BBCF/Nu-13

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Overview[edit]
Overview

Nu-13 is Blazblue's original zoner. She uses her Drive and specials for keeapaway and mix up, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally burst safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to reduce mobility and start setplay. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must avoid dangerous situations with her movement options such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions. 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.


Lore:After the events in Calamity Trigger following her battle with Ragna the Bloodedge, she was thought to have perished in the Cauldron alone. Nu is later revived by her own will to fuse with Ragna in a form referred to by Hazama as the “Sword of Hades”; though she retains her appearence and personality from the previous games. She is re-tuned by Hazama to stand in Ragna’s way once again.
Playstyle
BBCF Nu-13 Icon.png Nu-13 is a zoner who reacts to her opponent's movement and controls space with her Drive.
Pros Cons
  • Strong zoning tools give her a solid neutral game
  • Great backdash
  • Luminous Slave is a multipurpose tool that can be used for setplay and zoning
  • Many naturally burst safe confirms
  • Low health
  • Combos involving drive attacks don't last long thanks to increased drive proration
  • Reliant on system mechanics to escape pressure
  • Low Average Damage
  • Zoning ability has severely decreased due to drive nerfs and the removal of Spike Chaser
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. All of them can be canceled into her 44 or 66 Act Parser.
Overdrive: Unlimited Drive
Powers up her Drive with the following effects:
  • All Drive moves, including their follow-ups, summon two swords instead of one
  • 4D's minimum distance requirement is removed
  • Drive Swords deal chip damage
  • Crescent Saber ground bounces and has a larger hitbox. Nu can cancel all versions into Act Parser on hit, block, and whiff.
  • Gravity Seed recharge rate is faster
  • Luminous Slave fires two swords instead of one
  • All versions of 236D can cancel into Act Parser on hit, block or whiff
  • Legacy Edge lasts longer and does more hits
  • Calamity Sword summons 4 swords in a line instead of just one. Additionally, all of Nu's Drive related attacks become much stronger. See each move's section for details.

Normal Moves[edit]

5A[edit]

5B[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

6A[edit]

6B[edit]

6C[edit]

3C[edit]

j.A[edit]

j.B[edit]

j.C[edit]

j.2C[edit]


Drive Moves[edit]

  • All of Nu's Drive moves are projectiles
  • All of Nu's Drive moves start at projectile level 2 and decrease to level 1 after a set amount of active frames
  • All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox
  • Nu's Drive moves only deal chip damage in Overdrive
  • None of Nu's Drive moves can be jump-cancelled on block
  • Ground Drive moves (5D, 6D, 2D and 4D) can be chained up to 3 in a row (for example: 6DD > 5DD > 4DD works fine but 6DD > 5DD > 4DD > 5DD would not)
    • This includes Gravity Seed cancels, so while 4DD > 5DD > 4DD works, 4DD > 214B > 4DD > 5DD > 4DD will not
  • The air Drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row

5D[edit]

2D[edit]

6D[edit]

4D[edit]

j.D[edit]

j.2D[edit]

j.6D[edit]

Universal Mechanics[edit]

Throw[edit]

5B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground Throw 0, 1500 Throw(70) 7 3 23 - T -
Air Throw 0, 1500 Throw(120) 7 3 23+3L - T -

[edit]

  • Minimum 100% damage
  • Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw
  • Ground throw wall bounds in the corner
  • Ground throws are special-cancellable
  • Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.

Counter Assault[edit]

When blocking 6A+B

Crush Trigger[edit]

5A+B (Chargeable)


Specials[edit]

Luminous Slave[edit]

214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214D 800 All 51 Until Hit Total 52 - P1 -
214D~C 800 All 31 Until Hit Total 61 - P1 -
214[D] 1000 All see notes Until Hit Total 61 - P1 -

[edit]

  • D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.
  • The C version fires the sword almost immediately, used for corner combos.
  • The [D] version summons a cloud that will not fire until you press the button again, used for setplay and other types of situations.

