BBTag/Nu-13: Difference between revisions

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[[File:BBTag_Nu_Portrait.png|350x500px|center]]
[[File:BBTag_Nu_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-BBTag|Nu}}
||{{#lsth:BBTag/Nu-13/Data|SystemData}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
;Playstyle
:Zoner, Aggressive, Long-range
;Team role
:Point, Support(Situational)
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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|-
|-
|}
|}
<br clear=all/>
<br style="clear:both;"/>


===Drive: Sword Summoner===
===Drive: Sword Summoner===
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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.  
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.  
<br clear=all>
<br clear=all>
 
{{#lst:BBTag/Nu-13/Data|Links}}
 
<br style="clear:both;"/>
{{CharLinks-BBTag|Nu}}
<br clear=all/>


==Normal Moves==
==Normal Moves==
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|name=4A
|name=4A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1500 |guard=All
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-6
{{#lsth:BBTag/Nu-13/Data|4A}}
|description=
{{!}}-
* Head invulnerable
{{Description|6|text=* Head invulnerable
* Decent close range antiair
* Decent close range antiair


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|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage=1500 |guard=All
{{AttackVersion|name=5A}}
|startup=9 |active= |recovery= |frameAdv=-3
{{#lsth:BBTag/Nu-13/Data|5A}}
|description=
{{!}}-
* Fastest normal (tied with 2A)
{{Description|7|text=* Fastest normal (tied with 2A)
* Jump cancellable on block
* 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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Nu-13/Data|5AA}}
|damage=280*8 |guard=All
{{!}}-
|startup=14 |active= |recovery= |frameAdv=-8
{{Description|7|text=* All hits are jump cancellable on block
|description=
* Act Parser (66 or 44) cancellable
* 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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Nu-13/Data|5AAA}}
|damage=300*8 |guard=All
{{!}}-
|startup=17 |active= |recovery= |frameAdv=-6
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* 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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Nu-13/Data|5AAAA}}
|damage=1700 |guard=All
{{!}}-
|startup=22 |active= |recovery= |frameAdv=-12
{{Description|7|text=Should never be used under any circumstances, as 5AAA combos into 5B which leads to better damage and setups.
|description=
Should never be used under any circumstances, as 5AAA combos into 5B which leads to better damage and setups.
  }}
  }}
}}
}}
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|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage=1000 |guard=All
{{AttackVersion|name=5B}}
|startup=13 |active= |recovery= |frameAdv=-5
{{#lsth:BBTag/Nu-13/Data|5B}}
|description=
{{!}}-
* Act Parser (66 or 44) cancellable
{{Description|7|text=* 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.  
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.  
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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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Nu-13/Data|5BB}}
|damage= |guard=All
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-12
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* Act Parser (66 or 44) cancellable
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBB}}
|version=5BBB
{{#lsth:BBTag/Nu-13/Data|5BBB}}
|damage= |guard=All
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-12
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* 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.  
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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBBB}}
|version=5BBBB
{{#lsth:BBTag/Nu-13/Data|5BBBB}}
|damage= |guard=All
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-14
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* 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).
This hit has a vacuum effect (unless, as stated above, you input the string as 5BB2BB to use the vacuum on the third hit).
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBBBB}}
|version=5BBBBB
{{#lsth:BBTag/Nu-13/Data|5BBBBB}}
|damage=1700 |guard=All
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-12
{{Description|7|text=Knocks the opponent full screen away on hit, leaving Nu in a good position for more zoning.
|description=
Knocks the opponent full screen away on hit, leaving Nu in a good position for more zoning.
  }}
  }}
}}
}}
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|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=800 |guard=High
{{!}}-
|startup=22 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Nu-13/Data|5C}}
|description=
{{!}}-
Crush Trigger overhead.
{{Description|6|text=Crush Trigger overhead.
  }}
  }}
}}
}}
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|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1000 |guard=Low
{{!}}-
|startup=9 |active= |recovery= |frameAdv=-2
{{#lsth:BBTag/Nu-13/Data|2A}}
|description=
{{!}}-
* Fastest low, and fastest normal in general (tied with 5A)
{{Description|6|text=* Fastest low, and fastest normal in general (tied with 5A)
* Reaches slightly further than 5A
* Reaches slightly further than 5A
  }}
  }}
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|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=2B
{{!}}-
|damage=1000 |guard=All
{{AttackVersion|name=2B}}
|startup=9 |active= |recovery= |frameAdv=-16
{{#lsth:BBTag/Nu-13/Data|2B}}
|description=
{{!}}-
* Act Parser (66 or 44) cancellable
{{Description|7|text=* 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.
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.
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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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=2BB}}
|version=2BB
{{#lsth:BBTag/Nu-13/Data|2BB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* Act Parser (66 or 44) cancellable
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=2BBB}}
|version=2BBB
{{#lsth:BBTag/Nu-13/Data|2BBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* Act Parser (66 or 44) cancellable
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=2BBBB}}
|version=2BBBB
{{#lsth:BBTag/Nu-13/Data|2BBBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* 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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=2BBBBB}}
|version=2BBBBB
{{#lsth:BBTag/Nu-13/Data|2BBBBB}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=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.
|description=
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.
  }}
  }}
}}
}}
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|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=280*8 |guard=Low
{{!}}-
|startup=11 |active= |recovery= |frameAdv=-6
{{#lsth:BBTag/Nu-13/Data|2C}}
|description=
{{!}}-
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.  
{{Description|6|text=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.
If hit at tip will only hit once.
  }}
  }}
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{{MoveData
{{MoveData
|image=BBTag_Nu_jA.png |caption=
|image=BBTag_Nu_jA.png |caption=
|image2=BBTag_Nu_jAA.png |caption2=
|image2=BBTag_Nu_jAA.png |caption2=She'd get on well with that spider In-Birth.
|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage=380*6 |guard=High
{{AttackVersion|name=j.A}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nu-13/Data|j.A}}
|description=
{{!}}-
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.
{{Description|7|text=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.
  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=j.AA |header=no
{{AttackVersion|name=j.AA}}
|damage=300*8 |guard=High
{{#lsth:BBTag/Nu-13/Data|j.AA}}
|startup= |active= |recovery= |frameAdv=
{{!}}-
|description=
{{Description|7|text=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.  
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.  
  }}
  }}
}}
}}
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|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.B
{{!}}-
|damage=1000 |guard=All
{{AttackVersion|name=j.B}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nu-13/Data|j.B}}
|description=
{{!}}-
* Act Parser (66 or 44) cancellable
{{Description|7|text=* 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.  
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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.BB}}
|version=j.BB
{{#lsth:BBTag/Nu-13/Data|j.xBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* Act Parser (66 or 44) cancellable
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.BBB}}
|version=j.BBB
{{#lsth:BBTag/Nu-13/Data|j.xBBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* Act Parser (66 or 44) cancellable
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.BBBB}}
|version=j.BBBB
{{#lsth:BBTag/Nu-13/Data|j.xBBBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Act Parser (66 or 44) cancellable
|description=
* Act Parser (66 or 44) cancellable
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.BBBBB}}
|version=j.BBBBB
{{#lsth:BBTag/Nu-13/Data|j.xBBBBB}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=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.
|description=
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.
  }}
  }}
}}
}}
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|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2000 |guard=High
{{!}}-
|startup=16 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nu-13/Data|j.C}}
|description=
{{!}}-
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.
{{Description|6|text=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.
  }}
  }}
}}
}}
Line 367: Line 341:
|name=j.2B
|name=j.2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1000 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nu-13/Data|j.2B}}
|description=
{{!}}-
* Act Parser (66 or 44) cancellable
{{Description|6|text=* 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.
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.
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}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
Line 389: Line 363:
|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2000 |guard=Throw
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Nu-13/Data|BC}}
|description=
{{!}}-
* Can be followed up anywhere with 5A.
{{Description|6|text=* 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.  
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.  
Line 405: Line 379:
|input=5A+D (Air OK)
|input=5A+D (Air OK)
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage=550*8 |guard=All
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-35
{{AttackVersion|name=Ground}}
|description=
{{#lsth:BBTag/Nu-13/Data|AD}}
* Standard DP
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Nu-13/Data|j.AD}}
{{!}}-
{{Description|7|text=* Standard DP
* Has a pause on startup.


Old 623C but lower and more invulnerable. Does 2027 total on all 8 hits.
Old 623C but lower and more invulnerable. Does 2027 total on all 8 hits.
Line 416: Line 395:




<br clear=all/>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
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|name=Sickle Storm
|name=Sickle Storm
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage=1700 |guard=Low
{{AttackVersion|name=A}}
|startup=13 |active= |recovery= |frameAdv=-11
{{#lsth:BBTag/Nu-13/Data|236A}}
|description=
{{!}}-
* Hits low
{{Description|7|text=* Hits low
* Appears in front and goes toward opponent
* Appears in front and goes toward opponent
* The usual choice for close range pressure ender
* The usual choice for close range pressure ender
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=B}}
|version=B
{{#lsth:BBTag/Nu-13/Data|236B}}
|damage=1700 |guard=Low
{{!}}-
|startup=19 |active= |recovery= |frameAdv=-5
{{Description|7|text=* Hits low
|description=
* Hits low
* Appears behind opponent
* Appears behind opponent
* Hits farther away opponents faster, but has slower startup overall
* Hits farther away opponents faster, but has slower startup overall
Line 455: Line 432:
|name=Spike Chaser
|name=Spike Chaser
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage=2300 |guard=All
{{AttackVersion|name=A}}
|startup=32 |active= |recovery= |frameAdv=-12
{{#lsth:BBTag/Nu-13/Data|214A}}
|description=
{{!}}-
* Launches on hit
{{Description|7|text=* Launches on hit
* Only 3 spikes
* Only 3 spikes
* Closer range
* Closer range
* Very slow
* Very slow
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=B}}
|version=B
{{#lsth:BBTag/Nu-13/Data|214B}}
|damage=2300 |guard=All
{{!}}-
|startup=63 |active= |recovery= |frameAdv=+3
{{Description|7|text=* Even slower
|description=
* Even slower
* Spikes all the way down the screen
* Spikes all the way down the screen
* Not really a pressure tool, but good for zoning
* Not really a pressure tool, but good for zoning
Line 484: Line 459:
|name=Act Parser
|name=Act Parser
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=66
{{!}}-
|damage=N/A |guard=N/A
{{AttackVersion|name=66}}
|startup=N/A |active=N/A |recovery=Total 26 |frameAdv=N/A
{{#lsth:BBTag/Nu-13/Data|66}}
|description=
{{!}}-
* Teleports Nu-13 a set distance forward
{{Description|7|text=* 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.
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.
Line 498: Line 473:


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=44}}
|version=44
{{#lsth:BBTag/Nu-13/Data|44}}
|damage=N/A |guard=N/A
{{!}}-
|startup=N/A |active=N/A |recovery=Total 18 |frameAdv=N/A
{{Description|7|text=* Teleports Nu-13 a set distance backwards
|description=
* Teleports Nu-13 a set distance backwards
* Puts Nu in the air
* 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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.66}}
|version=j.66
{{#lsth:BBTag/Nu-13/Data|j.66}}
|damage=N/A |guard=N/A
{{!}}-
|startup=N/A |active=N/A |recovery= |frameAdv=N/A
{{Description|7|text=* Teleports Nu-13 set distance forwards
|description=
* 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.
This counts as Nu-13's air action, so it cannot be performed if she has already done a double jump or air dash.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.44}}
|version=j.44
{{#lsth:BBTag/Nu-13/Data|j.44}}
|damage=N/A |guard=N/A
{{!}}-
|startup=N/A |active=N/A |recovery= |frameAdv=N/A
{{Description|7|text=* Teleports Nu-13 set distance backwards
|description=
* 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.
This counts as Nu-13's air action, so it cannot be performed if she has already done a double jump or air dash.
Line 531: Line 500:
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
Line 541: Line 510:
|name=EX Sickle Storm
|name=EX Sickle Storm
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1850(1250, 600) |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=+3
{{#lsth:BBTag/Nu-13/Data|236C}}
|description=
{{!}}-
* Goes fullscreen but is a 2-hit projectile
{{Description|6|text=* 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.
* Also +3, making it a pressure reset for meter up close or a decent tool for advancing from afar.


Line 558: Line 527:
|name=EX Spike Chaser
|name=EX Spike Chaser
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2600 |guard=All
{{!}}-
|startup=32 |active= |recovery= |frameAdv=+3
{{#lsth:BBTag/Nu-13/Data|214C}}
|description=
{{!}}-
* Equal to B version with considerably shorter startup
{{Description|6|text=* Equal to B version with considerably shorter startup
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
Line 575: Line 544:
|name=5P
|name=5P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1700 |guard=All
{{!}}-
|startup=34 |active=N/A |recovery=N/A |frameAdv=+30
{{#lsth:BBTag/Nu-13/Data|5P}}
|description=
{{!}}-
* On hit, Launches and blow backs the opponent, making it easy to extend or convert it into a combo  
{{Description|6|text=* On hit, Launches and blow backs the opponent, making it easy to extend or convert it into a combo  


  }}
  }}
Line 590: Line 559:
|name=6P  
|name=6P  
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2300 |guard=All
{{!}}-
|startup=85 |active=N/A |recovery=N/A |frameAdv=+35
{{#lsth:BBTag/Nu-13/Data|6P}}
|description=
{{!}}-
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.  
{{Description|6|text=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.


  }}
  }}
Line 601: Line 572:
====== <font style="visibility:hidden" size="0">4P</font> ======
====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Nu_GravitySeed.png |caption=
|image=BBTag_Nu_GravitySeed.png |caption=Place combo here.
|input=Gravity Seed
|input=Gravity Seed
|name=4P  
|name=4P  
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1700 |guard=
{{!}}-
|startup=31 |active=N/A |recovery=N/A |frameAdv=N/A
{{#lsth:BBTag/Nu-13/Data|4P}}
|description=
{{!}}-
* Tracks to the opponent's location
{{Description|6|text=* 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
* 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


Line 617: Line 588:
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
Line 627: Line 598:
|name=Legacy Edge
|name=Legacy Edge
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|version=Regular
{{!}}-
|damage=360*24 |guard=All
{{#lsth:BBTag/Nu-13/Data|236BC}}
|startup=16+9 |active= |recovery= |frameAdv=+68
  {{!}}-
|description=
{{Description|6|text=* No longer stays active if Nu gets hit like it does in CF
}}
  {{AttackData-BBTag
|header=no
|version=Enhanced
|damage=330*32 |guard=All
|startup= |active= |recovery= |frameAdv=+?
|description=
* No longer stays active if Nu gets hit like it does in CF
* Can setup into Supra Rage on air blocking opponents
* Can setup into Supra Rage on air blocking opponents
* So positive that she's probably going to run up and start mixup during it
* 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.
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.
Line 655: Line 619:
|name=Calamity Sword
|name=Calamity Sword
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Regular
{{!}}-
|damage=4500 |guard=All
{{AttackVersion|name=Ground}}
|startup=10+1 |active= |recovery= |frameAdv=-44
{{#lsth:BBTag/Nu-13/Data|214BC}}
|description=
  {{!}}-
}}
{{AttackVersion|name=Air}}
  {{AttackData-BBTag
{{#lsth:BBTag/Nu-13/Data|j.214BC}}
|header=no
{{!}}-
|version=Enhanced
{{Description|7|text=Primarily used to end combos. Calamity Sword has frame 1 invulnerability so it can also be used as a reversal.
|damage=2250*3, 4000 |guard=All
|startup= |active= |recovery= |frameAdv=-?
|description=
Primarily used to end combos. Calamity Sword has frame 1 invulnerability so it can also be used as a reversal.


This is also Nu-13's Distortion Skill Duo. 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.


  }}
  }}
}}
}}


<br clear=all/>
<br style="clear:both;"/>
==Distortion Skill Duo==
{{MoveData
|image=BBTag_Nu_CalamitySword.png |caption=
|input=P during Main Character's Distortion Skill
|name=Calamity Sword
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Nu-13/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=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.
}}
}}
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
Line 683: Line 656:
|name=Sword of Destruction
|name=Sword of Destruction
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-12
{{#lsth:BBTag/Nu-13/Data|222BC}}
|description=
{{!}}-
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.
{{Description|6|text=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.


  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
==Navigation==
{{CharLinks-BBTag|Nu}}
{{#lsth:BBTag/Nu-13/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Nu-13/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:Nu-13]]
[[Category:Nu-13]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 01:33, 29 May 2019

Nu-13
BBTag Nu Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Zoner, Aggressive, Long-range
Team role
Point, Support(Situational)

Overview

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

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

Backstory

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

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

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

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

4A
4A
BBTag Nu 4A.png
Sweg
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 6 17 -6 B 5~11 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 26 22 40 11 +0 +2
BBTag Nu 4A.png
BBTAG Nu 4A Hitbox.png
  • Head invulnerable
  • Decent close range antiair

Old 6A.

