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{ | ==Overview== | ||
| | {{BBCF/CharacterLinks}} | ||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|header=Overview | |||
|content=Nu-13 (stylized as ν-No.13-) is a '''highly mobile zoner'''. Her Drive is focused on controlling screen space with '''fast, long-ranged projectiles''' that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable '''strong setplay''' that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-damaging, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu has '''poor defensive options and low health,''' but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has a '''polarized toolset''' that results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest. | |||
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]] | |||
| | |||
}} | }} | ||
{{BBCF/Infobox | |||
|fastestAttack = [[#5A|5A]] (6F, whiffs some crouchers)<br/>[[#2A|2A]] (7F) | |||
| reversal = [[#Calamity Sword|632146D]] (11F)<br/>[[#Legacy Edge|236236D]] (During OD, 25F) | |||
| fatalStarter = [[#6C|6C]]<br/>[[#4D|4D]]<br/>[[#Sickle Storm|236[D]]] | |||
{{ | |||
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}} | }} | ||
{{card|width=4 | |||
|header=Drive: Sword Summoner | |||
|content= | |||
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so they will pretty much always hit as well. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit, including her Act Parcer command dash. | |||
Sword Summoner is faster and covers a longer range than most other projectiles in the game. It's also Level 2 for various durations depending on the Drive, so Nu can reliably challenge the projectiles of other characters, giving her strong screen control. | |||
the | |||
Nu | |||
Nu can perform up to '''three''' Drives in one string, and Drives can '''reverse beat''' with each other, so {{clr|D|5D.D}} → {{clr|D|4D.D}} → {{clr|D|2D.D}} and {{clr|D|5D.D}} → {{clr|D|4D.D}} → {{clr|D|5D.D}} are both valid strings. This limit is only reset by '''jump cancels''' or returning to neutral, such as through a link. | |||
Nu | |||
Air Drives have the same limit, but these can be reset by {{clr|D|j214D}}~{{clr|C|C}} alongside jump-cancelling. | |||
*All Drive | |header2= Overdrive: Unlimited Drive | ||
*4D's minimum distance requirement is removed | |content2= | ||
* | Powers up her Drive with the following effects: | ||
*All Drive normals, including their follow-ups, summon an additional sword. | |||
*Gravity Seed | **The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 5 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn. | ||
* | **Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit. | ||
*Legacy Edge | **All additional swords deal 300 damage and have no cancel options, but otherwise copy the properties of the sword they spawn alongside. | ||
*Calamity Sword summons 4 swords in a | **Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with {{clr|D|5D}}). | ||
*{{clr|D|4D}}'s minimum distance requirement is removed. | |||
*Drive normals deal chip damage. | |||
*Gravity Seed recharges faster. | |||
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff. | |||
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff. | |||
*Luminous Slave fires a second sword after the first (with the same properties). | |||
*Legacy Edge becomes invulnerable during its startup and fires more projectiles. | |||
*Calamity Sword has its deadzone removed and summons 4 swords in a row. | |||
As a result, all of Nu's Drive-related attacks become much stronger. | |||
As of | }} | ||
</div> | |||
=== | ==Normal Moves== | ||
=== | ===<big>{{clr|A|5A}}</big>=== | ||
{{BBCF Move Card | |||
|input=5A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 12 | |||
}} | |||
A disjointed jab that hits most crouching characters but whiffs on some. {{clr|A|5A}} is decent for stagger and can be used as a quick anti-air in a pinch. | |||
== | *Jump-cancelable on hit or block. | ||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"> | |||
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr> | |||
<tr><th>Crouch</th><th>Crouching Prox. Guard</th><th>Does Not Hit Any Crouch</th></tr> | |||
<br | <tr><td> | ||
{{CLabel|BBCF|Carl Clover|label=Carl}}<br> | |||
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br> | |||
{{CLabel|BBCF|Hazama|label=Hazama}}<br> | |||
{{CLabel|BBCF|Jubei|label=Jubei}}<br> | |||
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br> | |||
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br> | |||
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br> | |||
{{CLabel|BBCF|Relius Clover|label=Relius}}<br> | |||
{{CLabel|BBCF|Iron Tager|label=Tager}}<br> | |||
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br> | |||
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br> | |||
</td><td> | |||
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br> | |||
{{CLabel|BBCF|Arakune|label=Arakune}}<br> | |||
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br> | |||
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br> | |||
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br> | |||
{{CLabel|BBCF|Mu|label=Mu}}<br> | |||
{{CLabel|BBCF|Nu-13|label=Nu}}<br> | |||
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br> | |||
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br> | |||
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br> | |||
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br> | |||
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br> | |||
</td><td> | |||
{{CLabel|BBCF|Azrael|label=Azrael}}<br> | |||
{{CLabel|BBCF|Bullet|label=Bullet}}<br> | |||
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br> | |||
{{CLabel|BBCF|Es|label=Es}}<br> | |||
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br> | |||
{{CLabel|BBCF|Izanami|label=Izanami}}<br> | |||
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br> | |||
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br> | |||
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br> | |||
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br> | |||
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br> | |||
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br> | |||
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br> | |||
</td></tr> | |||
</table> | |||
}} | |||
===<big>{{clr|B|5B}}</big>=== | |||
{{BBCF Move Card | |||
{{ | |input=5b | ||
| | |description= | ||
| | {{#invoke:FrameChart|drawFrameData | ||
|startup = 8 | |||
|active = 3 | |||
|recovery = 14 | |||
}} | }} | ||
A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into {{clr|B|6B}} even on whiff. This whiff cancel can be performed by just pressing {{clr|B|5B}} again. | |||
*Jump-cancelable on hit or block. | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
}} | }} | ||
{{ | ===<big>{{clr|C|5C}}</big>=== | ||
| | {{BBCF Move Card | ||
| | |input=5C | ||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 16 | |||
|isProjectile = true | |||
|recovery = 56 | |||
}} | }} | ||
A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos. | |||
This is susceptible to OD in pressure; don't use it often if the opponent has OD. | |||
*For some reason, if Nu scores a CH and goes into {{clr|C|5C}}, then it will also be a CH and do more damage. | |||
*Is considered a projectile | *Is considered a projectile | ||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
}} | }} | ||
===<big>{{clr|A|2A}}</big>=== | |||
{{BBCF Move Card | |||
|input=2A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 4 | |||
|recovery = 12 | |||
}} | }} | ||
A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals. | |||
{{ | |||
| | [[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | ||
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}} | }} | ||
===<big>{{clr|B|2B}}</big>=== | |||
{{BBCF Move Card | |||
|input=2B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 4 | |||
|recovery = 10 | |||
}} | }} | ||
A great button that's fast, disjointed, 0 on block, and has less recovery than her {{clr|A|2A}}. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into {{clr|B|6B}} instead on hit or block. | |||
{{ | |||
| | This is a staple in pressure because it can reverse beat with {{clr|B|6B}} and {{clr|A|6A}}, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals. | ||
| | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
| | |||
{{ | |||
}} | }} | ||
===<big>{{clr|C|2C}}</big>=== | |||
{{BBCF Move Card | |||
|input=2C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 10 | |||
|recovery = 24 | |||
}} | }} | ||
A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of {{clr|A|6A}} and {{clr|C|623C}}. | |||
{{ | |||
| | As a crouch input with many active frames, it has uses against jump-ins that target standing hitboxes, or have delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}. Nu's {{clr|C|2C}} has decent reward with Supra conversions, though CH is needed for normal gatlings to connect at most heights. Sometimes {{clr|D|2D}} — her other crouching anti-air, is preferable with its quicker startup. | ||
| | |||
| | {{clr|C|2C}} is the only C normal that can be jump cancelled on block. Nu can use it for TK Crescent, backing off, or baiting if the opponent does not have OD availible. It's also a 1f gap from {{clr|B|2B}}, working as a high reward [[BBCF/Tech#Overdrive_Option_Select|OD OS]] killer. | ||
