Overview
On paper, Nu shouldn't be the monster that she is. A combination of poorly-thought-out game design, poor balancing, and an overblown kit all make Nu into one of the best characters in Calamity Trigger, and arguably the easiest of the Top 3 to play.
Nu's best feature is her zoning, which is primarily performed through her Drive. Every time Nu presses the Drive button, she summons extremely fast swords that home in on the opponents location. These swords are a total nightmare for the majority of the cast to deal with, making Nu into a menace in many matchups. Outside of this, she has excellent return on her gameplan. Her combos are easy and high damage, with hard knockdown enders (extremely rare in CT) and huge meter gain. The Guard Libra mechanic punishes characters for blocking against her, and she can easily force the opponent into endless blockstrings to Guard Crush them and reap even higher rewards. If you can somehow swim through the ocean of projectiles coming your way, then Nu can be easy to open up, but good luck getting to that point.
Nu is here to remind you what a top tier zoner really looks like, and also to remind you why everyone moved on to CS the second that game came out.
Nu-13 is a highly mobile zoner who hits like a truck and breaks the game's mechanics to win.
- Super Spammy Swords : Nu's grounded Drive normals come out fast, cover several angles, and have terrifyingly low recovery. It's a nightmare for just about anyone to get a hold of Nu, and if she can manage to get Gravity Shield up, it becomes nearly impossible for slower characters like
Tager and
Hakumen to approach at all. Her ability to keep running away is bolstered by having the most Negative Penalty resistance in the game.
- Aerial Control: Nu comes armed with a suite of deadly antiairs: a 6A with an eternity's worth of head invulnerability, a lightning fast 2C, and her low-recovery projectiles 2D and 6D. All four offer immense reward, making any jump against Nu a dance with death itself.
- More Mix Than A Blender: A fast standing overhead, one that appears from offscreen, crossups, IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. overheads from most buttons, and then further fake IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. overheads into lows — This character has it all. - Cranks That Guard Libra: Nu's zoning and blockstrings can safely lock the opponent in sword hell for an long time, while also raising the Guard Libra gauge greatly to force Guard Crushes. She has the ability to jump cancel Drives on block and then quickly ground herself with Crescent Feint, on top of having Libra-fueling moves such as her multi-hit C buttons and Legacy Edge distortion.
- I Don't Care About That: Nu-13's offensive strings function irrelevant of Barrier pushback, are spaced out enough to avoid reversals + Bursts + CAs, and sometimes even anti-zoning supers can't get to her.
- Obscene, Easy Damage: Nu has access to some of the best combos in the game without meter, and can do them even off of stray hits at fullscreen. Getting hit by anything will give Nu a significant life-lead to reinforce her keepaway game.
- Consistent Knockdowns: Scoring Knockdowns on both standing and air opponents is a privilege not many characters have in CT. Nu's KD routes happen to be high damage and also setup her strong neutral.
- Weak Under Pressure: Nu's health is low and her reversal options are very slow. Needs to rely on the universal mechanics to escape pressure.
- 'Tis But A Memory: Messing around in CT is cool and all, but eventually you'll have to return to CF where Nu is
bottom 3a humble low tier.
Normal Moves
5A
5B
5C
5C:
- Projectile property
- hitstop 6F
- 19~28 can transition into additional move
5C:
- Projectile property
- hitstop 6F
- 7~16 can transition into additional move
2A
2B
2C
- Recovery 24F on standing hit
- launches on counter hit
- hitstop 2F
6A
Nu's primary anti air with fast invul for reactionary use and low recovery to prevent her getting punished on whiff. The hitbox is nothing special but unlike later iterations of this button, it is fully invul during its active frames for the opponent to take their time to fall into it.
Unlike other anti airs, Nu's 6A can gatling into her B normals, giving her extended pressure on block and great reward on hit. Go nuts pressing this.
6B
Nu's classic 6B. If this lands on the opponent it signifies their imininent death with how insane the scaling is.
4B
Lambda's 6B in later games. A multi-hit overhead with very fast startup that cancels from all of her A/B buttons and 5C, the catch is that the first hit is a mid. The trick is to space it where the first hit will whiff which makes 4B an absurdly fast 17f overhead, metre can also be spent on 4B(1) → 2B for 50/50s.
It launches the opponent high on hit and is confirmed with normal staircase combos which is great on its own, but if RC'd after Crescent the damage off this button is just ludicrous, easily scoring 5k+ combos.
Be warned it's not safe on block and Nu dies if the opponent reacts correctly.
- 28f overhead if first hid lands
- 6F recovery on standing hit (first hit)
- launches on 2nd hit
- vacuum effect on hit.
6C
A slow, yet highly damaging normal. On airborne opponents it has a wallbounce effect to setup easy loops in combos similar to Lambda's Cavalier in later games.
It has a huge amount of pushback for returning to neutral and can cancel into Act Pulsar making it even more safe as a pressure ender.
- Builds a ton of guard libra
- Wallbounces midscreen
- hitstop 2F
3C
- Knocks down on hit, hitstop 3F
j.A
j.B
j.C
- hitstop 3F
Drive Moves
5D
5D:
- Launches on hit
- hitstop 10F
- can transition into additional move on hit or guard up to 27F
- Even though they are projectile, hitstop affects v-13 also
5DD:
- Staggers on hit (37)
- can transition into additional move on hit or guard up to 23F
2D
A great crouching anti-air that keeps Nu low to the ground while being fully disjointed.
On hit it vacuums the opponent in to go into TK. Crescent or 6C loops for high damage. On block it can go into Act Pulsar or be jump-cancelled to back off safely.
Gatling Options: 6C
2D:
- hitstop 10F
- can transition into additional move on hit or guard up to 19F
- Even though they are projectile, hitstop affects v-13 also
2DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 26F
- Even though they are projectile, hitstop affects v-13 also
6D
6D:
- hitstop 10F
- can transition into additional move on hit or guard up to 24F
- Even though they are projectile, hitstop affects v-13 also
6DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 27F
- Even though they are projectile, hitstop affects v-13 also
4D
4D:
- hitstop 10F
- can transition into additional move on hit or guard up to 22F
- Even though they are projectile, hitstop affects v-13 also
4DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 17F
- Even though they are projectile, hitstop affects v-13 also
j.D
j.D:
- Recovery 22F on standing hit
- projectile property, hitstop 10F
j.DD:
- Hitstop 4F
- 2nd hit's guard is HA
j.2D
j.2D:
- hitstop 10F
- can transition into additional move on hit or guard up to 42F
- Even though they are projectile, hitstop affects v-13 also
j.2DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 22F
- Even though they are projectile, hitstop affects v-13 also
Universal Mechanics
Throw
4/5/6B+C
- 4B+C throws opponent backwards.
- Launches on hit
Air Throw
j.B+C
Nu's air throw is tied with Hakumen's for the highest base damage in the game, she needs RC to combo off hers as opposed to others though. The knockdown leaves Nu in a good position to catch backrolls with her 2B which also recovers in time to meaty opponents if they did forward roll instead, giving her good okizeme.
If you choose to RC, she can score around 4.7k combos with Gravity loops or sword staircase.
- Nu remains on the ground if RC'd fast enough.
- Unholy reach.
- Has a flat knockdown.
Counter Assault
6A+B while blocking
Special Moves
Sickle Storm
236D
- 236D
- 236D~C
236D:
- Knocks down on hit, press C button to change attack property before 13F
236D~C:
- Knocks down on hit
Spike Chaser
214D
- 214D
- 214D~C
214D:
- Launches on hit, hitstop 15F, guaranteed start up after 34F, press C button to change attack property before 31F
214D~C:
- Launches on hit, hitstop 15F, guaranteed start up after 62F
Crescent Saber
j.214D
- j.214D
- j.214D~C
j.214D:
- Knocks down on hit, untechable, press C button to change attack property before 12F
j.214D~C:
- Can cancel from frame 18 with anything but guard (can cancel with barrier guard), once per jump.
Gravity Shield
214A/B/C
214X:
- On air hit fall speed slows down
Field:
- Movement slows down to 1/4, can continue after 180F if touched by gravity field
Act Parser
66 or 44 during 6C, 2C, and D normals
~66:
- can cancel to attack after 27F, can cancel from 6C, 2C, and drive attacks on the ground
~44:
- can cancel from 6C, 2C, and drive attacks on the ground
Distortion Drives
Legacy Edge
236236D
- Wall bounce on hit, hitstop 2F, guaranteed start up after super freeze, static difference is measured by Ragna crouch blocking
Calamity Sword
632146D (Air OK)
632146D:
- floor bounce on hit, guaranteed start up after super freeze
j.632146D:
- Floor bounce on hit, guaranteed start up after super freeze
Astral Heat
Hug.exe
222D when Astral conditions are met
Go on
Give your little sis a hug

Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State