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*List what the move is used for | *List what the move is used for |
Revision as of 03:01, 30 May 2015
Nu-13 |
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Health: 10,000 Combo Rate: 70% Jump Startup: 4 Backdash Time: 25 Backdash Invincibility: 1-5 Movement Options: Double Jump, 1 Airdash, Dash type: Run
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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. In Luna mode, it is
currently believed that the follow-up attack cannot be done on block
(confirmed for 5D and j.2D). Drive moves are all special cancelable and
in Dia mode, all of them can be canceled into her 44 or 66 act
parser.
Overdrive: Unlimited Drive
- All drive moves summon two swords instead of one
- Special moves are no longer dependent on the mode Nu is in. Dia can use Luna-specific specials and vice versa.
- For special moves that the two forms share, it will act the same as it normally does for whatever mode Nu is in (sickle storm in Dia mode is still the full screen low and sickle storm in Luna mode is still the multi-hit area based move)
- Luna mode gains access to modify certain special moves with ~C like Dia mode can
- Legacy Edge lasts longer and does more hits
- Calamity Sword summons 4 swords in a wave motion instead of just one
Pros/Strengths:
- Extremely strong zoning game gives her an amazing neutral game very few characters can challenge
- Amazing back dash
- Combos featuring her drive moves are typically tough to burst properly. If someone bursts during the wrong time, Nu can easily pick up another combo
- Mode change gives her access to different movesets to mess with the opponent's expectations
Cons/Weaknesses:
- Low health
- Reliant on system mechanics to escape pressure
- Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing
- Need to know when to switch modes to gain access to a different playstyle
External References:
- Japanese Name: ニュー·サーティーン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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4D
4D |
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j.D
j.D |
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j.2D
j.2D |
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Universal Mechanics
Throw
Throw |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Spike Chaser
Spike Chaser 214D(~C) |
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Sickle Storm
Sickle Storm 236D(~C) |
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Crescent Saber
Crescent Saber j.214D(~C) |
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Act Parser
Act Parser 66/44 after certain moves |
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Gravity Seed
Gravity Seed 214A/B/C |
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Supra Rage
Supra Rage 623C |
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Act Parser Zwei
Act Parser Zwei 236A |
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Act Parser Zwei: Blade
Act Parser Zwei: Blade 236B |
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Act Parser Zwei: Cavalier
Act Parser Zwei: Cavalier 236C |
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Phase Lift
Phase Lift 22A |
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Distortion Drives
Legacy Edge
Legacy Edge 236236D |
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Calamity Sword
Calamity Sword 632146D/j.632146D |
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Astral Heat
Sword of Destruction 214214D |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.