BBTag/Nu-13

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Overview

Overview

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 force them into a mixup. 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, her zoning tools are very committal, leaving you very vulnerable on whiff. In order to play Nu-13, you'll need learn how to properly anticipate your opponent's movements and how to use your movement options to create space.
Nu-13
BBTag Nu Portrait.png
Health
16,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Act Parcer
Fastest Attack
5A (9F)
2A (9F)
Reversals
A+D (20F)
214B+C (11F)

 Nu-13

Pros
Cons
  • Exceptional zoning tools.
  • Strong Neutral game.
  • Strong mix-ups.
  • Act Parcer.
  • 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 16k.
  • No fast options to mash out of pressure.
  • Very situational meterless launcher combos.
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 6 17 -6 B 5~11 H

Nu's close range anti-air A grounded attack that hits the opponent out of the air, best used to stop IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s in Footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. range thanks to its early head Invul Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves..

However, its head invul ends on the first active frame and it has low vertical range for an anti-air making it lose certain jump-ins like  Mitsuru's j.BBBTag Mitsuru jB.pngGuardHighStartup11Recovery25Advantage-. So it's best used defensively rather than channelling other normals.

4A also serve as a good starter as on hit it leads to full combos and on block has almost every cancel option making it good for starting pressure To attack the opponent continuously and leave little room for counter attacks..

  • Cancels into throw and jump
  • If you input 5A after using 4A, you'll get 5AA instead.
Level P1 P2
3 90 80

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 5 15 -3 B
5AA 280×8 All 14 4(2)4×7 Total: 71 -8 P1
5AAA 300×8 All 17 1×8 24 -6 B
5AAAA 1700 All 16 Total: 51 P1

Nu's main combo and pressure starter thanks to its good scaling and cancel into 2A.

  • Fastest normal (tied with 2A)
  • Jump and throw cancelable
  • 5A and 2A can be used a combined total of 3 times per string

The main branching point in your block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. due to its cancel options making it good for going for mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s.

5AA can go into jumps, throws, your other normals, and Act ParcerBBTag Nu ActParser.pngGuardStartupRecovery41Advantage-. You can go for a high/low with 2A/j.C or try to set up a left/right with Act Parser.

If the opponent pushblocks 5AA itself, you can jump cancel to stay safe but if 5/4A get pushblock and you cancel into 5AA you'll be very unsafe.


Combo filler solo, a decent blockstrings when combined with an Active Switch, thanks to its long duration.

5AAA helps push the opponent far enough in combos to use B normals but has long recovery like 5AAand can't be jump cancelled (so you can't bait burst).

Since 5AA>5AAA has a gap in it, with an Active switch, you can get a decent left/right mixup with great reward for the partner.


5AAAA should only be used for Cross Raid as 5AAA combos into 5B always lead into better damage and oki.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 80 85

5A:
5AA:
5AAA:
5AAAA:

  • Maximum Slide duration 3F

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 All 13 13 Total: 41 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

Your main zoning The act of denying the opponent the ability to approach, jump, or other movement options. tool and poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. thanks to its balance of range and speed.

5B covers most of the ground and can lead to combos on hit and can lead to mixups with Act Parcer. This makes it great for stopping opponents running at you and for punishing things from afar. But as with all of Nu's B normals, it has long recovery so try not to whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack. or spam it.

5B has a dead zone like her other B normals which can make it awkward to use it in blockstrings. A consistent blockstring is 2A 5AA 2A 5B .

  • Travels nearly fullscreen but against some characters like  Tank it will connect even from fullscreen.

xBB - xBBBBB

When you use 5B,2B or 4B after the initial sword pressing B will make them all go into this auto combo so we're going over it here.

Most of the time they serve as combo filler but the actual conversations depend on distance, height and resources.

You can use 236C or 236B + assist to convert from nearly fullscreen for the former and fullscreen for the latter. You can jump cancel into j.5B and go from there depending on height. 5B is a poor starter so the damage you get won't be great but it's better than nothing.

The 3rd sword pushes away and the 4th vacuums but if you input the 3rd hit as xBB2B the 3rd hit will vacuum and the 4th will push away. The final hit tracks the opponent and knocks down leaving you in a good position for more zoning and sometimes it's the only way of getting oki.

  • All hits including the initial sword but excluding the final can be cancelled into Act Parcer.
Version Level P1 P2
5B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

5B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

4B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4B 1000 All 13 9 20 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

Another anti-air, used to catch IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s from far away and airborne opponents at angles that 2B would fail.

Slower characters like  Waldstein can be reliant on air dashes to quickly cover distance in neutral When neither player is in an advantageous position in terms of stage position. which makes 4B important for stopping them.

  • Be careful not to get this when trying to use 5B after blocking.
Version Level P1 P2
4B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

4B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Universal Overhead An attack that the opponent must block high.. Like the most Blazblue and Persona characters, it's decently fast but is punishable on block. It has better range than most of them though.

5C is mainly used as a combo ender as it leads to safejumps. It's also a servicable mixup option when your too close for TK j.C

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.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 9 4 12 -2 F

Nu's best poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. in footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. range as well as her main low for mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s.

