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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
Combo Notation Guide | |||||||||
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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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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •