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-damaging, 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.
For a brief overview of how Nu-13 and Lambda-11 differ, click here.

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Health |
10,000 |
Prejump |
4F |
Backdash |
25F (1-7F Inv All) |
Forward Dash |
Unique Movement Options |
Act Parcer |
Fastest Attack |
5A (6F, whiffs some crouchers) 2A (7F) |
Reversals |
632146D (11F) |
Fatal Starters |
6C 4D 236[D] |
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 they will pretty much always hit as well. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit, including her Act Parcer command dash.
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 both 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 these can be reset by j214D~C alongside jump-cancelling.
- 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 moves deal chip damage.
- Gravity Seed recharges faster.
- All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.
- Crescent Saber groundbounces, 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.
Normal Moves
5A
A disjointed jab with lengthy active frames. It hits most crouching characters, but whiffs on 1/3rd. 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 | ||
---|---|---|
Crouch | Crouching Prox. Guard | Does Not Hit Any Crouch |
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|
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Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
5B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
- Whiff cancellable into 6B from frame 11
5C
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
- Each P in active frames represents a projectile spawned
- Each sword is active for 3F
2A
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
2B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 85 | 2 |
2C
An anti-air normal. It's slower, and harder to capitalise on than 6A, but it has a better hitbox and is invul during some of the active frames. It's disjointed and active forever so it's better against jump-ins that have a delayed momentum like Mu's j.D → j.2C
Guard:
High/AirStartup:
14Recovery:
18+4LAdvantage:
and Azrael's j.2C
Guard:
AllStartup:
22Recovery:
10Advantage:
.
It's Nu's only jump-cancellable C normal so she uses this to back off during pressure or after a blocked anti-air attempt, the long recovery on whiff and crouching state makes this dangerous to use if the opponent has OD though.
- Nu's hurtbox rises before the invul kicks in.
Gatling Options: 5C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
6A
Another anti-air normal. The invul on 6A is early, but it ends after the first active frame, so it needs to be used reactively. The low recovery means Nu can usually avoid being punished if it was baited or whiffed. Compared to 2C and 623C, the reward is far higher as it can score 4k on hit and good pressure on block, but the poor hitbox and lack of invul actives means it's susceptible to clashing or being beaten by disjointed jump-ins.
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
6B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
6C
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.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 82 | 4 |
- Fatal Counter
3C
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 4C
Guard:
AllStartup:
10Recovery:
24Advantage:
-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 hard KD on CH — The opponent can Emergency Tech if hit by full move
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
j.A
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 80 | 1 |
j.B
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
j.C
An okay air-to-air, but it's 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
j.2C
The hitbox on this is disjointed, but it's on the slow side, so j.B is used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however.
The untech time on CH is generous, enabling Nu to land on the ground and then continue the combo with ground normals.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
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
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.D → 236D~C → 214C → 3C... if it hits them at a decent distance.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
5DD | Normal | 80 | 92 | 4 |
5D:
- Can cancel into dashes on hit/block~36F
- During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2
5DD:
- Can cancel into dashes on hit/block~36F
2D
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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2D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
2DD | Normal | 80 | 92 | 4 |
2D:
- Can cancel into dashes on hit/block~33F
- During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2
2DD:
- Can cancel into dashes on hit/block~39F
6D
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. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into 2D or air combos.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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6D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
6DD | Normal | 80 | 92 | 4 |
6D:
- Can cancel into dashes on hit/block~36F
- During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2
6DD:
- Can cancel into dashes on hit/block~44F
4D
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.D → 4D has a gap which makes it vulnerable against fullscreen supers like Terumi's Gleaming Fang
Guard:
AllStartup:
4+(15 Flash)+8Recovery:
39Advantage:
-4. However, OD 5D → 4D can be gapless.
- Forces crouching on hit,
- No deadzone in OD
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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4D | Normal | 70 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
4DD | Normal | 80 | 92 | 4 |
4D:
- Can cancel into dashes on hit/block~48F
- Fatal Counter
- 110% bonus proration
4DD:
- Can cancel into dashes on hit/block~38F
j.D
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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j.D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.DD | Normal | 80 | 92 | 4 |
j.D:
- Can cancel into dashes on hit/block~38F
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.DD:
- Can cancel into dashes on hit/block~23F
j.2D
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 stalls Nu's air momentum Nu.
- Can be activated by inputting j.1D but not j.3D as you will get j.6D instead
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.2D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.2DD | Normal | 80 | 92 | 4 |
j.2D:
- Can cancel into dashes on hit/block~40F
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.2DD:
- Can cancel into dashes on hit/block~39F
j.6D
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.6D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.6DD | Normal | 80 | 92 | 4 |
j.6D:
- Can cancel into dashes on hit/block~38F
- During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2
j.6DD:
- Can cancel into dashes on hit/block~23F
Universal Mechanics
Ground Throw
5B+C 4B+C
Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals.
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.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
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, however.
- Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Nu's Crush Trigger is fully disjointed has a pretty sizeable range. Unlike most characters', Nu can get midscreen conversions off uncharged CT 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | 3 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 | 3 |
Specials
Sickle Storm
236D(~C)
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.
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | Normal | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
236[D] | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
236D~C | Normal | 80 | 89 | 3 |
236D:
- Can cancel into Gravity, Luminous on hit/block
- During OD, can cancel into dash on whiff
236[D]:
- Fatal Counter
- Can cancel into Gravity, Luminous on hit/block
- During OD, can cancel into dash on whiff
236D~C:
- Can cancel into Gravity, Luminous on hit/block
- During OD, can cancel into dash on whiff
Luminous Slave
214D(~C)
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214D | Short | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
214[D] | Short | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
214D~C | Short | 80 | 92 | 4 |
214D:
- During OD, fires a second shot 10F after first
214[D]:
- Shot fires 38F after pressing D again
- During OD, fires a second shot 10F after first
214D~C:
- During OD, fires a second shot 10F after first
Crescent Saber
j.214D(~C)
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, it flings the oppponent to the opposide end 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 is combo-able on normal hit as Nu lands to the ground quicker after it strikes. 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
- Groundbounces on CH
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.214D | Normal | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.214[D] | Normal | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.214D~C |
j.214D:
- Frame advantage calculated from TK height
j.214[D]:
- Frame advantage calculated from TK height
j.214D~C:
- Can cancel into anything except blocking, double jump 14F onwards
- Can only be used oncer per jump
Gravity Seed
214A/B/C
A strong setplay tool. Nu creates a field that reduces the opponent's horizontal speed to 30% of normal. This affects moves with momentum like Noel's 6D
Guard:
LowStartup:
27 {39}Recovery:
44 [25]Advantage:
-27 [-8] and the teleport dashes of Azrael,
Nine and
Arakune. It does not slow down projectiles nor Ignis / Nirvana.
Gravity Seed is another vital piece of Nu's gameplan as it gives her space to start zoning and makes it more difficult for the opponent to punish whiffed summons. It also functions as a conversion tool as almost all of Nu's moves can cancel into Gravity Seed, and the recovery can be cancelled into any move in turn — allowing Nu to combo moves that wouldn't normally be possible.
- Has a recharge period
- Recharge becomes faster in OD.
- 214A
Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu.
- 214B
Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into 5A is faster than letting Gravity recover naturally, so Nu can summon more Drives in pressure more quickly. On hit, doing 2147B counts as a jump-cancel and resets the drive limit without Nu leaving the ground.
For combos, it's used in Nu's standard BnBs such as 236D → 214B → 5D.D and 623C → 214B → 5C to carry the opponent into the corner.
- 214C
Summons the field on the oppsite side of the screen. Only used in combos to move in close range after a 236D~C hit, or in almost corner-to-corner routes so Nu can pickup with 5B after 6C → 236D~C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can be cancelled into any attack from Frame 19
- Can be cancelled into act pulsar between frames 5-13.
Supra Rage
623C (air OK)
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" / Shippugeki
Guard:
ThrowStartup:
19+(60 Flash)+3Recovery:
Ground: 28
Air: Until L+14Advantage:
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623C | Very Short | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
j.623C | Long | 90 | 89 | 3 |
623C:
- First hit to hit opponent always does 700. Remaining hits do 140
j.623C:
- First hit to hit opponent always does 700. Remaining hits do 140
Act Parcer
66/44 after certain moves (Air OK)
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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
X > 66 | ||||||||||||||||||||||||||||||||||||||||
X > 44 | ||||||||||||||||||||||||||||||||||||||||
j.X > 66 | ||||||||||||||||||||||||||||||||||||||||
j.X > 44 |
X > 66:
- No invulnerability, but has no hurtbox above knees on frames 4~20
- Can pass through opponent frames 12~24
- Cancellable into attacks from frame 27
X > 44:
- Cancellable into attacks from frame 19
j.X > 66:
- Can pass through opponent frames 9~19
- Cancellable into attacks from frame 22
j.X > 44:
- Cancellable into attacks from frame 22
Distortion Drives
Legacy Edge
236236D
A strong anti-zoning super. Legacy Edge creates a portal in front of Nu that summons forth projectiles that fire fullscreen. All of the swords are level 2 and will beat every other projectile attack in the game including supers like Tsubaki's Requiem Maledictus
Guard:
AllStartup:
1+40Recovery:
Total 1+57Advantage:
.
Like most of Nu's moves, there is a deadzone between her and the portal.
The invul on Legacy is fairly unique, shared only with Tager's Magna Techwheel: it will go through 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 makes it easy to punish the zoning of other characters, and even acts a reversal against projectile okizeme setups like Lambda's Spike Chaser
Guard:
AllStartup:
29Recovery:
Total: 69Advantage:
-6
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 decent 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 meter from IB while staying safe from mixups.
Overdrive Version
Overdrive fires a greater number of swords, increasing the overall time and advantage. Nu can potentially do multiple mixup attempts if close enough when firing and gets greater reward.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 79 | 3 |
- Values in [] are during OD
- Each P in active frames represents a projectile spawned
- Minimum Damage 10%: 312 [481]
Calamity Sword
632146D (air OK)
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 there is a big deadzone between Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes like Tager's.
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 best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it.
Other than that, OD Calamity is used with RC for 100 meter combos for high damage.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146D | Normal | 70 | 82 | 4 | ||||||||||||||||||||||||||||||||||||
j.632146D | Normal | 70 | 82 | 4 |
632146D:
- Values in [] are during OD
- Minimum Damage 40% [23%]: 960 [1288]
- Situational reversal
j.632146D:
- Values in [] are during OD
- Minimum Damage 40% [23%]: 960 [1288]
Exceed Accel
True Impreza
A+B+C+D during Overdrive
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.
- The only EA in the game that is projectile property.
- Otherwise behaves the same as every other Exceed Accel.
- 288/606 Minimum Damage
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool.
The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as
- 5C
- 2C
- 3C
- 6A (on air hit).
- And many more.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long |
Colors
