash forward.................Same as above

Uses aerial sword drop
  (vertical)...............................Block, then Down Throw
Slanted aerial sword dive..................Dodge, then Level 1 where he lands


===
D17

Sackboy
-------

Like Isaac, Sackboy has many great camping tools. This will shut down Nariko's 
options and force her to either play projectile games or try to force him out 
of hiding. Either way, this is a difficult match-up, and I have not had success
fighting against him. If anyone knows of a better strategy, feel free to let me
know. I will also update once I discover new approaches.

Sackboy's Notable Actions..................How to Counter

Puts down electric panel...................Use projectiles or Down / \
Charges jet pack...........................Jump, Air Up / \ and Air Down / \
Grapple hook...............................Do not get above him


===
D18

Sir Daniel
----------

I have not played many a Sir Dan to know his weaknesses, so additional input is
appreciated. I will make sure to update this section once I am more familiar 
with him.

For now, I would recommend not to stay in the air too much, as Sir Dan relies 
on opponents being in the air for both his Level 1 and 2. If you do stay on the
ground, do watch out for his walking head, as it is pretty hard to notice, 
especially in a FFA or 2v2.

Sir Dan's Notable Actions..................How to Counter

Lifts you in the air
  (average Sir Dans
  will attempt to follow-up with
  an arrow or Level 1).....................Immediately air dodge
Deploys shield.............................Refrain from using air disc
Sword attacks..............................Block, then Down [ ] or
                                           Neutral ( ) in combo
Tends to use axe-arang.....................Stay back, use Air Forward ( )


===
D19

Spike
-----

Spike has short range compared to Nariko, but if you stay still for too long, 
his unblockable attacks will lead to high AP combos and a few combos into 
his Level 1 and 2. You do NOT want to get caught blocking.

Note, I think Down / \ can remove the banana peels Spike throws out - someone 
correct me if this is wrong.

Spike's Notable Actions....................How to Counter

Tends to use bananarang....................Stay back, use projectiles
Charges unblockable attacks................Dodge, then Level 1 at exit point
Knocks you down
  (prepares RC satellite laser)............ALWAYS block when recovering
Uses B-launcher (leaves you
  in shock state)..........................Stay in the air, Air Up [ ]



===
D20

Toro
----

There's really not much to say when fighting against Toro as I have yet to have
trouble fighting one. Justice Toro's attacks have less range than Nariko's. 
Oni Toro is really easy to punish. Torobi may give you some trouble. His 
fishbone attack can force you in the air where he can trap you with his 
upward shurikens.

You might want to keep watch of Toros who "tap" their head at you, with their 
Level 1 ready. Keep note of this and use aerial attacks, like Air Up [ ], while
staying off the ground, but be careful with the upward shurikens.

Other than that, just play normally.

Toro's Notable Actions.....................How to Counter

Simple melee...............................Block, then Neutral ( )
Dive kicks (as Oni Toro)...................Dodge, then Level 1 at exit point
Shurikens..................................Deflect with Neutral / \


===
D21

Kat
---

Another formidable combo character to face.

Kat may start off the match by summoning debris (if she doesn't, great). You 
will not want to stay on the ground while she has these out, as they lead to a 
handful of kill confirms for her. It's not as if ground attacks will work 
successfully anyway since Kat can stay in the air most of the time. Ground [ ]
combos seem to not work well when facing Kat as Kat's [ ] attacks are too
quick for Nariko to parry in between her gaps.

Fortunately, you CAN counter Kat's air game with aerial attacks of your own.
Air Forward [ ] is very useful here as it has high knockback and will instantly
break Kat's debris. Try to catch her while she tries to summon them again. 
Eventually, she will get tired of getting knocked around and will stop 
summoning debris.

A smart Kat will attempt to ground you if you tend to hover above the ground. 
If you must play in the air, go high above so that she can't combo from air 
to ground.

I would not recommend standing still and blocking much in this match. Her 
throws are deadly and give her both easy combos and kill confirms.