| | |||
*Launches on CH | |||
*Jump-cancelable on hit or block. | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
|startup | |||
* | |||
* | |||
}} | }} | ||
===<big>{{clr|A|6A}}</big>=== | |||
{{BBCF Move Card | |||
|input=6A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 6 | |||
|recovery = 17 | |||
}} | }} | ||
A standing anti-air. {{clr|A|6A}} is great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use. | |||
{{ | |||
| | This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and great options on block: {{clr|A|6A}} → {{clr|B|5B}} is +2 on air-block for easy pressure. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps. | ||
| | |||
| | The other purpose of this button is pressure. {{clr|A|6A}} has excellent gatling options, it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe against ODR, enable stagger resets at 0 frame advantage, and contain multiple lows. It even goes into {{clr|C|5C}} for high damage routes, and can jump-cancel or go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows. | ||
| | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
| | |||
}} | }} | ||
===<big>{{clr|B|6B}}</big>=== | |||
{{BBCF Move Card | |||
|input=6B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 5 | |||
|recovery = 15 | |||
}} | }} | ||
Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block. | |||
{{ | |||
| | It's decent for pressure as it's safe from ODR and can jump-cancel, but {{clr|B|2B}} is better suited for meaties and roll-checking. | ||
| | [[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | ||
{{ | |||
}} | }} | ||
===<big>{{clr|C|6C}}</big>=== | |||
{{BBCF Move Card | |||
|input=6C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 22 | |||
|active = 8 | |||
|recovery = 24 | |||
}} | }} | ||
This button is combo filler. It's the only non-Drive normal that can go into Act Parcer, so it's used for nice corner carry off midscreen hits. It also hard KDs on air hit, so {{clr|C|6C}}'s other main purpose is to setup okizeme at the end of combos such as {{clr|D|236[D]}} → {{clr|D|214[D]}}. | |||
The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do {{clr|C|6C}} → 44 to back off relatively safely. | |||
{{ | |||
*Hard KD on air hit | |||
| | |||
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*Fatal Counter | *Fatal Counter | ||
* | *Launches on CH | ||
}} | }} | ||
===<big>{{clr|C|3C}}</big>=== | |||
{{BBCF Move Card | |||
|input=3C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 8 | |||
|recovery = 22 | |||
}} | }} | ||
Nu's sweep is a multi-hit low with great range and speed. It's disjointed and makes her hurtbox small so it can be used to low-profile pokes like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}. | |||
It's not great for pressure as all the cancels either leave a gap or are punishable by ODR. | |||
{{ | |||
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{{ | |||
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}} | |||
*Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by full move | |||
* | |||
}} | }} | ||
===<big>{{clr|A|j.A}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.A | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 8 | |||
|active = 2 | |||
|recovery = 10 | |||
}} | }} | ||
{{ | Nu's fastest air button. It's on the slower end of air jabs, but is disjointed and makes her hurtbox small. It's used to keep the opponent in blockstun from {{clr|B|j.B}} or to set up air TRMs as it's self-cancellable. | ||
*Not jump-cancellable. | |||
| | [[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}} | ||
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}} | }} | ||
===<big>{{clr|B|j.B}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.B | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 4 | |||
|recovery = 12 | |||
}} | }} | ||
Nu's go to air-to-air. It's fast, disjointed, and safer to throw out than {{clr|C|j.C}}. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint. | |||
On taller characters like {{CLabel|BBCF|Susano'o|label=Susano'o}}, it's possible to fuzzy with {{clr|B|j.B}}, although Luminous or 50 meter are needed for conversions. | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}} | |||
}} | }} | ||
{{ | ===<big>{{clr|C|j.C}}</big>=== | ||
| | {{BBCF Move Card | ||
|input=j.C | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|active = 14 | |||
|recovery = 25 | |||
}} | }} | ||
{{ | One of the fastest {{clr|C|j.C}}s in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed as {{clr|B|j.B}}, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery. | ||
| | |||
| | Nu's {{clr|C|j.C}} acts as a solid mixup tool; all the hits are overheads and cross behind her, this allows airdash 50/50s with Luminous to prevent mashes during the gap. | ||
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| | *Hitbox doesn't extend until frame 11 | ||
*Last 3 hits can land as cross-ups. | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|j.2C}} | |||
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}} | }} | ||
===<big>{{clr|C|j.2C}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.2C | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 15 | |||
|active = 8 | |||
|recovery = 10 | |||
}} | }} | ||
{{ | The hitbox on this is disjointed, but it's on the slow side, so {{clr|B|j.B}} is used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however. | ||
| | |||
| | The untech time on CH is generous, enabling Nu to land on the ground and then continue the combo with ground normals. | ||
}} | }} | ||
<br style="clear:both;"/> | |||
{{ | |||
==Drive Moves== | |||
*All Drives have a deadzone in front of Nu where they have no hitbox | |||
*All Drives except {{clr|D|4D}} start at Projectile Level 2 and decrease to Level 1 after a set amount of active frames | |||
**Always Level 2 during OD | |||
*Drives deal chip damage during OD | |||
*None can be jump-cancelled on block | |||
| | *The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player) | ||
| | **Acceptable non-player targets are George the XIII, Nirvana and Ignis. | ||
*Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level. | |||
<gallery widths="300px" heights="300px"> | |||
BBCF Nu groundDrive.png | Ground Drive angles (Click to see full size) | |||
BBCF Nu AirDrive.png | Air Drive angles (Click to see full size) | |||
| | </gallery> | ||
| | |||
===<big>{{clr|D|5D}}</big>=== | |||
{{BBCF Move Card | |||
| | |input=5D,5DD|versioned=input | ||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>5D </small> | |||
|startup = 15 | |||
|isProjectile = true | |||
|recovery = 34 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
| | |title = <small>5DD</small> | ||
| | |startup = 13 | ||
|isProjectile = true | |||
|recovery = 36 | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
{{ | Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff. | ||
| | |||
| | The confirms from this vary with range, usually going into {{clr|D|4D}} or {{clr|D|236D}}, but it is possible to get into close range and carry them to the corner with {{clr|D|5D.D}} → {{clr|D|236D}}~{{clr|C|C}} → {{clr|C|214C}} → {{clr|C|3C}}... if it hits them at a decent distance. | ||
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}} | }} | ||
===<big>{{clr|D|2D}}</big>=== | |||
{{BBCF Move Card | |||
|input=2D,2DD|versioned=input | |||
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| | |||
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| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>2D </small> | |||
|startup = 11 | |||
< | |isProjectile = true | ||
|recovery = 35 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>2DD</small> | |||
|startup = 13 | |||
|isProjectile = true | |||
|recovery = 39 | |||
}} | }} | ||
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further it flies away. | |||
On hit, you can either go into more Drives to bait a burst, or carry them to the corner with IAD routes for better okizeme. | |||
}} | }} | ||
===<big>{{clr|D|6D}}</big>=== | |||
{{BBCF Move Card | |||
|input=6D,6DD|versioned=input | |||
| | |||
| | |||
{{ | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>6D </small> | |||
|startup = 13 | |||
|isProjectile = true | |||
|recovery = 33 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
| | |title = <small>6DD</small> | ||
| | |startup = 13 | ||
|isProjectile = true | |||
|recovery = 44 | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
An important option for stopping IAD approaches and opponents at a lower height than what {{clr|D|2D}} would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into {{clr|D|2D}} or air combos. | |||
}} | }} | ||
===<big>{{clr|D|4D}}</big>=== | |||
{{BBCF Move Card | |||
|input=4D,4DD|versioned=input | |||
{{ | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>4D </small> | |||
|startup = 27 | |||
|isProjectile = true | |||
|recovery = 31 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
| | |title = <small>4DD</small> | ||
| | |startup = 13 | ||
|isProjectile = true | |||
|recovery = 38 | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
{{ | Nu's only standing overhead. It tracks the opponent's location and appears behind them. This normal is an anti-zoning tool and is used to threaten overheads during drive pressure — TK Crescent being preferred for Nu's melee range, although in the corner {{clr|D|4D}} will appear offscren which can make it hard to react to, if the opponent isn't paying attention to Nu's pose. | ||
| | |||
| | Be careful against characters with meter as {{clr|D|5D.D}} → {{clr|D|4D}} has a gap which makes it vulnerable against fullscreen supers like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}. However, OD {{clr|D|5D}} → {{clr|D|4D}} is gapless. | ||
| | |||
| | *Forces crouching on hit, | ||
| | *No deadzone in OD | ||
| | *Fatal Counter | ||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
{{ | |||
| | ===<big>{{clr|D|j.D}}</big>=== | ||
| | {{BBCF Move Card | ||
|input=j.D,j.DD|versioned=input | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
< | |title = <small>j.D </small> | ||
|startup = 13 | |||
|isProjectile = true | |||
|recovery = 38 | |||
|specialRecovery = 5 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>j.DD</small> | |||
|startup = 13 | |||
|isProjectile = true | |||
|recovery = 26 | |||
}} | }} | ||
A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward. | |||
On block, Nu can either cancel into Act Parcer to back off or Crescent Feint to fall without landing recovery. | |||
}} | }} | ||
===<big>{{clr|D|j.2D}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.2D,j.2DD|versioned=input | |||
| | |||
| | |||
}} | |||
{{ | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>j.2D </small> | |||
|startup = 11 | |||
|isProjectile = true | |||
|recovery = 40 | |||
|specialRecovery = 5 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
| | |title = <small>j.2DD</small> | ||
| | |startup = 13 | ||
|isProjectile = true | |||
|recovery = 39 | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward. {{clr|D|j.2D}} sees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum. | |||
*Can be activated by inputting {{clr|D|j.1D}} but ''not'' {{clr|D|j.3D}} as you will get {{clr|D|j.6D}} instead | |||
}} | }} | ||
{{ | ===<big>{{clr|D|j.6D}}</big>=== | ||
{{BBCF Move Card | |||
|input=j.6D,j.6DD|versioned=input | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>j.6D </small> | |||
|startup = 13 | |||
|isProjectile = true | |||
|recovery = 38 | |||
|specialRecovery = 5 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
| | |title = <small>j.6DD</small> | ||
| | |startup = 13 | ||
|isProjectile = true | |||
|recovery = 26 | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
{{ | A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this. | ||
| | |||
| | As with {{clr|D|j.D}}, it's medium risk for low reward, but on block is made safe by Act Parcer or Crescent Feint. | ||
| | |||
| | *Can also be activated with {{clr|D|j.3D}} but '''not''' {{clr|D|j.9D}} (You will get {{clr|D|j.5D}} if you do this) | ||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
==Universal Mechanics== | |||
===<big>Ground Throw</big>=== | |||
| | {{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=B+C | ||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 23 | |||
}} | }} | ||
Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals. | |||
At midscreen, converting into {{clr|D|236[D]}} → Dash → {{clr|B|6B}} → ... let's her go into Act Parcer to carry the opponent to the corner and setup Luminous. Throws in the corner can link into {{clr|B|5B}}, but are usually special cancelled into Supra Rage. | |||
*Backthrow has an identical launch and combo routes, just on the other side. | |||
}} | }} | ||
===<big>Air Throw</big>=== | |||
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}} | |||
{{ | {{BBCF Move Card | ||
| | |input=j.B+C | ||
| | |||
| | |||
| | |||
{{ | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 23 | |||
|specialRecovery = 3 | |||
}} | }} | ||
{{ | Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT → {{clr|D|6D}} → {{clr|D|2D.D}} → IAD → ... | ||
| | |||
| | It is possible to followup with normals if Gravity or Luminous has been setdown before, however. | ||
| | |||
| | *Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height | ||
}} | }} | ||
===<big>Counter Assault</big>=== | |||
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}} | |||
{{BBCF Move Card | |||
|input=6A+B | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 2 | |||
|recovery = 32 | |||
}} | }} | ||
Triggers the {{clr|B|6B}} animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, so use this sparingly. | |||
{{ | |||
| | |||
*Opponent air techs on normal hit and can emergency tech on CH | *Opponent air techs on normal hit and can emergency tech on CH | ||
}} | }} | ||
===<big>Crush Trigger</big>=== | |||
{{ | {{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}} | ||
| | {{BBCF Move Card | ||
| | |input=5A+B,5[A+B]|versioned=input | ||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small> </small> | |||
|startup = 20 | |||
|active = 1 | |||
|recovery = 25 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|title = <small>Max Charge</small> | |||
|startup = 61 | |||
|active = 1 | |||
|recovery = 25 | |||
|frcStart = 30 | |||
|frcEnd = 60 | |||
}} | }} | ||
Nu's Crush Trigger is one of the best in the game. It's fully disjointed, convertible on uncharged hits (with Luminous), and her hurtbox shifts backwards during the attack so it can be used to bait DPs and other button mashes for big reward on CH. | |||
It's a great mixup for 25 meter if Luminous is out, and even if reacted, Nu can still pressure while draining a hefty amount of Barrier guage. With OD Legacy Edge, it can be used for unblockable setups in the corner at the cost of high meter usage. | |||
*Breaks guard like other CTs | |||
*Wallbounces airborne opponents, wall sticks in the corner | |||
}} | }} | ||
====== | <br style="clear:both;"/> | ||
{{ | |||
| | ==Specials== | ||
===<big>Sickle Storm</big>=== | |||
{{InputBadge|{{clr|D|236D}}(~{{clr|C|C}})}} | |||
| | {{BBCF Move Card | ||
| | |input=236D,236[D],236D~C|versioned=input | ||
{{ | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 17 | |||
|isProjectile = true | |||
|recovery = 46 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|startup = 33 | |||
|isProjectile = true | |||
|recovery = 28 | |||
| | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|startup = 24 | |||
|isProjectile = true | |||
|recovery = 40 | |||
| | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into: | |||
*Gravity Seed (on hit/block) | |||
*Luminous Slave (on hit) | |||
*Act Parcer (during OD) | |||
---- | |||
'''{{clr|D|236D}}''' | |||
The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after {{clr|C|3C}}. It can be used in conjunction with {{clr|D|4D}} for mixups during drive pressure, and is comboable with Gravity. It's +8 when used point blank and Gravity cancelled, so it can be a pressure / frametrap tool for decent reward at close range. | |||
*Hard KDs on CH | |||
*Wall-bounces in the corner. | |||
---- | |||
'''{{clr|D|236[D]}}''' | |||
This is the charged version, it wall-bounces midscreen and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some {{clr|A|6A}} routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it. | |||
*Fatal Counter | |||
*Hard KDs if opponent doesn't reach the end of screen. | |||
---- | |||
'''{{clr|D|236D}}~{{clr|C|C}}''' | |||
This Sickle Storm travels the slowest, but appears behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. It can be used at the end of grounded Drive combos to lockout delay tech or rolls from the opponent while setting up Luminous. | |||
*Extended crumple stun on CH | |||
}} | }} | ||
===<big>Luminous Slave</big>=== | |||
{{ | {{InputBadge|{{clr|D|214D}}(~{{clr|C|C}})}} | ||
| | {{BBCF Move Card | ||
| | |input=214D,214[D],214D~C|versioned=input | ||
{{ | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 51 | |||
|isProjectile = true | |||
|recovery = 2 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|recovery = 61 | |||
| | |||
|recovery= | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|startup = 31 | |||
|isProjectile = true | |||
|recovery = 31 | |||
| | |||
|startup= | |||
| | |||
|recovery= | |||
}} | }} | ||
A '''vital''' part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In Overdrive a second sword with a 20F delay is fired after the first with identical properties. | |||
Luminous will not fire if Nu is hit or enters blockstun at any time the portal is present. In call cases, there is a short delay after Luminous Slave ends where it cannot be used again, usually this is not relevant however. | |||
*All versions launch. | |||
---- | |||
'''{{clr|D|214D}}''' | |||
The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure. | |||
---- | |||
'''{{clr|D|214[D]}}''' | |||
The charged version. It has the longest startup but is safe to setup after a {{clr|D|236D}} KD. It fires after 4 seconds have passed or the {{clr|D|D}} button is released — this includes buffering it during other normals, Barrier Block and Crush Triggers. Obviously, since you're holding the {{clr|D|D}} button, any attempt to use any other Drive move will cause this move to also fire, so this needs to be planned into how you use it. | |||
