|
|
Line 1,614: |
Line 1,614: |
| |hitbox=nu/236236D | | |hitbox=nu/236236D |
| |description= | | |description= |
| *List what the move is used for | | *Is a projectile |
| *List interesting properties in bullet points like invul, floating opponents on CH, etc. | | *Goes full screen with a dead spot in front of Nu |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| | *Hugely plus on hit or block |
| | *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 |
| }} | | }} |
| }} | | }} |
Line 1,698: |
Line 1,701: |
| |hitbox=nu/j.632146D | | |hitbox=nu/j.632146D |
| |description= | | |description= |
| *Super primarily added to the end of combos to extend damage. | | *Is a projectile |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| | *Main use is at the end of air combos to add damage (adds 1K minimum) |
| | *Hits overhead |
| | *OD version is plus on block, hits overhead 4 times and can lead to an unblockable if you RC it. |
| | <br/> |
| | *Changes from previous BB games |
| | **No longer hits directly in front of Nu so it is not a reversal anymore outside of OD |
| | **OD version now hits overhead |
| }} | | }} |
| }} | | }} |
Nu-13
|
|
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
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run, Situational teleports
- Play-style
- Defensive. Zoning
- Full Frame Data
- BBCPE/Nu-13/Frame Data
|
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 summon two swords instead of one
- Crescent Saber groundbounces
- Gravity Seed recharge rate is faster
- Spike Chaser reaches full screen at all times
- 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
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
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
External References:
Move List
|
This frame data is all copied over from BBCP 1.1. Replace with 2.0 frame data as it becomes available (and delete this warning)
|
Normal Moves
5A
5B
5C
2A
2B
2B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
380
|
SOR
|
L
|
9
|
4
|
10
|
±0
|
F
|
-
|
- Great poke with great range for its start-up and recovery
- Can be used to low profile pokes like Tsubaki's 5B
- Even on block with lots of gatlings so it can be used to reset pressure
- Can be used to punish rolls
|
|
2C
2C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
112x8
|
SOJR
|
HLx2,Ax6
|
14
|
1x6,2x2
|
24
|
-9
|
B
|
11-17H
|
- Decent AA
- The head invul comes out late 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
|
|
6A
6B
6C
3C
j.A
j.B
j.C
j.2C
Drive Moves
- All of Nu's drive moves are projectiles
- All of Nu's drive moves cause chip damage
- 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 spot in front of Nu where they have no hitbox
- The ground drive moves (5D, 6D, 2D and 4D) can be chained up to 4 in a row
- For example 6DD > 5DD > 4DD > 5DD works fine but if you tried 6DD > 5DD > 4DD > 5DD > 4DD , the 4D would not come out
- This includes gravity cancels so while 4DD > 5DD > 4DD > 5DD works, 4DD > 214B > 4DD > 5DD > 4DD > 5DD will make 5D not come out.
- The air drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row
5D
5D
"Give'em the D"
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
5D
|
480
|
SOJR [SOR]
|
all
|
15
|
12
|
48T
|
-17
|
HBFP* [HBFP*(2)]
|
-
|
5DD
|
200
|
SOR
|
all
|
13
|
13
|
48T
|
-12
|
HBFP* [HBFP*(2)]
|
-
|
5D (Overdrive)
|
300*2
|
SJR [SR]
|
all
|
15
|
12*2
|
48T
|
-11
|
HBFP*(2)
|
-
|
5DD (Overdrive)
|
200*2
|
SR
|
all
|
13
|
13*2
|
48T
|
-15
|
HBFP*(2)
|
-
|
- Great ground poke
- Goes full screen
- 5D (but not the follow-up) can be jump canceled
- Changes from previous BB games
|
|
2D
2D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
2D
|
480
|
SJOR
|
all
|
11
|
15
|
45T
|
-18
|
HBFP* [HBFP*(2)]
|
-
|
2DD
|
200
|
SOJR
|
all
|
4
|
13
|
48T
|
-18
|
HBFP* [HBFP*(2)]
|
-
|
2D (Overdrive)
|
300*2
|
SJR
|
all
|
11
|
15*2
|
45T
|
-16
|
HBFP*(2)
|
-
|
2DD (Overdrive)
|
200*2
|
SJR
|
all
|
4
|
13*2
|
48T
|
-13
|
HBFP*(2)
|
-
|
- Great AA for stopping people who double jump
- Changes from previous BB games
