When it comes to bosses, you go in intending to hit them with some sort of heavy object until they fall down dead. This is the way of the video game world, and it’s a system that has worked for decades. Crystar has the gall to mix things up. Nanana, despite being one of the most annoying characters to ever exist, is not someone you are out to murder.
Related: Crystar Beginner's Guide
In terms of gameplay, you are still going to grab a stick and boop her on the snoot, but when all is said and done, Nanana is merely a misunderstood nuisance. Narratively speaking, she is harmless. Mechanically, she’s mostly a wet blanket.
Nanana has one attack, but that attack is technically a small combo. Nanana will fire off a series of explosive projectiles. These deal moderate damage, but are easily avoided by circle-strafing around Nanana. This attack is less of a threat and more of an annoyance.
This mentality carries over to Nanana’s entire existence. Nanana will not fight you straight up and instead opts to constantly run away. Nanana is faster than most bosses, making her rather difficult to catch. Because you can’t easily catch her, it can be awkward to even execute a single attack - let alone a combo. Thankfully Nanana is slippery, but not dangerous.
As is nearly always the case, Kokoro is practically useless in this fight. Her attacks are way too slow, her range is pitiful, and I am fairly certain Nanana could run circles around Kokoro until she died of old age. Don’t bother swapping to her.
Sen, similarly, is pretty meh in this fight. By the time you reach Nanana, Sen is likely starting to fall off in terms of stats. Her scalings are awful, so she rapidly loses her value after acquiring her. That being said, her attacks come
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