BBCF/Nu-13: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Nu-13|discord=https://discord.gg/0joaFdFvIzDXkFTo|forums=http://www.dustloop.com/forums/index.php?/forums/forum/73-v-13/|videos=https://keeponblaz.in/#/?p1chars=nu}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box|header=Overview
|header=Overview
|content=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.
 
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]
}}
{{BBCF/Infobox
|fastestAttack = [[#5A|5A]] (6F, whiffs some crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#Calamity Sword|632146D]] (11F)<br/>[[#Legacy Edge|236236D]] (During OD, 25F)
| fatalStarter = [[#6C|6C]]<br/>[[#4D|4D]]<br/>[[#Sickle Storm|236[D]]]
}}
{{card|width=4
|header=Drive: Sword Summoner
|content=
|content=
{{Bio
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.
| name = Nu-13
 
| game = BBCF
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.
| voice =
 
| quote =  
Nu can perform up to '''three''' Drives in one string, and Drives can '''reverse beat''' with each other, so  {{clr|D|5D.D}} → {{clr|D|4D.D}} → {{clr|D|2D.D}} and {{clr|D|5D.D}} → {{clr|D|4D.D}} → {{clr|D|5D.D}} are both valid strings. This limit is only reset by '''jump cancels''' or returning to neutral, such as through a link.
| 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.
Air Drives have the same limit, but these can be reset by {{clr|D|j214D}}~{{clr|C|C}} alongside jump-cancelling.
|header2= Overdrive: Unlimited Drive
|content2=
Powers up her Drive with the following effects:
*All Drive normals, 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 {{clr|D|5D}}).
*{{clr|D|4D}}'s minimum distance requirement is removed.
*Drive normals 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 becomes invulnerable during its startup 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.
}}
</div>
 
==Normal Moves==
 
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 12
}}
}}
{{StrengthsAndWeaknesses
A disjointed jab that hits most crouching characters but whiffs on some. {{clr|A|5A}} is decent for stagger and can be used as a quick anti-air in a pinch.
|intro=
|pros=
*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
*Combos involving her Drive moves are usually tough to burst properly; if someone bursts during the wrong time, Nu can pick up another combo


|cons=
*Jump-cancelable on hit or block.
*Low health
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
*Combos involving drive attacks don't last long thanks to increased drive proration
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;">
*Reliant on system mechanics to escape pressure
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr>
*Low Average Damage
<tr><th>Crouch</th><th>Crouching Prox. Guard</th><th>Does Not Hit Any Crouch</th></tr>
*Zoning ability has severely decreased due to drive nerfs and the removal of Spike Chaser
<tr><td>
*Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing
{{CLabel|BBCF|Carl Clover|label=Carl}}<br>
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br>
{{CLabel|BBCF|Hazama|label=Hazama}}<br>
{{CLabel|BBCF|Jubei|label=Jubei}}<br>
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br>
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br>
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br>
{{CLabel|BBCF|Relius Clover|label=Relius}}<br>
{{CLabel|BBCF|Iron Tager|label=Tager}}<br>
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br>
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br>
</td><td>
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br>
{{CLabel|BBCF|Arakune|label=Arakune}}<br>
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br>
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br>
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br>
{{CLabel|BBCF|Mu|label=Mu}}<br>
{{CLabel|BBCF|Nu-13|label=Nu}}<br>
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br>
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br>
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br>
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br>
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br>
</td><td>
{{CLabel|BBCF|Azrael|label=Azrael}}<br>
{{CLabel|BBCF|Bullet|label=Bullet}}<br>
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br>
{{CLabel|BBCF|Es|label=Es}}<br>
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br>
{{CLabel|BBCF|Izanami|label=Izanami}}<br>
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br>
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br>
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br>
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br>
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br>
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br>
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br>
</td></tr>
</table>
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5b
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 3
|recovery = 14
}}
}}
{{Closediv}}<!--END TOP SECTION-->
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 {{clr|B|6B}} even on whiff. This whiff cancel can be performed by just pressing {{clr|B|5B}} again.
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 
{{FP TOC}}
*Jump-cancelable on hit or block.
{{FP Box
 
| padding=no
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
| content={{CharaInfo
| game=BBCF
| fullname=Nu-13
| health={{#lst:{{PAGENAME}}/Data|health}}
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|isProjectile  = true
|recovery = 56
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
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.
{{Closediv}}


