Combo Notation Guide | |||||||||
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Combo List
xx means to delay slightly before the next attack
Midscreen
Solo
Starter | Combo | Damage | Meter | Position | Notes |
---|---|---|---|---|---|
5A | 5AAA > 5BBBB > j.BBBBB | 6259 | 0 | Ground | Very basic combo, should try to always aim for something more than this, but itll help if you cant remember what you should do. |
5A | 5AAA > 5BBBB > j.BBBB > j2BBBBB | 6792 | 0 | Ground | Slightly more damage, less frame advantage. Does not work on crouching opponents. Its incredibly hard as of 2.0, its better to do the combo above so you dont get punished for whiffing. |
5B | 5BBBB > j.BBBBB | 3168 | 0 | Ground | Opponent must be close enough for jB to connect. |
2A | 2A > 5AAA > 5BBBB > j.BBBBB | 5104 | 0 | Ground | Super basic low autopilot from blockstring |
2C | 2C xx 236A | 2379 | 0 | Ground | Spending resources to get a bigger combo off a 2C starter is advised. |
4A | 4AAA > 4BBBB > iadj.a > 5aaa > 2bbbb > j.BBBBB | 6479 | 0 | Anti-Air | |
2B | 2BBBB > j.BBBB > j.BBBBC > xx > j.BBBBC | 4166 | 0 | Anti-Air | |
2B | 2BBB > iadjA > 5AAA > 2BBBB > j.ABBBB > j.BBBBC > xx > j.BBBBC | 4318 | 0 | Anti-Air | Adding the instant air dash adds a little more corner carry. Depending on how far away the opponent is when 2B hits, this route may not be possible. |
Throw | B+C > 4BBBB > iadj.A > 5AAA > 2BBBB > j.ABBBB > j.BBBBC > xx > j.BBBBC | 5696 | 0 | Grab | Adding the instant air dash adds a little more corner carry. |
j.C | j.C xx j.A+D | 3639 | 0 | Ground | |
5A | 5AAA > 5BB2B > 2C > 236C > 6 > 2BBBB > j.ABBBB > j.BBBBC > xx > j.BBBBC | 7471 | 1 | Ground | |
5B | 5BBBB > 236C > 5BBBB > j.BBBB > j.BBBBC | 4061 | 1 | Ground | |
2A | 2A > 5AAA > 5BBBB > 236C > 5BBBB > sj.BBBB > j.BBBBC | 5667 | 1 | Ground | |
2C | 2C > 236C > 6 > 2BBBB > iadj.A > 5AAA > 2BBBB > j.BBBB > j.BBBBC | 6541 | 1 | Ground | |
2B | 2BBBB > xx > 236BC > 6 > 2BBBB > j.BBBB > j.BBBBC | 4507 | 2 | Anti-Air | You can go for something like this if you feel you NEED corner carry bad. |
5A | 5AAA > 2C > 236BC > activate resonance > 6 > 5BBBB > j.BBBB > j.BBBBC | 7404 | 2 | Ground | Mid combo resonance activation route. |
With Assists
Specific combos will vary depending on the second character, but should work for most teams unless otherwise noted. The actual timing of the assist call depends on what assist is used; slower assists need to be called earlier. All damage values assume that the assist being used is Ragna 5P (Hell's Fang).
