GBVSR/Nier: Difference between revisions

From Dustloop Wiki
(→‎Overview: removing part about her 623H comboing)
Line 416: Line 416:
==Colors==
==Colors==
{{GBVSRColors|Size=130|Character=Nier}}
{{GBVSRColors|Size=130|Character=Nier}}
{{GBVSRweapons|Size=120|Character=Nier}}
{{GBVSRweapons|Size=120|Character=Nier|weapon10=1
}}
<br style="clear:both;"/>
<br style="clear:both;"/>



Revision as of 03:13, 12 April 2024

Overview

Overview
Nier can summon the primal beast Death to fight alongside her in battle. When Death is present, her skills can be input ahead of time to play out in sequence at the cost of Love's Redemption. Death will become temporarily unusable when out of Love's Redemptions, but that won't stop this pair from posing a formidable threat.
Nier
GBVSR Nier Portrait.png
Health
15000
Prejump
4f
Backdash
18f

 Nier is a puppet character with great combo conversions and oppressive Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Pros
Cons
  • Stand Power: Death is one of the most oppressive entities in the game. With Death at her side, Nier gains access to some of the best pressure, mixups, damage, and reversal opportunities across the entire cast, which is only bolstered by her own solid set of normals.
  • Who Needs a Corner?: Nier can convert almost any hit (including from 66L, the best button in Granblue) into a full, high-damage combo anywhere on screen. She has liberal abilities to cash out, with her Skybound ArtGBVSR Nier 236236H.pngGuardMidStartup9+7Recovery52Advantage-34 scaling better depending on how much she's used Death in a combo.
  • Hold This Mixup: Combos lead to meaty M Fatal WaltzGBVSR Nier 236X.pngGuardAllStartup52RecoveryTotal 58Advantage+86, giving Nier plenty of time to run whatever mix she wants and looping back into the same situation on hit.
  • Love's Redemption: Nier must moderate her resource usage in neutral and pressure to ensure she still has enough stocks left to combo with.


Unique Mechanic: GBVSR LoveRedemptionIcon.png Love's Redemption and Death
GBVSR Nier Loves Redemption Icon.png GBVSR Nier Loves Redemption Empty.png

Nier starts each round with 13 stacks of Love's Redemption. Using one of her special moves will summon Death to perform that move. If Death has not already been summoned, Death will stay out on the screen until recalled or after 10 seconds. Death will perform specials from her current location if she is in front of Nier, but will resummon herself to Nier's location if behind Nier. Nier can cancel special moves into another at the cost of 1 stack of Love's Redemption, provided that the Skill is not on cooldown (or equivalently, it is not used in the string Death performed before). Nier also loses 1 stack of Love's Redemption upon performing the H and U version of a move with the benefit of having very low cooldowns. While Death is performing special moves, Death can be hit which will make Death go on a short cooldown of about 4 seconds where Nier is unable to perform special moves.

When all stacks of Love's Redemption are used or after World of Death and LoveGBVSR Nier 214214H.pngGuard-StartupRecovery9+11Advantage- runs out, Nier enters a long Summonless state for 1200F (20 seconds), where Death (and by extent, all of Nier's specials) cannot be used.

When Death has been summoned on the screen or during summonless state, Nier's normals have less range and/or less damage. Death can be forcefully returned to Nier using her 5U. These enhanced properties do not carry over during Nier's Summonless state.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

  • [d] denotes the data when Death is either out on stage or on cooldown.

Ground Normals

c.L

c.M

c.H

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 1,2 16 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD +30
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low, alternative mixup option, and can give a soft knockdown on hit.
  • Gets an HKD +55 on Counter Hit.

c.XX6H

  • Overhead, can be used when Death is attacking in order to mix up the opponent and combo off of it.
  • Gets a KD +13 when using it on an airborn opponent.
  • Gets a HKD +32 when landing a Counter Hit (often by frame trapping).

f.L

f.M

f.H

2L

2M

2H

2U

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Arguably Nier's best button. While a standard 66L in terms of framedata, this button can link into c.M. This allows Nier to route into her juggle combos and sets up her best okizeme. Outside of c.X range, Nier's options are limited as f.L and 2L do not offer good frame advantage.

