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This page covers facts and in-depth game usage of the character, Nanaly Fletch. For a comprehensive reference list of in-game commands, see Command List: Nanaly Fletch.
Nanaly

Nanaly using Ryuuensen.

Nanaly Fletch (ナナリー・フレッチ Nanarii Furetchi) is one of the playable characters in Tales of the Destiny 2. She is a tough archer that takes cares of orphan children in Hope Town. Although considered as a tomboy by many, she has her own feminine way and is very sensitive about women's feelings.

Nanaly uses a bow, arrows and casts various elements spells being an effective keep-away character. Her attacks has various ranges and areas of effect, becoming handy in many situations.

Nanaly is easy to use but can be challenging when playing against experienced players.

Character Facts[]

  • Nanaly Spell Charge

    Nanaly stores a spell for later use.

    Nanaly has 440 HP.
  • Nanaly's Support Arte allows her to summon Loni Dunamis.
    • If Loni defeats the enemy, he will do the victory pose together with Nanaly.
  • Nanaly only has one victory pose.
  • Nanaly is one of the two characters in ACS who can use Spell Charge.
  • Nanaly has two voice actors. Her other VA is Yumi Kakazu, which is her voice for Tales of VS. Her main VA used in this game is Tomoko Kawakami, who has just like Dhaos, has passed away already. She passed away June 9, 2011.

General Tips & Usage[]

  • Nanaly has high jump height and defense against Guard Break, average attack power, dash length and movespeed and low HP and defense.
  • Nanaly takes 10% less damage to Fire and Water-elemental attacks and 20% more damage to Light-elemental attacks. (Please refer to this page for more information on ACS Elements).
  • Nanaly can perform the movement skills available to most of all the ACS characters except for Forward Step and Backward Leap.
    • Her High Jump reaches higher than the top of the screen and is slightly higher than her forward and backward High Jump and her Double Jump.
    • Her ground backdash has no recovering time so it's possible to repeat it in order to gain space.
    • Her forward and backward aerial dashes cost 1 CC each and can be chained alternately until she has 1 CC remaining.
  • Nanaly has 3 basic melee ground attacks (A, B & C) and one aerial melee attack (A or B).
    • Press A to attack shooting an arrow that goes slightly down while going forward. It still reaches 100% of the screen.
    • Press B to attack shooting an arrow that goes straight forward.
    • Press C to attack shooting an arrow at a 60 degree upward.
    • Press A or B while in air to attack shooting an arrow at a 30 degree downward.
  • Nanaly can use Spell Charge by holding ↑ when casting any of her spells.
    • Once the casting time of the spell is finished, the spell won't activate and will be stored for later use.
    • If you cast a spell that has been stored, no casting time is necessary to activate it.
    • To cast a stored spell, simply press the spell's command again.
    • You can cast other spells normally and it won't affect the stored spell.
    • Only one spell can be stored at a time. Storing another spell will overide the previous one.
  • Nanaly receives a small boost on the Overlimit Gauge when she enters on Overlimit Lv1 or Lv2.
    • During Overlimit Lv1 and Lv2, Ancient Nova's casting time gets slightly smaller.
  • Nanaly uses a Chain Capacity (CC) Gauge, enabling her to use many different artes in her combos as long as she has enough CC to use each arte.
  • Nanaly's chain order consists of:
    • Melee > Any Arte Type > Any Arte Type > etc.
    • If any of her Mystic artes is used the combo will end.

Shortcuts[]

Command Ground
F Overlimit Lv1
← F Loni Dunamis: Houtsuishou
→ F Loni Dunamis: Kappa Bakusougeki
↑ F Loni Dunamis: Kuuha Tokkoudan
↓ F Overlimit Lv2

Base Artes[]

  • Rekkasen (Flare Shot)
    ACS_Nanaly_Fletch_Arte_Exhibition_(v.5.505b)_COMPLETE

    ACS Nanaly Fletch Arte Exhibition (v.5.505b) COMPLETE

    Nanaly Fletch's Arte Exhibition by Kratos1991.

