BBTag/Nu-13/Strategy

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 Nu-13


Team Synergy

Point

On point, Nu suffers from a few large flaws, she has a shallow anti air, and when youre zoning youre always committing to at least one direction, so having an assist cover other avenues of approach for your opponent are incredibly important, assists like naoto k 4p, jin 5p, even mai 5p to cover the floor can come into play, as they help her convert off of saws. Another thing you might look into, is a classic blockstun assist to setup a good j.c swap mixup and cover approaches with parser. Lastly, a nice projectile or delay assist can allow you to call a free assist to convert zoning into rushdown using parser, or to pickup stray hits / setup better oki.

Anchor

Nus assists fall into strange categories, 6p is a delay assist you need to protect in order to get off, it has a nice delay, a generous active swap point, and good hitstun to setup mixup options for your point character, 5p is a fast projectile that covers 80% of the floor and penetrates the point character, making it great for assist denial given you are close enough. What 4p provides is a mixed bag, for characters with slow speed like wald, you can use it to setup a crossup safejump due to it impairing tech distance, for nine, it allows her to do corner combos midscreen, jin, he can double super from it, theres a lot of experimenting to do with it, but it largely is overshadowed by 5p and 6p. As a resonance anchor, nu remains one of the best, converting a single blocked touch into a super sequence that lasts her entire resonance timer of sheer chip damage, its common you prefer to not hit your target just to continue the chip string. Outside of becoming a chip god, she loses relevance in her j.c due to a lack of conversion outside of super, so its your only real choice in terms of setup.

Recommended Partners

When picking partners for nu, you want characters that can cover at least one portion of the stage so that she can handle the other portion, a good blockstun, either quick projectile, or a delay assist to help setup sandwiches for free. Other good partner choices can be characters that function well on their own and find themselves heightened by the assist denial provided by nu, and are generally safe being without typical assist types, Naoto K is a good idea for setting up sandwiches as well as providing anti air support, Vatista has amazing options that allows Nu to also forego zoning for more rushdown options, Wald provides an interesting Zoner / Grappler dynamic where any space created can turn into unblockables and unfun scenarios for your opponent. Merkava stands out in particular as his soar approach is incredibly strong in conjunction with nu 6p, and nu can make incredible use of the active swap and delay portions of merkavas 6p, and his lockdown 5p makes parser mix feel much safer.

General Tactics

Some of Nu's flaws carry over from cf, having to choose and guess your opponents avenue of approach, and it can be highlighted with opponents assist usage, Nu also isnt very cut and dry, while having a lot of projectile attributed attacks and good zoning value, due to assist function, you can find yourself using parser to create lots of strings and forms of harassment. A lot of the time her combos will require meter in order to keep going, and from a solo perspective she lacks any real threat to her overhead options, so try to stay in a form of empty jump low mix, stagger pressure, and tick throw as the risk from j.c outweighs the benefits, and mix it with her red light green light zoning to check people and remind them that it can be projectile 'o clock at any time.

Neutral

Nus neutral is mainly comprised of her zoning in conjunction with her partner, to control space on the screen and create disadvantageous situations for her opponent. The best timing for her to apply pressure on the screen is when her opponent is jumping, you can choose to force them to block 2b / 4b, and use parser by herself to move herself further from a corner, or move closer to use an anti for their landing, and in case they use a button. From a footsies perspective, nus normals arent too great, but 2a is much longer than 5a, and her 2c isnt the worse thing to check peoples toes with. J.a is a fantastic air to air and air to ground normal, at least given the context of her other normals. J.c is a complete disjoint overhead that isnt pushblockable after the startup, but some characters up close can crouch it.

Offense

Mixup

Nus mixup involves mostly conditioning opponents, so you have to sort of lead your opponent into recognizing your moves, show them 5aa is jump cancellable, show them you can gatling back to 2a with it, show them you can 236c anywhere to have a double hit low that makes you plus, once you start showing them your block options, they might pushblock or come up with bad ideas, keep it simple, 5aa is parser cancellable, so is 5aaa, all swords are, use your partner in these situations to make the opponent hold two way mix. Use j.a delay j.c and j.a 2a to assert more control into a high low, tick throw from it, but try to refrain from using j.c too much, its a bit reactable and very punishable.

Pressure

A lot of nus pressure can be summed up as some classic zoner things, making them hold a projectile, delaying projectiles, gapped pressure that encourages movement only to bait with another projectile and catch their jump, 236a is less negative the further it travels, make use of swapping between 236a for a delayed low into more 5b zoning, and 236b to catch immediate jumps from pressure to make them eat a low, and chase their tech to get a nice meaty. Up close something you may find use of is 5a > 5aa > 2a > 5a > 5aa, which gives you two jump cancel points, and is all blockstring. Another nice thing with it is that if your opponent pushblocks any point in here, you are safe to go straight into 5b and force them to keep blocking regardless, sometimes catching them running forward. Nu makes a ton of use out of her assist, allowing her to commit to j.c and pickup with her assist, if it doesnt hit, the assist can cover you just fine. She also uses assists to help out her zoning, like Mitsu 6p, vat 6p, and jin 6p. Using extra projectiles from an assist covers you to move forward using parser and start a 5a string while they are still holding the assists projectile.

