|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
|"Who...are you? Enemy...? Ragna...? Where are you Ragna...?"|
|Lore:||The 13th Boundary Interface Prime Field Device built by the NOL from a cloning procedure headed by Relius Clover. More commonly referred to as a Murakumo Unit, Nu-13 usually has a more robotic personality and accomplishes tasks in a mechanical fashion. On the other hand, when in the presence of Ragna the Bloodedge, Nu-13 becomes filled with emotion and obsessed with becoming one with Ragna. Nu-13 has inside her a core of the Black Beast. If she unites with Ragna, they'll fuse to become the Black Beast, which will bring catastrophe to the world once again.|
Nu-13 is a zoning character. By using her Sword Summoner Drive, she excels at controlling space. She can attack her opponents from far away and is even able to combo them on hit at these distances or do blockstrings on block. The threat of her long range attacks allows her to control the pace of a match.Although Nu-13 excels at attacking from long ranges and controlling space, she has very few tools in her arsenal for fighting an opponent up close. On top of this, although choosing the right tool to control space in a situation can greatly hinder an opponent's approach or punish it, choosing the wrong tool in a situation can leave you open for punishment. In order to play Nu-13, you'll need learn how to successfully create space between you and your opponent to use your long range tools and how to properly anticipate your opponent's movements.
- Head invulnerable
- Decent close range antiair
- Fastest normal (tied with 2A)
- Jump cancellable on block
In most practical situations 5A leads to the most damaging combos as it has significantly better proration than 2A or any of the B normals. The only starter that can lead to more damage is jC, but that starter requires an assist and cross combo to get optimal damage.
- All hits are jump cancellable on block
- Act Parser (66 or 44) cancellable
5AA is relatively safe to use this to hit confirm as it is cancellable at any point, allowing you to chain into B normals or jump cancel if the opponent pushblocks. However if the opponent pushblocks the 5A itself, the first hit of 5AA will whiff, which will leave Nu-13 very vulnerable. 5A 2A is another option for hit confirming which is safer against pushblock.
- Act Parser (66 or 44) cancellable
5AAA should not be used for blockstrings as it is very whiff punishable if pushblocked. Note that unlike 5AA, 5AAA is not jump cancellable even on hit, so don't go this far into the string if you're looking to bait a burst.
5AAAA Should never be used under any circumstances, as 5AAA combos into 5B which leads to better damage and setups.
- first thorough forth hits are Act Parser (66 or 44) cancellable
Travels nearly full screen (against larger characters it will connect even from full screen). Nu-13's primary tool to zone an opponent on the ground. If close enough, 5BBBB can be converted into a combo using 236C. From further away, only certain assists can be used to convert. While relatively safe to use from far away in most situations, be careful as the startup is reactable and many characters have a super that will punish it on reaction.
Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox. At neutral, be careful of using 5B while too close to the opponent as the dead zone may cause it to whiff. For blockstrings, only use 5B if you're sure you're far enough away that the opponent will not be in the dead zone. One blockstring that consistently works even from point blank is 2A 5AA 2A 5B.
If input as 5BB2B, this hit has a vacuum effect, which can be used to pull the opponent out of the corner to set up active change mixups or to pull them in range of 236B or your assist. If input this way, the fourth hit will not have a vacuum effect.
The fourth hit has a vacuum effect (unless, as stated above, you input the string as 5BB2BB to use the vacuum on the third hit).
Final hit knocks the opponent full screen away on hit, leaving Nu in a good position for more zoning.
Crush Trigger overhead. Really punishable on block, but might get lucky if spaced properly... However, like most 5Cs, risking this in neutral is extremely inadvsed.
Nu-13 is among the rarest characters in the game to be capable of (true) comboing into 5C, but the routes are limited to:
5A 5AA 5AAA 5C (optimal) or 5A 2A 5A 5AA 5AAA 5C.
If not at all, then use this sparingly since there are a multitude of better ways to deal unburstable damage. This being an unorthodox, meter pay-out method.
