BBCF/Nu-13: Difference between revisions

From Dustloop Wiki
Line 540: Line 540:
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=236D}}
{{AttackVersion|name=j.214D}}
{{#lsth:BBCF/Nu-13/Data|j.214D}}
{{#lsth:BBCF/Nu-13/Data|j.214D}}
{{!}}-
{{!}}-

Revision as of 18:29, 23 April 2019

Nu-13
BBCF Nu Portrait.png
Playstyle
Evasive, Aggressive Zoning

Overview

After the events in Calamity Trigger following her battle with Ragna the Bloodedge, she was thought to have perished in the Cauldron alone. Nu is later revived by her own will to fuse with Ragna in a form referred to by Hazama as the “Sword of Hades”; though she retains her appearence and personality from the previous games. She is re-tuned by Hazama to stand in Ragna’s way once again.

Drive: Sword Summoner

Nu manifests sword-like projectiles which she can shoot off at different angles. All drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parser.

Overdrive: Unlimited Drive

  • All Drive moves, including their follow-ups, summon two swords instead of one
  • 4D's minimum distance requirement is removed
  • Swords deal chip damage
  • Crescent Saber groundbounces
  • Gravity Seed recharge rate is faster
  • Luminous Slave fires two swords instead of one
  • Can cancel all her Special Moves into Act Parser on hit, block or whiff
  • Legacy Edge lasts longer and does more hits
  • Calamity Sword summons 4 swords in a wave motion instead of just one

Changes from Extend

As of Central Fiction, Nu has received the following changes:

  • Removal of Spike Chaser, replaced with Luminous Slave
  • Increased recovery of drive moves
  • Increased Drive proration
  • Can only chain 3 Drives before needing to cancel
  • Cannot combo from Supra Rage without the use of Gravity Seed

Strengths/Weaknesses

Strengths Weaknesses
  • Strong zoning tools give her a solid neutral game
  • Great backdash
  • Luminous Slave is a multipurpose tool that can be used for setplay and zoning
  • Combos involving her Drive moves are usually tough to burst properly; if someone bursts during the wrong time, Nu can pick up another combo
  • Low health
  • Combos involving drive attacks don't last long thanks to increased drive proration
  • Reliant on system mechanics to escape pressure
  • Low Average Damage
  • Zoning ability has severely decreased due to drive nerfs and the removal of Spike Chaser
  • Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing



Normal Moves

5A
5A
BBCP Nu 5A.png
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 12 -3 +6 B CSOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Nu 5A.png
BBCF Nu 5A-1-Hitbox 6-8.png


  • Good anti-air due to its lengthy active frames.
  • Useful for poking out of pressure
  • Whiffs on most crouching opponents.
5B
5B
BBCP Nu 5B.png
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
510 Mid 8 3 14 0 +2 B SOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Nu 5B.png
BBCF Nu 5B-1-Hitbox.png
Whiff cancellable into 6B from frame 11


  • Good for stagger pressure and tick setups
  • OTG hits for combos
5C
5C
BBCP Nu 5C.png
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
160×8 All 16 P{(4)P}×7 Total 71 -8 P1 SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 20 23 25 37 0/+3 +3 +5
BBCP Nu 5C.png
"Disappear."
This isn't a poke.
Each P in active frames represents a projectile spawned
Each sword is active for 3F


  • Is considered a projectile
  • Mash or hold C to get all 8 hits to come out.
  • Mainly used as combo filler
2A
2A
BBCP Nu 2A.png
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 4 12 -4 +4 F SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Nu 2A.png
BBCF Nu 2A Hitbox 1.pngBBCF Nu 2A Hitbox 2.png
Frame 7 • Frames 8-10


  • Mostly the same as 5A
  • Used to poke out of pressure or set up tick throws/TRM setups
2B
2B
BBCP Nu 2B.png
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
480 Low 9 4 10 0 +4 F SOR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCP Nu 2B.png
BBCF Nu 2B Hitbox.png


  • Great poke with great range for its start-up and recovery
  • Can be used to low profile pokes (ex. Tsubaki's 5B)
  • Can be used to punish rolls
2C
2C
BBCP Nu 2C.png
perhaps her hitbox range maybe shorten. or maybenot.
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×8 Mid×2,All×6 14 1×6,2×2 24 -9 -21 B 11~17 H SOJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 23 23 Launch 37 2 +0 +2
BBCP Nu 2C.png
Good for reads
BBCF Nu 2C Hitbox 1.pngBBCF Nu 2C Hitbox 2.pngBBCF Nu 2C Hitbox 3.png
Frames 14-15 • Frames 16-19 • Frames 20-23


  • Decent AA
  • The head invul comes out late (11F-17F) so it is difficult to time properly
  • Best used when the opponent is directly above you since the vertical hitbox is big
  • Can hit characters behind Nu
  • Used in blockstrings to make a quick escape back to neutral
6A
6A
BBCP Nu 6A.png
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
670 Mid 11 6 17 -6 -7 B 5~11 H SOJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 26 22 40 11 +0 +2
BBCP Nu 6A.png
Good for reactions
BBCF Nu 6A-1-hitbox.png


  • Main close range AA
  • Invul comes early (5F-13F) so it is easier to anti-air opponents options
6B
6B
BBCP Nu 6B.png
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
740 Mid 10 5 15 -3 -3 B SOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Nu 6B.png
BBCF Nu 6B Hitbox.png


  • One of the best combo starters and the main punish move
  • Decent for pressure
6C
6C
BBCP Nu 6C.png
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
180×8 Mid×2,All×6 22 1×8 24 -3 B SODaR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 21 24 36 + Slide Launch 54 + Slide 2 +0 +5
BBCP Nu 6C.png
BBCF Nu 6C Hitbox.png
Fatal Counter
Maximum Slide duration 10F


  • Mainly used as combo filler
  • Can be used to push people away and cancel into 214X to start the Drive pressure
3C
3C
BBCP Nu 3C.png
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
140×8 Low×3, All×5 11 1×8 22 -6 F SOR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 36 Launch 50 + Down 23×3, 50×5 3 +0 +2
BBCP Nu 3C.png
Can catch fuzzy jumps.
BBCF Lambda 3C-1-Hitbox.pngBBCF Lambda 3C-2-Hitbox.pngBBCF Lambda 3C-3-Hitbox.pngBBCF Lambda 3C-4-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16 • Frames 17-18


  • Great range
  • Can be used to low profile pokes (ex. Hakumen's 4C)
  • Avoid in close range as its cancel options are poor and can be punished
j.A
j.A
BBCP Nu jA.png
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 8 2 10 H SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Nu jA.png
BBCF Nu jA Hitbox 1.png


  • Fastest air to air move Nu has
  • Can set up TRM situations against air opponents
j.B
j.B
BBCP Nu jB.png
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
590 High/Air 9 4 12 H SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Nu jB.png
BBCF Nu jB Hitbox 1.png


  • Decent air to air or jump-in
  • The area from Nu's knee to the tip of her foot has no hurtbox
  • Can clash or beat out certain AAs if spaced properly (ex. Rachel's 6A)
j.C
j.C
BBCP Nu jC.png
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×8 High/Air 9 1×2,2×6 25 H SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 2 +0 +2
BBCP Nu jC.png
Crosses up.
BBCF Lambda jC-1-Hitbox.pngBBCF Lambda jC-2-Hitbox.pngBBCF Lambda jC-3-Hitbox.pngBBCF Lambda jC-4-Hitbox.png
Frames 9-10 • Frames 13-14 • Frames 15-16 • Frames 19-20


  • Good horizontal range
  • Hits behind Nu
  • Not a good jump-in due to short vertical range
j.2C
j.2C
BBCP Nu j2C.png
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×8 High/Air×2, All×6 15 1×8 10 H SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 24 22 38 3 +0 +2
BBCP Nu j2C.png
BBCF Lambda j2C-1-Hitbox.pngBBCF Lambda j2C-2-Hitbox.pngBBCF Lambda j2C-3-Hitbox.pngBBCF Lambda j2C-4-Hitbox.png
Frames 15-16 • Frames 17-18 • Frames 19-20 • Frames 21-22


  • Big vertical hitbox
  • Horizontal hitbox is small
  • Easy to hitconfirm


Drive Moves

  • All of Nu's Drive moves are projectiles
  • All of Nu's Drive moves cause chip damage (Overdrive only)
  • All of Nu's Drive moves cannot be jump-cancelled on block
  • All of Nu's Drive moves start at projectile level 1 and changes to level 2 after an unknown amount of active frames
  • All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox
  • The ground Drive moves (5D, 6D, 2D and 4D) can be chained up to 3 in a row (for example: 6DD > 5DD > 4DD works fine but 6DD > 5DD > 4DD > 5DD would not)
  • This includes Gravity Seed cancels, so while 4DD > 5DD > 4DD works, 4DD > 214B > 4DD > 5DD > 4DD will not
  • The air Drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row
5D
5D
BBCP Nu 5D.png
Template:AttackDataHeader-BBCF
5D


