Nanmu Breakpoint Guide

Discussion in 'Game Guides' started by Windstorm, Oct 23, 2019.

  1. Windstorm

    Windstorm Glacial Master

    Mar 3, 2016
    Likes Received:
    Welcome to my thread! I'm Windstorm and I'm here to educate you on a very simple, possibly already known trick.
    Nanmu Breakpoints ; The easiest point to stop/reset a combo during the nanmu.
    These breakpoints can lead into
    • Another combo/juggle for fatal damage
    • A grab
    • A very well timed panic predict
    • The risk of being interrupted (punished)
    • And in especially rare cases (enemy mashing punch/kick) a counter.
    Example of a Advanced Nanmu -> NB
    KKK P P KKPP V to the 10th hit, KKK P P KKPPK.
    Splendid life threatening 30 hit combo.

    That sums up what it is. Finding one is easy, but I've listed a few scrolls (unorganized) for you to look over, and even attempt for yourself. Have fun!

    Default - 6th
    Hitman - 1st, 4th, 8th, 9th
    Eagle Claw RE - 3rd, 11th
    Metatron - 12th
    Doutetsu - 5th, 12th
    Combat Sambo - 2nd, 3rd
    Capoeira RE - 1st~3rd, 5th, 6th, 9th, 11th
    Hondon - 2nd, 3rd, 8th,
    Murekwon SE - 4th, 11th, 12th
    Zin TKD (R) - 1st, 6th, 8th, 11th, 12th
    Xinyi Liuhe Quan RE - 8th, 11th, 12th.
    Eagle Claw RE - 4th, 5th, 7th, 11th, 12th
    Red Leg BFE - 5th~8th, 11th, 12th
    Sanshou - 11th
    Judo - 4th
    Limen Baguazhang - 3rd, 4th, 11th
    Blood Wind Ninjutsu - 4th, 7th
    Ice Breaker - 10th
    GodLevel likes this.

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