- Can no longer be jump cancelled on block
|
|
6D
6D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
6D
|
480
|
SOJR
|
all
|
13
|
9
|
45T
|
-16
|
HBFP* [HBFP*(2)]
|
-
|
6DD
|
200
|
SOJR
|
all
|
6
|
13
|
60T
|
-28
|
HBFP* [HBFP*(2)]
|
-
|
6D (Overdrive)
|
300*2
|
SJR
|
all
|
13
|
9*2
|
45T
|
-10
|
HBFP*(2)
|
-
|
6DD (Overdrive)
|
200*2
|
SJR
|
all
|
6
|
13*2
|
60T
|
-30
|
HBFP*(2)
|
-
|
- Great AA against people who like to IAD
- Can hit taller characters like Azrael, Tager and Hakumen while they are standing
- Will whiff on shorter characters standing
- Changes from previous BB games
- Can no longer be jump cancelled on block
|
|
4D
4D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
4D
|
480
|
SOR
|
HA
|
30
|
2
|
57T
|
-11
|
HBFP* [HBFP*(2)]
|
-
|
4DD
|
200
|
SOR
|
all
|
9
|
13
|
50T
|
-18
|
HBFP* [HBFP*(2)]
|
-
|
4D (Overdrive)
|
300*2
|
SJR
|
HA
|
30
|
2*2
|
57T
|
-6
|
HBFP*(2)
|
-
|
4DD (Overdrive)
|
200*2
|
SJR
|
all
|
9
|
13*2
|
50T
|
-20
|
HBFP*(2)
|
-
|
- Overhead
- Appears where ever the opponent was when you inputted in the command
- Goes full screen
- Changes from previous BB games
- Significantly faster now (24 frame start-up)
- Gatlings into 5D now
|
|
j.D
j.D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.D
|
480
|
SOR
|
all
|
13
|
8
|
44+5LT
|
-
|
HBFP* [HBFP*(2)]
|
-
|
j.DD
|
200
|
SO(J)R
|
all
|
4
|
13
|
5L
|
-
|
HBFP* [HBFP*(2)]
|
-
|
j.D (Overdrive)
|
300*2
|
SJR
|
all
|
13
|
8*2
|
44+5LT
|
-
|
HBFP*(2)
|
-
|
j.DD (Overdrive)
|
200*2
|
S(J)R
|
all
|
4
|
13*2
|
5L
|
-
|
HBFP*(2)
|
-
|
- Decent move at stopping people from air dashing towards you if you are in the air
- Changes from previous BB games
- Increased landing recovery
|
|
j.2D
j.2D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.2D
|
480
|
SOR
|
all
|
13
|
8
|
44+5LT
|
-
|
HBFP* [HBFP*(2)]
|
-
|
j.2DD
|
200
|
SO(J)R
|
all
|
4
|
13
|
5L
|
-
|
HBFP* [HBFP*(2)]
|
-
|
j.2D (Overdrive)
|
300*2
|
SR
|
all
|
13
|
8*2
|
44+5LT
|
-
|
HBFP*(2)
|
-
|
j.2DD (Overdrive)
|
200*2
|
S(J)R
|
all
|
4
|
13*2
|
5L
|
-
|
HBFP*(2)
|
-
|
- Decent move to prevent people from running towards you
- Can be used to bait AAs
- Changes from previous BB games
- The angle is now -45 degrees so the range is considerable shorter
- Increased landing recovery
|
|
j.6D
j.6D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.6D
|
480
|
SOR
|
all
|
13
|
8
|
44+5LT
|
-
|
HBFP* [HBFP*(2)]
|
-
|
j.DD
|
200
|
SO(J)R
|
all
|
4
|
13
|
5L
|
-
|
HBFP* [HBFP*(2)]
|
-
|
j.6D (Overdrive)
|
300*2
|
SJR
|
all
|
13
|
8*2
|
44+5LT
|
-
|
HBFP*(2)
|
-
|
j.6DD (Overdrive)
|
200*2
|
S(J)R
|
all
|
4
|
13*2
|
5L
|
-
|
HBFP*(2)
|
-
|
- 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
- Changes from previous BB games
- New move
- Goes at a -15 degree angle
|
|
Universal Mechanics
Throw
Throw
Forward/Back Air
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Forward Throw
|
0,1400
|
-
|
T (70)
|
7
|
3
|
26
|
-
|
T
|
-
|
Back Throw
|
0,1400
|
-
|
T (70)
|
7
|
3
|
26
|
-
|
T
|
-
|
Air Throw
|
0,1400
|
-, R
|
T (120)
|
7
|
3
|
18+3L
|
-
|
T
|
-
|
- Minimum 100% damage
- Ground grab is your typicall ground grab
- Air grab has ridiculous range compared to other characters and shrinks Nu's hurtbox
- Changes from previous BB games
- Ground grab is now special cancellable
|
|
Counter Assault
Counter Assault 6A+B during blockstun
|
|
Crush Trigger
Specials
Spike Chaser
Spike Chaser 214D(~C)
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
214D
|
1000
|
R
|
all
|
35
|
45
|
75T
|
-7
|
HBFP*
|
-
|
214D~C
|
800
|
R
|
all
|
31+32
|
-
|
76T
|
+20
|
-
|
-
|
214[D]
|
1200
|
R
|
all
|
35
|
45
|
75T
|
-7
|
HBFP*
|
-
|
- Is a projectile
- Goes about 3/4 of the screen.
- If C is pressed during startup, only 2 spikes will rise from the ground and has less range
- Can be charged by holding D. If charged, goes full screen.
- Each version has its own SMP
- Great at controlling the ground in front of Nu
- 214D~C can trade with people who IAD for an easy combo
- Easy to hitconfirm
- Changes from previous BB games
- New move: 214D~C. Is now a shorter version of the move.
