Chaos Breaker/Nagar

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Nagar's victory screen

Introduction

Nagar is a character that thrives on punishing the mistakes of her opponents and is a dangerous adversary at nearly any range. She has fantastic normals, extremely good damage, and insane meter-building abilities and is also one of the most agile characters in the game. Her only flaw is her less-than-stellar defense, which is easily overshadowed by the fact that she has one of the more broken aspects of the game: a highly-damaging combo breaker.

The Basics

Combos

Mid-Screen

5A/2D xx 623A/236236A

  • Simple link into DP or super. 2D is great in that it can be cancelled and can link things off of it, but 5A is faster. The only problem with using 236236A is that you will sometimes find yourself in a less than advantageous position if the hits don't connect very well. Use with caution.

5D xx 5A xx 623A

  • Overhead, link to DP. If your opponent happens to block the overhead and tries to counter with one of their normals, 5A will stuff just about anything and even on clash you'll probably still emerge the victor.

5D xx 2D > 236A > 6C > 236C, 623C

  • Nagar's overhead that links into her cancellable 2D. One of her most damaging and meterless BnB combos. Gives you about half a bar of Mana Gauge.

2B > 2146A > [236236C]

  • Used as an alternative to harassing the opponent with 236A and also opens up the possibility of supercancelling on hit confirm.

2C > 2146C > [236236C]

  • A combo that takes advantage of the range of her 2C. Super cancel for maximum effect. Also feel free to add a j.C at the beginning for an easy 50% combo.

2C > 214214X

  • This doesn't actually combo, but it makes Nagi Bolt unblockable and acts as a quasi-reset.

2B > 2146B/C > 214214X

  • Another not-combo that involves a burst cancel into Nagi Bolt. So broken.

2D xx 2D > 2146B/C > 214214X

  • Another variation that exploits the bullshit Nagi Bolt glitch.

Corner

236A > 6C > 236C, 720X

  • Only works on Nsidor and Goblin.

236236C xx 236236A

  • Actually requires Nagar to be directly in the corner with her back pretty much touching the edge. It also requires near-perfect spacing from your opponent (about 6A distance) in order to land all 8 hits of the initial super. It will work with at least 7 hits, but 8 hits will give the most damage and work most effectively. The second super will never connect in its entirety, but the extra hits will add damage.

Strategy

Item Compatibility

Nightmare Blade

  • Has the exact same buffs as her signature weapon, except it has a more useful IB and unblockable SA.

Mana Potion

  • Nagar has incredibly deadly super-cancels and keeping her Mana up is the best way to utilize them.

Character Chemistry

Nagar has little to no use for assists as her strengths greatly outweigh any potential usefulness from an incoming assist. In fact, it is a good idea to use her last in order to utilize her extremely useful assist, in which case, you won't be able to use assists anyway. Save your meter for her supers.

Matchups

Serious Advantage Matchups

  • Curse Head
  • Elion
  • Evetta
  • Fina
  • Dorgan
  • GerhardsenII
  • Mara
  • Orc
  • Troll
  • Goblin
  • Bernhard
  • Nsidor

Advantage Matchups

  • Vargan
  • Ramda
  • Sandra
  • Zon
    • Zon without meter can be treated as everyone else and subjected to Ronin Bolt mindgames. A Zon with meter, on the other hand, cannot because he can easily punish you with his 236236X super.

Fair Matchups

Nagar's only fair matchup is against Vritra. She has no disadvantage matchups.

Move Analysis

Normals and Command Normals

Standing

5A

  • Nagar hits the opponent with the side of her magic staff. A really quick (4f) close-ranged move that's great for clashing and getting in the first hit. Links into itself, 2A, and 6A, which makes it a very deadly move at close-quarters.

5B

  • An upward slash with Nagar's bhuj that has an incredibly misleading animation. You'll completely miss your opponent at 6A range, so only use this move if you find yourself between the ranges of 5A and 6A and want to stop a jump or just want something cancellable. This move has a slight vertical hitbox which makes it okay as an anti-air in very specific situations, but it is not something you should try often.

5C

  • Overhead slash with the staff and bhuj at the same time. Has more range than 6A. Generally used as a filler at the beginning of a punish combo if time allows.

5D

  • Front flip kick with good horizontal and vertical range. Not only does it cancel into Nagar's special moves, but it also links into 2D and all of her ground A normals.

Crouching

2A

  • Quick, two-hit slash with the bhuj that's cancellable on the first hit but not on block. Works as an anti-air in a pinch due to its hitbox and also the fact that having two hits means that it will clash your opponent's attack and still hit them.

2B

  • A low slash with Nagar's magic staff. Has about the same range as 6A but is cancellable. Use it when you're too far away for 2D and 2A but too close for 2C.

2C

  • A turning slash aimed at the opponent's feet that moves Nagar forward. Has slightly less range than 6C. A little bit slow and can easily be punished by an opponent in the air. You can use this as a long-ranged poke to catch the opponent off-guard or after a heavy jump-in. Since it is cancellable, you can use it to buffer 2146X and either go for the hit and possible super-cancel or just dish out some chip damage. Easily Nagar's most dangerous normal.

2D

  • A quick low kick that's cancellable and links into itself, all the ground A normals and 2B on counter-hit. This low meaty has tons of offensive options, like cancelling into 236A to start that chain or using 2146A if you're going for free chip. You can even link 236236A instead of cancelling into it. This move even works as a pursuit, meaning that throws guarantee free damage. Fantastic move.

Command

6A

  • Little bhuj poke. Nagar's best poke in terms of range and how safe it is. It starts up in 5 frames and has absurd range, but it cannot be comboed from. Use this move every so often to apply pressure or stuff the early stages of one of your opponent's normals, but don't throw this move out randomly.

6B

  • Advancing downward slash with the bhuj. Has more range than 5C. There really isn't a whole lot of use for this move other than trying to hit the opponent out of the air at very specific ranges.

6C

  • A savage forward thrust with the staff and bhuj at the same time. While it does have the longest range out of all of her normals, it also has a sizeable startup and is not cancellable.

6D

  • Turning backward kick with blowback that wall-bounces. It's very easy to combo off of with options like 2146A or 623X, but you'll probably use it more for punishing dashes.

3D

  • Nagar's sweep. Has slightly less range than 2C and is terrible on block. It will go under Evetta's arrows, but there isn't much need to do that when you can just clash and punish with the 236X chain. A decent move if used carefully.

Jumping

j.A

  • Circular swipe with the bhuj that's aimed downward. It can do something resembling a cross-up, but it's useless as an instant overhead. Don't use this move often.

j.B

  • A horizontal stab with the magic staff. Nagar's air-to-air of choice. After the triangle-jump on 421X, this is a good move to use if your opponent is in a position where simply jumping straight up wouldn't work.

j.C

  • Crossing her arms, Nagar slashes with both of her weapons in a deadly arc. A decent jump-in, but one you probably won't use often simply because her pressure game revolves around Ronin Bolt and her many other tools.

j.D

  • Angled kick downwards that can cross-up.

Normal Throws

Front Throw: 6D (in close)

  • Nagar climbs onto her opponent somehow, hooks her legs around their head, then throws them in front of her after doing a flip. Somewhat like a frankensteiner/hurricanrana. Can be pursued on knockdown.

Back Throw: 4D (in close)

  • Nagar climbs onto her opponent somehow, hooks her legs around their head, then throws them behind her in something resembling a frankensteiner/hurricanrana. Can be pursued on knockdown.

Mana-Counter

Wind-up slash that's the same as Nagar's 6C and can be used near the corner to link 623B/C or 2146B/C off a wall-bounce. Aerial or mid-screen opponents can be hit with her 2D pursuit, then have her high/low mixup game applied.

Specials

Ronin Bolt: 236A/B/C

  • Electrical projectile that travels in a straight line and dissipates over a distance.
  • Button strength determines speed and distance until dissipation. (A fast and short, C slow and long)
  • Burst cancellable.

Rush Bolt: 6A/B/C (During Ronin Bolt)

  • Dash follow-up to Ronin Bolt.
  • A short dash, B longer dash, C longest dash.
  • Can be used to apply pressure and fake out the opponent if done without using the subsequent follow-up.