5A
5A
BBTag Nu 5A.png
BBTag Nu 5AA.png
BBTag Nu 5AAA.png
BBTag Nu 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 5 15 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Nu 5A.png
BBTAG Nu 5A Hitbox.png
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
280×8 All 14 4(2)4×7 Total: 71 -8 P1 - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 23 22 31 0/+3 +3 +5
BBTag Nu 5AA.png
BBTAG Nu 5AA Hitbox.png
  • All hits are jump cancellable on block
  • Act Parser (66 or 44) cancellable

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


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
300×8 All 17 1×8 24 -6 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 24 36 29 51 2 +0 +5
BBTag Nu 5AAA.png
BBTAG Nu 5AAA Hitbox.png
  • 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.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 16 - Total: 51 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 + Slide Launch 55 + Slide 0/+5 +5 +10
Maximum Slide duration 3F
BBTag Nu 5AAAA.png
BBTAG Nu 5AAAA Hitbox.png

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

5B
5B
BBTag Nu 5B.png
BBTag Nu 5BBB.png
BBTag Nu 5AAAA.png
Your new favorite letter of the alphabet.
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 13 13 Total: 41 -5 P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 16 19 21 34 4/+5 +5 +10
Projectile Level 2 during first 4 active frames
BBTag Nu 5B.png
Your new favorite letter of the alphabet.
BBTAG Nu 5B Hitbox.png
  • 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
  • Act Parser (66 or 44) cancellable
5BBB
  • 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
  • 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

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

5C
5C
BBTag Nu 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Nu 5C.png
"Pulverizing obstacle."
BBTAG Nu 5C Hitbox.png


Crush Trigger overhead.

2A
2A
BBTag Nu 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 9 4 12 -2 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBCP Nu 2B.png
Ragna 2A but 4 frames worse... ENJOOOOOY
BBTAG Nu 2A Hitbox.png
  • Fastest low, and fastest normal in general (tied with 5A)
  • Reaches slightly further than 5A
2B
2B
BBTag Nu 2B.png
BBTag Nu 2BBB.png
BBTag Nu 5AAAA.png
Template:AttackDataHeader-BBTag
2B


2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 9 15 Total: 38 -6 P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 Launch 19 Launch 34 4/+5 +5 +10
Projectile Level 2 during first 4 active frames
BBTag Nu 2B.png
I could not care less about your precious air game.
BBTAG Nu 2B Hitbox.png
  • 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
  • Act Parser (66 or 44) cancellable
2BBB
  • Act Parser (66 or 44) cancellable
2BBBB
  • 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

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
2C
BBTag Nu 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
280×8 Low 11 1×8 22 -6 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 36 Launch 50 3 +0 +2
BBTag Nu 2C.png
Pick a sword.
BBTAG Nu 2C Hitbox.png


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
j.A
BBTag Nu jA.png
BBTag Nu jAA.png
She'd get on well with that spider In-Birth.
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
380×8 High 11 1×2,2×6 25 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 20 22 34 2 +0 +2
BBTag Nu jA.png
BBTAG Nu JA Hitbox.png

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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
300×8 High 9 1×8 10 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 3 +0 +2
BBTag Nu jAA.png
BBTAG Nu JAA Hitbox.png

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
j.B
BBTag Nu jB.png
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 11 13 Total: 59+5L - P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 16 19 21 34 4/+5 +5 +10
Projectile Level 2 during first 4 active frames
BBTag Nu jB.png
BBTAG Nu JB Hitbox.png
  • 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


j.xBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 11 13 Total: 38 - P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 16 23 21 38 4/+5 +5 +10
  • Act Parser (66 or 44) cancellable
j.BBB


j.xBBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 11 13 Total: 43+5L - P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 16 23 21 38 4/+5 +5 +10
  • Act Parser (66 or 44) cancellable
j.BBBB


j.xBBBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 11 13 Total: 31 - P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 16 23 21 38 4/+5 +5 +10
  • Act Parser (66 or 44) cancellable
j.BBBBB


j.xBBBBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 - Total: 50+5L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 33 Launch 48 0/+5 +0 +10

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
j.C
BBTag Nu jC.png
TK Crescent, with less dexterity required.
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 16 6 Total: 57+14L -15 at best P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 + GBounce Launch 76 + GBounce 13 +0 +8
BBTag Nu jC.png
TK Crescent, with less dexterity required.
BBTAG Nu JC Hitbox.png


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
j.2B
BBTag Nu j2B.png
Template:AttackDataHeader-BBTag
j.2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 11 13 Total: 59+5L - P1 - - 50
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 16 19 21 34 4/+5 +5 +10
Projectile Level 2 during first 4 active frames
BBTag Nu j2B.png
Everyone forgets this exists. Everyone.
BBTAG Nu J2B Hitbox.png


