BBTag/Nu-13/Combos

From Dustloop Wiki
< BBTag‎ | Nu-13
 Nu-13
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



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


External Documents and References

Navigation

 Nu-13
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information