- Fastest low, and fastest normal in general (tied with 5A)
- Reaches slightly further than 5A
- First through 4th hits are Act Parser (66 or 44) cancellable
Fires upwards at an angle. Good anti air against regular jumps. The sword reaches high enough to even reach characters who are super jumping and/or double jumping. Can be confirmed into a full combo by jump cancelling any of the hits of this string (other than the last hit) and continuing with j.B. Note that while this is a good anti air against jumping opponents, it is less effective against instant air dash approaches. 4A is better suited for that.
Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox. If the opponent is too close to anti air with 2B, 4A or Supra Rage (A+D) should be used instead.
If close enough to the opponent, it is possible to combo 2BBBB into 5C, which allows for a safe jump with j.A. If the combo is heavily scaled, this may be a better option than attempting a longer combo.
Final hit knocks the opponent away, allowing Nu to continue zoning. While it's generally better to jump cancel before the final hit of the string for a more damaging combo and a better setup, there are times where 2B hits an opponent who is both very high and very far away. In these cases it is not always possible to jump cancel and combo into j.B, so finishing the string is the best option.
Further reaching low than 2A, but slower. Can be converted into a combo on hit using EX Sickle Storm, Legacy Edge, or an assist. This is also good to use for active change as it has high blockstun, allowing your second character to go for a mixup. If hit at tip will only hit once.
j.A has a pretty large horizontal hitbox and a lot of active frames, so it's a decent air to air. It can also be used while retreating with air backdashes to punish an opponent who is too eager to chase Nu down. j.A has a poor vertical hitbox so it is not especially good as an air to ground; that said, it is the only air normal she has that does not halt her air momentum, which makes it more useful as an air to ground than her other options. It also has hitbox behind Nu at the later portion of the attack, can be used as tricky cross-up option.
The hitbox on j.AA is not as large as j.A so it can whiff if you're not close enough to the opponent after j.A connects. Chaining into j.B from j.A is more consistent than trying to use j.AA.
- First through fourth hits are Act Parser (66 or 44) cancellable
Fires a sword down at an angle. j.B is useful for catching an opponent who is dashing in at you as you're trying to retreat. Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox.
The final hit knocks the opponent away on hit. jC is the usual combo ender as it does more damage and is super cancellable, but jBBBBB may be used instead if the opponent is too far away for jC to connect, or if you prefer to sacrifice damage to send the opponent further away from you.
When done as low to the ground as possible, this is a faster overhead than 5C. However an assist or an active change is necessary to convert into a full combo. Without the help of a second character, it is only possible to add more damage with a special cancel into A+D or a super cancel into 214B+C.
- Act Parser (66 or 44) cancellable
Fires downward at a steeper angle than j.B. This can be used in the same kinds of situations where j.B would be useful, but when the opponent is not at the right angle for j.B to hit. In particular, this is useful for meterless conversions off 5B, since on crouching opponents 5BBBB jump cancel j.B tends to whiff.
On hit or block this can be chained into the jBBBBB series.
- Can be followed up anywhere with 5A.
Since Nu-13 has no normals faster than 9 frames, her 7 frame grab is the best option to use to poke out of frame trap pressure.
5A+D (Air OK)
- Standard DP
- Has a pause on startup.
Old 623C but lower and more invulnerable. Does 2027 total on all 8 hits.
- Hits low
- A appears in front and goes toward opponent
- The usual choice for close range pressure ender
- B appears behind opponent
- Hits farther away opponents faster, but has slower startup overall
- Pushes opponent towards Nu
- As much as +20 if it hits very late
- Launches on hit
- A is only 3 spikes
- Closer range
- Very slow
- B is even slower
- Spikes all the way down the screen
- Not really a pressure tool, but good for zoning
- Nu can use an assist to cover the startup and dash in behind it; if they block at fullscreen you'll get a ton of frame advantage (about +44)
66 or 44 during certain moves
- Teleports Nu-13 a set distance forward
The distance Nu teleports is always the same, so depending on how close you were when you started, you may end up close to the opponent, far away from them, on the other side or on the same side. Experiment with cancels into Act Parser in training mode to get a sense of the spacing.