  • 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

Ground Throw
Ground Throw
5B+C
BBTag Nu GroundThrow.png
Mainly used to hug Ragna
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 18 Launch 40 - - - - 0, 12 +0
Minimum Damage 2000
BBTag Nu GroundThrow.png
BBTAG Nu Throw Hitbox.png


  • 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
Supra Rage
5A+D (Air OK)
BBTag Nu SupraRage.png
Template:AttackDataHeader-BBTag
Ground


AD
Supra Rage
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
550×8 Air Unblockable 20 1×8 8+40L -31 B 1~27 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 16 Launch 49 Launch 63 2 +0 +2
Minimum Damage 27×8 (216)
BBTag Nu SupraRage.png
Hilda's but smaller
BBTAG Nu RA1 Hitbox.pngBBTAG Nu RA2 Hitbox.png
Air


j.AD
Air Supra Rage
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
550×8 All 9 1×8 Until L+40 - H 1~27 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 16 Launch 49 Launch 63 2 +0 +2
Minimum Damage 27×8 (216)
BBTag Nu SupraRage.png
Hilda's but smaller
BBTAG Nu RA1 Hitbox.pngBBTAG Nu RA2 Hitbox.png
  • Standard DP
  • Has a pause on startup.

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



Special Moves

Sickle Storm
Sickle Storm
236A/B
BBTag Nu SickleStorm.png
Template:AttackDataHeader-BBTag
A


236A
A Sickle Storm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 Until Hit Total: 54 -11 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 40 Launch 55 0/+12 +12 +17
Minimum Damage 85
BBTag Nu SickleStorm.png
BBTAG Nu 236A Hitbox.png
  • Hits low
  • Appears in front and goes toward opponent
  • The usual choice for close range pressure ender
B


236B
B Sickle Storm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 19 Until Hit Total: 54 -5 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 40 Launch 55 0/+12 +12 +17
Minimum Damage 85
BBTag Nu SickleStorm.png
BBTAG Nu 236A Hitbox.png
  • 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
Spike Chaser
214A/B
BBTag Nu SpikeChaser.png
Template:AttackDataHeader-BBTag
A


214A
A Spike Chaser
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 All 32 - Total: 79 -12 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 48 Launch 64 0/+15 +15 +15
Minimum Damage 115
BBTag Nu SpikeChaser.png
Better have your partner covering you for this
BBTAG Nu 214A Hitbox.png
  • Launches on hit
  • Only 3 spikes
  • Closer range
  • Very slow
B


214B
B Spike Chaser
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 All 67 Until Hit Total: 99 3 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 48 Launch 64 0/+15 +15 +15
Minimum Damage 115
BBTag Nu SpikeChaser.png
Better have your partner covering you for this
BBTAG Nu 214A Hitbox.png
  • 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
Act Parser
66 or 44 during certain moves
BBTag Nu ActParser.png
COM'ERE RAGNA
Template:AttackDataHeader-BBTag
66


66
Forward Act Parcer
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 41 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Nu ActParser.png
  • 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


44
Back Act Parcer
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 30 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Nu ActParser.png
  • 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


j.66
Air Forward Act Parcer
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 37 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Nu ActParser.png
  • 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


j.44
Air Back Act Parcer
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 33 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Nu ActParser.png
  • 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

EX Sickle Storm
EX Sickle Storm
236C
BBTag Nu SickleStormEX.png
Template:AttackDataHeader-BBTag
236C
EX Sickle Storm
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1250 Low 13 Until Hit Total: 54 +3 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 45 + WBounce + Slide Launch 60 + WBounce + Slide 0/+8 +8 +13
Minimum Damage 125
Maximum Slide duration 10F
BBTag Nu SickleStormEX.png
BBTAG Nu 236C Hitbox.png


  • 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
EX Spike Chaser
214C
BBTag Nu SpikeChaser.png
Template:AttackDataHeader-BBTag
214C
EX Spike Chaser
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2600 All 32 Until Hit Total: 64 +3 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 48 Launch 64 0/+15 +15 +15
Minimum Damage 260
BBTag Nu SpikeChaser.png
BBTAG Nu 214C Hitbox.png


