hp87
New Member
Posts: 11
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Post by hp87 on Mar 22, 2007 8:18:30 GMT -5
I've read in the movelist that it allows her to do some extra moves, but is that all that eating jam does?
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Post by akuun on Mar 22, 2007 14:38:40 GMT -5
More jam also gives her additional airdashes. I think this allows for some crazy looking crossups and general mobility in the air. I'm not sure it also helps with combos, though it probably does. I don't know enough about Sleepy Nayuki to say more, though.
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Post by linalys on Mar 22, 2007 15:07:52 GMT -5
At some level of Jam it also makes NayukiA's airdash actually hit the opponent.
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Post by rightot on Mar 22, 2007 22:42:46 GMT -5
It also adds to her attack ability. enforced special attack attack for much longer.
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Post by clearsky on Mar 23, 2007 1:46:54 GMT -5
Can you lose Jams like Shun Di loses Drink Points if he gets hit by certain moves?
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Post by akuun on Mar 23, 2007 9:24:38 GMT -5
You lose one jam every time you get knocked down. This is also why most Sleepy Nayukis air recover a lot.
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hp87
New Member
Posts: 11
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Post by hp87 on Apr 9, 2007 10:08:42 GMT -5
I see. Hmm.. What are the general strategies of using Sleepy Nayuki? It seems that besides knocking the opponent down and eating jam, I don't really know what to do with her.
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Post by Zaido on Apr 9, 2007 15:22:56 GMT -5
your goal is to get lvl 9 so you can beast them with ur crazy rushdown ... !
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hp87
New Member
Posts: 11
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Post by hp87 on Apr 9, 2007 16:31:39 GMT -5
That's the problem. I can keep getting 9 jams in the matches, but have no idea what kind of 'crazy rushdown' she has or how to do them.
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Post by Zaido on Apr 12, 2007 23:32:25 GMT -5
well... i am not super fluent with her either ... so i am not sure what to say or use is good or not :X
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isley120
New Member
Code Geass supporter on Anime Saimoe Tournament 2007
Posts: 1
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Post by isley120 on Aug 26, 2007 0:22:41 GMT -5
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nephi999
New Member
The Last Nayukia
Posts: 18
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Post by nephi999 on Jan 5, 2008 4:56:41 GMT -5
mmkay, i'll give you the gist of what the jam does.
speed: as her jam goes up her delay in moves goes way down, start up time is shortened for moves, she can cancel her moves into more and more other moves as it goes up. her backstep becomes faster and goes farther. more speed means less openings for the enemy, more pressure with your attacks, and more hits you can combo in. nayuki is fast as lightning at 9 jam and a nailed down rock at 0.
power: her moves do not hit "harder" as her jam goes up, but she gains more hits on moves, making the net damage go up.
attacks: she gains her nayu-kick move at 2 jam and up. her rolling moves is available at 4 i believe. at 0-5 jam her f.5B does 4 hits, at 5 she also gets a hit upon landing on her face with f.5B, at 6-9 it does 5 hits plus the landing hit. her rolling move gains 1 hit on top of the original 3 hits (+ ending hit) for every level above 4, ie 3+x+1. x being current jam level. her nayu kick B, starts at 1 hit from 2-4, 2 hits from 5-6, and 3 hits at 7-9. her nayu-kick C gains a hit for every level above 2, ie: 4+X. she gains a hit on her AD at 7 jam, meaning you got a very accessable over head, and a juggle extend. she gains her stupid 6B at like 4 jams or something, i rarely use it because it sucks.
some of these may be a bit off, and i'll do some testing later.
plus: her crazy rushdown? she has a crazy long guardstring, that flows right into BnB on almost all cases for one thing, and she has tons of priority over other characters for another.
also getting 9 jam isn't what you should be worried about, it's getting out of 1-4 jam area that's the problem.
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