BBTag/Nu-13

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Nu-13
BBTag Nu Portrait.png

Health: 14,000

Jump Startup: 4F

Backdash Time 25F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview[edit]

"Who...are you? Enemy...?"

"Ragna...? Where are you Ragna...?"

Backstory[edit]

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.

Playstyle[edit]

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Exceptional zoning tools.
  • Strong Neutral game.
  • Strong mix-ups.
  • Act Parser.
  • Can shoot 2B or j.5B to clash with some Distortions.
  • Most combos end in a knockdown, leading to a strong Okizeme game.
  • Can convert any hit into a full combo from any range.
  • Limited offense up close due to the “B” button having a minimum range.
  • Struggles to deal with heavy pressure.
  • Lowest HP in the game at 14k.
  • Has no super fast jab, unlike most of the cast.
  • Lacks a useful launcher without using an assist or bar.
  • Has to work for her damage and has lengthy combos, allowing a longer window to Burst out.


Drive: Sword Summoner[edit]

Nu's drive allows her to summon swords from portals. These swords take many forms and can be used in many ways, allowing her to control space on the screen very effectively. Her old drive normals from the original BlazBlue series are now mapped to Nu's B buttons in BlazBlue Cross Tag Battle.



Normal Moves[edit]

4A[edit]
4A
BBCP Nu 6A.png
Sweg
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 - - -6
  • Head invulnerable
  • Decent close range antiair

Old 6A.


5A[edit]
5A
BBCP Nu 6B.png
BBCP Nu 5C.png
BBCP Nu 6C.png
BBTag Nu 5AAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 9 - - -3
  • Fastest normal (tied with 2A)
  • Jump cancellable on block

In most practical situations this 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.

5AA 280*8 All 14 - - -8
  • All hits are jump cancellable on block

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.

5AAA 300*8 All 17 - - -6
  • Act Parser (66 or 44) cancellable

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. This is the only non-drive normal that can be cancelled into Act Parser.

5AAAA 1700 All 22 - - -12

Should never be used under any circumstances, as 5AAA combos into 5B which leads to better damage and setups.


5B[edit]
5B
BBCP Nu 5D.png
BBCP Nu 4D.png
BBTag Nu 5AAAA.png
Your new favorite letter of the alphabet.
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1000 All 13 - - -5
  • 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.

5BB - All 11 - - -12
  • Act Parser (66 or 44) cancellable
5BBB - All 11 - - -12
  • Act Parser (66 or 44) cancellable

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.

5BBBB - All 11 - - -14
  • Act Parser (66 or 44) cancellable

This hit has a vacuum effect (unless, as stated above, you input the string as 5BB2BB to use the vacuum on the third hit).

5BBBBB 1700 All 16 - - -12

Knocks the opponent full screen away on hit, leaving Nu in a good position for more zoning.


5C[edit]
5C
BBCP Nu CT.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 - - -10

Crush Trigger overhead.


2A[edit]
2A
BBCP Nu 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 9 - - -2
  • Fastest low, and fastest normal in general (tied with 5A)
  • Reaches slightly further than 5A


2B[edit]
2B
BBCP Nu 2D.png
BBCP Nu 6D.png
BBTag Nu 5AAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
2B 1000 All 9 - - -16
  • 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.

2BB - All - - - -
  • Act Parser (66 or 44) cancellable
2BBB - All - - - -
  • Act Parser (66 or 44) cancellable
2BBBB - All - - - -
  • Act Parser (66 or 44) cancellable

If close enough to the opponent, it is possible to combo into 5C off this hit, 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.

2BBBBB 1700 All - - - -

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.


2C[edit]
2C
BBCP Nu 3C.png
Damage Guard Startup Active Recovery Frame Adv.
280*8 Low 11 - - -6

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[edit]
j.A
BBCP Nu jC.png
BBCP Nu j2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 380*6 High - - - -

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.

j.AA 300*8 High - - - -

The hitbox on this move 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.


j.B[edit]
j.B
BBCP Nu j6D.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1000 All - - - -
  • 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.

j.BB - All - - - -
  • Act Parser (66 or 44) cancellable
j.BBB - All - - - -
  • Act Parser (66 or 44) cancellable
j.BBBB - All - - - -
  • Act Parser (66 or 44) cancellable
j.BBBBB 1700 All - - - -

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.


j.C[edit]
j.C
BBCP Nu CrescentSaber.png
TK Crescent, with less dexterity required.
Damage Guard Startup Active Recovery Frame Adv.
2000 High 16 - - -

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.


j.2B[edit]
j.2B
BBCP Nu j2D.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All - - - -
  • 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.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCP Nu Throw.png
Mainly used to hug Ragna
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7 - - -
  • 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.


Supra Rage[edit]
Supra Rage
5A+D (Air OK)
BBCP Nu SupraRage.png
Damage Guard Startup Active Recovery Frame Adv.
550*8 All 10 - - -35
  • Standard DP

Old 623C but lower and more invulnerable. Does 2027 total on all 8 hits.



Special Moves[edit]

Sickle Storm[edit]
Sickle Storm
236A/B
BBTag Nu SickleStorm.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1700 Low 13 - - -11
  • Hits low
  • Appears in front and goes toward opponent
  • The usual choice for close range pressure ender
B 1700 Low 19 - - -5
  • Hits low
  • 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


Spike Chaser[edit]
Spike Chaser
214A/B
BBCP Nu SpikeChaser.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 2300 All 32 - - -12
  • Launches on hit
  • Only 3 spikes
  • Closer range
  • Very slow
B 2300 All 63 - - +3
  • 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)


ActParser[edit]
Act Parser
66 or 44 during certain moves
BBCP Nu ActParser.png
COM'ERE RAGNA
Version Damage Guard Startup Active Recovery Frame Adv.
66 N/A N/A N/A N/A Total 26 N/A
  • 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.

44 N/A N/A N/A N/A Total 18 N/A
  • 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.

j.66 N/A N/A N/A N/A - N/A
  • Teleports Nu-13 set distance forwards

This counts as Nu-13's air action, so it cannot be performed if she has already done a double jump or air dash.

j.44 N/A N/A N/A N/A - N/A
  • Teleports Nu-13 set distance 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.



Extra Skills[edit]

EX Sickle Storm[edit]
EX Sickle Storm
236C
BBCP Nu SickleStormLuna.png
Damage Guard Startup Active Recovery Frame Adv.
1850(1250, 600) All 13 - - +3
  • 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[edit]
EX Spike Chaser
214C
BBCP Nu SpikeChaser.png
Damage Guard Startup Active Recovery Frame Adv.
2600 All 32 - - +3
  • Equal to B version with considerably shorter startup


Partner Skills[edit]

5P[edit]
5P
True Impreza
BBCF Nu TrueImpreza.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 34 N/A N/A +30
  • On hit, Launches and blow backs the opponent, making it easy to extend or convert it into a combo


6P[edit]
6P
Spike Chaser
BBCP Nu SpikeChaser.png
Damage Guard Startup Active Recovery Frame Adv.
2300 All 85 N/A N/A +35

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.


4P[edit]
4P
Gravity Seed
BBCP Nu GravitySeed.png
Damage Guard Startup Active Recovery Frame Adv.
1700 - 31 N/A N/A N/A
  • 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.



Distortion Skills[edit]

Legacy Edge[edit]
Legacy Edge
236B+C
BBCP Nu LegacyEdge.png
Gate of Babylon
Version Damage Guard Startup Active Recovery Frame Adv.
Regular 360*24 All 16+9 - - +68
Enhanced 330*32 All - - - +?
  • 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

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.


Calamity Sword[edit]
Calamity Sword
214B+C (air OK)
BBCP Nu CalamitySword.png
Not an Overhead
Version Damage Guard Startup Active Recovery Frame Adv.
Regular 4500 All 10+1 - - -44
Enhanced 2250*3, 4000 All - - - -?

Primarily used to end combos. Calamity Sword has frame 1 invulnerability so it can also be used as a reversal.



Distortion Skill Duo[edit]

Calamity Sword
P during Main Character's Distortion Skill
BBCP Nu CalamitySword.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -

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.


Astral Heat[edit]

Sword of Destruction
222B+C
BBCP Nu SwordofDestruction.png
hug.exe
BBCP Nu SwordofDestruction2.png
Awaken, Ea!
Damage Guard Startup Active Recovery Frame Adv.
DESTROY (0*3, 56000) All - - - -12

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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