    • An arrow envolved by flame is shot going ranging the whole screen.
    • If used with the ↓ → A command, the arrow is shot straight forward, just like Melee Attack B.
    • If used with the ↓ ← A command, the arrow is shot at a 45 degree upward.
    • If used mid-air with any of the commands, the arrow is shot straight forward.
    • It can be chained into itself in any of the ground versions and in the mid-air version if used with the ↓ → A command.
    • Fire Elemental.
    • TTS is Fast. TTL is Average.
  • Garensen (Storm Glare)
    • Three arrows of wind are shot forward ranging 80% of the screen.
    • If used in mid-air, the arrows are shot straight forward, with the same range of the ground version and makes Nanaly slightly float upward, shooting each arrow slightly higher than the last one.
    • It can be chained into itself in any version.
    • Wind Elemental.
    • TTS is Fast. TTL is Short.
  • Senhyousen (Ice Shot)
    • Five ice balls are shot upward each one forming an arc slightly thinner than the last one.
    • The attack reaches 60% of the screen and is not very effective on airborne enemies because the angle of the arc is too high. This attack is not recommended to be used.
    • It can be chained into a Melee after regaining the CC if timed correctly.
    • Water Elemental.
    • TTS is Fast. TTL is Very Short.
  • Tsuiyousen (Glimmer Shot)
    • Five dark balls are shot: one diverting and going back above Nanaly, one diverting and going back below Nanaly, one diverting and going upward, one diverting and going downward and one goi
      Nana

      Tsuiyousen and it's enhance on Overlimit.

      ng slowly forward.
    • If in Overlimit Lv1 or Lv2, four balls are added: one going slightly upward and then going back, one going slightly downward and then going back, one going at a 45 degree upward and then diverting upward and one going at a 45 degree downward.
    • The ball that is going slowly forward can be controled by pressing the direction desired. It can go back, upward, downward and proceed faster forward.
      • It dissappears after a short period of time.
    • It can be chained into itself and if that's done, the ball that can be controled disappears in order to other one appear. That should probably happen so there's not two controlable balls that can't be guided properly because of their variable position.
    • As this attack has a low decrease on damage, spamming it on both Overlimits (specially Lv2) can do a high damage, meaning difference between victory and defeat.
    • In order to don't be possible to go for a infinite on Overlimit Lv2, the Overlimit Gauge goes down right when Tsuiyousen hits the enemy.
    • It can be chained into a Melee after regaining the CC if timed correctly and with proper control of the speed.
    • Dark Elemental.
    • TTS is Fast. TTL is Very Short if used close to the enemy and Short if used far from the enemy.
  • Kokuusen (Void Shot)
    • Nanaly jumps if she's not in mid-air and shots an arrow surrounded by vacuum, being thrown backward.
    • If Nanaly uses it in the ground, the command is ↓ ← C. If used in mid-air the command is ↓ C.
    • Although the use of TP, this arte has high damage and fast speed, being an efficient counter to enemies dashing against you if used in the aerial version.
    • TTS is Slow if used in ground and Fast if used in mid-air. TTL is Short.
  • Ryuuensen (Wyrm Shot)
    • A fireball is summoned by Nanaly, appearing in front of her and circling her until it reaches her back. When it does, Nanaly shots the fireball that transforms into a dragon, blowing the enemy away.
    • The amount of hits caused if used next to the enemy recovers almost all the TP used with the attack.
    • The enemy can air-tech from this arte when almost hitting the ground. In order to continue the combo, it is suggested that a Hi-ougi is used.
    • Fire Elemental.
    • TTS is Fast. TTL is Short.
  • Jinrai (Shock Arrow)
    • Nanaly shots an arrow with red shaft that calls down a lightning if hit. The arrow goes just like Melee Attack A.
    • If used in mid-air, the arrow goes at a 30 degree and the lightning falls when the arrow hits the ground, without necessarily hitting the enemy.
    • It can occasionaly lift the enemy in the air a little.
    • Wind Elemental.
    • TTS is Fast. TTL is Average.
  • Shippuu (Gale Shot)
    • Nanaly jumps if she's not in mid-air and shots three arrows in a 30 degree while going slightly on the diagonal upward-back with each shot.
    • If Nanaly uses it in the ground, the command is ↓ ← B. If used in mid-air the command is ↓ B.
    • This arte can be used to maintain airborne while attacking the enemy though it's not a very useful arte.
    • TTS is Slow if used in ground and Fast if used in mid-air. TTL is Short.

Spells[]

  • Flame Drive
    • Three fireballs are launched from above Nanaly going forward while diverting downward each one a little more.
    • Range is 100% of the screen.
    • Fire Elemental.
    • TTS is Slow if casted normally and Fast if used as a stored spell. TTL is Very Short.
  • Aqua Spike (Aqua Spiral)
    • A gust of water slowly advances and splashes at the enemy.
    • This spell can stun the enemy for a long time and can restart the chain order if used in the correct distance while the enemy is on the corner.
    • Range is 100% of the screen.
    • Water Elemental.
    • TTS is Slow if casted normally and Fast if used as a stored spell. TTL is Short.
  • Shadow Edge
    • Nanaly summons a spear of darkness to impale the enemy.
    • Range is 80% of the screen.
    • Harder to dodge than most spells.
    • Dark Elemental.
    • TTS is Slow if casted normally and Fast if used as a stored spell. TTL is Very Short.
  • Photon Blaze (Photon Burst)
    • A glyph is formed where the enemy is and an explosion occurs from it.
    • Although the spell forms where the enemy is, it only detects the enemy's horizontal position.
    • It sometimes cannot be blocked while in airborne.
    • Fire Elemental.
    • TTS is Slow if casted normally and Fast if used as a stored spell. TTL is Very Short.
  • Cross Blade
    • Two wind projectiles run in the ground then converge far from where they were casted.
    • Not recommendable as it inflicts low stagger time on the enemy and can leave Nanaly wide open.
    • Wind Elemental.
    • TTS is Slow if casted normally and Fast if used as a stored spell. TTL is Very Short.
  • Burn Strike (Burning Strike)
    • Nanaly summons three meteors that juggle the enemy into the air knocking the enemy to the other side of the screen.
    • This spell can miss the enemy if used too close.
    • This spell can hit one or two times only if it doesn't have enough space to fully appear leaving Nanaly wide open.
    • Fire Elemental.
    • TTS is Slow if casted normally and Average if used as a stored spell. TTL is Very Short.
  • Splash
    • Powerful waterfalls pour their load onto the enemy.
    • It will mostly hit 3 times and possibly only once in a cornered enemy.
    • Water Elemental.
    • TTS is Slow if casted normally and Average if used as a stored spell. TTL is Short.
  • Ancient Nova
    • A flame laser is shot from above the enemy and creates an explosion, knocking the enemy back.
    • This spell is somewhat problematic to use due to its high casting time. That problem can be slightly fixed by casting it during the Overlimit.
    • This spell cannot be blocked.
    • Fire Elemental.
    • TTS is Slow. TTL is Non-existent.
  • Negative Gate
    • A ball of darkness tears nearby enemies apart.

    • You can continue attacking after this arte as long as you're close to the enemy.
    • This spell gives a small boost on the Overlimit gauge.
    • Dark Elemental.
    • TTS is Slow if casted normally and Fast if used as a stored spell. TTL is Average.

Support Artes[]

  • Hotsuishou
    • Loni comes to Nanaly's aid and impales his axe at the enemy then swing it back, launching the enemy high in the air.
    • This arte can be used after Aqua Spike if correctly placed and timed in order to restart the chain order.
    • TTS is Very Fast. TTL is Long.
  • Kappa Bakusougeki (Roaring Explosion)
    • Loni comes to Nanaly's aid from above, crushes his axe on the ground and runs while hitting the enemy multiple times.
    • This arte is a bit unpractical due to its long TTS and quick duration, reducing its chaining possibilities.
    • Earth Elemental.
    • TTS is Slow. TTL is Short.
  • Kuuha Tokkoudan (Cyclone Shot)
    • Loni comes to Nanaly's aid from above and jumps forward while rotating with his axe, hitting the enemy multiple times.
    • This arte is a bit unpractical due to its long TTS and quick duration, reducing its chaining possibilities.
    • TTS is Slow. TTL is Short.
  • Heal
    • Loni comes to Nanaly's aid and casts multiple sparkles that slightly heals Nanaly.
    • Heals a variable amount of HP.
    • Loni can't be interrupted.
    • It can only be used 4 times per round.
    • TTS is Slow.

Mystic Artes[]

  • Wild Geese Abyss
    • Nanaly creates a giant fireball in front of her then shots multiple fire arrows at the enemy.
    • This arte has great knockback effect.
    • The fire arrows can't be blocked mid-air.
    • Can be used to finish combos that use many spells which would end the combos otherwise.
    • TTS is Fast. TTL is Non-existent.
  • Spiral Driver
    • Loni is placed on Nanaly's bow as if he was an arrow and then shot, while spinning like Kuuha Tokkoudan.
    • The first hit of this arte is unblockable.
    • Can be used even if Loni was called to use one of his artes.
    • TTS is Very Fast. TTL is Non-existent.
  • Wild Geese Destiny 2
    • Nanaly shots an arrow upward that creates a sun-like fireball that soon disappears. After that, she creates a giant fireball in front of her then shots multiple fire arrows that create an arc.
    • The first hit inflicts Confirmed status.
    • Can be chained from almost any Nanaly attack due to it's rapid startup.
    • It must be used from at least one and a half arrow of distance in order to actually be released. Else Nanaly doesn't do anything.
    • TTS is Instant. TTL is Non-existent.

Advance Tips & Combos[]

Battle Strategy []

Nanaly isn't very practical with combos and needs really specific conditions to do an efficient combo.

General Use Combos[]

Simple Wall Combo[]

  • Aqua Spike (Spell Charge) [Note 1] > Melee Attack A X2 > Jinrai > Jinrai > Rekkasen > Aqua Spike [Note 2] > Melee Attack A X2 [Note 3] > Garensen > Jinrai > Rekkasen > Wild Geese Abyss
  • Quick Input Version:
  • → ← → A & hold ↑ while casting > A > A > ↓ → D > ↓ → D > ↓ → A > → ← → A > A > A > ↓ → B > ↓ → D > ↓ → A > ↓ → ← E
  • Total number of Hits: 28 hits
  • Damage almost reaches 1/2 of Kakashi Scarecrow's HP (500).
    • Requirements:
      • Enemy must be cornered and Nanaly close to wall, the distance should be one arrow and 1/5.
      • Some TP for Wild Geese Abyss.
      • Aqua Spike is Spell Charged.
    • Notes:
      • Note 1: This is not part of the combo counter but is necessary for a later part of the combo.
      • Note 2: Aqua Spike's command should be used really quickly in case Jinrai started to raise the enemy in the air. It's best to train doing it as fast as possible in order to the Instant Kill combo become easier.
      • Note 3: Extreme timing is required here. The Melee Attack A should be used right after the CC is recovered.
    • This combo is quite unpractical and hard to do for the damage it implies. It's recommended to be used as an opportunity combo. To do so, always have Aqua Spike Spell Charged.
    • TalesofFan 14:27, July 27, 2011 (UTC)

Intermediate Wall Combo[]

  • Aqua Spike (Spell Charge) [Note 1] > Melee Attack A X2 > Garensen > Rekkasen > Rekkasen > Aqua Spike [Note 2] > Loni: Hotsuishou [Note 3] > Walk towards the enemy [Note 4] > Melee Attack A X3 > Tsuiyousen X3 [Note 5] > Overlimit Lv1 [Note 5] > (Tsuiyousen > Rekkasen) X2 [Note 5] > Jinrai > Wild Geese Abyss
  • Quick Input Version:
  • → ← → A & hold ↑ while casting > A > A > ↓ → B > ↓ → A > ↓ → A > → ← → A > ← F > → > A > A > A > → ← → B > → ← → B > → ← → B > F > → ← → B > ↓ → A > → ← → B > ↓ → A > ↓ → D > ↓ → ← E
  • Total number of Hits: 63 hits
  • Damage is slightly more than 7/10 of Kakashi Scarecrow's HP (500).
    • Requirements:
      • Enemy must be cornered and Nanaly close to wall, the distance should be one arrow and 1/5.
      • Aqua Spike is Spell Charged.
    • Notes:
      • Note 1: This is not part of the combo counter but is necessary for a later part of the combo.
      • Note 2: Aqua Spike's command should be used really quickly. It's best to train doing it as fast as possible in order to the Instant Kill Combo become easier.
      • Note 3: Perfect timing is required at this part. Hotsuishou should be used as soon as possible.
      • Note 4: Walk until get right next to the enemy else the third melee and Tsuiyousen can lose their effectiveness.
      • Note 5: Command must be done quickly in order to don't lose the chain and be able to connect into the next one.
    • Although way more powerful than the simple combo, you can consider saving your Overlimit Gauge to use Overlimit Lv2 and attempt the Instant Kill Combo. It's not hard to use and it doesn't even require TP.
    • TalesofFan 14:27, July 27, 2011 (UTC)


Highest Combo[]

  • Aqua Spike (Spell Charge) [Note 1] > Melee Attack A X2 > Garensen > Rekkasen > Rekkasen > Aqua Spike [Note 2] > Loni: Hotsuishou [Note 3] > Walk towards the enemy [Note 4] > Melee Attack A X3 > Tsuiyousen X3 [Note 5] > Overlimit Lv2 [Note 5] > (Tsuiyousen > Rekkasen) X n [Note 6] > Jinrai > Wild Geese Abyss
  • Quick Input Version:
  • → ← → A & hold ↑ while casting > A > A > ↓ → B > ↓ → A > ↓ → A > → ← → A > ← F > → > A > A > A > → ← → B > → ← → B > → ← → B > F > (→ ← → B > ↓ → A) X n > ↓ → D > ↓ → ← E
  • Total number of Hits: Highly variable.
  • Damage instantly kills Kakashi Scarecrow (500 HP) if Overlimit Lv2 part is properly done. Else it can leave around 10 HP.
    • Requirements:
      • Enemy must be cornered and Nanaly close to wall, the distance should be one arrow and 1/5.
      • Aqua Spike is Spell Charged.
    • Notes:
      ACS_-_Nanaly_Instant_Kill_Combo

      ACS - Nanaly Instant Kill Combo

      Nanaly Fletch's Instant Kill combo at 183 hits.

      • Note 1: This is not part of the combo counter but is necessary for a later part of the combo.
      • Note 2: Aqua Spike's command should be used really quickly. It's best to train doing it as fast as possible in order to the Instant Kill Combo become easier.
      • Note 3: Perfect timing is required at this part. Hotsuishou should be used as soon as possible.
      • Note 4: Walk until get right next to the enemy else the third melee and Tsuiyousen can lose their effectiveness.
      • Note 5: Command must be done quickly in order to don't lose the chain and be able to connect into the next one.
      • Note 6: The parenthesis must be done several times and on high-speed. It continues until Nanaly has 4 CC left, if done next to correctly.
    • This combo has an ample variety of results in the end depending of the speed that Tsuiyousen and Rekkasen are linked.
    • Wild Geese does minimum damage and is used only to finish the enemy off. TalesofFan 14:54, July 27, 2011 (UTC)

Story Mode[]

Nanaly has a total of 5 Story Modes, ranging from Easy to Unknown. Note that all modes including and preceding Hard feature opponents that come in "Rounds", meaning that the field, positions, and statistics (HP and otherwise) will reset once an opponent is defeated. Modes after Hard feature opponents that come one after another, meaning that the fields, positions, and statistics of your character will not reset once an opponent has been defeated. However, A portion of your HP is refunded whenever an opponent is defeated in Mania Mode.

Easy[]

Hilda Rhambling
Presea Combatir
Klarth F. Lester
Shizel (Enemy) & Mary Agent (Ally)

Normal[]

Kohak Hearts
Rid Hershel
Eugene Gallardo
Hugo Gilchrist

Hard[]

Lloyd Irving
Lion Magnus
Jade Curtiss
Barbatos Goetia
2x Barbatos Goetia (after winning in a 2-0 record)

Mania[]

Kohak Hearts and Shing Meteoryte

Unknown[]

Lloyd Irving, Collet Brunel and Kratos Aurion (Enemies) & Klarth F. Lester (Ally, but he can be hit)

Cut-Ins[]

In ACS Nanaly, and her cameo support character Loni Dunamis, has four cut-ins.

  1. Tales of the World: Radiant Mythology 2
  2. Tales of Destiny 2 (PSP)
  3. Tales of Destiny 2 (PSP)
  4. Tales of Destiny 2 (PS2)
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