BBCPE/Nu-13: Difference between revisions

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*Can be charged by holding D. If charged, becomes plus on block and wall sticks opponent on hit.
*Can be charged by holding D. If charged, becomes plus on block and wall sticks opponent on hit.
*Each version has its own SMP
*Each version has its own SMP
*236[D] is a Fatal Counter
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*Low
*Low
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====== <font style="visibility:hidden" size="0">Crescent Saber</font> ======
====== <font style="visibility:hidden" size="0">Crescent Saber</font> ======
{{MoveData
{{MoveData

Revision as of 16:50, 1 August 2015

Nu-13
BBCP Nu Portrait.png

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

Ambox warning.png 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
5A
BBCP Nu 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 6 9 -3 B -
  • Good anti-air due to its lengthy active frames.
  • Useful for poking out of pressure
  • Whiffs on some crouching opponents.
5B
5B
BBCP Nu 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
410 SOJR HL 8 1 14 -1 B -
  • Good for pressure and has a lot of options off of it
  • Great OTG for combos.
5C
5C
BBCP Nu 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125x8 SOR all 16 4(1),4x7 Total 72 -8 BP -
  • Is considered a projectile
  • Mainly used as combo filler or to punish DPs and DDs
2A
2A
BBCP Nu 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 4 12 -4 F -
  • Nothing too great or special about this move
  • Used to poke out of pressure that 5A can't or to hitconfirm jump-ins
2B
2B
BBCP Nu 2B.png
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
BBCP Nu 2C.png
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
6A
BBCP Nu 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 11 3 20 -6 B 5-13H
  • Main close range AA
  • Invul comes early so it is easier to cleanly AA someone compared to her other

options

6B
6B
BBCP Nu 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOJR HL 10 3 17 -3 B -
  • One of the best combo starters and the main punish move
  • Decent for pressure
6C
6C
BBCP Nu 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125x8 SOR HLx2,Ax6 22 1x8 24 -3 B -
  • Fatal Counter
  • Has SMP
  • 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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
96x8 SOR Lx3,Ax5 11 1x7,2 25 -10 F -
  • Great range
  • Can be used to low profile pokes like Hakumen's 4C or Ragna's 5B
  • Avoid in close range as its cancel options are poor and can be punished or stuffed
j.A
j.A
BBCP Nu jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR HA 8 2 15 - H -
  • Fastest air to air move Nu has
  • Can set up TRM situations with it against air opponents
j.B
j.B
BBCP Nu jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 9 4 12 - H -
  • 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 like Rachel's 6A
j.C
j.C
BBCP Nu jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
112x8 SOJR HA 11 1x2, 2x6 25 - H -
  • Good horizontal range
  • Hits behind Nu
  • Not a good jump-in due to short vertical range
j.2C
j.2C
BBCP Nu j2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
120x8 SOJR HAx2,Ax6 15 1x8 10 - H -
  • Massive vertical hitbox
  • Horizontal hitbox is small though
  • Extremely easy to hitconfirm


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
BBCP Nu 5D.png
"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
    • Now goes full screen
2D
2D
BBCP Nu 2D.png
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
BBCP Nu 6D.png
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
BBCP Nu 4D.png
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
BBCP Nu jD.png
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
BBCP Nu j2D.png
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
BBCP Nu j6D.png
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
BBCP Nu Throw.png
Forward/Back
BBCP Nu AThrow.png
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
BBCP Nu 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 2 32 -15 B 1-20 All
  • 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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 25 +2 B -
  • Breaks guard like other CTs
  • Plus on block with decent pushback
  • Wall bounce airborne opponents


Specials

Spike Chaser
Spike Chaser
214D(~C)
BBCP Nu SpikeChaser.png
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)
BBCP Nu SickleStormDia.png
Combo tool
BBCP Nu SickleStormLuna.png
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
  • 236[D] is a Fatal Counter


  • 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)
BBCP Nu CrescentSaber.png
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)
BBCP Nu ActParser.png
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
BBCP Nu GravitySeed.png
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
BBCP Nu SupraRage.png
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
BBCP Nu LegacyEdge.png
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
BBCP Nu CalamitySword.png
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 till L+5 - HBFP*(2) -
j.632146D (Overdrive) 1250*4 R all 8+5 9(6)*4 till L+5 ±0 HBFP*(2) -
  • 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


Astral Heat

Sword of Destruction
214214D
BBCP Nu SwordofDestruction.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - c.T (40) 13+0 8 25 - T 13-20 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


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:
> = 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.

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


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc