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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 struck, but that won't stop this pair from posing a formidable threat.
Nier
Health
15000
Prejump
4f
Backdash
18f
Walk Speed
71.4%Raw Value: 6
Backwalk Speed
90.3%Raw Value: 5.6
Dash Initial Speed
88%Raw Value: 9.5
Dash Acceleration Speed
100%Raw Value: 0.540

Nier is a puppet character with great combo conversions and oppressive okizemeFrom 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
  • Trust In Me, My Beloved: Death is one of the most oppressive entities in the game with a flexible toolkit and high chip damage. Thanks to Death's ability to cancel specials into other specials, Nier can spend additional stocks to extend pressure, setting up mix-ups, create frametraps, and zone out the opponent as well if need be, which is all bolstered by her own solid set of normals.
  • Who Needs a Corner?: Nier can convert any hit into a full, high-damage combo anywhere on screen. She has liberal abilities to cash out, with her supers doing more damage the less Love's Redemption stocks she has left. Using 214HGuardAllStartup16Recovery15Advantage-5, she is able to react and punish long recovery moves from afar, such as Metera's 22XGuardAllStartup21 [16]RecoveryTotal 32Advantage, into high reward conversions if she is willing to spend the resource for it.
  • BC-Safe Pressure: Nier possesses a wide range of tools with which to pressure and mix the opponent while avoiding their Brave Counter thanks to Death. This includes calling out the BC with Evade while Death pressures the opponent, and all of her Ultimate Skills as Death can't be hit during them.
  • Abandonment Issues: Nier spends a large portion of the round with Death being disabled either from being hit or recalling to recharge stocks. While Death is disabled, she temporarily loses the ability to use special moves and Skybound Arts. Furthermore, while Death is either disabled or on the field, Nier cannot use Raging StrikeGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15]. This limits her combos and ability to play neutral and is unable to convert off far normals with Death down. Depending on how long Death is gone for, the opponent can have a wide window to act without fear of the many benefits Death permits Nier.
  • Poor Reversal Options: Nier's Ultimate Misfortune is an armored attack instead of a true DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., meaning it will lose to throws, it also has a dead angle in the top corner behind her, losing sometimes to deep jump-ins in the corner. The same can be said about her Super Skybound Art as a reversal option, as it is a parry. On top of that, her Skybound Art is on the slower end, often leaving opponents safe even against most f.L. All of these options also cost Skybound Gauge, meaning they are expensive to use and Nier cannot always have one available.
  • Below Average Health: Nier only has 15000 health instead of the standard 16000. This combined with her inconsistent reversal options and her completely defenseless state when Death isn't available means it is punishing to make mistakes as her.


Unique Mechanic: Love's Redemption and Death

Nier starts each round with 13 stocks of Love's Redemption. Using one of her special Skills will summon Death to perform that move at the cost of Love Redemption stocks. 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 its current location if she is in front of Nier, but will resummon itself to Nier's location if behind Nier.

Using the L and M versions of Nier's Skills costs 1 stock of Love's Redemption, and using the H and U versions costs 2 stocks. Nier can cancel special moves into each another at the cost of 1 additional stock of Love's Redemption, provided that the Skill is not on cooldown (or equivalently, it is not used in the string Death performed before). Doing so lowers the damage of the additional buffered Skill by 20%.

While Death is performing special moves, Death can be hit. This causes Nier to lose 1 stock of Love's Redemption and disables Death temporarily, before recalling her to Nier after 4 seconds. When Death is recalled to Nier through any means such as using 5UGuardMidStartup18Recovery16Advantage-2 / j.UGuardHigh/AirStartup-RecoveryUntil LAdvantage, Nier getting hit, Death recalling shortly after getting hit, using Klagen TotentanzGuardMidStartup9+7Recovery52Advantage-34 or using Drowned in an Exquisite and Eternal AdieuGuardMidStartup11+3RecoveryTotal 49 [63]Advantage, Death will be disabled.

While Death is disabled, a gauge will appear underneath Nier's Skybound Gauge and she will be forced to refill her all her missing stocks before gaining access to Death again. The gauge fills at a rate corresponding to how many stocks of Love Redemption were used before Death was disabled, at the rate of 1 second60 frames per stock used. If Nier had 0 stocks when Death is disabled, the gauge refills at an even slower rate. When the gauge refills completely, Nier will always reset to 13 stocks of Love's Redemption. If Death is recalled while Nier has 13 stocks, she becomes available immediately.

Nier can speed up a percentage of the refill process by hitting the opponent with some of her U normals. Hitting the opponent with 5UGuardMidStartup18Recovery16Advantage-2 and j.U [d]GuardHigh/AirStartup-RecoveryUntil LAdvantage saves the equivalent of 1 stock of recharge, while 5[U]GuardMidStartup18Recovery16Advantage-2 speeds it up by 2 stocks. This counts even if the normal is used to unsummon Death while hitting the opponent at the same time.

When Death is summoned or disabled, Nier's normals have less range and/or less damage and she cannot use Raging StrikeGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15].

Furthermore, while Death is disabled, Nier cannot send out Death or air stall using j.UGuardHigh/AirStartup-RecoveryUntil LAdvantage or any of her Skills and cannot use her Skybound Arts, at the exception of World of Death and LoveGuard-StartupRecovery9+11Advantage.


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 a normal is altered due to Death's current status or behavior.

Ground Normals

c.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
5
3
6
+4
+8
Nier releases a burst of death magic from her palms. Typical Granblue c.L. Good for point blank stagger pressure and strike/throw, or for stalling if Death is unavailable.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0


c.M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.M
1100
Mid
6
3
15
-3
+1
c.M [d]
1050
Mid
6
3
15
-3
+1

Upwards strike. A good damage starter, it can be linked into after a deep enough 66L on hit. If 66L leaves you outside of the proximity range, you will have to use f.L instead to combo, or 2M on counterhit or crouch hits.

Its activation range is reduced when Death is summoned and deals less damage.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.M
2
c.M [d]
2


c.H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.H
1600
Mid
10
4
18
-3
+1
c.H [d]
1550
Mid
10
4
18
-3
+1

Good activation range, used often in juggles due to its high damage, or as a situational anti-air. Nier's best starter and only level 4 normal.

Its activation range is reduced when Death is summoned and deals less damage.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.H
4
c.H [d]
4


Triple Attack

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
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

Mid Triple Attack ender. It's safe on block, and usually cancelled into Skills for combos.


c.XX6M

Low, alternative mix-up option, and can give a soft knockdown on hit. Gets an +55 hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. 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 +13 knockdown when using it on an airborne opponent.
  • Gets a +32 hard knockdown when landing a Counter Hit (often by frame trapping).
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.XX
2
c.XXX
3
c.XX6M
3
c.XX6H
3


f.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
6
3
9
+1
+5

Go-to button for converting from or frametrapping off of 66L when Nier is too far for c.M.

Great defensive option, often used to be convert into a side-swap on hit using 623LGuardAllStartup14Recovery33Advantage-6 or 214HGuardAllStartup16Recovery15Advantage-5.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1


f.M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
f.M
900
Mid
10
3
20
-8
-4
f.M[d]
850
Mid
10
3
20
-8
-4

Fairly large poke. Rather slow for a medium normal.
Generally used where f.HGuardMidStartup12Recovery23Advantage-10 is too slow but 2MGuardLowStartup7Recovery17Advantage-6 is too short.

Its range is significantly reduced when Death is summoned and deals less damage.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
f.M
2
f.M[d]
2


f.H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
f.H
1300
Mid
12
4
23
-10
-6
f.H [d]
1250
Mid
12
4
23
-10
-6

Far reaching swipe. Nier's hurtbox extends pretty late and retracts rather quickly even on whiff making it great for spaced out pokes. Great for stuffing approaches and converts easily into Death combos on hit, though if too predictable the opponent can roll through it and punish Nier on a read.

Its range is reduced when Death is summoned and deals less damage.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
f.H
3
f.H [d]
3


2L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
400
Mid
6
3
10
-2
+2
Hitting mid, being minus on block, and a frame slower than c.L, Nier will find limited time to use 2L.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0


2M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2M
900
Low
7
4
17
-6
-2
2M [d]
850
Low
7
4
17
-6
-2

Hits low with good range and can lead to high reward.

Good poke to catch people standing up and one of Nier's core defensive options to check opponents walking back or counterpoking under certain moves.

Its range is significantly reduced when Death is summoned and deals less damage.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2M
2
2M [d]
2


2H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2H
1300
Mid
11
6
23
-12
-8
2H [d]
1250
Mid
11
6
23
-12
-8
A dedicated anti-air. Can be relatively difficult to consistently convert off of.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2H
3
2H [d]
3


2U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2U
1000
Low
11
5
22
-12
+43 HKD
2U [d]
950
Low
11
5
12
-12
+43 HKD
Hits low, leads to a hard knockdown.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2U
2
2U [d]
2


Dash Normals

66L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
8
3
10 [15]
+2
+6
While a standard 66L in terms of framedata, this button can link into c.M at the right spacing. 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8
  • Frame data in brackets refers to when move whiffs.\Clash Level 1\Nier cannot dash for 4 frames after recovery ends.


66M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
High
26
6
17
-6
-2
Cross-up overhead. Relies on Death to be a worthwhile option, but can be used to escape the corner. It will also pull opponents out of the corner.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2


66H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
66H
1200
Mid
15
3
20
-4
-
66H [d]
1150
Mid
15
-
-
-4
-
Safe on block 66H, knocks down on hit, and can be used to continue a juggle in the corner.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
66H
2
66H [d]


Air Normals

j.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
High/Air
5
Until L
0
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1


j.M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.M
700
High/Air
7
6
Until L
j.M [d]
650
High/Air
7
6
Until L
Crossup air normal that hits underneath Nier.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.M
2
j.M [d]
2


j.H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.H
1000
High/Air
8
6
Until L
j.H [d]
950
High/Air
8
6
Until L
Largest horizontal range of Nier's air buttons, but still not exceptionally large.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.H
2
j.H [d]
2


j.U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.U
1000
High/Air
-
-
Until L
j.4U
1000
All
-
-
Until L
j.6U
1000
All
-
-
Until L
j.U [d]
800
All
8
6
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 TKAn 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.

When Death is either disabled or actively performing an action, j.U [d] comes out instead. Rather than sending Death out, j.U [d] is an air normal that hits in front of Nier and is slightly angled upwards. It immediately recalls death when used. Rather than air stalling, Nier keeps her air trajectory, making it a notable jump in for recalling death for recharging stocks while keeping your turn.

Hitting the opponent with j.U [d] speeds up stock reload time by the equivalent of 1 stock. It sees uses as a valuable air to air to speed up Death recharge, and in certain reload routes by doing a falling j.U [d] into c.HGuardMidStartup10Recovery18Advantage-3 , sometimes allowing the use of a 5UGuardMidStartup18Recovery16Advantage-2 ender for further stock recharge.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.U
2
j.4U
2
j.6U
2
j.U [d]
2


Unique Action

5U

5U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
5U
1300
Mid
18
3
16
-2
KD
5[U]
1600
Mid
36
3
16
-2
KD

Nier's 5U can be canceled into from any normal except dash attacks and 2U.


A core tool to Nier's routing and gameplan.

5U is a normal that recalls Death if she's on the field. When charged, it keeps the opponent in a juggle state until they hit the ground, and wallbounces if they are sent into the wall.

On hit, it accelerates Death's recharge timer by the equivalent of 1 stock for 5U, and 2 stocks for 5[U]. This makes it extremely valuable to include in her routing as much as possible to refresh her stocks or diminish the stock recharge time as much as possible.
It sees uses in mid-screen juggles, wall bounce loops and as a generally good ender when Death is recharging.

On counterhit, 5U slightly launches the opponent, allowing you to confirm in the corner with a 9f or faster move such as 2MGuardLowStartup7Recovery17Advantage-6 , 66LGuardLowStartup7Recovery17Advantage-6 , or c.MGuardLowStartup7Recovery17Advantage-6 and ending with a second 5U.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
5U
5[U]


Universal Mechanics

Ground Throw

L+U or L+M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
LU
2500
Throw
4
3
31
HKD +42
LU [d]
2000
Throw
4
3
31
HKD +42

Deals less damage when Death is summoned or disabled.

While waiting for stocks to recharge, the animation and knockdown fills an equivalent of nearly 2.5 stocks on the Death gauge.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
LU
0, 4
LU [d]
0, 4


Air Throw

j.L+U or j.L+M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.LU
2500
Throw
5
5
Until L+6
HKD
j.LU [d]
2000
Throw
5
5
Until L+6
HKD

Deals less damage when Death is summoned or disabled.