When combined with an assist, cancels into Act Parser can be useful for mixups. It can be used to set up left/right mixups by having the assist hit just before or just after Nu switches sides, or simply to safely get close enough for a high/low mixup with jC or 2A/2C.
Note that all cancels into this version of Act Parser are negative on block, so without the aid of an assist Nu can't use Act Parser to get a guaranteed mixup (although sometimes you can catch people sleeping and cancel a random 5B into Act Parser then throw). The one exception to this is an anti air normal (usually 2B or its followups) cancelled into forward Act Parser; in this scenario, even though the opponent recovers before you, they may not be able to land and press a fast grounded normal faster than Nu-13 can press 5A.
- Teleports Nu-13 a set distance backwards
- Puts Nu in the air
Since Nu is airborne after this move, she can follow it up with air moves such as j.B. Note that there is no true blockstring into backwards Act Parser into any normal, so be careful of characters who can use a reversal to punish the gap in blockstun.
- The air versions teleports Nu-13 set distance forwards/backwards
This counts as Nu-13's air action, so it cannot be performed if she has already done a double jump or air dash.
EX Sickle Storm
- Goes fullscreen but is a 2-hit projectile
- Also +3, making it a pressure reset for meter up close or a decent tool for advancing from afar.
Causes a wall bounce on hit, allowing solo conversions in situations where combo extensions without an assist would be difficult (such as off 5A or 5B starter). Note that 236C does not combo from a full screen 5B, as it takes too long to travel.
EX Spike Chaser
- Equal to B version with considerably shorter startup
- On hit, Launches and blow backs the opponent, making it easy to extend or convert it into a combo
This is Nu's only assist that can hit OTG, but if used to extend combos it must be called early due to the long startup. Pops the opponent straight up rather than knocking them away, which may be easier to convert off of than 5P for some characters.
Like Noel's 6P assist, pushing the screen sideways will push Nu with it, allowing you to adjust where the swords come out even after pressing the button.
- Tracks to the opponent's location
- If the opponent is hit by Nu's hitbox while placing the field, they'll float in the Gravity Seed, allowing you to extend or pick up a combo
Do not attempt to punish bursts with this assist, because the float effect is very inconsistent against bursts and may just not come out at all. Use 5P to punish bursts instead.
- No longer stays active if Nu gets hit like it does in CF
- Can setup into Supra Rage on air blocking opponents
- So positive that she's probably going to run up and start mixup during it
- Remains active if you tag out
It is possible to combo into this super using 2C. Combos using Legacy Edge don't do significantly more damage than combos using EX Sickle Storm, but they do have more corner carry.
At high resonance levels this can deal extremely high chip damage, leading into a blockstring that builds more meter for another Legacy Edge. Outside of resonance there are no true blockstrings into Legacy Edge so the opponent can always input their own super post flash. In resonance, however, any version of Sickle Storm can be cancelled into Legacy Edge, which IS a true blockstring if input correctly. This allows the Nu-13 player to do true blockstrings using as many Legacy Edges as they can afford. There are also some characters, such as Waldstein, who simply have no answer to a long range 5B cancelled into Legacy Edge other than to block it.
214B+C (air OK)
Primarily used to end combos. Calamity Sword has frame 1 invulnerability so it can also be used as a reversal.
Distortion Skill Duo
P during Partner's Distortion Skill
Calamity Sword has short recovery for a Distortion Skill Duo, so when combined with a super with long blockstun (such as Gordeau's Turbulence), Nu can recover before the opponent and go for a mixup while the opponent is still in blockstun from the first super.
Sword of Destruction
Very short range. It is possible to combo into this astral off 2C or 2BBBB. Given the utility of resonance Legacy Edge, it is not advised to save meter for Nu-13's astral.
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Click [★] for character's full frame data