This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do unreactable crossups and Airdash 50/50s safely, along with many other options to put the mental stack on the opponent. The high blockstun also enables Nu to go for pressure resets without spending Gravity. | |||
---- | |||
'''{{clr|D|214D}}~{{clr|C|C}}''' | |||
The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges. It is possible to press C later than the cancel window starts, causing the sword to fire with a matching delay than the fastest possible shot. | |||
}} | }} | ||
{{ | ===<big>Crescent Saber</big>=== | ||
| | {{InputBadge|{{clr|D|j.214D}}(~{{clr|C|C}})}} | ||
{{BBCF Move Card | |||
| | |input=j.214D,j.214[D],j.214D~C|versioned=input | ||
| | |||
{{ | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 18 | |||
|isProjectile = true | |||
|recovery = 42 | |||
|specialRecovery = 9 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|startup = 33 | |||
|isProjectile = true | |||
|recovery = 23 | |||
|specialRecovery = 9 | |||
| | |||
|startup= | |||
| | |||
|recovery= | |||
| | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|recovery = 55 | |||
| | |||
|recovery= | |||
}} | }} | ||
Crescent Saber has two main functions: scoring '''air knockdowns''' at the end of staircase combos, and as a '''mixup tool'''. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer if Luminous Slave is setup beforehand. | |||
*All versions can cancel into Act Parcer during OD. | |||
---- | |||
'''{{clr|D|j.214D}}''' | |||
Vanilla Crescent. This is your ender for staircase combos, it flings the oppponent to the opposide end of the screen, so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead and can be done from many points in pressure such as {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|A|6A}}. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with Luminous set up it's + on block and Nu can combo meter-lessly. | |||
*Is 24f startup and -11 on block at TK height. | |||
*Hitbox becomes bigger during OD | |||
*Ground bounces on CH and OD. | |||
---- | |||
'''{{clr|D|j.214[D]}}''' | |||
The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but is combo-able on normal hit as Nu lands to the ground quicker after it strikes. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo. | |||
*Hitbox becomes bigger in OD | |||
*Ground bounces on CH and OD | |||
---- | |||
'''{{clr|D|j.214D}}~{{clr|C|C}}''' | |||
A feint version of Crescent. Nu can '''cancel the recovery into any move''' after this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with {{clr|B|2B}} to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed. | |||
*Resets the limit on Drive summons. | |||
*Overrwites the landing recovery of any previous Drive. | |||
}} | }} | ||
===<big>Gravity Seed</big>=== | |||
{{ | {{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}} | ||
{{BBCF Move Card | |||
|input=214A/B/C | |input=214A/B/C | ||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|recovery = 42 | |||
}} | }} | ||
{{ | A strong setplay and neutral tool. Nu creates a field that '''reduces the opponent's horizontal speed to 30% of normal'''. This affects moves with momentum like {{CLabel|BBCF|Noel Vermillion|label=Noel's}} {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=6D|label=6D}} and the teleport dashes of {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune}}. It does not slow down projectiles nor Ignis / Nirvana. | ||
| | |||
| | Gravity Seed is another vital piece of Nu's gameplan, it gives her space to start zoning and make it more difficult for the opponent to punish whiffed summons. It also functions as a '''conversion tool''' as almost all of Nu's moves can cancel into Gravity Seed and '''the recovery can be cancelled into almost any attack and Act Parcer''' in turn — allowing Nu to combo moves that wouldn't normally be possible. | ||
| | |||
| | *Has a recharge period of 4 seconds | ||
| | *Recharges twice as fast in Overdrive. | ||
| | *Field only disappears if Nu is hit, not if she blocks. | ||
| | *Can be cancelled into Act Parcer on Frame 13 onwards. | ||
| | *Can be cancelled into any attacking move on Frame 19 onwards. (Excludes Exceed Accel and Astral Heat) | ||
| | ---- | ||
| | ;{{clr|A|214A}} | ||
Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu. | |||
---- | |||
;{{clr|B|214B}} | |||
Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into {{clr|A|5A}} is faster than letting Gravity recover naturally, so Nu can summon Drives in pressure more quickly. On hit, doing {{clr|B|2147B}} counts as a jump-cancel and resets the drive limit without Nu leaving the ground. | |||
* | For combos, it's used in Nu's standard BnBs such as {{clr|D|236D}} → {{clr|B|214B}} → {{clr|D|5D.D}} and {{clr|C|623C}} → {{clr|B|214B}} → {{clr|C|5C}} to carry the opponent into the corner. | ||
*Can be cancelled into | ---- | ||
*Can be cancelled into | ;{{clr|C|214C}} | ||
Summons the field on the oppsite side of the screen. Only used in combos to move in close range after a {{clr|D|236D}}~{{clr|C|C}} hit, or in almost corner-to-corner routes so Nu can pickup with {{clr|B|5B}} after {{clr|C|6C}} → {{clr|D|236D}}~{{clr|C|C}} | |||
}} | |||
}} | }} | ||
===<big>Supra Rage</big>=== | |||
{{ | {{InputBadge|{{clr|C|623C}} (air OK)}} | ||
| | {{BBCF Move Card | ||
|input=623C,j.623C|versioned=input | |||
{{ | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 8 | |||
|recovery = 10 | |||
|specialRecovery = 27 | |||
}} | }} | ||
{{ | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |||
|active = 8 | |||
|specialRecovery = 24 | |||
| | |||
|startup= | |||
|active= | |||
| | |||
}} | }} | ||
A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler. | |||
*Landing recovery of both versions can only be cancelled into Gravity on hit. | |||
---- | |||
'''{{clr|C|623C}}''' | |||
A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones {{clr|A|6A}} and {{clr|C|2C}} may struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter. | |||
In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into {{clr|B|214B}}~{{clr|C|5C}} or {{clr|B|6B}} for high damage routes at midscreen and in the corner. | |||
---- | |||
'''{{clr|C|j.623C}}''' | |||
The air version of Supra is mainly used as combo filler instead of an anti-air due its lack of head invul. The high base damage, no SMP infliction with ground Supra, and lower recovery make this a staple in Nu's most optimal routes, and can be used for conversions off melee confirms when Gravity is in cooldown. | |||
The throw invul is somewhat niche, but can be used to punish moves like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=236236D|label=Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki}} | |||
}} | }} | ||
===<big>Act Parcer</big>=== | |||
{{InputBadge|66/44 after certain moves (Air OK)}} | |||
{{ | {{BBCF Move Card | ||
| | |input=X > 66, X > 44, j.X > 66, j.X > 44|versioned=input | ||
{{ | |||
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|recovery = 30 | |||
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|recovery = 33 | |||
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Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after: | |||
*{{clr|C|6C}}. | |||
{{ | *Any Drive normal | ||
| | *Gravity Seed | ||
*Crescent Feint | |||
*Sickle Storm (during OD) | |||
*Crescent Saber (during OD) | |||
---- | |||
'''X > 66''' | |||
Nu's command dash. It's fast and covers a lot of space while being able to pass through her opponent. It can also be cancelled into any other normal, special or super move on Frame 27 onwards. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup. With specific spacing | |||
It has a long window to pass through the opponent and Nu's hurtbox shrinks '''significantly''' (Much lower down than it looks), so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. | |||
*Low profile 4f-20f. | |||
*Can pass opponent during 12-24F | |||
---- | |||
'''X > 44''' | |||
Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her. | |||
*Costs an air action. | |||
---- | |||
'''j.X > 66''' and '''j.X > 44''' | |||
These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these. | |||
*Cost an air action. | |||
}} | }} | ||
==Distortion Drives== | |||
===<big>Legacy Edge</big>=== | |||
{{InputBadge|{{clr|D|236236D}}}} | |||
{{BBCF Move Card | |||
|input=236236D | |||
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|description= | |description= | ||
A super that fires a barrage of projectiles fullscreen. They're all level 2 and will beat any other Projectile in the game, including supers like {{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki's}} {{MiniMoveCard|game=BBCF|chara=Tsubaki Yayoi|input=632146B|label=Requiem Maledictus}}. | |||
Like most of Nu's moves, there is a deadzone between her and the portal. | |||
Nu can act independently while the super firing, so on hit, she can carry the opponent fullscreen and convert from normals like {{clr|C|3C}} when Gravity is in cooldown. On block, the frame advantage lets her perform 50/50s with air dash mixups, alongside TK Crescent, IAD crossups, empty jumps into lows, etc... | |||
The invul is fairly unique, shared only with the guard point on {{CLabel|BBCF|Iron Tager|label=Tager's}} {{MMC|chara=Iron Tager|input=236236B|label=Magna Techwheel}} and {{CLabel|BBCF|Hakumen|label=Hakumen's}} {{MMC|chara=Hakumen|input=Fuumajin|Fuumajin}}: it will go through '''anything that has the projectile attribute''', including strike-projectile attacks such as all of Nine's normals (which are normally avoided by strike invuln and not by normal projectile invuln). This long duration makes it easy to punish the zoning of other characters, and even '''acts a reversal against projectile okizeme''' setups like {{CLabel|BBCF|Lambda-11|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=214D|label=Spike Chaser}}. | |||
*Launches on Hit | |||
*Guarenteed to come out after the superflash | |||
*Will 'CH Carry' if used after a CH starter. | |||
----'''Overdrive Version''' | |||
Legacy becomes fully invul in Overdrive, making the startup uninterruptable. Theoretically, it can be used as a reversal that is obscenely + on block, although '''the deadzone isn't removed''' unlike Calamity Sword, so it's defensive use would need to be complimented with the pushback of Barrier and IBB. | |||
The greater number of hits increases the damage and frame advantage, so Nu can go for multiple mixup attempts on block, or shred the opponents barrier guage. | |||
}} | }} | ||
===<big>Calamity Sword</big>=== | |||
{{InputBadge|{{clr|D|632146D}} (air OK)}} | |||
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|input=632146D,j.632146D|versioned=input | |||
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A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with {{clr|B|2B}} or {{clr|C|3C}} if the opponent were high in the air when hit. | |||
Calamity has invul but '''there is a big deadzone''' between Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes like Tager's. | |||
----'''Overdrive Version''' | |||
The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it. | |||
Other than that, OD Calamity is used with RC for 100 meter combos for high damage. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Exceed Accel== | |||
===<big>True Impreza</big>=== | |||
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}} | |||
| | {{BBCF Move Card | ||
| | |input=A+B+C+D | ||
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|description= | |description= | ||
Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this is even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive. | |||
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs. | |||
*The only EA in the game that is projectile property. | |||
*This projectile can ''only'' interact with the opponent. It will not interact in any way with other projectiles, dolls or other entities and will simply just pass through them. | |||
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]] | |||
*288/606 Minimum Damage | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Astral Heat== | ==Astral Heat== | ||
{{ | ===<big>Sword of Destruction</big>=== | ||
| | {{InputBadge|{{clr|D|214214D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} | ||
{{BBCF Move Card | |||
|input=214214D | |input=214214D | ||
|description= | |description= | ||
* | One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool. | ||
** | |||
The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as | |||
*{{clr|C|5C}} | |||
*{{clr|C|2C}} | |||
*{{clr|C|3C}} | |||
*{{clr|A|6A}} (on air hit). | |||
*And many more. | |||
}} | }} | ||
}} | |||
<br clear | <br style="clear:both;"/> | ||
{{ | ==Colors== | ||
| | {{BBCFColors|Size=120|Character=Nu}} | ||
| | <br style="clear:both;"/> | ||
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}} | ==Navigation== | ||
{{ | <center>{{Character Label|BBCF|Nu-13|size=42px|label=ν-No.13-}}</center> | ||
[[ | {{BBCF/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | |||
{{BBCF/Navigation}} |
Latest revision as of 07:23, 23 January 2024
Overview
Nu-13 (stylized as ν-No.13-) is a highly mobile zoner. Her Drive is focused on controlling screen space with fast, long-ranged projectiles that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable strong setplay that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-damaging, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu has poor defensive options and low health, but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has a polarized toolset that results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.
For a brief overview of how Nu-13 and Lambda-11 differ, click here.Health |
10,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Unique Movement Options |
Act Parcer |
Fastest Attack |
5A (6F, whiffs some crouchers) 2A (7F) |
Reversals |
632146D (11F) 236236D (During OD, 25F) |
Fatal Starters |
6C 4D 236[D] |
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so they will pretty much always hit as well. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit, including her Act Parcer command dash.
Sword Summoner is faster and covers a longer range than most other projectiles in the game. It's also Level 2 for various durations depending on the Drive, so Nu can reliably challenge the projectiles of other characters, giving her strong screen control.
Nu can perform up to three Drives in one string, and Drives can reverse beat with each other, so 5D.D → 4D.D → 2D.D and 5D.D → 4D.D → 5D.D are both valid strings. This limit is only reset by jump cancels or returning to neutral, such as through a link.
Air Drives have the same limit, but these can be reset by j214D~C alongside jump-cancelling.Powers up her Drive with the following effects:
- All Drive normals, including their follow-ups, summon an additional sword.
- The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 5 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn.
- Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit.
- All additional swords deal 300 damage and have no cancel options, but otherwise copy the properties of the sword they spawn alongside.
- Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with 5D).
- 4D's minimum distance requirement is removed.
- Drive normals deal chip damage.
- Gravity Seed recharges faster.
- All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.
- Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.
- Luminous Slave fires a second sword after the first (with the same properties).
- Legacy Edge becomes invulnerable during its startup and fires more projectiles.
- Calamity Sword has its deadzone removed and summons 4 swords in a row.
Normal Moves
5A
A disjointed jab that hits most crouching characters but whiffs on some. 5A is decent for stagger and can be used as a quick anti-air in a pinch.
- Jump-cancelable on hit or block.
Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C
Characters 5A Hits While Crouching | ||
---|---|---|
Crouch | Crouching Prox. Guard | Does Not Hit Any Crouch |
Carl |
Amane |
Azrael |
5B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
510 | Mid | 8 | 3 | 14 | 0 | +2 | B |
A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into 6B even on whiff. This whiff cancel can be performed by just pressing 5B again.
- Jump-cancelable on hit or block.
Gatling Options: 6A, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- Whiff cancellable into 6B from frame 11
5C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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160×8 | All | 16 | P{(4)P}×7 | Total 71 | -8 | P1 |
A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.
This is susceptible to OD in pressure; don't use it often if the opponent has OD.
- For some reason, if Nu scores a CH and goes into 5C, then it will also be a CH and do more damage.
- Is considered a projectile
Gatling Options: 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 100 | 89 | 3 |
- Each P in active frames represents a projectile spawned
- Each sword is active for 3F
2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | All | 7 | 4 | 12 | -4 | +4 | F |
A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.
Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Normal | 100 | 80 | 1 |
2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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480 | Low | 9 | 4 | 10 | 0 | +4 | F |
A great button that's fast, disjointed, 0 on block, and has less recovery than her 2A. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into 6B instead on hit or block.
This is a staple in pressure because it can reverse beat with 6B and 6A, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals.
Gatling Options: 6A, 5B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 90 | 85 | 2 |
2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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140×8 | Mid×2,All×6 | 14 | 1×6,2×2 | 24 | -9 | -21 | B | 11~17 H |
A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of 6A and 623C.
As a crouch input with many active frames, it has uses against jump-ins that target standing hitboxes, or have delayed momentum like Azrael's j.2CGuardAllStartup22Recovery10Advantage-. Nu's 2C has decent reward with Supra conversions, though CH is needed for normal gatlings to connect at most heights. Sometimes 2D — her other crouching anti-air, is preferable with its quicker startup.