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 15 13 Total 48 -12 [-4] P2→P1 [P2] SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 22 32 4/+8 +8 +13
BBCP Nu 5D.png
Horizontal summon
BBCF Nu-13 5D Hitbox.png
Can cancel into dashes on hit/block~36F
During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DD


5DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 48 -11 [-6] P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF Nu 5DD.png
Followup drives target opponent's location, they're shown here just so you can see which way they push opponents
Can cancel into dashes on hit/block~36F
  • Great ground poke and zoning tool since it goes nearly fullscreen
2D
2D
BBCP Nu 2D.png
Template:AttackDataHeader-BBCF
2D


2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 11 11 Total 45 -13 [-5] P2→P1 [P2] SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 22 32 4/+8 +8 +13
BBCP Nu 2D.png
70º
BBCF Nu-13 2D Hitbox.png
Can cancel into dashes on hit/block~33F
During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DD


2DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 51 -14 [-9] P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF Nu 2DD.png
Pushes them back downwards to set up other angles.
Can cancel into dashes on hit/block~39F
  • Goes at a 70 degree angle
  • Great AA to punish opponents not immediately in front of Nu, but in the air
6D
6D
BBCP Nu 6D.png
Template:AttackDataHeader-BBCF
6D


6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 13 Total 45 -11 [-3] P2→P1 [P2] SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 22 32 4/+8 +8 +13
BBCP Nu 6D.png
30º
BBCF Nu-13 6D Hitbox.png
Can cancel into dashes on hit/block~36F
During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DD


6DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 56 -19 [-14] P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF Nu 6DD.png
Pushes them upwards and towards you
Can cancel into dashes on hit/block~44F
  • Goes at a 30 degree angle
  • Great AA against opponents who IAD
  • Can hit taller characters like Azrael, Tager and Hakumen while they are standing, but will whiff on shorter characters
4D
4D
BBCP Nu 4D.png
Template:AttackDataHeader-BBCF
4D


4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 High/Air 27 3 Total 57 -9 [-1] P1 [P2] SODr(J)R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 25 35 4/+8 +8 +13
BBCP Nu 4D.png
Fullscreen overheads years before Nine was playable
BBCF Nu-13 4D Hitbox.png
Can cancel into dashes on hit/block~48F
Fatal Counter
110% bonus proration
4DD


4DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 50 -13 [-8] P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF nu 4DD.png
Both swords push them towards you
Can cancel into dashes on hit/block~38F
  • Fatal Counter
  • Overhead
  • Gatlings into 5D
  • Appears where ever the opponent was when you inputted in the command
  • Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)
j.D
j.D
BBCP Nu jD.png
Template:AttackDataHeader-BBCF
j.D


j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 10 Total 50+5L P2→P1 [P2] SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 22 32 4/+8 +8 +13
BBCP Nu jD.png
30º
Can cancel into dashes on hit/block~38F
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DD


j.DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 38 P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF Nu j5DD.png
Pushes them downwards, sets up j.6D
Can cancel into dashes on hit/block~23F
  • Goes at a 30 degree angle
  • Decent move at stopping people from air dashing towards you if you are in the air
j.2D
j.2D
BBCP Nu j2D.png
Template:AttackDataHeader-BBCF
j.2D


j.2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 11 8 Total 50+5L P2→P1 [P2] SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 22 32 4/+8 +8 +13
BBCP Nu j2D.png
-45º
Can cancel into dashes on hit/block~40F
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DD


j.2DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 51 P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF Nu j2DD.png
Gets them back in front of you
Can cancel into dashes on hit/block~39F
  • Goes at a -45 degree angle
  • Decent move to prevent people from running towards you
  • Can be used to bait AAs, but be wary of its landing recovery
j.6D
j.6D
BBCP Nu j6D.png
Template:AttackDataHeader-BBCF
j.6D


j.6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 6 Total 50+5L P2→P1 [P2] SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 16 17 17 22 32 4/+8 +8 +13
BBCP Nu j6D.png
-15º
Can cancel into dashes on hit/block~38F
During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DD


j.6DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 13 6 Total 38 P1 SODr(J)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 20 23 25 28 40 4/+7 +7 +12
BBCF Nu j6DD.png
Sets up more jump cancels
Can cancel into dashes on hit/block~23F
  • Goes at a -15 degree angle
  • Decent move at stopping people from air dashing towards you if you are in the air
  • Decent at stopping people from dashing towards you at further ranges