2A has the same startup as 5A but has more range and faster recovery making it better for starting pressure. Just remember that depending on your distance 5A might whiff when done after 2A.

It serves as decent meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. on the opponent wake up The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. for when you don't have time to runaway or if you want to stay up close.

Level P1 P2
2 90 75

2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1000 All 9 15 Total: 38 -6 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

Another anti-air as its amazing range lets you catch opponents even if they super/double jumping.

2B can usually be converted into a full combo by jump cancelling into j.5B. However, if the opponent is very high and very far when 2B lands, you may have no choice but to do the full autocombo to get oki.

If the opponent is too close to use 2B or they IAD, your better or using 4A, 4B or Supra RageBBTag Nu SupraRage.pngGuardAir UnblockableStartup20Recovery8+40LAdvantage-31.

Version Level P1 P2
2B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

2B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
280×8 Low 11 1×8 22 -6 F

Mainly used as combo filler as it can go into Sickle StormBBTag Nu SickleStorm.pngGuardLowStartup13RecoveryTotal: 54Advantage-11 and Legacy EdgeBBTag Nu LegacyEdge.pngGuardAllStartup16+(41 Flash)+10RecoveryTotal: 69
[Total: 57]
Advantage+67 [+111]
.

Its multiple hits, the fact it hits low and good range lets it catch fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.s and good for Active Switch mixups.

  • If it used at its max range, it will only hit once.
Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 380×8 High 11 1×2,2×6 25 H
j.AA 300×8 High 9 1×8 10 H

A great air-to-air A jumping attack that hits the opponent out of the air and sadly your best air-to-ground due to its good horizontal and bad vertical range.

Its disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. and many active frames make it strong at controlling air space and protecting yourself when retreating like after an instant air back dash. It also has a hitbox behind her on the later active frames so you can crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them..

j.A is the only air attack Nu has that doesn't stop her momentum which makes it jump in she really has. It also has long recovery making it bad on whiff unless you land with it and low hitstun which can make combos harder.


j.AA sees little use as it's hitbox A general term showing where an attack can hit the opponent and where the character is vulnerable to attack. isn't as large as j.A so it can whiff if you're not close enough, j.5B is more consistent and leads to better damage and oki.

j.AA is probably Nu's leasted used move along with 5AAAA.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1
  • First through fourth hits are Act Parcer (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.

Version Level P1 P2
j.B 4 50 90
j.xBB 4 50 90
j.xBBB 4 50 90
j.xBBBB 4 50 90
j.xBBBBB 4 80 85

j.B:

  • Projectile Level 2 during first 4 active frames


j.xBB:
j.xBBB:
j.xBBBB:
j.xBBBBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 16 6 Total: 57+14L -15 at best P1

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.

Can frame trap into A+D or 214B+C on block, at your own risk.

Level P1 P2
5 80 90


j.2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1
  • Act Parcer (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.

Version Level P1 P2
j.2B 4 50 90
j.xBB 4 50 90
j.xBBB 4 50 90
j.xBBBB 4 50 90
j.xBBBBB 4 80 85

j.2B:

  • Projectile Level 2 during first 4 active frames


j.xBB:
j.xBBB:
j.xBBBB:
j.xBBBBB:



Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

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.

Midscreen you can combo with 5A. In the corner, you can go into 214A or 214C. In both cases you can get up to 5-6k damage.

Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Supra Rage

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 550×8 Air Unblockable 20 1×8 8+40L -31 B 1~27 All
j.AD 550×8 All 9 1×8 Until L+40 H 1~27 All
  • Standard DP
  • Has a pause on startup.

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

Version Level P1 P2
AD 3 80 60
j.AD 3 80 60

AD:

  • Minimum Damage 27×8 (216)


j.AD:

  • Minimum Damage 27×8 (216)



Special Moves

Sickle Storm

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1700 Low 13 Until Hit Total: 54 -11 P1
236B 1700 Low 19 Until Hit Total: 54 -5 P1
236A

This version is used to end both combos and pressure since it knockdown and sends the opponent away from you for more zoning. It can also be used for sandwiches. If Nu is far from the opponent but her partner is on the other side (like with Chie 6P) you can do a left/right mix by active switching to them.


236B

Nu summons the sword farther away and it comes towards her. This makes it hit opponents farther away faster making it a better combo ending at long range. When combined with an assist, this move lets you get combos from fullscreen B normals.

It can also be used for oki in the corner as Nu can be up to +20 on block and it goes behind her, letting it catch opponents that tech past her.

Version Level P1 P2
236A 4 80 75
236B 4 80 75

236A:

  • Minimum Damage 85


236B:

  • Minimum Damage 85

Spike Chaser

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2300 All 32 Total: 79 -12 P1
214B 2300 All 67 Until Hit Total: 99 3 P1
214A

This version is mainly used for combos. In the corner, this is used to covert off throws. Outside of that, it's also used in cross combos by using your assist to give yourself enough time to get it off.

  • Summons 3 spikes
  • Spikes stop appearing if it collides with a persona.