2C is the only C normal that can be jump cancelled on block. Nu can use it for TK Crescent, backing off, or baiting if the opponent does not have OD availible. It's also a 1f gap from 2B, working as a high reward OD OS killer.
- Launches on CH
- Jump-cancelable on hit or block.
Gatling Options: 5C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 90 | 89 | 3 |
6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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670 | Mid | 11 | 6 | 17 | -6 | -7 | B | 5~11 H |
A standing anti-air. 6A is great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use.
This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and great options on block: 6A → 5B is +2 on air-block for easy pressure. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps.
The other purpose of this button is pressure. 6A has excellent gatling options, it goes into and reverse beats with 5B and 2B which are safe against ODR, enable stagger resets at 0 frame advantage, and contain multiple lows. It even goes into 5C for high damage routes, and can jump-cancel or go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows.
Gatling Options: 5B, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 90 | 89 | 3 |
6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
740 | Mid | 10 | 5 | 15 | -3 | -3 | B |
Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block.
It's decent for pressure as it's safe from ODR and can jump-cancel, but 2B is better suited for meaties and roll-checking.
Gatling Options: 6A, 2B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
180×8 | Mid×2,All×6 | 22 | 1×8 | 24 | -3 | B |
This button is combo filler. It's the only non-Drive normal that can go into Act Parcer, so it's used for nice corner carry off midscreen hits. It also hard KDs on air hit, so 6C's other main purpose is to setup okizeme at the end of combos such as 236[D] → 214[D].
The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do 6C → 44 to back off relatively safely.
- Hard KD on air hit
- Fatal Counter
- Launches on CH
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 82 | 4 |
- Fatal Counter
- Maximum Slide duration 10F
3C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
140×8 | Low×3, All×5 | 11 | 1×8 | 22 | -6 | F |
Nu's sweep is a multi-hit low with great range and speed. It's disjointed and makes her hurtbox small so it can be used to low-profile pokes like Hakumen's 4CGuardAllStartup10Recovery24Advantage-4.
It's not great for pressure as all the cancels either leave a gap or are punishable by ODR.
- Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by full move
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
j.A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | High/Air | 8 | 2 | 10 | H |
Nu's fastest air button. It's on the slower end of air jabs, but is disjointed and makes her hurtbox small. It's used to keep the opponent in blockstun from j.B or to set up air TRMs as it's self-cancellable.
- Not jump-cancellable.
Gatling Options: j.A, j.B, j,2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
j.B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
590 | High/Air | 9 | 4 | 12 | H |
Nu's go to air-to-air. It's fast, disjointed, and safer to throw out than j.C. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint.
On taller characters like Susano'o, it's possible to fuzzy with j.B, although Luminous or 50 meter are needed for conversions.
Gatling Options: j.A, j,C, j,2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
j.C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
150×8 | High/Air | 9 | 1×2,2×6 | 25 | H |
One of the fastest j.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed as j.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery.
Nu's j.C acts as a solid mixup tool; all the hits are overheads and cross behind her, this allows airdash 50/50s with Luminous to prevent mashes during the gap.
- Hitbox doesn't extend until frame 11
- Last 3 hits can land as cross-ups.
Gatling Options: j.2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
j.2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
150×8 | High/Air×2, All×6 | 15 | 1×8 | 10 | H |
The hitbox on this is disjointed, but it's on the slow side, so j.B is used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however.
The untech time on CH is generous, enabling Nu to land on the ground and then continue the combo with ground normals.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
Drive Moves
- All Drives have a deadzone in front of Nu where they have no hitbox
- All Drives except 4D start at Projectile Level 2 and decrease to Level 1 after a set amount of active frames
- Always Level 2 during OD
- Drives deal chip damage during OD
- None can be jump-cancelled on block
- The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)
- Acceptable non-player targets are George the XIII, Nirvana and Ignis.
- Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level.
5D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D | 600 | All | 15 | 13 | Total 48 | -12 [-4] | P2→P1 [P2] | ||
5DD | 300 | All | 13 | 6 | Total 48 | -11 [-6] | P1 |
Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff.
The confirms from this vary with range, usually going into 4D or 236D, but it is possible to get into close range and carry them to the corner with 5D.D → 236D~C → 214C → 3C... if it hits them at a decent distance.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
5DD | Normal | 80 | 92 | 4 |
5D:
- Can cancel into dashes on hit/block~36F
- During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DD:
- Can cancel into dashes on hit/block~36F
2D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
2D | 600 | All | 11 | 11 | Total 45 | -13 [-5] | P2→P1 [P2] | ||
2DD | 300 | All | 13 | 6 | Total 51 | -14 [-9] | P1 |
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further it flies away.
On hit, you can either go into more Drives to bait a burst, or carry them to the corner with IAD routes for better okizeme.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
2DD | Normal | 80 | 92 | 4 |
2D:
- Can cancel into dashes on hit/block~33F
- During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DD:
- Can cancel into dashes on hit/block~39F
6D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
6D | 600 | All | 13 | 13 | Total 45 | -11 [-3] | P2→P1 [P2] | ||
6DD | 300 | All | 13 | 6 | Total 56 | -19 [-14] | P1 |
An important option for stopping IAD approaches and opponents at a lower height than what 2D would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into 2D or air combos.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6D | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
6DD | Normal | 80 | 92 | 4 |
6D:
- Can cancel into dashes on hit/block~36F
- During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DD:
- Can cancel into dashes on hit/block~44F
4D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
4D | 600 | High/Air | 27 | 3 | Total 57 | -9 [-1] | P1 [P2] | ||
4DD | 300 | All | 13 | 6 | Total 50 | -13 [-8] | P1 |
Nu's only standing overhead. It tracks the opponent's location and appears behind them. This normal is an anti-zoning tool and is used to threaten overheads during drive pressure — TK Crescent being preferred for Nu's melee range, although in the corner 4D will appear offscren which can make it hard to react to, if the opponent isn't paying attention to Nu's pose.
Be careful against characters with meter as 5D.D → 4D has a gap which makes it vulnerable against fullscreen supers like Terumi's Gleaming FangGuardAllStartup4+(15 Flash)+8Recovery39Advantage-4. However, OD 5D → 4D is gapless.
- Forces crouching on hit,
- No deadzone in OD
- Fatal Counter
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4D | Normal | 70 | 92 | 4 | |||||||||||||||||||||||||||||||||||
4DD | Normal | 80 | 92 | 4 |
4D:
- Can cancel into dashes on hit/block~48F
- Fatal Counter
- 110% bonus proration
4DD:
- Can cancel into dashes on hit/block~38F
j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.D | 600 | All | 13 | 10 | Total 50+5L | P2→P1 [P2] | |||
j.DD | 300 | All | 13 | 6 | Total 38 | P1 |
A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward.
On block, Nu can either cancel into Act Parcer to back off or Crescent Feint to fall without landing recovery.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
j.DD | Normal | 80 | 92 | 4 |
j.D:
- Can cancel into dashes on hit/block~38F
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DD:
- Can cancel into dashes on hit/block~23F
j.2D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.2D | 600 | All | 11 | 8 | Total 50+5L | P2→P1 [P2] | |||
j.2DD | 300 | All | 13 | 6 | Total 51 | P1 |
Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward. j.2D sees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum.
- Can be activated by inputting j.1D but not j.3D as you will get j.6D instead
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.2D | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
j.2DD | Normal | 80 | 92 | 4 |
j.2D:
- Can cancel into dashes on hit/block~40F
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DD:
- Can cancel into dashes on hit/block~39F
j.6D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.6D | 600 | All | 13 | 6 | Total 50+5L | P2→P1 [P2] | |||
j.6DD | 300 | All | 13 | 6 | Total 38 | P1 |
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this.
As with j.D, it's medium risk for low reward, but on block is made safe by Act Parcer or Crescent Feint.
- Can also be activated with j.3D but not j.9D (You will get j.5D if you do this)
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.6D | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
j.6DD | Normal | 80 | 92 | 4 |
j.6D:
- Can cancel into dashes on hit/block~38F
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DD:
- Can cancel into dashes on hit/block~23F
Universal Mechanics
Ground Throw
5B+C 4B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(70) | 7 | 3 | 23 | T |
Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals.
