BBCF/Nu-13

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Overview

Overview

Nu-13 (stylized as ν-No.13-) is a highly mobile zoner. Her Drive is focused on controlling screen space with fast, long-ranged projectiles that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable strong setplay that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her drive which while low, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu has poor defensive options and low health, but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has a polarized toolset that results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.
Playstyle
Nu-13 is a zoner who reacts to her opponent's movement and controls space with her Drive.
Pros Cons
  • Screen Control: Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This makes her neutral difficult for some characters to navigate through.
  • Strong Anti-Airs: All of Nu's anti-airs have either great reward (6A), invulnerability (623C), or range (6D/2D) which makes her good at stopping aerial approaches.
  • Fast: Nu is very mobile with a near-instant command dash, a dash with the highest initial speed in the game, and an above average final speed, and a backdash that's also faster than average. In most MUs she will be able to outmaneuver her opponent in neutral.
  • Luminous Slave: A strong setplay tool that enables pressure extensions, mixups, and covering the opponent's wakeup options for okizeme as it can be manually detoned and acts independent of Nu.
  • Burst-Safe: Drive combos are Burst-safe allowing Nu to go for kills despite the opponent having it.
  • Health: Nu is tied for the lowest health in the game. She can't take many hits and it's easy for the opponent to get a lifelead forcing her to play more risky.
  • Poor Defense: Nu's only reversal requires OD and 50 meter making it situational and expensive. Her Counter Assault is easily low-profiled by crouch buttons too.
  • Drive Recovery: Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction to Drives once they have meter.
  • Low Average Damage: Drive starters prorate heavily and don't have long combo time, so Nu needs to win more interactions than others to score rounds.
  • Uneven Matchups: Nu's polarized toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.

Drive: Sword Summoner

Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects, these followup attacks all spawn based on the position of whatever the first sword hit, so will pretty much always hit as well. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit including her command dash Act Parcer.

Sword Summoner is faster and covers a longer range than most other projectiles in the game. It's also level 2 for various durations depending on the drive, so Nu can reliably challenge the projectiles of other characters, giving her strong screen control.

Nu can perform up to three drives in one string, and drives can reverse beat with each other, so 5D.D > 4D.D > 2D.D and 5D.D > 4D.D > 5D.D are valid strings. This limit is only reset by jump cancels or returning to neutral, such as through a link.

Air Drives have the same limit but this can be reset by j214D~C alongside jump cancelling.

Overdrive: Unlimited Drive

Powers up her Drive with the following effects:

  • All Drive moves, including their follow-ups, summon an additional sword.
    • The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 5 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn
    • Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit.
    • All additional swords deal 300 damage and have no cancel options, but otherwise copy the properties of the sword they spawn alongside.
    • Many of the additional swords spawn closer to Nu than normal reducing her deadzone considerably, notably with 5D.
  • 4D's minimum distance requirement is removed.
  • Drive Swords deal chip damage.
  • Gravity Seed recharges faster.
  • All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.
  • Crescent Saber ground-bounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.
  • Luminous Slave fires a second sword after the first with the same properties.
  • Legacy Edge lasts longer and fires more projectiles.
  • Calamity Sword has its deadzone removed and summons 4 swords in a row.

As a result, all of Nu's Drive-related attacks become much stronger. However there exists a problem where hitstop given to Nu by her drive moves does not pause her Overdrive timer. Meaning her overdrive combos tend to be shorter in length than other characters. While this problem doesn't exist for her physical strikes, these moves aren't powered up at all so this is of little comfort.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 6 9 -3 B

A disjointed jab with lengthy active frames, that sometimes hits crouching depending on the character. 5A is decent for stagger and can be used as a quick anti-air in a pinch.

  • Jump-cancelable on hit or block.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C

Characters 5A Hits While Crouching
CrouchCrouching Prox. GuardDoes Not Hit Any Crouch

Carl
Hakumen
Hazama
Jubei
Kagura
Nine
Platinum
Relius
Tager
Terumi(Must be staggered)
Valkenhayn

Amane
Arakune
Bang
Lambda
Makoto
Mu
Nu
Rachel
Ragna
Susanoo
Taokaka
Tsubaki

Azrael
Bullet
Celica
Es
Hibiki
Izanami
Izayoi
Jin
Kokonoe
Litchi
Mai
Naoto
Noel

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
510 Mid 8 3 14 0 B

A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into 6B even on whiff. This whiff cancel can be performed by just pressing 5B again.

  • Jump-cancelable on hit or block.

Gatling Options: 6A, 2B, 6B, 5C, 2C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
160×8 All 16 X{(4)X}×7 Total 71 -8 P1

A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.

This is susceptible to OD in pressure; don't use it often if the opponent has OD.

  • For some reason, if Nu scores a CH and goes into 5C, then it will also be a CH and do more damage.
  • Is considered a projectile

Gatling Options: 2C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Each sword is active for 3F

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 4 12 -4 F

A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
480 Low 9 4 10 0 F

A great button that's fast, disjointed, 0 on block, and has less recovery than her 2A. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into 6B instead on hit or block.

This is a staple in pressure because it can reverse beat with 6B and 6A, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals.

Gatling Options: 6A, 5B, 6B, 5C, 2C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
140×8 Mid×2,All×6 14 1×6,2×2 23 -9 B 11~17 H

An anti-air normal. 2C can be awkward to use as it's slow, the invul kicks in late and Nu's hurtbox rises before then. However, the range and actives on this are better than 6A, and it can cover jumps-ins with delayed momentum like Mu's j.CBBCS Mu jC.pngGuard:
High/Air
Startup:
12
Recovery:
18+4L
Advantage:
-
/j.D> j.2C and Azrael's j.BBBCP Azrael jB.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
/j.2CBBCP Azrael j2C.pngGuard:
All
Startup:
22
Recovery:
10
Advantage:
-
.

It's your only jump-cancellable C normal so this is used for a safe pressure ender or retreating if blocked as an anti-air, although the opponent gets a crouch confirm if they ODR through this.

Gatling Options: 5C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
670 Mid 11 6 17 -6 B 5~11 H

6A is fast and has early invul, it ends after the first active so it needs to be used reactively, but the low recovery makes her safe against baits. Overall a scary anti-air as she can continue pressure even if blocked.

It's Nu's most rewarding anti-air by far, scoring 4k at midscreen, and has good options on block, but the hitbox may be susceptible to clashing or being beaten by disjointed jump-ins if not properly timed.

For pressure, 6A is good as it reverse beats with 2B and goes into 5B which are both 0 on block making for nice stagger, and it can jump-cancel and go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows.

Gatling Options: 5B, 2B, 6B, 5C, 2C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
740 Mid 10 5 15 -3 B

Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block.

It's decent for pressure as it's safe from ODR and can jump-cancel, but 2B is better suited for meaties and roll-checking.

Gatling Options: 6A, 2B, 5C, 2C, 6C, 3C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89


6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
180×8 Midx2,Allx6 22 1×8 24 -6 B

This button is combo filler. It's the only non-Drive normal that can go into Act Parcer, so it's used for nice corner carry off midscreen hits, it's also used at the end of combos to set up 236[D]214[D].

The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do 6C → 44 to back off relatively safely.

  • Fatal Counter

Gatling Options: Specials

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82
  • Fatal Counter

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
140×8 Lowx3, Allx5 11 1×8 22 -6 F

Nu's sweep is a multi-hit low with great range and speed. It's disjointed and makes her hurtbox small so it can be used to low-profile pokes like Hakumen's 4CBBCS Hakumen 4C.pngGuard:
All
Startup:
10
Recovery:
24
Advantage:
-4
.

It's not great for pressure as all the cancels either leave a gap or are punishable by ODR.

  • Only the first 3 hits are lows.
  • Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by the full move.

Gatling Options: Specials

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 8 2 10 H

Nu's fastest air button. It's used to keep the opponent in blockstun from j.B or to set up air TRMs as it's self-cancellable.

  • Not jump-cancellable.

Gatling Options: j.A, j.B, j,2C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
590 High/Air 9 4 12 H

Nu's go to air-to-air. It's fast, disjointed, and safer to throw out than j.C. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint.

On taller characters like Susano'o, it's possible to fuzzy with j.B, although Luminous or 50 meter are needed for conversions.

Gatling Options: j.A, j,C, j,2C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
150×8 High/Air 9 1×2,2×6 25 H

An okay air-to-air, but not as disjointed as j.B and the recovery is considerably longer, so j.C tends to be used when retreating after an IABD. All of the hits are overheads so it can be used as a mixup tool, but the opponent needs to be conditioned as its hurtbox is easily challenged when used as a jump-in.