214B

This version is used for neutral and zoning. If you manage to get it out,it will cover the entire ground forcing your opponent to either block(which makes Nu very plus) or jump. As such, both Nu and her partner can use it as cover while you approach or cover the ground while you cover the air.

This move is a death sentence when done solo as the opponent can just run and hit you or use a fullscreen attack. Its true potential is with an assist. You can use them to cover you or swap to them as Nu does the attack.

  • The spikes keep going until their offscreen
  • Spikes stop appearing if it collides with a persona.
Version Level P1 P2
214A 5 80 90
214B 5 80 90

214A:

  • Minimum Damage 115


214B:

  • Minimum Damage 115

Act Parcer

66 or 44 during certain moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
66 41
j.66 37
44 30
j.44 33
  • 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 Parcer in training mode to get a sense of the spacing.

When combined with an assist, cancels into Act Parcer 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 Parcer are negative on block, so without the aid of an assist Nu can't use Act Parcer to get a guaranteed mixup (although sometimes you can catch people sleeping and cancel a random 5B into Act Parcer then throw). The one exception to this is an anti air normal (usually 2B or its followups) cancelled into forward Act Parcer; 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 Parcer 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.

Version Level P1 P2
66
j.66
44
j.44

66:
j.66:
44:
j.44:


Extra Skills

EX Sickle Storm

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250 Low 13 Until Hit Total: 54 +3 P1

One of Nu's best moves. It's the glue that holds her combos together as it lets her get great damage and oki for just 1 bar. It's also good for pressure as it's plus on block letting you go for more zoning. This is what you'll be spending most of your meter on.

  • Causes a wall bounce on hit.
  • Hits twice
  • Won't combo from a max range 5B as it take too long to travel.
Level P1 P2
4 80 75
  • Minimum Damage 125
  • Maximum Slide duration 10F

EX Spike Chaser

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2600 All 32 Until Hit Total: 64 +3 P1

Has the best attributes of both versions letting you use it for the same things. The startup isn't so long that you won't die if you use it solo but you're still better off using an assist. You also use it for oki along with 2C in the corner.

  • Has the A versions startup and the B travel and recovery.
Level P1 P2
5 80 90
  • Minimum Damage 260


Partner Skills

5P

True Impreza

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+16 12 Total: (18)+45 -9 P

5P is Nu's go-to combo extend assist. It goes about 3/4 of the screen letting you use it in cases where other 5P would fail. It can also be used for zoning and is your best assist to punish bursts.

Level P1 P2
4 70 85
  • Minimum Damage 85

6P

Spike Chaser

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 All (18)+67 Total: (18)+99 +3 P

Nu's 6P is used for zoning and oki. It has all the same uses as 236B. It's also her only assist that hits OTG but its long startup means you'll have to call it ealry.

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.

  • Identical frame data to 236B.
Level P1 P2
5 70 90
  • Minimum Damage 130

4P

Gravity Seed

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+13 3 39 -23 B
  • 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.

Can be used to enhance Nu's zoing as it makes it harder to dodge as well to stabilize combos due to less knockback.

Level P1 P2
4 70 85
  • Minimum Damage 85



Distortion Skills

Legacy Edge

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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

Legacy Edge is a great multi-purpose tool just like Sickle Storm.

Legacy Edge is mainly used during Resonance Blaze to deal massive chip damage. Outside of Resonance, there are no true blockstrings into Legacy Edge, but in Resonance you can cancel any version of Sickle Storm to Legacy Egde which IS a true blockstring. This lets Nu get 30-100% of your opponent's health through chip depending on your Resonance level and how many Legacy Edges you can do. This gives Nu great comeback potential and is the reason you would want Nu as an anchor.

Outside of that, it's great for lockdown as Nu can do multiple high/low mixups. You can swap to your partner after the super flash and let them use it. In terms of combos, this move is only used for the corner carry as 236C is better for damage.

Finally, Legacy Edge doesn't have invincibility for all of the startup but it does have some letting go through projectile attacks like Jin, Es and Blake Touga supers so you can use it for anti-zoning.

Level P1 P2
3 80 60
  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Minimum damage: 18×24 (432) [33×32 (1056)]

Calamity Sword

214B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 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
j.214BC 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

Legitimately a pretty good reversal for Nu. However, because her DP and frame 9 normals are so bad for defense, that means this reversal is fairly predictable. You really have to be reserved when considering this against any opponent whose offense is even partially careful.

Outside of that, it's also used to end combos. The damage is pretty good but the oki you get afterwards is poor so it's best used when it will kill the opponent and will leave them on death door. On top of that, its short duration makes it poor for using Distortion Drive Duo, especially for cross combos you might have to switch to your partner and have them use their super first.

Version Level P1 P2
214BC 4 80 60
j.214BC 4 80 60

214BC:

  • 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)]


j.214BC:

  • 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)]


Distortion Skill Duo

Calamity Sword

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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]

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.

Level P1 P2
4 100 100
  • 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]


Astral Heat

Sword of Destruction

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 13+(101 Flash)+7 9 25 B 13~28 All

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.

Level P1 P2
5


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