Kat's Notable Actions......................How to Counter

Summons debris, and any
  time she has debris out..................Air Forward [ ], Air Down / \
                                           (when Kat is aerial), or Up Throw
Uses ground melee combo....................Block, then a) dodge behind her and
                                           Down [ ], or b) dodge backward and
                                           Down / \
Tends to throw (esp. Up and Down Throw)....Jump and Air Up / \ to get behind
                                           her, or Air Up [ ]
Tends to block.............................Up Throw
Uses slanted aerial divekick...............Dodge, use Level 1 where she lands
Slide kicks (esp. with Level 1 ready)......Block; or Down / \
Likes to jump around a lot.................Up / \ into combo
Gravity Attract............................Air dodge or Air Neutral / \ 
                                           if you're quick


===
D22

Emmett
------

Emmett has plenty of tools to keep Nariko away. Fortunately, she can reflect 
most of his projectiles and keep a lot of pressure on Emmett. As long as you 
can stay close to Emmett while he does not have his shotgun or turret out, 
Nariko gains a huge advantage.

When the match begins, Emmett may call in his turret and/or knock you away so 
he has time to summon his shotgun or missile launcher. While you can get an 
easy 40 AP by using a double air disc on his turret (jump, use the aerial 
version, and aim downward if he has his missile launcher out), you will give 
him time to arm himself. You're going to have to choose which annoyance you 
want to deal with. If you want to use long combos though, you're going to have 
to destroy the turret, as it WILL disrupt your combos.

Once all the easy stuff is taken care of, the only formidable challenge Emmett 
poses are his knockback attacks. This includes his up melee attacks, throws, 
and Union Shotgun. Every other attack is slow enough for Nariko to punish 
easily.

Just remember that the more time you leave Emmett to himself, the more time he 
has to predict your moves and gain the advantage on you.

Emmett's Notable Actions...................How to Counter

Calls out turret...........................Keep back and destroy with Up ( ),
                                           or avoid using long combos
Calls out a weapon.........................Down / \ or Air Up [ ]
Shoots missile launcher or throws mines....Reflect with Neutral / \
Stays back and self-generates AP orbs......Down / \
Punches forward (kill confirm).............Jump to avoid and 
                                           punish with Air Down / \
Throws.....................................Stay in the air and switch to
                                           aerial combo-starters


===
D23

Zeus
----

Like Big Daddy, Zeus is slow but has armor that can bypass many of Nariko's 
weak attacks. If Zeus can manage to hit you with his charged attacks a handful 
of times, you're done for. Thus, for most of the match, you will want to play 
defensively and punish moves at the right time.

Watch out for his dodge roll, which has a lot of invincibility frames. Down ( )
can still work here, but a Down Throw will almost always work better.

Zeus's Notable Actions.....................How to Counter

Attacks with stream of lightning
  (on ground)..............................Jump/air dodge to avoid, use 
                                           Neutral ( ) behind him, into combo
Attacks with stream of lightning
  (in air).................................Jump to his back, use Air Neutral
                                           ( ) and knock him down with Air
                                           Down / \, then tech trap
Charges a punch to the ground..............Roll dodge, then Down [ ] into 
                                           combo
Charges any other aerial punch.............Air Forward [ ] (can bypass armor)
Teleports (esp. with Level 1 ready)........Stay in the air, while air dodging,
                                           using Air Up [ ] into combo
Dodge rolls................................Down ( ) or Down Throw into tech 
                                           trap


===
D24

Isaac
=====

That mine. That's all I can say.

Isaac will start off by placing their mines in front of them. Like Sackboy's 
electric panel, this shuts down many forms of approach. At the start of the 
fight, you may want to keep your distance from him while using Nariko's two 
projectile moves. Once he starts deflecting the air disc with his throw or 
jumps to avoid it, switch to using the rocket.

Of course, you can't keep this up for long - both of her moves are very 
punishable if Isaac is at least at medium range - but you will eventually make
Isaac to come to you and out of his comfort zone.

You can try using Down Throw on him to slow his AP gain. Sooner or later, 
however, he may start placing his mine right on top of himself. You can try 
destroying the mine with a rocket, but it can be easy for him to simply 
replace it ad infinitum.

As against all "camper" characters, Down / \ is invaluable, but once he has 
his Level 2, steer clear of the move - Isaac can activate his super as soon 
as you pull him in if you can't link with Neutral ( ).