Universal Mechanics

Throw
Throw
BBCP Nu Throw.png
Forward/Back
BBCP Nu AThrow.png
Air
Template:AttackDataHeader-BBCF
Ground Throw
Air Throw
  • Minimum 100% damage
  • Ground throws are special-cancellable
Counter Assault
Counter Assault
6A+B during blockstun
BBCP Nu 6B.png
Template:AttackDataHeader-BBCF
  • Hitbox is the same as her 6B
  • Opponents can low profile it
  • Opponent air techs on normal hit and can emergency tech on CH
Crush Trigger
Crush Trigger
5A+B
BBCP Nu CT.png
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Breaks guard like other CTs
  • Plus on block with decent pushback
  • Wallbounces airborne opponents


Specials

Luminous Slave
Luminous Slave
214D
BBCF Nu LuminousSlave.png
Steins Gunner counterfeit
Template:AttackDataHeader-BBCF
214D


214D
Luminous Slave
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 51 Until Hit Total 52 +29 [+39] P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Short 4 18 Launch 33 Launch 48 0/+12 +12 +17
BBCF Nu 214D-1-.pngBBCF Nu 214D-2-.png
"Calculating coordinates"
• Steins gunner
During OD, fires a second shot 10F after first
  • Nu summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.
214D~C


214D~C
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 31 Until Hit Total 61 +1 [+11] P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Short 4 18 Launch 33 Launch 48 0/+12 +12 +17
BBCF Nu 214D-1-.pngBBCF Nu 214D-2-.png
During OD, fires a second shot 10F after first
  • The C version fires the sword almost immediately, used for corner combos.
214[D]


214[D]
Luminous Slave (Hold)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All see notes Until Hit Total 61 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Short 4 18 Launch 33 Launch 48 0/+12 +12 +17
BBCF Nu 214D-1-.pngBBCF Nu 214D-2-.png
Shot fires 38F after pressing D again
During OD, fires a second shot 10F after first
  • The cloud will not fire the sword until you press the button again, used for setplay and other types of situations.
Sickle Storm
Sickle Storm
236D(~C)
BBCP Nu SickleStormDia.png
Combo tool
BBCP Nu SickleStormLuna.png
Charged version is a Fatal Counter
Template:AttackDataHeader-BBCF
236D


236D
Sickle Storm
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Low/Air 17 Until Hit Total: 62 -18 P1 SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 40 + WBounce Launch 40 + Slide + WBounce 0/+11 +11 +13
BBCF nu 236D.pngBBCP Nu SickleStormDia.png
"Dimensional personification"
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
236D~C


236D~C
Sickle Storm (C)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Low/Air 24 Until Hit Total: 63 -12 P1 SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Crumple 40 + Slide + WBounce Crumple 54 + Slide + WBounce 0/+11 +11 +13
BBCP Nu SickleStormDia.png
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
236[D]


236[D]
Sickle Storm (Hold)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
980 Low/Air 33 Until Hit Total: 60 +3 P1 SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 48 + Slide + WBounce Launch 66 + Slide + WBounce 0/+12 +12 +17
BBCP Nu SickleStormDia.png
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
  • Low
  • Can cancel into Gravity Seed on hit
  • Is a projectile
  • Travels fullscreen
  • Used for Nu's fullscreen mix-up
  • If C is pressed during startup, will appear from behind opponent and travel towards Nu
  • Can be charged by holding D. If charged, becomes plus on block and wallsticks opponent on hit.
  • 236[D] is a Fatal Counter
  • Each version has its own SMP
Crescent Saber
Crescent Saber
j.214D(~C)
BBCP Nu CrescentSaber.png
Template:AttackDataHeader-BBCF
j.214D


j.214D
Crescent Saber
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 [1100] High/Air 18 6 Total: 59+9L -11 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] 0/+11 +11 +13
BBCP Nu CrescentSaber.png
"Altering state"
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.214D~C


j.214D~C
Crescent Saber (C)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Total: 55
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Nu j214DFake.png
The fakeout and charged version still make a ghostly looking blade appear, adding to the illusion
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
j.214[D]