While waiting for stocks to recharge, the animation and knockdown fills an equivalent of around 2 stocks on the Death gauge.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.LU
0, 4
j.LU [d]
0, 4


Raging Strike

M+H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500
Guard Crush 45 [52]
28
1
37
+8 [+15]
+15

Costs 1 Bravery PointClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun


  • Cannot be used if Death is summoned or disabled
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0
  • Values in [] denotes the advantage when opponent has no Bravery Points left


Raging Chain

M+H after successful Raging Strike

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Mid
13
+15

Costs 25% Skybound GaugeClick for more information on Raging Chain
Guaranteed follow-up after a Raging Strike hits or against a foe in Guard Crush • Moves close enough for c.HGuardMidStartup10Recovery18Advantage-3 to link


  • Forces opponent into Crouching state on ground hit.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4


Brave Counter

M+H during Blockstun or Guard Crush

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
500
Mid
10
Total 31
-2

Costs 1 Bravery PointRequires being in blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.Click for more information on Brave Counter
Universal guard cancelAn attack which can be performed while the user is in blockstun. • Deals no damage when opponent has less than 500 health • Uses Nier's c.H[d]GuardMidStartup10Recovery18Advantage-3 animation


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4



Special Moves

Fatal Waltz

236L/M/H or 5S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236L
236M
236H


Misfortune

623L/M/H or 6S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
623L
1200
All
14
6
33
-6
Air Recovery +26
623M
1200
All
30
6
32
-5
Air Recovery +27
623H
1500
All
12
6
49
-23
KD +26

Death appears for an upwards slash.


623L

Good confirm and pressure tool. Nier's fastest non-H special, which is often used as a frametrap when buffered after any other Death special to punish opponents who are too eager to kill Death when blocking her.


623M

Delayed version of 623L. Mostly used in situational routing.


623H
Nier's highest damage meterless special. Used mainly in combos to optimize damage as it is punishable on block when close to the opponent and guarantees Death getting killed from any range.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
623L
4
623M
4
623H
4


Ominous Turn

214L/M/H or 4S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214L
1000
All
19
17
13
-6
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

Relatively safe pressure ender or way to start sandwich pressure. Travels quickly and crosses up very easily. Fairly obnoxious tool to halt approaches when used from far away.


214M

Very slow startup but becomes very plus on block. Typically only used in okizeme, but can also be used when death is already behind the opponent to make them hesitant to approach Nier during the lengthy startup period.


214H
Fast special, great for confirming off of Nier's pokes, however is not plus. Generally useful as a full send to quickly place death behind the opponent, as it's fast enough to counterhit an opponent's pre-emptive buttons in neutral.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214L
4
214M
4
214H
4


Death, Reversed

22L/M/H or 2S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
22L
1000
All
19
17
12
-2
Air Recovery +26
22M
1200
All
43
-
Total 57
+12
+30 (Forced crouch)
22H
1300
All
18
17
13
-3
KD +37

Death performs a horizontal slash that acts as a vacuum.


22L

Fast but minus on block 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. Crumples on normal hit, allowing for easy followups.


22H
Great all-round confirm tool. Combos into c.L while being fast enough to be confirmed into from f.M and 2M.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
22L
4
22M
4
22H
4



Ultimate Skills

  • All Ultimate Skills require and cost 50% Skybound Gauge and 2 stock to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancelTo bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623UGuardMidStartup8Recovery34Advantage-25, which never refunds gauge).
  • Death can also go through and destroy projectiles.
  • Death is also invulnerable during ultimate skills, but can be hit after during its recovery. Nier can still be hit out of them.
  • Nier cannot special into special cancel to any ultimate skills.
    However, after recovering from a ultimate skill, Nier can buffer L, M or H specials behind the ongoing U skill, at the exception of 623UGuardMidStartup8Recovery34Advantage-25.

Ultimate Fatal Waltz

236U or 5S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
150×12, 600
All
20
59(2)18
Total 31
+80
HKD +140
Very similar in nature to 236M, but skips out on a significant portion of startup for a similar result. Can be used after c.H or 2H on block to create an unmashable frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. that beats spot-dodging and enables her core mixups on block, all for the cost of just 50% Skybound Gauge. Fun!
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4


Ultimate Misfortune

623U or 6S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1200, 0, 800
Mid
8
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. It's also the only version that's air unblockable.

