BBTag/Nu-13/Combos: Difference between revisions

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She can't do much to them on the ground and many of her moves are really about trying to get them to jump so you can do air combos.  Many assists can be used to launch them from ground moves as well.
She can't do much to them on the ground and many of her moves are really about trying to get them to jump so you can do air combos.  Many assists can be used to launch them from ground moves as well.
Any combo ending in j.C can be cancelled into j.214B+C (Calamity Sword). At max scaling, j.214B+C adds 1350 damage to the end of a combo.


==Video Examples==
==Video Examples==

Revision as of 17:32, 22 October 2018

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Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6A becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
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)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Midscreen

Solo
Starter Combo Damage Meter Position Notes
5A 5AAA 5BBBB > j.BBBBB 6259 0 Ground
5A 5AAA 5BBBB > j.BBBB djc j2BBBBB 6792 0 Ground Slightly more damage, less frame advantage. Does not work on crouching opponents.
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
2C 2C xx 236A 2379 0 Ground Spending resources to get a bigger combo off a 2C starter is advised.
4A 4AAA 2BBBB jc j.BBBB djc j.BBBBC 6398 0 Anti-Air
2B 2BBBB jc j.BBBB djc j.BBBBC 3689 0 Anti-Air
2B 2BBB iad jA > 5AAA 2BBBB jc j.BBBB djc j.BBBBC 4156 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 > 5AAA 5BBBB jc j.BBBB djc j.BBBBC 5385 0 Grab
Throw B+C > 5AAA 5BBB iad jA > 5AA 2BBBB jc j.BBBB djc j.BBBBC 5512 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 5BBBB xx 236C > 5BBBB jc j.BBBB djc j.BBBBC 7363 1 Ground
5B 5BBBB xx 236C > 5BBBB jc j.BBBB djc j.BBBBC 4061 1 Ground
2A 2A 5AAA 5BBBB xx 236C > 5BBBB jc j.BBBB djc j.BBBBC 5667 1 Ground
2C 2C xx 236C > 5BBBB jc j.BBBB djc j.BBBBC 5993 1 Ground
2B 2BBBB xx 236B+C > dash 2BBBB jc j.BBBB djc j.BBBBC 4507 2 Anti-Air
5A 5AAA 2C xx 236B+C > activate resonance, dash 5BBBB jc j.BBBB djc 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 Parser (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


With Assists


Combo Theory


She can't do much to them on the ground and many of her moves are really about trying to get them to jump so you can do air combos. Many assists can be used to launch them from ground moves as well.

Any combo ending in j.C can be cancelled into j.214B+C (Calamity Sword). At max scaling, j.214B+C adds 1350 damage to the end of a combo.

Video Examples

Nu-13 Combos

Basic Nu-13 Combos by Meno


Launcher / anti-air BnB

214B > 2BBBB > jc > j.5BBBB > jc > j.5BBBB > j.5C > 214B

Basic combo with Ragna assist

Hit 6P around the same time as the 3rd B.

5BBBBB > 5BBBB > jc > j.5BBBB > jc > j.5BBBBB


External Documents and References

Collection of Nu-13 solo combos with video examples


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