Meter Usage

Meter usage on nu is strange, your most common use of meter is going to be 236c, and 236bc (Legacy Edge), 236c is +2 which saves you, and is also the glue that holds together a lot of combos and enables great oki. Legacy edge is mostly used as fodder until resonance, but instances where its useful is to close out a sword hit on an airborne target, to bring opponents to corner from 2c, and in some assist cases, use it sort of like adachis B ziodyne (236b) and active swap after the super flash. Her back super is a decent cashout, however during ccs its rather short and makes it hard to dhc from, you also get no good oki from her back super, so be careful with it. 214c is her best starter due to its raw damage output, and not due to its scaling / p1, it however suffers from a large startup, so in order to make good use of it you need to be paying very close attention to it, thankfully it is also slightly + if you dont get your hit.

Defense

On defense, nu has access to pushblock like everyone else which is a good +, however while she also has a dp like everyone, hers has a sad fate of being a 20f startup, in some cases people can meaty low and recover before the dp hits them. Try to refrain from that one. Her anti air (4a) Has a decent chunk of head invuln, but is rather shallow, so you may see yourself clash or just fully invul through some air buttons, be on the lookout for that situation. Another way to look at nus defense, is to choose a sword normal (5b , 4b , 2b) and try to stop them from getting anywhere close enough to consider using that, in some ways you can consider parser as a defense option due to the space it grants you in relation to the opponent.

Okizeme

Nus okizeme falls under category and its "is the opponent airborne" there are only a few instances in which a grounded meterless hit turns into a safejump or oki setup, for the most part to access good oki without thinking about character specific launchers, youll have to make use of 236c to get what you need. At some points you can also consider using an assist for combos or to just assist meaty.

Choosing a Knockdown Ender

  • j.C : This is a more damaging ender, when ending with j.c, you tend to be about even with your opponent on their wakeup, the main issue with choosing j.c ender is youre only doing this for damage, since if youre close enough to hit j.c, and you chose to do j.c, their wakeup forward tech will be directly in your face and you will become a sad robot. Try to give this one with back super so that you can either continue to do more damage, or try and weasel in a different ender.
  • j.BBBBB (with double jump available) : During j.b combos, you always have the option to go for another set of j.b using your double jump, but if you keep your double jump instead, and go for j.bbbbb ender, you can airdash after the 5th hit and a bit of delay, letting you retreat or continue pressure, as well as get a free assist call.
  • 236a/b (Airborne opponent) : 236a / b enders will always be great, you opt for 236a when the opponent is too close for 236b to combo, and 236b for when the opponent is too far for 236a to hit, in some cases closer to corner where both are able to hit, aim for 236a as to keep the corner.
  • 236bc "Legacy Edge" : This ender is less ender and more corner carry tool gone wild, you can only really combo this if a character is high enough above the floor and before 6 seconds of combo timer, otherwise 2c 236bc is another good option to go into legacy, only use this ender as a form of corner carry or setup, as the damage is very poor and scales combos easily.
  • 2bb : This ender is mostly aimed towards closer combos like j.aa relands, or perhaps combos using 2b as a launcher, or even when an opponent got barely anti aired by 2b, after 2 loops of relands you can aim to use 2bb as an ender give they are close enough to the floor, after 2bb you can jump cancel and aim for a safejump of some sort or try something fun.
  • 5aaa (Corner / Airborne opponent only) : 5aaa ender is strange, but not too uncommon as due to the minimum distance of nus swords you may find yourself whiffing combos in the corner, so opt for more 5aaa 236c related strings, 5aaa is airborne and corner only, but you can opt into parsing afterwards or setting up a meaty.
  • 236c : This ender is a bit strange, but you can use this in corner and midscreen to create sandwiches with assist after a knockdown, or plant your assist in the corner and crossup safejump their wakeup, there are a lot of variatons on uses for this, but it does feel a bit bad to use meter for an ender.
  • j.aa~c : You can use j.aa delay j.c and fit a nice iadj.a for safejump as long as you are close to the floor, commonly used on iad routing
  • 5c : You can use 5c as a hard knockdown and fit a safejump