  • Hitbox doesn't extend until frame 11
  • Last 3 hits can land as cross-ups.

Gatling Options: j.2C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
150×8 High/Air 15 1×8 10 H
  • Big vertical hitbox
  • Horizontal hitbox is small
  • Easy to hitconfirm

Gatling Options: Specials

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89


Drive Moves

  • All Drives have a deadzone in front of Nu where they have no hitbox
  • All Drives except 4D start at Projectile Level 2 and decrease to Level 1 after a set amount of active frames
    • Always Level 2 during OD
  • Drives deal chip damage during OD
  • None can be jump-cancelled on block
  • The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)
    • Acceptable non-player targets are George the XIII, Nirvana and Ignis.
  • Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level.


5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 600 All 15 13 Total 48 -12 [-4] P2→P1 [P2]
5DD 300 All 13 6 Total 48 -11 [-6] P1

Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff.

The confirms from this vary with range, usually going into 4D or 236D, but it is possible to get into close range and carry them to the corner with 5D.D236D~C214C3C... if it hits them at a decent distance.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Normal 4 80 92
5DD Normal 4 80 92
  • 5D (notes: Can cancel into dashes on hit/block~36F During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2)
  • 5DD (notes: Can cancel into dashes on hit/block~36F)

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D 600 All 11 11 Total 45 -13 [-5] P2→P1 [P2]
2DD 300 All 13 6 Total 51 -14 [-9] P1

A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. ALso increases in size dramatically as it flies away.

On hit, you can either go into more Drives to bait a burst, or carry them to the corner with IAD routes for better okizeme.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D Normal 4 80 92
2DD Normal 4 80 92
  • 2D (notes: Can cancel into dashes on hit/block~33F During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2)
  • 2DD (notes: Can cancel into dashes on hit/block~39F)

6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D 600 All 13 13 Total 45 -11 [-3] P2→P1 [P2]
6DD 300 All 13 6 Total 56 -19 [-14] P1

A hard callout for stopping IAD approaches and opponents at a lower height than what 2D would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6D Normal 4 80 92
6DD Normal 4 80 92
  • 6D (notes: Can cancel into dashes on hit/block~36F During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2)
  • 6DD (notes: Can cancel into dashes on hit/block~44F)

4D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4D 600 High/Air 27 3 Total 57 -9 [-1] P1
4DD 300 All 13 6 Total 50 -13 [-8] P1

Nu's only standing overhead. It tracks the opponent's location and appears behind them. It's safer than TK Crescent, but is slower and can only be done raw or from 5D making it telegraphed. In the corner, 4D will become 'invisible' which makes it nasty if the opponent isn't looking at Nu's pose, but this is a knowledge check.

Be careful against characters with meter as 5D.D4D has a gap which makes it vulnerable against fullscreen supers like Terumi's Gleaming FangBBCP Terumi 41236C.pngGuard:
All
Startup:
4+(15 Flash)+6
Recovery:
39
Advantage:
-4
. However, OD 5D4D can be gapless.

  • Fatal Counter
  • Forces crouching on hit,
  • 110% bonus proration
  • No deadzone in OD
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
4D Normal 4 70 92
4DD Normal 4 80 92
  • 4D (notes: Can cancel into dashes on hit/block~48F Fatal Counter)
  • 4DD (notes: Can cancel into dashes on hit/block~38F)

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D 600 All 13 10 Total 50+5L P2→P1 [P2]
j.DD 300 All 13 6 Total 38 P1

A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward.

On block, Nu can either cancel into Act Parcer to back off or Crescent Feint to fall without landing recovery.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Normal 4 80 92
j.DD Normal 4 80 92
  • j.D (notes: Can cancel into dashes on hit/block~38F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2)
  • j.DD (notes: Can cancel into dashes on hit/block~23F)


j.2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2D 600 All 11 8 Total 50+5L P2→P1 [P2]
j.2DD 300 All 13 6 Total 51 P1

Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward. j.2D sees most use in staircase combos, but can bait anti airs since it goes below Nu.