Essentially, you will want to stay in the air and out of corners for most of 
the match. This will prevent you from getting buttdropped by his Force Gun. It
also prevents him from using a Down Throw on you - an easy confirm for his 
Level 2.

Isaac's Notable Actions....................How to Counter

Places mine................................Destroy with Air Forward ( ), or
                                           play keepaway game
Throws floating saw........................Jump to avoid, then Air Down / \,
                                           as long as mine is not active
Uses Plasma Cutter pistol..................Reflect with Neutral / \, then
                                           Down / \ and watch his escape
                                           method
Attempts to throw (esp. his
  Down Throw into Level 2).................Stay in the air, use Air Up [ ]
                                           liberally as long as mine is not out
Tends to stay in corner....................Play keepaway game, or Down / \
Shoots bouncing projectile.................Try to get above him, use Air Up [ ]


N=============================================================================N

===
E00

Stage Strategies
================

For the most part, Nariko's ability to get kills depends as much on skill level
as it does on the stage. Timing and positioning is everything when it comes to 
her supers. While some stages with walls can mess up her long combos, she can 
usually substitute, say, an Air Up / \, with another Up / \ or an Up [ ], [ ]. 
Walls are also the only way she can get a confirm for her Level 2 - take 
everything you can get.


===
E01

Hades
=====

An okay stage. Nariko won't run into many problems here. The air disc can be 
put to good use here.

Take note of when Hades swings his weapons on the stage, as this can get you 
free kills for her Level 1.

When & Where to Use Supers:
---------------------------

Level 1 - After they are stunned by Hades.
        - Once platforms break and the ground falls, you can try leading 
          opponents into the lower levels beneath the floating platforms. The 
          explosion from the barrels can still reach them.
Level 2 - Make sure not to be too far from an enemy, as they can hide behind 
          the short walls.
Level 3 - Watch out for opponents who can jump and air dodge on the two 
          platforms. They can also hide beneath them. Jump and use [ ] for a 
          higher jump. It will usually catch them.


===
E02

Metropolis
==========

A fairly large stage. I would avoid using her Level 3 unless it is a 1v1, as 
opponents can take advantage of the platforms in the middle and the jump 
boosters.

When & Where to Use Supers:
---------------------------

Level 1 - The usual, but the barrel can reach an enemy across the "plateaus" 
          and middle platform if it is used at the very edge of one.
Level 2 - Make sure at least the middle platform and jump pads are away when 
          you use it.
Level 3 - Unless you can land a guaranteed kill by catching someone who is 
          recovering from an attack or jump, just use your Level 2 two times.


===
E03

Dreamscape
==========

This is a horrible stage for Nariko. Not only is it large, but it has many 
platforms and crevices for people to hide. The leaves in the middle also 
disrupt many of Nariko's aerial combos, as enemies can get into knockdown state
when lifted onto them. Stick to using your Level 1 here unless it is a 1v1.

When & Where to Use Supers:
---------------------------

Level 1 - When opponents are distracted. Make sure you are not facing an upward
          ramp unless you want the barrels to be right in front of you.
Level 2 - If you must use it, be sure to use Neutral ( ) into wallbounce at 
          least. In other cases, Make sure to position the cannon as high as 
          possible. If it is too low, the shots cannot arch high enough to 
          reach very high opponents.
Level 3 - You really have to make sure you get a guaranteed kill on activation.


===
E04

Sandover Village
================

This stage is absolutely terrible for her Level 2. Wherever you position the 
cannon, anyone has ample safe space. Her Level 3 fares surprisingly well due to
the fact that she can jump into the water to end up back at the spawn point. 
Take advantage of this and catch opponents there off-guard.

When & Where to Use Supers:
---------------------------

Level 1 - The usual, but watch out for the bridge in the middle. If you use 
          her Level 1 while facing the upward slope, it will end up right in
          front of her instead of a distance ahead.
Level 2 - Never use it here unless you have no other option.
Level 3 - If you activate your Level 3 on the water mill platforms, you can
          jump into the water to end up back at the spawn point.


===
E05

Invasion
========

Invasion is split into three parts. The first consists of two structures that 
hover up and down. The second takes place on a bridge, with a metal box in the 
middle. The last part opens up the area below the bridge, allowing people to
jump down below.