{{FP Box|header=Drive: Sword Summoner
This is susceptible to OD in pressure; don't use it often if the opponent has OD.
| content=
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.


| subheader1=Overdrive: Unlimited Drive
*For some reason, if Nu scores a CH and goes into {{clr|C|5C}}, then it will also be a CH and do more damage.
| content2=
*Is considered a projectile
Powers up her Drive with more summoned swords, chip damage, and  
 
*All Drive moves, including their follow-ups, summon two swords instead of one
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
*4D's minimum distance requirement is removed
*Swords deal chip damage
*Crescent Saber groundbounces
*Gravity Seed recharge rate is faster
*Luminous Slave fires two swords instead of one
*Can cancel all her Special Moves into Act Parser on hit, block or whiff
*Legacy Edge lasts longer and does more hits
*Calamity Sword summons 4 swords in a wave motion instead of just one
}}
}}


==Normal Moves==
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 12
}}
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.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 10
}}
A great button that's fast, disjointed, 0 on block, and has less recovery than her {{clr|A|2A}}. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into {{clr|B|6B}} instead on hit or block.
 
This is a staple in pressure because it can reverse beat with {{clr|B|6B}} and {{clr|A|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.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 10
|recovery = 24
}}
A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of {{clr|A|6A}} and {{clr|C|623C}}.
 
As a crouch input with many active frames, it has uses against jump-ins that target standing hitboxes, or have delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}. Nu's {{clr|C|2C}} has decent reward with Supra conversions, though CH is needed for normal gatlings to connect at most heights. Sometimes  {{clr|D|2D}} — her other crouching anti-air, is preferable with its quicker startup.
 
{{clr|C|2C}} is the only C normal that can be jump cancelled on block. Nu can use it for TK Crescent, backing off, or baiting if the opponent does not have OD availible. It's also a 1f gap from {{clr|B|2B}}, working as a high reward [[BBCF/Tech#Overdrive_Option_Select|OD OS]] killer.
 
*Launches on CH
*Jump-cancelable on hit or block.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}
}}
 
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 6
|recovery = 17
}}
A standing anti-air. {{clr|A|6A}} is great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use.
 
This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and great options on block: {{clr|A|6A}} → {{clr|B|5B}} is +2 on air-block for easy pressure. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps.


===<big>5A</big>===
The other purpose of this button is pressure. {{clr|A|6A}} has excellent gatling options, it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe against ODR, enable stagger resets at 0 frame advantage, and contain multiple lows. It even goes into {{clr|C|5C}} for high damage routes, and can jump-cancel or go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows. 
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_5A.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5A}}
|}
==== ====
*Good anti-air due to its lengthy active frames.
*Useful for poking out of pressure
*Whiffs on most crouching opponents.
</div>
</div>


===<big>5B</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_5B.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5B}}
|}
==== ====
*Good for stagger pressure and tick setups
*Hits OTG for combos
*Press B again to cancel into 6B. This is possible on hit, block, and whiff
</div>
</div>


===<big>5C</big>===
===<big>{{clr|B|6B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_5C.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 10
</div>
|active  = 5
<div class="attack-info">
|recovery = 15
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF}}
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.
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
*Is considered a projectile
*Mainly used as combo filler
</div>
</div>


===<big>2A</big>===
It's decent for pressure as it's safe from ODR and can jump-cancel, but {{clr|B|2B}} is better suited for meaties and roll-checking.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_2A.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
*Mostly the same as 5A
*Used to poke out of pressure or set up tick throws/TRM setups
</div>
</div>