Sickle Storm[edit]

236D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236D 800 Low/Air 16 Until Hit Total 63 -20 P1 -
236D~C 800 Low/Air 24 Until Hit Total 63 -12 P1 -
236[D] 980 Low/Air 33 Until Hit Total 60 +3 P1 -

[edit]

  • Low
  • Cancellable into Gravity Seed on block and on hit
  • Travels fullscreen
  • Used for Nu's fullscreen mix-up
  • If C is pressed during startup, will appear from behind opponent and travel towards Nu
  • Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.
  • 236[D] is a Fatal Counter
  • Each version has its own SMP

Crescent Saber[edit]

j.214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.214D 1000 [1100] High/Air 18 6 Total 55+9L -4 P1 -
j.214D~C - - - - Total 55 - - -
j.214[D] 1200 [1320] High/Air 35 6 Total 55+9L +8 P1 -

[edit]

  • Overhead
  • Has a deadzone in front of Nu
  • Is a projectile
  • Can be charged by holding D. If charged, it comes out slower and is plus on block
  • Nu is in recovery until landing for both charged and uncharged version
  • If C is pressed during startup, she cancels the sword and recovers faster
    • Nu is actionable after this version. It also cancels into Act Parser

Act Parser[edit]

66/44 after certain moves (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
66 - - - - 41 - - -
44 - - - - 30 - - 1~8 All
j.66 - - - - 37 - - -
j.44 - - - - 33 - - -

[edit]

  • Teleport dash move that can be performed after any normal drive move
  • Can pass through opponent.
  • Forward parser is useful for escaping the corner as well as cross up and throw mix ups
  • Back ground parser puts Nu in the air
  • Air version costs an air action, so Nu cannot double jump > j.2D > 44, for example.

Gravity Seed[edit]

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - 13 - Total: 42 - - -

[edit]

  • 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 grounded Drive move
  • Cancels into Act Parser

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

Supra Rage[edit]

623C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 700, 140*7 Mid 12 1*8 10+27L -21 B 5~15 H
Air 700, 140*7 Mid 9 1*8 Until L+24 - B 1~12 T

[edit]

  • One of the best AAs in the game, but only good at that since it only has Head attribute invulnerability unlike other 623 moves.
  • Head invuln starts fairly early in the move (on 5F)
  • Has a large hitbox that also covers behind Nu
  • Can cancel into Gravity Seed on hit
  • Can easily combo from with CH or Gravity Seed cancel

Boasts a huge hitbox and will beat out a lot of jump ins through sheer range. It's important to note however that this is not a true reversal, even to jump in moves, and should not be used as such.

Distortion Drives[edit]

Legacy Edge[edit]

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
130*24 [130*37] All 16+(41 Flash)+9 Until Offscreen Total: 57 +79 [+131] P2 1~19 P

[edit]

  • On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.
  • Overdrive increases the number of swords spawned, thus increasing the overall time and advantage
  • The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.
  • Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block
  • Has some projectile invul on startup
  • If it hits, you can dash towards the opponent to force them into the corner and end with a combo
  • Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus

Calamity Sword[edit]

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 2400 [1400*4] All 10+(52 Flash)+1 9
[{9(6)}*4]
Total 52
[Total 84]
-11 [-9] P2 1~11 All
Air 1400*4 All 8+(42 Flash)+5 9
[{9(6)}*4]
Total Until L+3
[Total Until L+5]
- P2 -

[edit]

  • Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.
  • Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily
  • Looks like an overhead attack, but isn't.
  • Main use is at the end of air combos to add damage (adds 1K minimum)
  • Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.


Exceed Accel[edit]

True Impreza[edit]

ABCD (In Overdrive)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 197*12
{600, 170*30}
All 20 [10] 10 Total 61
[Total 51]
-15 P2 1~22 All
[1~12 All]

[edit]

  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with if Active Flow is already in effect.
  • Forces Active Flow to start if it hasn't already this round.
  • 10% Minimum damage

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. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.

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


Astral Heat[edit]

Sword of Destruction[edit]

214214D


External References[edit]


Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Nu-13/Data.