66M

66H

Air Normals

j.L

j.M

j.H

j.U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.U 1000 High/Air - - Until L
j.4U 1000 All - - Until L
j.6U 1000 All - - Until L

Summons Death to perform a plunging attack while Nier hops back. Forwards and back can be held to adjust the distance.

Standard j.U travels about roundstart distance, and the direction held changes this distance by about a character's length either forwards or backwards. +25 when TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d.

Without Death, j.U stalls air momentum and allows for a 50/50 with 2M.


Unique Action

5U

5U


Universal Mechanics

Ground Throw

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter


Special Moves

Fatal Waltz

GBVS Flurry.png 236X or S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 100×3, 500 All 19 12(2)4 32 -2 Air Recovery +25
236M 100×12, 500 All 52 48 Total 58 +86 Air Recovery +113
236H 100×6, 500 All 18 12(2)4 41 +4 KD +43

Death performs repeated slashes. The startup of these slashes depends on the version used.


236L

Combo and blockstring tool, can be used as a frametrap, but is minus on block.


236M

Very slow startup, in exchange for being an incredible +86 on block. When used in knockdown scenarios, 236M allows Nier to go for and convert off of mixups.


236H

Can be used to reset pressure, slightly faster startup than 236L and offers plus frames.

Misfortune

GBVS Reversal.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1200 All 14 6 33 -6 Air Recovery +26
623M 1200 All 30 6 32 -5 Air Recovery +27 21-35 Armor
623H 1500 All 12 6 49 -23 KD +26 1-23 Armor

Death appears for an upwards slash. Nier's reversal.


623L

Decent confirm tool and combo ender, and Nier's fastest non-H special. Has no super armor.


623M

Slow super armor attack. Can combo on counterhit, but the opponent needs to be point-blank with Nier.


623H

Fastest reversal without using Skybound Gauge. Retains the super armor from 623M but is more negative on block. Opponents can use a light button and dodge to avoid the hitbox, and throw the recovery. Super armor is attributed to Death, so far crossups and 623Hs performed while Death is in front of Nier may hit her without being absorbed by Death.

Ominous Turn

GBVS Charge.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1000 All 19 17 12 -2 Air Recovery +27
214M 1200 All 43 - Total 57 +12 Air Recovery +41
214H 1300 All 16 17 15 -5 KD +38

Death performs a lariat-style horizontal slash. All versions can crossup to begin sandwich pressure.


214L

Safe pressure ender or way to start sandwich pressure.


214M

Very slow startup but becomes very plus on block. Typically only used in okizeme situations.


214H

Fast special, great for confirming off of Nier's pokes, however is not plus.

Death, Reversed

GBVS Strike.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 1000 All 19 17 12 -2 Air Recovery +26
22M 1200 All 43 - Total 57 +12 KD +53
22H 1300 All 18 17 13 -3 KD +37

Death performs a horizontal slash that acts as a vacuum.


22L

Fast but unsafe if performed early in a string. After 236L, 22L can act as a frametrap and can be plus.


22M

Very slow startup. Probably want to use this when not actively using sandwich pressure.


22H

Great all-round confirm too. Combos into c.L while being fast enough to be confirmed into from f.M and 2M.


Ultimate Skills

Ultimate Fatal Waltz

GBVS Flurry.png 236U or U+S

Ultimate Misfortune

GBVS Reversal.png 623U or U+6S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200, 0, 800 Mid 12 24 34 -25 HKD +41 1-15 Armor

Nier's metered reversal. Launches the opponent upwards and chains them, before following up with a downwards slash to send fullscreen. Nier is inactionable after this special connects. Unlike the non-metered versions of 623X, the opponent is not able to dodge after hitting the armor. It's also the only version that's air unblockable.

  • Behaves like a parry when hit into, beating even safejumps unlike 623H.

Ultimate Ominous Turn

GBVS Charge.png 214U or U+4S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800, 700×2 All 15 18(8)17(8)17 Total 42 +50 HKD +114

Three-hit combo that pushes the opponent all the way to the other side of the screen. On hit, Nier can run alongside Death to continue a combo, but she's otherwise actionable when the special connects on block.

Ultimate Death, Reversed

GBVS Strike.png 22U or U+2S


Skybound Art

Klagen Totentanz

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
See notes Mid 9+7 39 52 -34 HKD +43 1-18 All

Summons Death to create a giant pillar of flame. The super starts up wherever Death is currently positioned, or next to Nier if inactive. Cannot be used if Nier has no stocks of Love's Redemption.

The damage from Klagen Totentanz increases the lower the amount of Love's Redemption Nier currently has.

  • From 13 to 9 Hearts: 3800dmg (2600, 100x12).
  • From   8 to 4 Hearts: 4500dmg (3300, 100x12).
  • From   3 to 1 Hearts: 5200dmg (4000, 100x12).

World of Death and Love

214214H or 214S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
- 9+11 8-9

Allows Nier to infinitely spend stacks of Love's Redemption for a limited period of time, after which she'll return to her Summonless state.

During this time period, Death can still be hit and disabled like normal.


Super Skybound Art

Drowned in an Exquisite and Eternal Adieu

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
See notes Mid 11+3 Total 49 [63] HKD +40 1~21 All [1~21 Catch Strike]

Death drags the opponent down, before executing them. The damage from this Skybound Art increases the lower the amount of Love's Redemption Nier currently has.

  • From 13 to 9 Hearts left: 4560dmg (1440x2, 1680).
  • From   8 to 4 Hearts left: 5400dmg (720x6, 1080).
  • From   3 to 1 Hearts left: 6240dmg (420x12, 1200).

As parry

It is a frame 1 parry super that parries strikes only (not projectiles, not throws). Once triggered, it cannot be avoided.

As strike

This move acts as a strike instead of a parry when performed during combos from a special cancelable move. Activating this SSBA this way also teleports Death directly to the opponent, meaning whiff punishes with a normal hit then triggering this move will never make it miss, thus making Nier having an extremely powerful whiff punish reward.

Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
  • Brackets denotes the situation when it is activated raw
  • Only triggers strike when canceled from normals and opponent is in hitstun
  • When on 9-13 Hearts, damage is 1440×2, 1680
  • When on 4-8 Hearts, damage is 720×6, 1080
  • When on 1-3 Hearts, damage is 420×12, 1200


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Nier Color 01.png
GBVSR Nier Color 02.png
GBVSR Nier Color 03.png
GBVSR Nier Color 04.png
GBVSR Nier Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Nier Color 06.png
GBVSR Nier Color 07.png
GBVSR Nier Color 08.png
GBVSR Nier Color 09.png
GBVSR Nier Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Nier Color 11.png
GBVSR Nier Color 12.png
GBVSR Nier Color 13.png
GBVSR Nier Color 14.png
GBVSR Nier Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Nier Color 16.png
GBVSR Nier Color 17.png
GBVSR Nier Color 18.png
GBVSR Nier Color 19.png
GBVSR Nier Color 20.png
Color 21
EX
GBVSR Nier Color 21.png
GBVSR Nier Color EX.png
Weapons
01
02
03
04
GBVSR Nier Weapon 01.png
GBVSR Nier Weapon 02.png
GBVSR Nier Weapon 03.png
GBVSR Nier Weapon 04.png
05
06
07
08
GBVSR Nier Weapon 05.png
GBVSR Nier Weapon 06.png
GBVSR Nier Weapon 07.png
GBVSR Nier Weapon 08.png
09
10
GBVSR Nier Weapon 09.png
GBVSR Nier Weapon 10.png


Navigation

 Nier
To edit frame data, edit values in GBVSR/Nier/Data.


0% complete
Page Completed To-do Score
Overview
  • Expand starter guide (controlling death?)
?/20
Combos ?/10
Strategy ?/20
Matchups ?/20
Frame Data ?/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.
System Pages
Mechanics
Application & Advanced Information
Archived Information