At midscreen, converting into 236[D] → Dash → 6B → ... let's her go into Act Parcer to carry the opponent to the corner and setup Luminous. Throws in the corner can link into 5B, but are usually special cancelled into Supra Rage.
- Backthrow has an identical launch and combo routes, just on the other side.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(120) | 7 | 3 | 23+3L | T |
Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT → 6D → 2D.D → IAD → ...
It is possible to followup with normals if Gravity or Luminous has been setdown before, however.
- Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 13 | 2 | 32 | -15 | B | 1~20 All |
Triggers the 6B animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, so use this sparingly.
- Opponent air techs on normal hit and can emergency tech on CH
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5A+B | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | B | ||
5[A+B] | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | 0 | B |
Nu's Crush Trigger is one of the best in the game. It's fully disjointed, convertible on uncharged hits (with Luminous), and her hurtbox shifts backwards during the attack so it can be used to bait DPs and other button mashes for big reward on CH.
It's a great mixup for 25 meter if Luminous is out, and even if reacted, Nu can still pressure while draining a hefty amount of Barrier guage. With OD Legacy Edge, it can be used for unblockable setups in the corner at the cost of high meter usage.
- Breaks guard like other CTs
- Wallbounces airborne opponents, wall sticks in the corner
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | 3 | |||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 | 3 |
5A+B:
- Maximum Slide duration: 15F
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Maximum Slide duration: 15F
- Crumple Duration 50F, Crumple Fall 83F
Specials
Sickle Storm
236D(~C)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
236D | 800 | Low/Air | 17 | Until Hit | Total: 62 | -18 | P1 | ||
236[D] | 980 | Low/Air | 33 | Until Hit | Total: 60 | +3 | P1 | ||
236D~C | 800 | Low/Air | 24 | Until Hit | Total: 63 | -12 | P1 |
A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into:
- Gravity Seed (on hit/block)
- Luminous Slave (on hit)
- Act Parcer (during OD)
236D
The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after 3C. It can be used in conjunction with 4D for mixups during drive pressure, and is comboable with Gravity. It's +8 when used point blank and Gravity cancelled, so it can be a pressure / frametrap tool for decent reward at close range.
- Hard KDs on CH
- Wall-bounces in the corner.
236[D]
This is the charged version, it wall-bounces midscreen and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some 6A routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.
- Fatal Counter
- Hard KDs if opponent doesn't reach the end of screen.
236D~C
This Sickle Storm travels the slowest, but appears behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. It can be used at the end of grounded Drive combos to lockout delay tech or rolls from the opponent while setting up Luminous.
- Extended crumple stun on CH
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | Normal | 80 | 89 | 3 | |||||||||||||||||||||||||||||||||||
236[D] | Normal | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
236D~C | Normal | 80 | 89 | 3 |
236D:
- Can cancel into 214A/B/C on hit/block
- Can cancel into 214D on hit only
- During OD, can cancel into Act Parcer from frame 18 onwards
- Maximum Slide duration 10F
236[D]:
- Fatal Counter
- Can cancel 214A/B/C on hit/block
- Can cancel into 214D on hit only
- During OD, can cancel into Act Parcer from frame 29 onwards (projectile created on frame 24)
- Maximum Slide duration 10F
236D~C:
- Can cancel into 214A/B/C on hit/block
- Can cancel into 214D on hit only
- During OD, can cancel into Act Parcer from frame 25 onwards
- Maximum Slide duration 10F
- Crumple Duration 39F, Crumple Fall 72F
Luminous Slave
214D(~C)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
214D | 800 | All | 51 | Until Hit | Total 52 | +29 [+39] | P1 | ||
214[D] | 1000 | All | see notes | Until Hit | Total 61 | P1 | |||
214D~C | 800 | All | 31 | Until Hit | Total 61 | +1 [+11] | P1 |
A vital part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In Overdrive a second sword with a 20F delay is fired after the first with identical properties.
Luminous will not fire if Nu is hit or enters blockstun at any time the portal is present. In call cases, there is a short delay after Luminous Slave ends where it cannot be used again, usually this is not relevant however.
- All versions launch.
214D
The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure.
214[D]
The charged version. It has the longest startup but is safe to setup after a 236D KD. It fires after 4 seconds have passed or the D button is released — this includes buffering it during other normals, Barrier Block and Crush Triggers. Obviously, since you're holding the D button, any attempt to use any other Drive move will cause this move to also fire, so this needs to be planned into how you use it.
This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do unreactable crossups and Airdash 50/50s safely, along with many other options to put the mental stack on the opponent. The high blockstun also enables Nu to go for pressure resets without spending Gravity.
214D~C
The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges. It is possible to press C later than the cancel window starts, causing the sword to fire with a matching delay than the fastest possible shot.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214D | Short | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
214[D] | Short | 80 | 92 | 4 | |||||||||||||||||||||||||||||||||||
214D~C | Short | 80 | 92 | 4 |
214D:
- During OD, fires a second shot 10F after first
214[D]:
- Shot fires 38F after pressing D again
- During OD, fires a second shot 10F after first
214D~C:
- During OD, fires a second shot 10F after first
Crescent Saber
j.214D(~C)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.214D | 1000 [1100] | High/Air | 18 | 6 | Total: 59+9L | -11 | P1 | ||
j.214[D] | 1200 [1320] | High/Air | 35 | 6 | Total: 55+9L | +16 | P1 | ||
j.214D~C | Total: 55 |
Crescent Saber has two main functions: scoring air knockdowns at the end of staircase combos, and as a mixup tool. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer if Luminous Slave is setup beforehand.
- All versions can cancel into Act Parcer during OD.
j.214D
Vanilla Crescent. This is your ender for staircase combos, it flings the oppponent to the opposide end of the screen, so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead and can be done from many points in pressure such as 5B, 6B, and 6A. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with Luminous set up it's + on block and Nu can combo meter-lessly.
- Is 24f startup and -11 on block at TK height.
- Hitbox becomes bigger during OD
- Ground bounces on CH and OD.
j.214[D]
The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but is combo-able on normal hit as Nu lands to the ground quicker after it strikes. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo.
- Hitbox becomes bigger in OD
- Ground bounces on CH and OD
j.214D~C
A feint version of Crescent. Nu can cancel the recovery into any move after this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with 2B to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed.
- Resets the limit on Drive summons.
- Overrwites the landing recovery of any previous Drive.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.214D | Normal | 80 | 89 | 3 | |||||||||||||||||||||||||||||||||||
j.214[D] | Normal | 80 | 89 | 3 | |||||||||||||||||||||||||||||||||||
j.214D~C |
j.214D:
- Values in [] are during OD
- [Can cancel into Air Act Parcer from frame 30 onwards]
- Frame advantage calculated from TK height
- Landing recovery only applies if move reaches frame 13
j.214[D]:
- Values in [] are during OD
- [Can cancel into Air Act Parcer from frame 28 (projectile summoned on frame 24)]
- Frame advantage calculated from TK height
- If used, cannot use j.214D~C in same jump
j.214D~C:
- Can cancel into all attacks or Act Parcer from frame 20 onwards
- During OD, can instead cancel into Act Parcer from frame 14 onwards
- Can only be used once per jump, and cannot be used if j.214[D] was used in same jump
- Cancels any landing recovery applied by an earlier move
Gravity Seed
214A/B/C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
13 | Total: 42 |
A strong setplay and neutral tool. Nu creates a field that reduces the opponent's horizontal speed to 30% of normal. This affects moves with momentum like Noel's 6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8] and the teleport dashes of Azrael, Nine and Arakune. It does not slow down projectiles nor Ignis / Nirvana.
Gravity Seed is another vital piece of Nu's gameplan, it gives her space to start zoning and make it more difficult for the opponent to punish whiffed summons. It also functions as a conversion tool as almost all of Nu's moves can cancel into Gravity Seed and the recovery can be cancelled into almost any attack and Act Parcer in turn — allowing Nu to combo moves that wouldn't normally be possible.
- Has a recharge period of 4 seconds
- Recharges twice as fast in Overdrive.
- Field only disappears if Nu is hit, not if she blocks.
- Can be cancelled into Act Parcer on Frame 13 onwards.
- Can be cancelled into any attacking move on Frame 19 onwards. (Excludes Exceed Accel and Astral Heat)
- 214A
Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu.
- 214B
Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into 5A is faster than letting Gravity recover naturally, so Nu can summon Drives in pressure more quickly. On hit, doing 2147B counts as a jump-cancel and resets the drive limit without Nu leaving the ground.
For combos, it's used in Nu's standard BnBs such as 236D → 214B → 5D.D and 623C → 214B → 5C to carry the opponent into the corner.
- 214C
Summons the field on the oppsite side of the screen. Only used in combos to move in close range after a 236D~C hit, or in almost corner-to-corner routes so Nu can pickup with 5B after 6C → 236D~C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can be cancelled into any attack (and taunt) except Astral/EA from frame 19
- Can be cancelled into Act Parcer on frames 13-39
Supra Rage
623C (air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
623C | 700, 140×7 | Mid, All | 12 | 1×8 | 10+27 | -21 | B | 5~15 H | |
j.623C | 700, 140×7 | All | 9 | 1×8 | Until L+24 | B | 1~12 T |
A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler.
- Landing recovery of both versions can only be cancelled into Gravity on hit.
623C
A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones 6A and 2C may struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter.
In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into 214B~5C or 6B for high damage routes at midscreen and in the corner.
j.623C
The air version of Supra is mainly used as combo filler instead of an anti-air due its lack of head invul. The high base damage, no SMP infliction with ground Supra, and lower recovery make this a staple in Nu's most optimal routes, and can be used for conversions off melee confirms when Gravity is in cooldown.
The throw invul is somewhat niche, but can be used to punish moves like Bang's Ultra Technique:"Hyper Shadowstep Strike" / ShippugekiGuardThrowStartup19+(60 Flash)+3RecoveryGround: 28
Air: Until L+14Advantage-
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623C | Very Short | 80 | 89 | 3 | |||||||||||||||||||||||||||||||||||
j.623C | Long | 90 | 89 | 3 |
623C:
- First hit that connects deals 700 damage and must be Barrier Blocked in air, remaining hits do 140 and are air blockable
- Cancellable into 214A/B/C on hit only (after landing)
j.623C:
- First hit to hit opponent always does 700. Remaining hits do 140
- Cancellable into 214A/B/C on hit only (after landing)
Act Parcer
66/44 after certain moves (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
X > 66 | 41 | ||||||||
X > 44 | 30 | 1~8 All | |||||||
j.X > 66 | 37 | ||||||||
j.X > 44 | 33 |
Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:
- 6C.
- Any Drive normal
- Gravity Seed
- Crescent Feint
- Sickle Storm (during OD)
- Crescent Saber (during OD)
X > 66
Nu's command dash. It's fast and covers a lot of space while being able to pass through her opponent. It can also be cancelled into any other normal, special or super move on Frame 27 onwards. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup. With specific spacing
It has a long window to pass through the opponent and Nu's hurtbox shrinks significantly (Much lower down than it looks), so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive.
- Low profile 4f-20f.
- Can pass opponent during 12-24F
X > 44
Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her.
- Costs an air action.
j.X > 66 and j.X > 44
These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these.
- Cost an air action.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
X > 66 | |||||||||||||||||||||||||||||||||||||||
X > 44 | |||||||||||||||||||||||||||||||||||||||
j.X > 66 | |||||||||||||||||||||||||||||||||||||||
j.X > 44 |
X > 66:
- No invulnerability, but has no hurtbox above knees on frames 4~20
- Can pass through opponent frames 12~24
- Cancellable into attacks from frame 27
X > 44:
- Cancellable into attacks from frame 19
j.X > 66:
- Can pass through opponent frames 9~19
- Cancellable into attacks from frame 22
j.X > 44:
- Cancellable into attacks from frame 22
Distortion Drives
Legacy Edge
236236D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
130×24 [130×37] | All | 16+(41 Flash)+9 | P{(4)P}×24 [P{(4)P}×37] |
Total: 57 | +79 [+131] | P2 | 1~19 xP [1~15 All, 16~19 xP] |
A super that fires a barrage of projectiles fullscreen. They're all level 2 and will beat any other Projectile in the game, including supers like Tsubaki's Requiem MaledictusGuardAllStartup1+40RecoveryTotal 1+57Advantage-. Like most of Nu's moves, there is a deadzone between her and the portal.
Nu can act independently while the super firing, so on hit, she can carry the opponent fullscreen and convert from normals like 3C when Gravity is in cooldown. On block, the frame advantage lets her perform 50/50s with air dash mixups, alongside TK Crescent, IAD crossups, empty jumps into lows, etc...
The invul is fairly unique, shared only with the guard point on Tager's Magna TechwheelGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56 and Hakumen's FuumajinGuardallStartup1RecoveryAdvantage-: it will go through anything that has the projectile attribute, including strike-projectile attacks such as all of Nine's normals (which are normally avoided by strike invuln and not by normal projectile invuln). This long duration makes it easy to punish the zoning of other characters, and even acts a reversal against projectile okizeme setups like Lambda's Spike ChaserGuardAllStartup29RecoveryTotal: 69Advantage-5.
- Launches on Hit
- Guarenteed to come out after the superflash
- Will 'CH Carry' if used after a CH starter.
Overdrive Version
Legacy becomes fully invul in Overdrive, making the startup uninterruptable. Theoretically, it can be used as a reversal that is obscenely + on block, although the deadzone isn't removed unlike Calamity Sword, so it's defensive use would need to be complimented with the pushback of Barrier and IBB.
The greater number of hits increases the damage and frame advantage, so Nu can go for multiple mixup attempts on block, or shred the opponents barrier guage.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 79 | 3 |
- Values in [] are during OD
- Each P in active frames represents a projectile spawned
- Minimum Damage 10%: 312 [481]
Calamity Sword
632146D (air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
632146D | 2400 [1400×4] | Mid | 10+(52 Flash)+1 | 9 [{9{(6)9}×3] |
Total 52 [Total 84] |
-11 [-9] | P2 | 1~11 All | |
j.632146D | 2400 [1400×4] | All | 8+(42 Flash)+5 | 9 [{9{(6)9}×3] |
Total Until L+3 [Total Until L+5] |
P2 |
A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with 2B or 3C if the opponent were high in the air when hit.
Calamity has invul but there is a big deadzone between Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes like Tager's.
Overdrive Version
The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it.
Other than that, OD Calamity is used with RC for 100 meter combos for high damage.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146D | Normal | 70 | 82 | 4 | |||||||||||||||||||||||||||||||||||
j.632146D | Normal | 70 | 82 | 4 |
632146D:
- Values in [] are during OD
- Minimum Damage 40% [23%]: 960 [1288]
- Situational reversal
j.632146D:
- Values in [] are during OD
- Minimum Damage 40% [23%]: 960 [1288]
Exceed Accel
True Impreza
A+B+C+D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600, 197×12 {600, 170×30} |
All | 20 [10] | 10 | Total 61 [Total 51] |
-15 | P Null | 1~29 All [1~19 All] |
Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this is even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive.
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.
- The only EA in the game that is projectile property.
- This projectile can only interact with the opponent. It will not interact in any way with other projectiles, dolls or other entities and will simply just pass through them.
- Otherwise behaves the same as every other Exceed Accel.
- 288/606 Minimum Damage
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 288 {570+36}
- Projectile will not interact in any way with any object other than the opponent.
- Crumple Duration 9999F, Crumple Fall 68F
Astral Heat
Sword of Destruction
214214D when Astral Conditions are met
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
40000 | All | 13+(101 Flash)+7 | 9 | 21 | -13 | B | 13~28 HBFPT 1~28 Burst |
One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool.
The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as
- 5C
- 2C
- 3C
- 6A (on air hit).
- And many more.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long |
Colors