For this stage, you will want to act quick if you want to increase your chances
of getting a kill. The first two parts of the stage give Nariko no problems, 
but people can jump between the upper and lower levels of the last part of the 
stage, avoiding her Level 2 and 3 easily.

Nariko's air disc is a useful ranged move in a 2v2 if both parties start the
match off attacking from afar.


When & Where to Use Supers:
---------------------------

Level 1 - In the first part, the barrel can reach across the lower part of the 
          two platforms. Usually, you will just want to use it from the edge of
          either high platform, as people like to stay on the edges.
        - Once you come crashing down to the bridge, use it like you usually 
          would.
Level 2 - When you're on the two structures, position the cannon at the middle
          of either structure and make sure people are not behind you when you
          activate it.
        - Make sure not to let people hide behind the metal box if you use your
          Level 2 too far from the middle once you get to the bridge.
        - If you can land a Neutral ( ) when someone is on the metal box or 
          monkey cage, you can easily wall confirm them at either wall.
        - Once the stage fully opens up, avoid using it unless you have no
          other options.
Level 3 - If you can get your Level 1 early, remember to jump down between the
          two platforms to teleport back to the middle of the left platform. 
          Even if the area is still quite small, it can help close space more
          quickly.
        - Once the bridge is destroyed, people can use the platforms as easy
          escapes. Make sure you catch at least one opponent before you 
          activate it here.


===
E06

Alden's Tower
=============

An ever-changing stage with plenty of platforms. This stage moves up two 
levels, and until it reaches the top, Nariko can't do much unless she has her 
Level 3 ready. When you are at the top, you can reach the top right structure 
by double jumping from the middle platform and using Air Up / \, provided it 
hasn't been knocked down yet. From there, you can play around with the air disc
and rocket. You can even use her Level 2 there if you somehow wanted to be 
clever.

When & Where to Use Supers:
---------------------------

Level 1 - The usual.
Level 2 - You can try to catch opponents off-guard by using it during a floor
          change, but seeing as how this stage has platforms on every level, it
          probably won't do much. At the top, you can use it on the top right
          structure, but the cannon shots won't reach people who are a distance
          below you.
Level 3 - If you can manage to get your Level 3 before the transition to the
          top floor, you can time its activation when you are almost to the 
          top. Time will "stop," and you can use the fall to spawn back in the
          middle. You can also do the same when you are at the top by 
          dropping down the opening on the right.

===
E07

Stowaways
=========

This is actually a good stage for Nariko. She has plenty of clever tricks to 
use here. When everyone starts off in the cramped space, feel free to spam 
(yes, SPAM) air discs on the left wall. It will bounce back to foot level, 
bouncing at anyone in its trajectory. You can gain a lot of AP easily in a FFA 
if everyone else is distracted.

Once the stage opens up, she'll have no problem killing people with her 2 or 3.

When & Where to Use Supers:
---------------------------

Level 1 - It is best to use it when everyone is cramped up together in that 
          tight space - you'll get more multi-kills that way. Note that when 
          the stage is opened up, the barrel explosion will not reach people
          who are under the crevice in the right when you use it from the left
          on top.
Level 2 - Once the cargo falls out, either position the cannon at the far left
          or far right so that you kill people in the opposite direction.
          Alternatively, you can use it at just the right spot where I 
          mentioned not to use your Level 1. The cannon will reach people 
          trying to hide in the crevice.
Level 3 - When your 3 is ready, people will naturally try to get as far away
          from you as possible. Provided they do not know about the spawn
          trick, if you position yourself at the rightmost edge of the stage, 
          your opponents will naturally try flock to the left. Activate your
          Level 3, swiftly kill anyone near you, and then drop down from the 
          plane. You will end up in the middle, dangerously close to any
          runaways.


===
E08

Paris
=====

Another horrible stage for Nariko, and it's all because of the one highest 
platform on the right. If you're patient enough, you can wait until the map 
hazard sucks away all the platforms, but in that time, you could have just 
scored more points/kills with your Level 1s.

When & Where to Use Supers:
---------------------------

Level 1 - The usual. This is your best bet here.
Level 2 - If you use it on the far left, anyone can jump on the higher 
          platform and avoid the cannon. Try to vary your fire rate to make it
          harder for them to dodge.
        - If you use it on the far right plateau, make sure your targets are on
          the far right. You don't want them to hide under you.
Level 3 - Catch opponents in recovery for a guaranteed kill. Otherwise, this 
          stage is too high and too wide to consistently score more than 3 
          kills. You CAN try to catch opponents jumping on the higher platform
          by double jumping and using the [ ] move.


===
E09

Dojo
====

This is one of those stages where Nariko can let loose and not have to worry
about people escaping her supers every time.

When & Where to Use Supers:
---------------------------

Level 1 - The usual
Level 2 - Choose your poison. I would not recommend using it here, but if you
          do, pay close attention to your enemies' super meters. You may just 
          spend the entirety of the super trying to knock people away instead
          of shooting them. Also remember that you cannot wall confirm a 
          Level 2 after the walls break down.
Level 3 - Nothing to say here. Except people will try to dodge a lot because of
          the lack of platforms. Use ( ) to catch dodgers.


===
E10

San Francisco
=============

Not a totally flat stage and not too small either. But Nariko stands a chance 
here.

When & Where to Use Supers:
---------------------------

Level 1 - You can catch opponents below you by using her Level 1 at the 
          second "plateau" from the right.
Level 2 - Never activate it on the left side of the stage, as people above
          or below can be safe. Position the cannon on either plateau on the 
          right. It can also catch those dumb enough to think they have ample
          hiding space behind the short walls.
Level 3 - You might have a bit of trouble with people who stay and jump on the 
          left platform, but other than that, it's okay to use here.


===
E11

Time Station
============

Another one of those bad stages with platforms.

Note, if you start some combos beneath the lower middle platforms, you may end
up leaving an opponent in a knockdown state on them.

Level 1 - You can reach across the two middle platforms and the two plateaus
          (if they're not destroyed). Other than that, the usual.
Level 2 - I can think of no place on the map that will not leave a huge chunk
          of space for your opponents to be safe. If you must use it, make 
          sure you are at the far left or far right, enemies are not near you, 
          and they are not too far below or near the top platforms.
Level 3 - Try to get a guaranteed kill, as anyone can use the top platforms 
          to dodge you easily.


===
E12

Franzea
========

Not such a bad stage, but watch out for how the stage tilts, you can maximize 
your kills by waiting until it tilts left, right, or goes back to normal state.

Level 1 - For the most part, the barrels will always reach across from or to 
          the bounce pad.
        - It will also reach people who are standing on top of the left or 
          rightmost flowers, when the stage is even. Use it facing the wall.
Level 2 - Use this when the stage is not tilted at all and when you are on the
          far left or far right. You will automatically be put out of the
          super state if you fall in the water, so be careful not to use it 
          when the stage is about to tilt.
Level 3 - You can use it anytime. I prefer to when the stage tils left or right
          as it becomes much smaller. Remember to fall in the water to end up
          back at the spawn point.


===
E13

Columbia
========

I'm getting tired of writing the word "platforms" here.

For the most part, you want to prevent people from taking advantage of the 
uppermost platform on the right side of the map.

When & Where to Use Supers:
---------------------------

Level 1 - Remember that using it facing an upward slope will put the barrels 
          closer to you. Watch out for the stairs in the middle.
Level 2 - I prefer to use it on the right so people cannot easily jump to the
          higher platform, but that doesn't help much anyway.
Level 3 - Stay on the topmost platform just before you activate it to scare 
          away platform hoppers. Or get a guaranteed kill.


===
E14

Black Rock Stadium
===================

Out of all the stages in PSASBR, BRS has to be the worst for Nariko. The top 
platforms reach an amazing height over the rest of the stage, and you must 
keep an eye out for the changing platforms in the left, middle, and right of 
the stage.

If the middle platform is up, you can use the rocket from one side of the
stage while being relatively safe from most approaches.