Oki Options

  • 236b Meaty : 236b meaty is safe, and makes you incredibly plus when done properly, since it also goes past you, if you use it a bit improper and see an opponent tech past, if they dont double jump you can still have them be hit by it regardless. This is common oki after 5aaa ender, 5aa ender, and can be done on 2bb ender. Since this is a low, you can aim to try a 5c with the 236b to get something a tad hard to block, or by using an assist ender in the corner and setting 236b meaty after a delay, you can swap to your partner and create an unblockable scenario with them since they have no recovery from using 236b.
  • j.A / Iadj.A : Iadj.a is an interesting safejump, due to its incredibly low blockstun you can safejump some guardpoint dps, (Tager, Celica, Yukiko), and you can tick throw from it as well, delay 2a afterwards, or delay j.c afterwards, it makes for a lot of scary situations for the opponent, make sure to mix this with empty jumps to bait out pushblock attempts, you can opt for this safejump after the j.bbbbb ender granted you have a jump, 236a/b enders, 5aaa ender but you must do a back parse first, and is integral to the 236c enders safejump.
  • 214a/c Meaty : This can be done after 2c if you really wish, as well as 236c given a small delay, when done properly it will be almost as + as 236b meaty, but the real reason you should fish for this hit on oki, is that its one of your better starters on nu, and can reward upwards of 8-10k with 2 meter
  • Delayed 236bc Meaty : Mostly used in resonance due to cancel windows, a delayed 236bc meaty follows late after a 236a ender to force distance from the opponent, and makes them eat chip on their wakeup, delaying it properly rewards loads of blockstun, and no punish for the opponent if they attempt to mash out.
  • Meaty 2a or 2c : This could be considered a standard meaty approach, just using a normal to make them block, due to everyone in bbtag having a dp that is also mapped to pushblock, its generally a bad idea to go for something like this, but sometimes it just works out right, and your other options arent quick enough or available.
  • Meaty 5b : Much like above, if you were to get an opponent on a standing ender like 5bbbbb, this is just a simple option to make them block on wakeup, be mindful of your opponents meter as they may just wakeup super you for trying it.


Blockstrings

Blockstrings are only common when youre pulling out the 5b, but generally end on 5bbbb or 5bbbb > 236a/b, but when youre up close you have to remain mindful of opponents who pushblock, and keep your finger on 5b prepared to be pushed away.

1.5a >5aa > 2a > 5a > 5aa > 5aaa > 5bb2b > 2c > 236x : This kind of ecompasses all your actions you can possibly take, and just whittles patience for the most part, what should be noted in this blockstring is the amount of variations you can place in this as well, 5a is grab cancellable, or can go straight into 2a back into itself one more time, 5aa is jump and parser cancellable, as well as throw cancel, you can iad j.a from it for a crossup j.a touch and cause a bit of panic. 5aaa is parser cancellable, all of your sword normals in this string are parser cancellable, both backwards and forwards, 5bb2b is used to vacuum closer, but you can opt for 5bbb to push instead and gain distance to change timing on 236x if you decide to cancel like that, or go into 2c and check feet again, which can be cancelled into 236x, if your opponent is far, try 236a for a stagger approach and 236b for an immediate foot check, if they are close, you can do 236a for a last resort low that makes you negative, 236b as a form of stagger that makes you plus if they dont mash out letting you reset pressure, 236c will allow you to be plus regardless so you can press that if you feel unsafe, and checks low twice. After blocking 236c you can choose to start zoning from all the pushback you generated, and choose to parser forth to set more rushdown ideas with assist, or to parser backwards and start more zoning pressure.

2.x.b/b/b/b/b/b : This is just a basic sword string, whats important to note is how each touch functions, so for instance, x.bb will always pull your opponent closer, 5bbb pushes, 2bbb pulls, and the 4th hit will always push, however this hit is also the most minus, since its the last sword you can parser cancel, the best frame advantage sword is 5b, but you get no damage if it does actually touch. Important things to note about the 5th sword, its tracking is a bit jank, and in air sword cases on grounded opponents, the 5th hit can whiff making you extremely disadvantaged due to 2.0 changes on push/pull and not helping the homing on it out.

Tips and Tricks

  • As Nu, you always want to check your opponents meter, people are very willing to attempt to super out of your zoning due to your low reward, make sure you also recognize which characters have projectile invulnerable attacks, and try not to run safejumps too hard on counter DPs. If your opponent enjoys super with a delayed assist on a bionic arm type super (Full screen dashes, think Yangs forward super) you can delay an assist call in between to either take damage for you or deny the assist and let Nu punish the super.
  • As a character whos a bit on the rare side, you may get away with things way more than you really should, so make sure you perform knowledge checks on your opponents to see how much you really can get away with
  • Be extremely careful against Personas, when nu swords touch a persona it stops there, and your only option afterwards is to summon another sword and hope it hits someone, or just wait until you can block from it, she cannot cancel into a parser or jump like she could on a regular hit.

Fighting Nu-13

One of Nus great weaknesses, is that without a decent enough assist kit behind her, shes stuck having to commit to one spot to zone with her swords, you can take advantage of this by super jumping forward and calling any advancing assist or projectile assists you have available, if she commits to hitting you she will take damage and you can gain space, if she hits the assist you will be in her face and able to punish if they dont jump cancel for hitting the assist right away.

Another issue she faces is that she lacks any real overheads when zoning, nor does she do chip damage unless shes in resonance or you get touched by a wheel, so you can comfortably force her to approach.

Nus parser is punishable, but not only is it punishable, even if she assists, depending on what assist it is, you can raw tag to appear behind the assist and punish both characters for a happy birthday.

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