- 214[D] is the old 214D~C
- Can cancel into gravity well on hit
|
|
Sickle Storm
Sickle Storm 236D(~C)
Combo tool Charged version is a Fatal Counter
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
236D
|
900
|
R
|
LA
|
17
|
-
|
62T
|
-18
|
HBFP*
|
-
|
236D~C
|
980
|
R
|
LA
|
15+8
|
-
|
62T
|
-12
|
HBFP*
|
-
|
236[D]
|
980
|
R
|
all
|
36
|
6(2)*5
|
54T
|
+50
|
HBFP*
|
-
|
- Is a projectile
- Travels full screen
- 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 wall sticks opponent on hit.
- Each version has its own SMP
- Low
- Used for Nu's full screen mix-up
- Changes from previous BB games
- New move: 236[D]. Slower start-up version of 236D that is plus on block and needs no resources to combo after
- Can cancel into gravity well on hit
|
|
Crescent Saber
Crescent Saber j.214D(~C)
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.214D
|
1000
|
R
|
HA
|
17
|
4
|
57T
|
-10
|
HBFP*
|
-
|
j.214D~C
|
-
|
-
|
-
|
-
|
-
|
12+21T
|
-
|
HBFP*
|
-
|
j.214[D]
|
1000
|
R
|
HA
|
17
|
4
|
57T
|
-10
|
HBFP*
|
-
|
- Is a projectile
- If C is pressed during startup, 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
- Each version has its own SMP
- Overhad
- Has a dead spot in front of Nu
- Both
- Changes from previous BB games
- New move: j.214[D]. Slower start-up version of j.214D that is plus on block and needs no resources to combo after
- Cannot air dash after j214D~C
|
|
Act Parser
Act Parser 66/44 after certain moves (Air OK)
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
66
|
-
|
-
|
-
|
-
|
-
|
41T
|
-
|
-
|
-
|
44
|
-
|
-
|
-
|
-
|
-
|
33T
|
-
|
-
|
-
|
j.66
|
-
|
-
|
-
|
-
|
-
|
37T
|
-
|
-
|
-
|
j.44
|
-
|
-
|
-
|
-
|
-
|
37T
|
-
|
-
|
-
|
- Forward parser is useful for escaping the corner as well as cross up and throw mix ups
- Other ones aren't that useful
- Changes from previous BB games
- Back ground parser puts you in the air now
|
|
Gravity Seed
Gravity Seed 214A/B/C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Gravity Seed
|
-
|
-
|
-
|
-
|
-
|
33T
|
-
|
-
|
-
|
Gravity Seed Field
|
-
|
-
|
-
|
35
|
220
|
-
|
-
|
-
|
-
|
- 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 25% of their normal distance while in the field
- Changes from previous BB games
- Recovers significantly faster
- Can be cancelled from significantly faster now
- Can be cancelled into from special moves on hit now
|
|
Supra Rage
Supra Rage 623C/j.623C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
623C
|
140*8
|
R
|
HL
|
12
|
1*8
|
37
|
-21
|
B
|
4-19H
|
j.623C
|
140*8
|
R
|
HL
|
12
|
1*8
|
32
|
-16
|
B
|
-
|
- Fatal Counter
- Good AA
- Head invul starts fairly early in the move
- Has a large hitbox that also covers behind Nu
- Can easily combo from with CH or gravity cancel
- Changes from previous BB games
- Can be cancelled with gravity well for easy combos on non-CH
|
|
Distortion Drives
Legacy Edge
Legacy Edge 236236D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
236236D
|
93*23
|
R
|
all
|
16+10
|
-
|
57T
|
+73
|
HBFP*(2)
|
-
|
236236D (Overdrive)
|
93*37
|
R
|
all
|
16+10
|
-
|
57T
|
+133
|
HBFP*(2)
|
-
|
- Is a projectile
- Goes full screen with a dead spot in front of Nu
- Hugely plus on hit or block
- 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/j.632146D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
632146D
|
2000
|
R
|
H
|
10+1
|
9
|
68T
|
-27
|
HBFP*(2)
|
1-11 All
|
632146D (Overdrive)
|
1250*4
|
R
|
HL
|
10+1
|
9(6)*4
|
68T
|
+7
|
HBFP*(2)
|
1-11 All
|
j.632146D
|
2600
|
R
|
HA
|
8+5
|
9
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till L+5
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-
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HBFP*(2)
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-
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j.632146D (Overdrive)
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1250*4
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R
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all
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8+5
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9(6)*4
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till L+5
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±0
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HBFP*(2)
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-
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- Is a projectile
- Main use is at the end of air combos to add damage (adds 1K minimum)
- Hits overhead
- OD version is plus on block, hits overhead 4 times and can lead to an unblockable if you RC it.
- Changes from previous BB games
- No longer hits directly in front of Nu so it is not a reversal anymore outside of OD
- OD version now hits overhead
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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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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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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.
Midscreen to Corner
Corner Only