When & Where to Use Supers:
---------------------------

Level 1 - Watch out for the ramps.
        - The barrel can reach across the left and right platforms
Level 2 - Use your Level 2 at the edge of the stage.
        - You must time your Level 2 so that at least the middle platform is 
          down. You stand a greater chance of getting kills if the side 
          platforms are up as well, as your cannon shots will not reach the 
          opposite top platform otherwise.
Level 3 - Horrible. Just horrible. The only thing you can do to make this 
          better for yourself is to wait until the side platforms are up. At 
          least you can use them to jump more easily to the top and catch 
          jumpers.


===
E15

Rival Arena
===========

Nothing to say here. A pretty small and flat map. The same rules that apply 
for Dojo apply here.

Level 1 - The usual.
Level 2 - Same as Dojo, only you can wall confirm anytime.
Level 3 - Let loose.


===
E16

Fearless
========

Ah, Nariko's stage, split into two parts. The first part behaves much like 
Dojo and Rival Arena. In the second part, you want to take advantage of the 
rightmost wall, which shocks opponents if they are hit by an attack that knocks
or pushes them into it.

Note that an Air Forward [ ] can start an AP Burst combo if used near the shock
wall and following up with an Up / \. She can also Forward Throw to an Up / \, 
and then loop into an Air Neutral ( ) to Air Down / \ until she hits the IPS. 
Another way to get them into the wall is by simply using Up / \ and going from 
there.

When & Where to Use Supers:
---------------------------

Level 1 - Nothing of importance if you decide to use it early.
Level 2 - Make sure people can not jump or roll behind you if you use the 
          cannon in the first part.
        - If you eject an opponent to the shock wall with an attack like 
          Air Forward [ ] and you are far enough from the wall, you can catch
          them if you are quick enough with the cannon. Neutral ( ) into the
          wallbounce still works.
Level 3 - Get your Level 3 as early as possible so you can take advantage 
          of the first part of the stage. Otherwise, beware the platforms on
          the left side of the second part of the stage.


===
E17

The Graveyard
=============

A somewhat flat map and boring map, until once again, platforms appear and 
ruin the day.

When & Where to Use Supers:
---------------------------

Level 1 - Nothing of note here.
Level 2 - If you get your 2 early enough, use it when the platforms from 
          the coming of the Unfinished Swan have not yet appeared.
        - People can jump on the farther platform if you use it below. Or they
          can hide underneath if you use it on top of a platform. Pick your 
          poison.
Level 3 - If you are lucky and skilled enough to get your 3 and there are no 
          platforms, use it as soon as possible.


N=============================================================================N


===
F00

Credits & Ending
================

GameFAQs & Super Cheats, for hosting this guide.

You, for reading this guide. I hope you gain something useful from having read 
it.

Ninja Theory, for creating a character with such great depth to her.

Sony, for allowing a great game to be possible.

Superbot and Sony Santa Monica for developing a great game. It's sad to see you
get dropped by Sony, Superbot.

personaworld on Youtube, whose Nariko video showed me some basic AP Burst 
combos.

Terotrous, whose guide helped me learn the basics of Nariko. I made sure not to
repeat anything he wrote about Nariko in this guide.

vizionary2012 on PS forums, for the Sweet Tooth advice.

Blue_BaIIz & Public_Enemy645, both an inspiration to all Nariko players. Thanks
to Blue_BaIIz for his advice on Good Cole, Ratchet, and Kratos, and for his 
combos for the Down [ ] and Up / \ starters.

LightEcoSage, for his explanation on Jak's weaknesses when fighting Nariko.


A thanks to every Nariko user I have practiced or fought with on PSN. I 
wouldn't have been able to get better with Nariko without your help:

aero900
biggabreezy
FunkWorld
Improv_666
JasonInReverse
lazee_kooky
Trinity_Ace
xbloodfirex

If I forget anyone, don't be afraid to tell me.

CONTACT INFO:

destfinis
         @
          yahoo
               .com

or just PM me on GameFAQs, as I almost never check my e-mail.


Submit your strategies here. I'm always looking for help on making this guide
better.

===============================================================================

COPYRIGHT NOTICE

This guide was written by GameFAQs user DreoreSilere. It may not be reproduced 
under any circumstances except for personal, private use. It may not be placed 
on any web site or otherwise distributed publicly without advance written 
permission. Use of this guide on any other web site or as a part of any public 
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All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Copyright � 2013 DreoreSilere