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 display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright � 2013 DreoreSilere