  • Can be activated by inputting j.1D but not j.3D as you will get j.6D instead
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.2D Normal 4 80 92
j.2DD Normal 4 80 92
  • j.2D (notes: Can cancel into dashes on hit/block~40F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2)
  • j.2DD (notes: Can cancel into dashes on hit/block~39F)

j.6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.6D 600 All 13 6 Total 50+5L P2→P1 [P2]
j.6DD 300 All 13 6 Total 38 P1

A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this.

As with j.D, it's medium risk for low reward, but on block is made safe by Act Parcer or Crescent Feint.

  • Can also be activated with j.3D but not j.9D (You will get j.5D if you do this)
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.6D Normal 4 80 92
j.6DD Normal 4 80 92
  • j.6D (notes: Can cancel into dashes on hit/block~38F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2)
  • j.6DD (notes: Can cancel into dashes on hit/block~23F)

Universal Mechanics

Ground Throw

5B+C 4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Nu's throw launches the opponent high at an angle, so it can only be followed up with Drive normals or specials.

At midscreen, converting into 236[D] > Dash > 6B > ... let's her go into Act Parcer to carry the opponent to the corner and setup Luminous. Throws in the corner can link into 5B, but are usually special cancelled into Supra Rage.

  • Backthrow has an identical launch and combo routes, just on the other side.
  • 100% minimum damage.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T

Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT > 6D > 2D.D > IAD > ...

It is possible to followup with normals if Gravity or Luminous has been setdown before, but this is more niche.

  • Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.
  • 100% minimum damage.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 2 32 -15 B 1~20 All

Triggers the 6B animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly.

  • Opponent air techs on normal hit and can emergency tech on CH
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Nu's Crush Trigger is fully disjointed has a pretty sizeable range. Unlike most other characters, she can get midscreen conversions off uncharged hits by setting up Luminous and buffering D during the input, so it can be a decent mixup for 25 meter.

  • Breaks guard like other CTs
  • Wallbounces airborne opponents, wall sticks in the corner
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 3 80 60
5[A+B] Long 3 80 100
  • 5A+B
  • 5[A+B]


Specials

Sickle Storm

236D(~C)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D 800 Low/Air 16 Until Hit Total 63 -20 P1
236[D] 980 Low/Air 33 Until Hit Total 60 +3 P1
236D~C 800 Low/Air 24 Until Hit Total 63 -12 P1

A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into:

  • Gravity Seed (on hit/block)
  • Luminous Slave (on hit)
  • Act Parcer (in OD)

236D

The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after 3C. It can be used in conjunction with 4D for mixups during drive pressure, and is comboable with gravity. It's pretty minus on block but this shouldn't matter when being used at long range.


236[D]

This is the charged version, it wallbounces and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some 6A routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.

  • Fatal Counter.

236D~C

This is the slowest version of Sickle Storm, but it appears from behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D Normal 3 80 89
236[D] Normal 4 80 92
236D~C Normal 3 80 89
  • 236D (notes: Fatal Counter Can cancel into Slow Field, Luminous on hit/block During OD, can cancel into dash on whiff)
  • 236[D] (notes: Fatal Counter Can cancel into Slow Field, Luminous on hit/block During OD, can cancel into dash on whiff)
  • 236D~C

Luminous Slave

214D(~C)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D 800 All 51 Until Hit Total 52 P1
214[D] 1000 All see notes Until Hit Total 61 P1
214D~C 800 All 31 Until Hit Total 61 P1

A vital part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In OD it fires two swords.

Luminous will not fire if Nu is hit or enters blockstun.


214D

The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure.


214[D]

The charged version. It has the longest startup but is safe to setup after a 236D KD. It fires after 4 seconds have passed or the D button is pressed — this includes buffering it during other normals, Barrier Block, and Crush Trigger.

This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do crossups and other things with this. The high blockstun also enables Nu to go for pressure resets without spending Gravity.


214D~C

The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Short 4 80 92
214[D] Short 4 80 92
214D~C Short 4 80 92
  • 214D (notes: During OD, fires a second shot 10F after first)
  • 214[D] (notes: Shot fires 38F after pressing D again During OD, fires a second shot 10F after first)
  • 214D~C (notes: During OD, fires a second shot 10F after first)

Crescent Saber

j.214D(~C)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214D 1000 [1100] High/Air 18 6 Total 55+9L -4 P1
j.214[D] 1200 [1320] High/Air 35 6 Total 55+9L +8 P1
j.214D~C Total 55

Crescent Saber has two main functions: scoring air knockdowns at the end of staircase combos, and as a mixup tool. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer if Luminous Slave is setup beforehand.

  • All versions can cancel into Act Parcer during OD.

j.214D

Vanilla Crescent. This is your ender for staircase combos, flinging the oppnent back to the other side of the screen so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead at 24f in place of no standing one, it can be done from many points in pressure such as 5B, 6B, and 6A. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with a charged Luminous to cover TK. Crescent it's + on block and Nu can combo meter-lessly.

  • Is 24f startup and -11 on block at TK height.
  • Hitbox becomes bigger during OD
  • Ground bounces on CH and OD.

j.214[D]

The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but groundbounces on normal hit so it's easier to convert without setups. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo.

  • Hitbox becomes bigger in OD

j.214D~C

A feint version of Crescent. Nu can cancel the recovery into any move after this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with 2B to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed.

  • Resets the limit on Drive summons.
  • Overrwites the landing recovery of any previous Drive.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.214D Normal 3 80 89
j.214[D] Normal 3 80 89
j.214D~C
  • j.214D (notes: Frame advantage calculated off of lowest jump possible)
  • j.214[D] (notes: Frame advantage calculated off of lowest jump possible)
  • j.214D~C (notes: Can cancel into anything except blocking, double jump 14F onwards Can only be used oncer per jump)

Gravity Seed

214A/B/C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
13 Total: 42
  • A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.
  • Staple move for pressure, combos and zoning
  • Can be cancelled into from any normal or Drive on hit or block for pressure and zoning
  • Can be cancelled into from any special on hit for easy mode combo confirms
  • Cancels into any ground normal or special. This includes Act Parcer.

Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's 214A. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement

Starter Rating Level P1 P2 On-ODR Cancel Timing

Supra Rage

623C (air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C 700, 140×7 Mid 12 1×8 10+27L -21 B 5~15 H
j.623C 700, 140×7 Mid 9 1×8 Until L+24 B 1~12 T

A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler.

  • Landing recovery of both versions can only be cancelled into Gravity on hit.

623C

A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones 6A and 2C may struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter.

In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into 214B~5C or 6B for high damage routes at midscreen and in the corner.


j.623C

The air version has higher damage and is a long starter making it significantly more rewarding on hit than the ground version, but it has no head invul. It's mostly used in optimal punish combos, usually cancelled into the gound version right after due to SMP not being inflicted.

The throw invul is somewhat niche, but can be used to punish moves like Bang's Ultra Technique:"Hyper Shadowstep Strike" / ShippugekiBBCP Bang Shadowstep Strike.pngGuard:
Throw
Startup:
21+(60 Flash)+3
Recovery:
28 (ground)
L+14 (air)
Advantage:
-

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623C Very Short 3 80 89
j.623C Long 3 90 89
  • 623C (notes: First hit to hit opponent always does 700. Remaining hits do 140)
  • j.623C (notes: First hit to hit opponent always does 700. Remaining hits do 140)

Act Parcer

66/44 after certain moves (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
X > 66 41
X > 44 30 1~8 All
j.X > 66 37
j.X > 44 33

Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:

  • 6C.
  • Any Drive normal
  • Gravity Seed
  • Crescent Feint
  • Sickle Storm (during OD)
  • Crescent Saber (during OD)

X > 66

Nu's command dash. It's the fastest in the game and the recovery can be cancelled into any move making this very useful. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup.

It has a long window to pass through the opponent and Nu's hurtbox shrinks significantly, so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive.

  • Low profile 4f-20f.

X > 44

Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her.

  • Costs an air action.

j.X > 66 and j.X > 44

These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these.

  • Cost an air action.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
X > 66
X > 44
j.X > 66
j.X > 44
  • X > 66 (notes: Can pass through opponent 12-24)
  • X > 44
  • j.X > 66 (notes: Can pass through opponent 9-19)
  • j.X > 44

Distortion Drives

Legacy Edge

236236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
130×24 [130×37] All 16+(41 Flash)+9 X{(4)X}×23
[X{(4)X}×36]
Total: 57 +79 [+131] P2 1~19 xP

A strong anti-zoning super. Legacy Edge creates a portal in front of Nu that summons forth projectiles that fire fullscreen. Like most of Nu's moves, there is a deadzone between her and the portal.