  • Behaves like a parry when hit into, and removes all throw invincibility from Nier on the first frame of startup.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4


Ultimate Ominous Turn

214U or 4S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
800, 700×2
All
15
18(8)17(8)17
Total 42
+44
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. Very useful for sniping opponents as they try to throw projectiles.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4


Ultimate Death, Reversed

22U or 2S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
700×3
All
13
42
Total 40
+27
HKD +93

Vacuums in from a great distance for a higher-damage conversion than other versions of Death, Reversed. This is also the fastest special Nier has besides 623H and 623U.

Due to its speed, range, and the fact that Death is invincible during U skills, 22U makes for an excellent neutral tool. It's also very plus if the opponent blocks it, allowing Nier to start her offense.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4


Skybound Art

Klagen Totentanz

236236H or 236S or 5S+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
See notes
Mid
9+7
39
52
-34
HKD +43
1-18 All

Summons Death to create a giant pillar of pain. The move starts up wherever Death is currently positioned if she is in front of Nier, or next to Nier if Death is unsummoned or behind Nier. The entire pillar is air unblockable, allowing it to be used as a quick one-button anti air that is all but guaranteed to hit thanks to the absurd vertical range.

  • Cannot be used if Nier has no stocks of Love's Redemption.
  • The move's damage increases as the amount of Love's Redemption Nier currently has lowers.
    • From 13 to 9 stocks: 3800dmg (2600, 100×12).
    • From 8 to 4 stocks: 4500dmg (3300, 100×12).
    • From 3 to 1 stocks: 5200dmg (4000, 100×12).
  • Recovers 1 Bravery Point for Nier during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
  • From 13 to 9 Hearts: 3800 (2600, 100x12)\ From 8 to 4 Hearts: 4500 (3300, 100x12)\ From 3 to 1 Hearts: 5200 (4000, 100x12)


World of Death and Love

214214H or 214S or 4S+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
-
9+11
8-9

After the superflash, until the end of the round, the speed at which Love's Redemption stocks regenerate while Death isn't on screen is increased to 10 stocks per second instead of just 1. However, every stock recovered also consumes 378 of Nier's own HP (about 2.5% HP), and will persist even when there is no HP to consume. The install will persist even when Nier's HP reaches 1, and Death can still be hit and disabled normally for its duration.

Nier can use this super in a combo and continue afterwards by buffering a string of multiple specials and using it between them. This super also swaps the color palette of the stage you're currently playing on.

Can still be used even if Death is disabled, unlike her other Skybound Art Klagen TotentanzGuardMidStartup9+7Recovery52Advantage-34.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
  • The rate at which Stocks recover is 1 Stock every 6 frames (instead of 1 every 60 frames). The rate at which HP is consumed is 63 HP per frame (which equals 378 per stock). \ After recovery, enters 60 frames of SBG cooldown.\ Lasts untill the end of the round.



Super Skybound Art

Drowned in an Exquisite and Eternal Adieu

236236U or 236S+U or 5S+U+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
See notes
Mid
11+3
Total 49 [63]
HKD +40
1~21 All [1~21 Catch Strike]

Death drags the opponent down into a world of death and love, before executing them.

  • The damage from this Super Skybound Art increases as the amount of Love's Redemption Nier currently has lowers.
    • From 13 to 9 stocks left: 4560dmg (1440×2, 1680).
    • From 8 to 4 stocks left: 5400dmg (720×6, 1080).
    • From 3 to 1 stocks left: 6240dmg (420×12, 1200).
  • Recovers 1 Bravery Point for Nier immediately on use.
  • Removes 2 Bravery Points from the opponent on hit. The listed damage assumes a 20% increase due to Bravery Penalty.

As parry

When the move is performed while Nier is in a neutral state, it is a frame 1 parry super that parries strikes only (not projectiles or throws). If the parry catches an attack, it cannot be avoided, but Nier is highly punishable if it does not.

As strike
This move acts as a strike instead of a parry when performed during combos from a special cancelable move. Activating the move 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. This gives Nier an extremely powerful whiff punish reward.
Level
On-Counter Hit
Cooldown
Skybound Art 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

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EX
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01
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Nier
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