Plus Rush: 236A/B/C (During Rush Bolt)

  • Launcher follow-up to Rush Bolt.
  • Can be used to punish clashes.
  • Puts the opponent into a juggle state where they can be easily hit with 623C.
  • A version comes out the fastest but has the smallest attack hitbox. B version is slower but covers more area and C comes out the slowest but has the largest attack area.

Charge Volt: 236A/B/C (in air)

  • Air projectile similar to Ronin Bolt that travels at downward angle.
  • Button strength affects angle. A = steepest. C = widest.
  • The recovery animation is incredibly long, coupled with the fact that it has landing recovery. Not a move to be used very often, unless you use the TK version.

Daemon Kick: 623A/B/C

  • Anti-air slash that travels in an arc not often seen in moves of its type.
  • Button strength controls height, number of hits, and speed of the move. (A = fastest, C = slowest)
  • A version comes out in 4 frames. It is not known if the move has any invincibility.
  • C version generates a lot of Mana Gauge.

Rod Bolt: 63214A/B/C (can be performed in the air)

  • Dashing attack throw that electrocutes opponents.
  • Button strength determines distance.
  • Does not clash and is highly unsafe on block.
  • Air version does not connect properly on airborne opponents.
  • Can be used in conjunction with 421X to avoid certain moves.

Front Choppa: 2146A/B/C

  • Fast, turning electrical slash.
  • A version has shortest range but is safe on block. B and C versions are longer but less safe.
  • Burst cancellable.

Jump Back: 421A/B/C

  • As the name implies, it's a backward jump.
  • Button strength determines distance.
  • Touching the wall during the jump will make Nagar bounce off of it in the form of a triangle jump. This can be used to get out of situations that most other characters cannot.

Mana Bursts

Bolt Crack Arch: 236236A/B/C

  • Three back and forth slashes, then a flip into the center of the screen. Up to 8 hits.
  • Button strength determines initial startup speed and overall rate of occurence. A is the fastest.
  • B and C versions have more startup invincibility than the A version.
  • At mid-screen this move WILL cross-up, meaning your opponent will have to block backwards for the second hit and possibly the fourth. This does not apply to the corner.

Nagi Bolt: 214214A/B/C

  • 8-hit pillar of lightning that is called down on 3 basic screen locations.
  • A version always hits left, B version always hits center, C version always hits right. Unlike most moves of its type, it does not matter which side your character is facing.
  • No combo follow-ups are possible as juggle state ends after the last hit connects.
  • It is still possible to get in a pursuit attack after the opponent hits the ground.
  • Burst cancellable on the 1st-5th hit. Can be cancelled into other versions of the super for more hits or into Nagar's 720.

Jump Bolt: 720A/B/C

  • Leaping electrical aura that contains 7 hits but will only ever hit the opponent for 4-5.
  • Is the only move in the game that can be used as a combo breaker, even during supers. (!!!)
  • There is no startup flash if used as a combo breaker.
  • Can only be used as a combo breaker if hit while on the ground. (She has to jump for the move.)
  • Combo breakers during supers need to be performed at specific points of the move. This is generally a short break in the move or the cancel point for super burst-cancels. Seems to work best for autocombos.

Frame Data

Attack Cancel State Total Start-up Active Hit Guard
5A No Mid 14 4 +5 -3
6A No Mid 19 5 +1 -3
2A Yes/No Mid 24 5/12 +3 -1
j.A Yes Overhead 6
5B Yes Mid 26 13 +6 -4
6B Yes Mid 33 12 -2 -4
2B Yes Low 29 10 0 -4
j.B Yes Overhead 5
5C Yes Mid 42 18 +1 -16
6C No Mid 43 20 +3 -16
2C Yes Low 44 16 -3 -16
j.C Yes Overhead 15
5D Yes Overhead 38 27 +8 -1
6D No Mid 40 17 Blowback -13
2D Yes Low 17 6 +8 -1
3D No Low Knockdown
j.D Yes Overhead 9