Starter | Combo | Damage | Meter | Position | Notes |
---|---|---|---|---|---|
5A | 5AAA 5BBBB 5P > 2BBBB jc j.BBBB djc j.BBBBB | 7444 | 0 | Ground | |
5B | 5BBBB 5P 66 > 5AAA 2BBBB jc j.BBBB djc j.BBBBC | 4355 | 0 | Ground | How close you need to be to use this combo depends on what assists your second character has. From a closer range 5B it may not be necessary to use Act Parcer (66) to get in range for the 5A. |
2A | 2A 5AAA 5BBBB 5P > 2BBBB jc j.BBBB djc j.BBBBB | 5810 | 0 | Ground | |
2C | 2C 5P > 5BBBB jc j.BBBB djc j.BBBBC | 6660 | 0 | Ground | |
2B | 2BBBB jc j.BBBB djc j.BBBBC 5P > 2BBBB jc j.BBBB djc j.BBBBC | 4561 | 0 | Anti-Air | |
j.C | j.C xx active change | varies | 0 | Ground | Only usable when your second character is already in play. Active switching to your partner allows you to link a fast normal (9 frames or so is fast enough) into a full combo. |
j.C | j.C 5P > 5AAA 2BBBB jc j.BBBB djc j.BBBBC | 7260 | 0 | Ground | |
j.C | j.C 5P xx cross combo > dash j.C 5P > dash j.C 5P > dash j.C 5P > 2BBBB jc j.BBBB djc j.BBBBC | 8845 | 0 | Ground | How many reps of j.C 5P you can do will depend on your partner. Keep in mind that if j.C and 5P aren't used simultaneously, it will be considered an Active Partner Skill and consume half your skill gauge, meaning fewer reps of j.C 5P will be possible. |
Corner
Solo
Starter | Combo | Damage | Meter | Position | Notes |
---|---|---|---|---|---|
5A | 5AAA > 5BBBB > 2C > xx > 236B | 5614 | 0 | Corner far | You have to be slightly distant from corner to hit the 5b, the 236b is for oki |
5A | 5AA > 2BBBB > 8j.AA > 4 > 2BBBB > j.ABBBB > j.BBBBC > j.BBBBC | 7035 | 0 | Corner close | Character specific (List link) |
5A | 5AA > 2A > 2BBBB > 8j.AA > 2BBBB > 8j.ABBBB > j.BBBBC > xx > j.BBBBC | 6417 | 0 | Corner close | Character specific (List link) |
5B | 5BBBB > 2C > xx > 236A | 2809 | 0 | Corner far | |
2A | 2A > 5AAA > 5BBBB > 2C > xx > 236A | 4839 | 0 | Ground | |
2B | 2BBBB > j.ABBBB > j.ABBBBC > xx > j.BBBBC | 4137 | 0 | Opponent above you | |
4A | 4A > 214A > 5AAA > 2BBBB > j.ABBBB > j.BBBBC > xx > j.BBBBC | 7684 | 0 | Anti-Air Counter | |
2C | 2C > xx > 236A | 2379 | 0 | Ground | |
Throw | 214A > 5AAA > 2BBBB > 8j.ABBBB > 8j.BBBBC > xx > j.BBBBC | 6185 | 0 | Ground | Cant be backthrow from corner unless opponent is a big body |
5A | 5AAA > 5BBBB > 236C > 2BBBB > j.ABBBB > j.BBBBC > xx > j.BBBBC (j.214bc) | 7892 / 9707 | 1 / 3 | Ground | Main corner damage routing |
Combo Theory
Nus combo theory revolves around "When launcher?", where you have to remember what characters your enemy uses and what specific meterless launchers you can use if any, saving that extra meter is great, and you still safejump on meterless combos. When hitting swords in particular you want to keep certain factors in mind, on the floor see if you can get 5bb2b 2c and get a ball rolling, its simple for floor stuff but when you anti air with 2b/4b it can get really particular and downright needy at times. Sometimes you can only superjump into a swordstring c ender and rebounce another j.bc ender in there, other times you can do something really cheeky like 2bb iadj.a and convert 5a into whatever you please, you need another plane of awareness most of the time. Another concept to think about is how anytime you choose a j.c ender that isnt super close to floor, you are giving up oki for damage, so pick your poisons in general. As Nu you also tend to be easily burstable, the only easy times for her are during 5a / 5aa / j.a / j.aa (given you have a double jump), so you can opt for j.aa loops if you want to stay on the more burst safe side at the expense of some heavy execution.
Video Examples
Nu-13 Combos
Basic Nu-13 Combos by Meno