  • Equal to B version with considerably shorter startup


Partner Skills

5P
5P
True Impreza
BBTag Nu TrueImpreza.png
Template:AttackDataHeader-BBTag
5P
True Impreza
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+16 12 Total: (18)+45 -9 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 12 +0 -
Minimum Damage 85
BBTag Nu TrueImpreza.png
BBTAG Nu 5P Hitbox.png
  • On hit, Launches and blow backs the opponent, making it easy to extend or convert it into a combo
6P
6P
Spike Chaser
BBTag Nu SpikeChaser.png
Template:AttackDataHeader-BBTag
6P
Spike Chaser
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 All (18)+67 - Total: (18)+99 +3 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 48 - - 0/+15 +15 -
Minimum Damage 130
BBTag Nu SpikeChaser.png
BBTAG Nu 6P Hitbox.png


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.

4P
4P
Gravity Seed
BBTag Nu GravitySeed.png
Place combo here.
Template:AttackDataHeader-BBTag
4P
Gravity Seed
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+13 3 39 -23 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 75 - - 12 +0 -
Minimum Damage 85
BBTag Nu GravitySeed.png
Place combo here.
BBTAG Nu 4P Hitbox.png


  • 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

Legacy Edge
Legacy Edge
236B+C
BBTag Nu LegacyEdge.png
Gate of Babylon
Template:AttackDataHeader-BBTag
236BC
Legacy Edge
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
360×24 [330×32] All 16+(41 Flash)+10 P{(4)P}×23,P
[P{(4)P}×31]
Total: 69
[Total: 57]
+67 [+111] P2 1~19 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 16 Launch 40 + WBounce Launch 54 + WBounce 0/+2 +2 +4
Values in [] are for Enhanced version
Each P in active frames represents a projectile spawned
Minimum damage: 18×24 (432) [33×32 (1056)]
BBTag Nu LegacyEdge.png
BBTAG Nu 236BC Hitbox.png


  • 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.

Calamity Sword
Calamity Sword
214B+C (air OK)
BBTag Nu CalamitySword.png
Not an Overhead
Template:AttackDataHeader-BBTag
Ground


214BC
Calamity Sword
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5500 [2850×3, 4000] All 10+(52 Flash)+1 9
[P(15)P(15)P(15)P]
Total: 84
[Total: 116]
-43 [-41] P2 1~11 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1]
Values in [] are for Enhanced version
Each P in active frames represents a projectile spawned
Enhanced Swords each have 9 active frames
Minimum damage: 1815 [427×3, 800 (2081)]
BBTag Nu CalamitySword.png
Not an Overhead
BBTAG Nu 214BC Hitbox.png
Air


j.214BC
Air Calamity Sword
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5500 [2850×3, 4000] All 8+(42 Flash)+5 9
[P(15)P(15)P(15)P]
Total: Until L+5 - P2 1~7 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1]
Values in [] are for Enhanced version
Each P in active frames represents a projectile spawned
Enhanced Swords each have 9 active frames
Minimum damage: 1815 [427×3, 800 (2081)]
BBTag Nu CalamitySword.png
Not an Overhead
BBTAG Nu 214BC Hitbox.png

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


Distortion Skill Duo

Calamity Sword
P during Main Character's Distortion Skill
BBTag Nu CalamitySword.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Calamity Sword
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [500, 1000×2] All 1+(92 Flash)+1 9
[P(15)P(15)P]
Total: 69
[Total: 106]
-38 [-41] P2 1~8 All
[1~1 All]
- 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 100 + GBounce + Down 23 Launch 115 + GBounce + Down 23 0/+12
[0/+1]
+12 [+1] +17 [+1]
Values in [] are for Enhanced version
Each P in active frames represents a projectile spawned
Enhanced Swords each have 9 active frames
Minimum Damage: 2000 [2500]
BBTag Nu CalamitySword.png
STILL NOT AN OVERHEAD
BBTAG Nu DSD Hitbox.png


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

Sword of Destruction
222B+C
BBTag Nu SwordOfDestruction.png
hug.exe
BBTag Nu SwordOfDestruction2.png
Awaken, Ea!
Template:AttackDataHeader-BBTag
222BC
Sword of Destruction
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 13+(101 Flash)+7 9 25 - B 13~28 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0 - -
BBTag Nu SwordOfDestruction.pngBBTag Nu SwordOfDestruction2.png
hug.exe • Awaken, Ea!
BBTAG Nu 222BC Hitbox.png


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.


Navigation

To edit frame data, edit values in BBTag/Nu-13/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.