BBTag/Nu-13

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Overview

Overview

Nu-13 is a zoning character. By using her Sword Summoner Drive, she excels at controlling space. She can attack her opponents from far away and is even able to combo them on hit at these distances or force them into a mixup. The threat of her long range attacks allows her to control the pace of a match.

Although Nu-13 excels at attacking from long ranges and controlling space, she has very few tools in her arsenal for fighting an opponent up close. On top of this, her zoning tools are very committal, leaving you very vulnerable on whiff. In order to play Nu-13, you'll need learn how to properly anticipate your opponent's movements and how to use your movement options to create space.
Playstyle
Nu-13
Pros Cons
  • Exceptional zoning tools.
  • Strong Neutral game.
  • Strong mix-ups.
  • Act Parcer.
  • Can shoot 2B or j.5B to clash with some Distortions.
  • Most combos end in a knockdown, leading to a strong Okizeme game.
  • Can convert any hit into a full combo from any range.
  • Limited offense up close due to the “B” button having a minimum range.
  • Struggles to deal with heavy pressure.
  • Lowest HP in the game at 16k.
  • No fast options to mash out of pressure.
  • Very situational meterless launcher combos.
  • Has to work for her damage and has lengthy combos, allowing a longer window to Burst out.

Drive: Sword Summoner

Nu's drive allows her to summon swords from portals. These swords take many forms and can be used in many ways, allowing her to control space on the screen very effectively. Her old drive normals from the original BlazBlue series are now mapped to Nu's B buttons in BlazBlue Cross Tag Battle.

Nu-13
BBTag Nu-13 Portrait.png
Health:16,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movement Options:Act Parcer
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (9F)
2A (9F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (20F)
214B+C (11F)

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 6 17 -6 B 5~11 H
  • Decent close range antiair
Level P1 P2
3 90 80


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 5 15 -3 B
5AA 280×8 All 14 4(2)4×7 Total: 71 -8 P1
5AAA 300×8 All 17 1×8 24 -6 B
5AAAA 1700 All 16 Total: 51 P1
  • Fastest normal (tied with 2A)
  • Jump cancellable on block

In most practical situations 5A leads to the most damaging combos as it has significantly better proration than 2A or any of the B normals. The only starter that can lead to more damage is jC, but that starter requires an assist and cross combo to get optimal damage.


  • All hits are jump cancellable on block
  • Act Parcer (66 or 44) cancellable

5AA is relatively safe to use this to hit confirm as it is cancellable at any point, allowing you to chain into B normals or jump cancel if the opponent pushblocks. However if the opponent pushblocks the 5A itself, the first hit of 5AA will whiff, which will leave Nu-13 very vulnerable. 5A 2A is another option for hit confirming which is safer against pushblock.


  • Act Parcer (66 or 44) cancellable

5AAA should not be used for blockstrings as it is very whiff punishable if pushblocked. Note that unlike 5AA, 5AAA is not jump cancellable even on hit, so don't go this far into the string if you're looking to bait a burst.


5AAAA Should never be used under any circumstances, as 5AAA combos into 5B which leads to better damage and setups.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 80 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 All 13 13 Total: 41 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1
  • first thorough forth hits are Act Parcer (66 or 44) cancellable

Travels nearly full screen (against larger characters it will connect even from full screen). Nu-13's primary tool to zone an opponent on the ground. If close enough, 5BBBB can be converted into a combo using 236C. From further away, only certain assists can be used to convert. While relatively safe to use from far away in most situations, be careful as the startup is reactable and many characters have a super that will punish it on reaction.

Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox. At neutral, be careful of using 5B while too close to the opponent as the dead zone may cause it to whiff. For blockstrings, only use 5B if you're sure you're far enough away that the opponent will not be in the dead zone. One blockstring that consistently works even from point blank is 2A 5AA 2A 5B.

If input as 5BB2B, this hit has a vacuum effect, which can be used to pull the opponent out of the corner to set up active change mixups or to pull them in range of 236B or your assist. If input this way, the fourth hit will not have a vacuum effect.

The fourth hit has a vacuum effect (unless, as stated above, you input the string as 5BB2BB to use the vacuum on the third hit).

Final hit knocks the opponent full screen away on hit, leaving Nu in a good position for more zoning.

Version Level P1 P2
5B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

5B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

4B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4B 1000 All 13 9 20 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1
  • 1st through 4th hits are Act Parcer (66 or 44) cancellable

Covers shallow angle. Good for catching instant air dashes. Be careful with accidentally getting this move when trying to do 5b after blocking.

Version Level P1 P2
4B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

4B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Crush Trigger overhead. Really punishable on block, but might get lucky if spaced properly... However, like most 5Cs, risking this in neutral is extremely inadvsed.

Nu-13 is among the rarest characters in the game to be capable of (true) comboing into 5C, but the routes are limited to:

5A 5AA 5AAA 5C (optimal) or 5A 2A 5A 5AA 5AAA 5C.

If not at all, then use this sparingly since there are a multitude of better ways to deal unburstable damage. This being an unorthodox, meter pay-out method.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 9 4 12 -2 F
  • Fastest low, and fastest normal in general (tied with 5A)
  • Reaches slightly further than 5A
Level P1 P2
2 90 75


2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1000 All 9 15 Total: 38 -6 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1
  • First through 4th hits are Act Parcer (66 or 44) cancellable

Fires upwards at an angle. Good anti air against regular jumps. The sword reaches high enough to even reach characters who are super jumping and/or double jumping. Can be confirmed into a full combo by jump cancelling any of the hits of this string (other than the last hit) and continuing with j.B. Note that while this is a good anti air against jumping opponents, it is less effective against instant air dash approaches. 4A is better suited for that.

Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox. If the opponent is too close to anti air with 2B, 4A or Supra Rage (A+D) should be used instead.

If close enough to the opponent, it is possible to combo 2BBBB into 5C, which allows for a safe jump with j.A. If the combo is heavily scaled, this may be a better option than attempting a longer combo.

Final hit knocks the opponent away, allowing Nu to continue zoning. While it's generally better to jump cancel before the final hit of the string for a more damaging combo and a better setup, there are times where 2B hits an opponent who is both very high and very far away. In these cases it is not always possible to jump cancel and combo into j.B, so finishing the string is the best option.

Version Level P1 P2
2B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

2B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
280×8 Low 11 1×8 22 -6 F

Further reaching low than 2A, but slower. Can be converted into a combo on hit using EX Sickle Storm, Legacy Edge, or an assist. This is also good to use for active change as it has high blockstun, allowing your second character to go for a mixup. If hit at tip will only hit once.

Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 380×8 High 11 1×2,2×6 25 H
j.AA 300×8 High 9 1×8 10 H

j.A has a pretty large horizontal hitbox and a lot of active frames, so it's a decent air to air. It can also be used while retreating with air backdashes to punish an opponent who is too eager to chase Nu down. j.A has a poor vertical hitbox so it is not especially good as an air to ground; that said, it is the only air normal she has that does not halt her air momentum, which makes it more useful as an air to ground than her other options. It also has hitbox behind Nu at the later portion of the attack, can be used as tricky cross-up option.

The hitbox on j.AA is not as large as j.A so it can whiff if you're not close enough to the opponent after j.A connects. Chaining into j.B from j.A is more consistent than trying to use j.AA.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1
  • First through fourth hits are Act Parcer (66 or 44) cancellable

Fires a sword down at an angle. j.B is useful for catching an opponent who is dashing in at you as you're trying to retreat. Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox.

The final hit knocks the opponent away on hit. jC is the usual combo ender as it does more damage and is super cancellable, but jBBBBB may be used instead if the opponent is too far away for jC to connect, or if you prefer to sacrifice damage to send the opponent further away from you.

Version Level P1 P2
j.B 4 50 90
j.xBB 4 50 90
j.xBBB 4 50 90
j.xBBBB 4 50 90
j.xBBBBB 4 80 85

j.B:

  • Projectile Level 2 during first 4 active frames


j.xBB:
j.xBBB:
j.xBBBB:
j.xBBBBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 16 6 Total: 57+14L -15 at best P1

When done as low to the ground as possible, this is a faster overhead than 5C. However an assist or an active change is necessary to convert into a full combo. Without the help of a second character, it is only possible to add more damage with a special cancel into A+D or a super cancel into 214B+C.

Can frame trap into A+D or 214B+C on block, at your own risk.

Level P1 P2
5 80 90


j.2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1
  • Act Parcer (66 or 44) cancellable

Fires downward at a steeper angle than j.B. This can be used in the same kinds of situations where j.B would be useful, but when the opponent is not at the right angle for j.B to hit. In particular, this is useful for meterless conversions off 5B, since on crouching opponents 5BBBB jump cancel j.B tends to whiff.

On hit or block this can be chained into the jBBBBB series.

Version Level P1 P2
j.2B 4 50 90
j.xBB 4 50 90
j.xBBB 4 50 90
j.xBBBB 4 50 90
j.xBBBBB 4 80 85

j.2B:

  • Projectile Level 2 during first 4 active frames


j.xBB:
j.xBBB:
j.xBBBB:
j.xBBBBB:



Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Can be followed up anywhere with 5A.

Since Nu-13 has no normals faster than 9 frames, her 7 frame grab is the best option to use to poke out of frame trap pressure.

Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Supra Rage

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 550×8 Air Unblockable 20 1×8 8+40L -31 B 1~27 All
j.AD 550×8 All 9 1×8 Until L+40 H 1~27 All
  • Standard DP
  • Has a pause on startup.

Old 623C but lower and more invulnerable. Does 2027 total on all 8 hits.

Version Level P1 P2
AD 3 80 60
j.AD 3 80 60

AD:

  • Minimum Damage 27×8 (216)


j.AD:

  • Minimum Damage 27×8 (216)



Special Moves

Sickle Storm

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1700 Low 13 Until Hit Total: 54 -11 P1
236B 1700 Low 19 Until Hit Total: 54 -5 P1
  • Hits low
  • A appears in front and goes toward opponent
    • The usual choice for close range pressure ender
  • B appears behind opponent
    • Hits farther away opponents faster, but has slower startup overall
    • Pushes opponent towards Nu
    • As much as +20 if it hits very late
Version Level P1 P2
236A 4 80 75
236B 4 80 75

236A:

  • Minimum Damage 85


236B:

  • Minimum Damage 85


Spike Chaser

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2300 All 32 Total: 79 -12 P1
214B 2300 All 67 Until Hit Total: 99 3 P1
  • Launches on hit
  • A is only 3 spikes
    • Closer range
    • Very slow
  • B is even slower
    • Spikes all the way down the screen
    • Not really a pressure tool, but good for zoning
    • Nu can use an assist to cover the startup and dash in behind it; if they block at fullscreen you'll get a ton of frame advantage (about +44)
Version Level P1 P2
214A 5 80 90
214B 5 80 90

214A:

  • Minimum Damage 115


214B:

  • Minimum Damage 115


Act Parcer

66 or 44 during certain moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
66 41
j.66 37
44 30
j.44 33
  • Teleports Nu-13 a set distance forward

The distance Nu teleports is always the same, so depending on how close you were when you started, you may end up close to the opponent, far away from them, on the other side or on the same side. Experiment with cancels into Act Parcer in training mode to get a sense of the spacing.

When combined with an assist, cancels into Act Parcer can be useful for mixups. It can be used to set up left/right mixups by having the assist hit just before or just after Nu switches sides, or simply to safely get close enough for a high/low mixup with jC or 2A/2C.

Note that all cancels into this version of Act Parcer are negative on block, so without the aid of an assist Nu can't use Act Parcer to get a guaranteed mixup (although sometimes you can catch people sleeping and cancel a random 5B into Act Parcer then throw). The one exception to this is an anti air normal (usually 2B or its followups) cancelled into forward Act Parcer; in this scenario, even though the opponent recovers before you, they may not be able to land and press a fast grounded normal faster than Nu-13 can press 5A.


  • Teleports Nu-13 a set distance backwards
  • Puts Nu in the air

Since Nu is airborne after this move, she can follow it up with air moves such as j.B. Note that there is no true blockstring into backwards Act Parcer into any normal, so be careful of characters who can use a reversal to punish the gap in blockstun.


  • The air versions teleports Nu-13 set distance forwards/backwards

This counts as Nu-13's air action, so it cannot be performed if she has already done a double jump or air dash.

Version Level P1 P2
66
j.66
44
j.44

66:
j.66:
44:
j.44:


Extra Skills

EX Sickle Storm

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250 Low 13 Until Hit Total: 54 +3 P1
  • Goes fullscreen but is a 2-hit projectile
  • Also +3, making it a pressure reset for meter up close or a decent tool for advancing from afar.

Causes a wall bounce on hit, allowing solo conversions in situations where combo extensions without an assist would be difficult (such as off 5A or 5B starter). Note that 236C does not combo from a full screen 5B, as it takes too long to travel.

Level P1 P2
4 80 75
  • Minimum Damage 125

EX Spike Chaser

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2600 All 32 Until Hit Total: 64 +3 P1
  • Has the A version's startup
  • Has the B version's travel and recovery.

Can lead into a great oki setup where you do 2C into 214C. They'll wake up into, on hit this her best starter, and on block you can start pressure. You need to space it to make it safe against some moves but it's worth the meter.

Level P1 P2
5 80 90
  • Minimum Damage 260


Partner Skills

5P

True Impreza

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+16 12 Total: (18)+45 -9 P
  • On hit, Launches and blow backs the opponent, making it easy to extend or convert it into a combo
Level P1 P2
4 70 85
  • Minimum Damage 85

6P

Spike Chaser

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 All (18)+67 Total: (18)+99 +3 P
  • Identical frame data to 236B.

This is Nu's only assist that can hit OTG, but if used to extend combos it must be called early due to the long startup. Pops the opponent straight up rather than knocking them away, which may be easier to convert off of than 5P for some characters.

Like Noel's 6P assist, pushing the screen sideways will push Nu with it, allowing you to adjust where the swords come out even after pressing the button.

Level P1 P2
5 70 90
  • Minimum Damage 130


4P

Gravity Seed

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+13 3 39 -23 B
  • Tracks to the opponent's location
  • If the opponent is hit by Nu's hitbox while placing the field, they'll float in the Gravity Seed, allowing you to extend or pick up a combo

Do not attempt to punish bursts with this assist, because the float effect is very inconsistent against bursts and may just not come out at all. Use 5P to punish bursts instead.

Can be used to enhance Nu's zoing as it makes it harder to dodge as well to stabilize combos due to less knockback.

Level P1 P2
4 70 85
  • Minimum Damage 85



Distortion Skills

Legacy Edge

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
360×24 [330×32] All 16+(41 Flash)+10 X{(4)X}×23,X
[X{(4)X}×31]
Total: 69
[Total: 57]
+67 [+111] P2 1~19 All
  • No longer stays active if Nu gets hit like it does in CF
  • Can setup into Supra Rage on air blocking opponents
  • So positive that she's probably going to run up and start mixup during it
  • Remains active if you tag out
  • Values in [] are for Enhanced version • Minimum damage: 18×24 (432) [33×32 (1056)]

It is possible to combo into this super using 2C. Combos using Legacy Edge don't do significantly more damage than combos using EX Sickle Storm, but they do have more corner carry.

At high resonance levels this can deal extremely high chip damage, leading into a blockstring that builds more meter for another Legacy Edge. Outside of resonance there are no true blockstrings into Legacy Edge so the opponent can always input their own super post flash. In resonance, however, any version of Sickle Storm can be cancelled into Legacy Edge, which IS a true blockstring if input correctly. This allows the Nu-13 player to do true blockstrings using as many Legacy Edges as they can afford. There are also some characters, such as Waldstein, who simply have no answer to a long range 5B cancelled into Legacy Edge other than to block it.

Level P1 P2
3 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 18×24 (432) [33×32 (1056)]


Calamity Sword

214B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 5500 [2850×3, 4000] All 10+(52 Flash)+1 9
[X(15)X(15)X(15)X]
Total: 84
[Total: 116]
-43 [-41] P2 1~11 All
j.214BC 5500 [2850×3, 4000] All 8+(42 Flash)+5 9
[X(15)X(15)X(15)X]
Total: Until L+5 P2 1~7 All

Legitimately a pretty good reversal Nu would have loved to have in CF. However, because her DP and frame 9 normals are so bad for defense, that means this reversal is fairly predictable. You really have to be reserved when considering this against any opponent whose offense is even partially careful. As it's also clear for air usage, it's a good tool to free Nu from her otherwise middling damage. The only thing is the oki it offers isn't particularly desirable. Because of this, you should generally reserve it for delivering the killing blow, or OSing burst-in attempts.

Version Level P1 P2
214BC 4 80 60
j.214BC 4 80 60

214BC:

  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427×3, 800 (2081)]


j.214BC:

  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427×3, 800 (2081)]


Distortion Skill Duo

Calamity Sword

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [500, 1000×2] All 1+(92 Flash)+1 9
[X(15)X(15)X]
Total: 69
[Total: 106]
-38 [-41] P2 1~8 All
[1~1 All]

Calamity Sword has short recovery for a Distortion Skill Duo, so when combined with a super with long blockstun (such as Gordeau's Turbulence), Nu can recover before the opponent and go for a mixup while the opponent is still in blockstun from the first super.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Enhanced Swords each have 9 active frames
  • Minimum Damage: 2000 [2500]


Astral Heat

Sword of Destruction

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 13+(101 Flash)+7 9 25 B 13~28 All

Very short range. It is possible to combo into this astral off 2C or 2BBBB. Given the utility of resonance Legacy Edge, it is not advised to save meter for Nu-13's astral.

Level P1 P2
5


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