j.214[D]
Crescent Saber (Hold)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 [1320] High/Air 35 6 Total: 55+9L +16 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 40 + Down 23 [70 + GBounce + Down 23] Launch 54 + Down 23 [84 + GBounce + Down 23] 0/+11 +11 +13
BBCF Nu j214DFake.pngBBCP Nu CrescentSaber.png
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
  • Overhead
  • Has a deadzone in front of Nu
  • Is a projectile
  • If C is pressed during startup, she will not release the saber and recovers faster
  • Can be charged by holding D. If charged, it comes out slower and is plus on block
  • Cannot air dash after j.214D~C
Act Parser
Act Parser
66/44 after certain moves (Air OK)
BBCP Nu ActParser.png
Template:AttackDataHeader-BBCF
66
44
j.66
j.44
  • Forward parser is useful for escaping the corner as well as cross up and throw mix ups
  • Back ground parser puts Nu in the air
Gravity Seed
Gravity Seed
214A/B/C
BBCP Nu GravitySeed.png
Template:AttackDataHeader-BBCF
  • Staple move for pressure, combos and zoning
  • Can be cancelled into from any normal or Drive on hit or block for pressure and zoning
  • Can be cancelled into from any special on hit for easy mode combo confirms
  • Allows you to reset Drive pressure while locking down the opponent's movement
  • Opponent's will only travel 30% of their normal distance while in the field
Supra Rage
Supra Rage
623C/j.623C
BBCP Nu SupraRage.png
Template:AttackDataHeader-BBCF
Ground


623C
Supra Rage
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700, 140×7 Mid, All 12 1×8 10+27 -21 B 5~15 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Very Short 3 16 Launch 49 Launch 63 2 +0 +2
BBCP Nu SupraRage.png
"Nullifying target"
BBCF Nu 623C Hitbox 1.pngBBCF Nu 623C Hitbox 2.png
Frames 12-15 • Frames 16-19
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)
Air


j.623C
Air Supra Rage
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700, 140×7 All 9 1×8 Until L+24 B 1~12 T R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 63 2 +0 +2
BBCP Nu SupraRage.png
First hit to hit opponent always does 700. Remaining hits do 140
Cancellable into 214A/B/C on hit only (after landing)
  • One of the best AAs in the game
  • Head invuln starts fairly early in the move (on 5F)
  • Has a large hitbox that also covers behind Nu
  • Can cancel into Gravity Seed on hit
  • Can easily combo from with CH or Gravity Seed cancel

Boasts a huge hitbox and will beat out a lot of jump ins through sheer range. It's important to note however that this is not a true reversal, even to jump in moves, and should not be used as such.

Distortion Drives

Legacy Edge
Legacy Edge
236236D
BBCP Nu LegacyEdge.png
"It is time for disciplining... Gate of Babylon!”
Template:AttackDataHeader-BBCF
236236D
Legacy Edge
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
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]
R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4
BBCP Nu LegacyEdge.png
"Fade away"
Anti-zoning tool.
Values in [] are during OD
Each P in active frames represents a projectile spawned
Minimum Damage 10%: 312 [481]


  • Is a projectile
  • Goes full screen with a dead zone in front of Nu
  • Plus on hit or block
  • Has some projectile invul on startup
  • If it hits, you can dash towards the opponent to force them into the corner and end with a combo
  • If it is blocked, you have enough time to do some mix-up or just force more chip damage with your Drives
  • Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus
Calamity Sword
Calamity Sword
632146D (air OK)
BBCP Nu CalamitySword.png
Template:AttackDataHeader-BBCF
Ground


632146D
Calamity Sword
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2400 [1400×4] Mid 10+(52 Flash)+1 9
[{9{(6)9}×3]
Total 52
[Total 84]
-11 [-9] P2 1~11 All R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17
BBCP Nu CalamitySword.png
"Thunder of Heaven"
Values in [] are during OD
Minimum Damage 40% [23%]: 960 [1288]
Situational reversal
Air


j.632146D
Air Calamity Sword
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2400 [1400×4] All 8+(42 Flash)+5 9
[{9{(6)9}×3]
Total Until L+3
[Total Until L+5]
P2 R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 100 + Down 23 Launch 115 + Down 23 0/+12 +12 +17
BBCP Nu CalamitySword.png
Values in [] are during OD
Minimum Damage 40% [23%]: 960 [1288]
  • Is a projectile
  • Main use is at the end of air combos to add damage (adds 1K minimum)
  • Has a deadzone in front of Nu, shouldn't be used as a reversal


Exceed Accel

True Impreza
ABCD (In Overdrive)
BBCF Nu TrueImpreza.png
4D X 400
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with if Active Flow is already in effect.
  • Forces Active Flow to start if it hasn't already this round.
  • 10% Minimum damage

Nu's Exceed Excel is rather more unique compared to other character. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. On hit, Nu summons a lot of 4D's, and has them inserted into the opponent's back. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.

There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.


Astral Heat

Sword of Destruction
214214D
BBCP Nu SwordofDestruction.png
hug.exe
BBCP Nu SwordofDestruction2.png
Template:AttackDataHeader-BBCF
  • A very short ranged strike attack that can be comboed into from 5C, 3C, and 6A (on air hit).


External References


Navigation


To edit frame data, edit values in BBCF/Nu-13/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.