All of the projectiles are level 2, so they will cleanly beat out almost every other in the game, including supers like Tsubaki's Requiem MaledictusBBCF Tsubaki 632146BOD.pngGuard:
All
Startup:
1+40
Recovery:
Total 1+57
Advantage:
-
. The invul on Legacy is fairly unique, shared only with Tager's Magna Techwheel: it will invul against anything that has the projectile attribute, including strike-projectile attacks such as all of Nine's normals (which are not avoided by normal projectile invuln). This long duration of invul makes it easy to punish the zoning of other characters, and even acts a reversal against projectile okizeme setups like Lambda's Spike ChaserBBCF Lambda 214D 2.pngGuard:
All
Startup:
27
Recovery:
Total: 69
Advantage:
-7

Nu can act independently while the super is still firing, so if the opponent blocks this, it gives her ample frame advantage to perform a variety of mixups with TK Crescent, IAD crossups, empty jumps into lows, etc.... On hit, Legacy is decently damage, and Nu can dash forward to guarentee the opponent is carried to the corner, it also acts as a conversion tool off buttons like 3C when Gravity is in cooldown.

The downsides are that the opponent can chickenblock and mash 4 to obtain a lot of metre from IB while staying safe from mixups, and on crouch confirms, not all of the projectiles wiill land reducing the overall damage.

  • Overdrive increases the number of swords spawned, thus increasing the overall time and advantage
  • Minimum damage: 13*24 OD: 13*37
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 100 79
  • Values in [] are during OD Minimum Damage 10%: 312 [481]

Calamity Sword

632146D (air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146D 2400 [1400×4] All 10+(52 Flash)+1 9
[{9{(6)9}×3]
Total 52
[Total 84]
-11 [-9] P2 1~11 All
j.632146D 2400 [1400×4] All 8+(42 Flash)+5 9
[{9{(6)9}×3]
Total Until L+3
[Total Until L+5]
P2

A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with 2B or 3C if the opponent were high in the air when hit.

Calamity has invul but it is not a reversal due to the huge deadzone between Nu and the hitbox, many characters can comfortable meaty or pressure Nu with the exception of wide hurtboxes like Tager's.

  • Minimum damage: 960

Overdrive Version

The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's only true defensive option.

Other than that, OD Calamity is used with RC for 100 meter combos for high damage.

  • Minimum damage: 1288
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146D Normal 4 70 82
j.632146D Normal 4 70 82
  • 632146D (notes: Values in [] are during OD Minimum Damage 40% [23%]: 960 [1288])
  • j.632146D (notes: Values in [] are during OD Minimum Damage 40% [23%]: 960 [1288])


Exceed Accel

True Impreza

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 197×12
{600, 170×30}
All 20 [10] 10 Total 61
[Total 51]
-15 P2 1~22 All
[1~12 All]

Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this is even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive.

There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 125 80
  • Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 288 {570+36}


Astral Heat

Sword of Destruction

214214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
40000 All 13+(101 Flash)+7 9 21 -13 B 13~28 HBFPT
1~28 Burst
  • A very short ranged hitgrab that's easy to combo into.
  • If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits.
  • Pushes the opponent far on block, but this is reduced drastically if they Instant Block.

Combos From...

  • 5C
  • 2C
  • 3C
  • 6A (on air hit).
  • 5A (on air hit, counter-hit only).
  • 5B (counter-hit only).
  • 6B (counter-hit only).
  • 214D (you need to hit them close to Nu for this to combo, also applies to 214[D] remote fires.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long


Colors

BBCF Nu color 1.png
BBCF Nu color 2.png
BBCF Nu color 3.png
BBCF Nu color 4.png
BBCF Nu color 5.png
BBCF Nu color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Nu color 7.png
BBCF Nu color 8.png
BBCF Nu color 9.png
BBCF Nu color 10.png
BBCF Nu color 11.png
BBCF Nu color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Nu color 13.png
BBCF Nu color 14.png
BBCF Nu color 15.png
BBCF Nu color 16.png
BBCF Nu color 17.png
BBCF Nu color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Nu color 19.png
BBCF Nu color 20.png
BBCF Nu color 21.png
BBCF Nu color 22.png
BBCF Nu color 23.png
BBCF Nu color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


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