===<big>2B</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_2B.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
*Great poke with great range for its start-up and recovery
*Can be used to low profile pokes (ex. Tsubaki's 5B)
*Can be used to punish rolls
</div>
</div>


===<big>2C</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_2C.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
*Decent AA
*The head invul comes out late (11F-17F) so it is difficult to time properly
*Best used when the opponent is directly above you since the vertical hitbox is big
*Can hit characters behind Nu
*Used in blockstrings to make a quick escape back to neutral
</div>
</div>


===<big>6A</big>===
===<big>{{clr|C|6C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_6A.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 22
</div>
|active  = 8
<div class="attack-info">
|recovery = 24
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF}}
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 also hard KDs on air hit, so {{clr|C|6C}}'s other main purpose is to setup okizeme at the end of combos such as {{clr|D|236[D]}} → {{clr|D|214[D]}}.
|-
{{#lst:{{PAGENAME}}/Data|6A}}
|}
==== ====
*Main close range AA
</div>
</div>


===<big>6B</big>===
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 {{clr|C|6C}} → 44 to back off relatively safely.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_6B.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6B}}
|}
==== ====
*One of the best combo starters and the main punish move
*Decent for pressure
</div>
</div>


===<big>6C</big>===
*Hard KD on air hit
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_6C.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6C}}
|}
==== ====
*Mainly used as combo filler
*Can be used to push people away and cancel into 214X to start the Drive pressure
*Fatal Counter
*Fatal Counter
</div>
*Launches on CH
</div>
}}
 
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 8
|recovery = 22
}}
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 {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}.
 
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
 
}}
 
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 2
|recovery = 10
}}
Nu's fastest air button. It's on the slower end of air jabs, but is disjointed and makes her hurtbox small. It's used to keep the opponent in blockstun from {{clr|B|j.B}} or to set up air TRMs as it's self-cancellable.
 
*Not jump-cancellable.
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}
}}
 
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 12
}}
Nu's go to air-to-air. It's fast, disjointed, and safer to throw out than {{clr|C|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 {{CLabel|BBCF|Susano'o|label=Susano'o}}, it's possible to fuzzy with {{clr|B|j.B}}, although Luminous or 50 meter are needed for conversions. 
 
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]:  {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}
}}
 
===<big>{{clr|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 14
|recovery = 25
}}
One of the fastest {{clr|C|j.C}}s in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed as {{clr|B|j.B}}, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery.
 
Nu's {{clr|C|j.C}} acts as a solid mixup tool; all the hits are overheads and cross behind her, this allows cross ups with IAD {{clr|C|j.C}} and airdash 50/50s with Luminous to prevent mashes during the gap.
 
*Hitbox doesn't extend until frame 11
*Last 3 hits can land as cross-ups.


===<big>3C</big>===
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|j.2C}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_3C.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|3C}}
|}
==== ====
*Great range
*Can be used to low profile pokes (ex. Hakumen's 4C)
*Avoid in close range as its cancel options are poor and can be punished
</div>
</div>


===<big>j.A</big>===
===<big>{{clr|C|j.2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_jA.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 15
</div>
|active  = 8
<div class="attack-info">
|recovery = 10
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF}}
The hitbox on this is disjointed, but it's on the slow side, so {{clr|B|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.
|-
{{#lst:{{PAGENAME}}/Data|j.A}}
|}
==== ====
*Fastest air to air move Nu has
*Can set up TRM situations against air opponents
</div>
</div>


===<big>j.B</big>===
The untech time on CH is generous, enabling Nu to land on the ground and then continue the combo with ground normals.  
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_jB.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
*Decent air to air or jump-in
*The area from Nu's knee to the tip of her foot has no hurtbox
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's 6A)
</div>
</div>


===<big>j.C</big>===
}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_jC.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
*Good horizontal range
*Hits behind Nu
*Not a good jump-in due to short vertical range
</div>
</div>


===<big>j.2C</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_j2C.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.2C}}
|}
==== ====
*Big vertical hitbox
*Horizontal hitbox is small
*Easy to hitconfirm
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
*All of Nu's Drive moves are projectiles
*All Drives have a deadzone in front of Nu where they have no hitbox
*All of Nu's Drive moves start at projectile level 1 and changes to level 2 after an unknown amount of active frames
*All Drives except {{clr|D|4D}} 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
**Always Level 2 during OD
*Nu's Drive moves only deal chip damage in Overdrive
*Drives deal chip damage during OD
*None of Nu's Drive moves can be jump-cancelled on block
*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.
<gallery widths="300px" heights="300px">
BBCF Nu groundDrive.png | Ground Drive angles (Click to see full size)
BBCF Nu AirDrive.png | Air Drive angles (Click to see full size)
</gallery>
 
 
===<big>{{clr|D|5D}}</big>===
{{BBCF Move Card
|input=5D,5DD|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>5D &nbsp;&nbsp;</small>
|startup  = 15
|isProjectile  = true
|recovery = 34
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>5DD</small>
|startup  = 13
|isProjectile  = true
|recovery = 36
}}
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 {{clr|D|4D}} or {{clr|D|236D}}, but it is possible to get into close range and carry them to the corner with {{clr|D|5D.D}} → {{clr|D|236D}}~{{clr|C|C}} → {{clr|C|214C}} →  {{clr|C|3C}}... if it hits them at a decent distance.
}}
 
===<big>{{clr|D|2D}}</big>===
{{BBCF Move Card
|input=2D,2DD|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>2D &nbsp;&nbsp;</small>
|startup  = 11
|isProjectile  = true
|recovery = 35
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>2DD</small>
|startup  = 13
|isProjectile  = true
|recovery = 39
}}
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.


*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)
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.
**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


===<big>5D</big>===
===<big>{{clr|D|6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6D,6DD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_5D.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>6D &nbsp;&nbsp;</small>
</div>
|startup  = 13
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 33
{{AttackDataHeader-BBCF|version=yes}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=5D}}
|title = <small>6DD</small>
{{#lst:{{PAGENAME}}/Data|5D}}
|startup  = 13
|-
|isProjectile  = true
{{AttackVersion|name=5DD}}
|recovery = 44
{{#lst:{{PAGENAME}}/Data|5DD}}
}}
|}
An important option for stopping IAD approaches and opponents at a lower height than what {{clr|D|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 {{clr|D|2D}} or air combos.
==== ====
}}
*Great ground poke and zoning tool since it goes nearly fullscreen
</div>
</div>


===<big>2D</big>===
===<big>{{clr|D|4D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4D,4DD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_2D.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>4D &nbsp;&nbsp;</small>
</div>
|startup  = 27
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 31
{{AttackDataHeader-BBCF|version=yes}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=2D}}
|title = <small>4DD</small>
{{#lst:{{PAGENAME}}/Data|2D}}
|startup  = 13
|-
|isProjectile  = true
{{AttackVersion|name=2DD}}
|recovery = 38
{{#lst:{{PAGENAME}}/Data|2DD}}
}}
|}
Nu's only standing overhead. It tracks the opponent's location and appears behind them. This normal is an anti-zoning tool and is used to threaten overheads during drive pressure — TK Crescent being preferred for Nu's melee range, although in the corner {{clr|D|4D}} will appear offscren which can make it hard to react to, if the opponent isn't paying attention to Nu's pose.
==== ====
*Goes at a 70 degree angle
*Great AA to punish opponents not immediately in front of Nu, but in the air
</div>
</div>


===<big>6D</big>===
Be careful against characters with meter as {{clr|D|5D.D}} →  {{clr|D|4D}} has a gap which makes it vulnerable against fullscreen supers like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}. However, OD {{clr|D|5D}} {{clr|D|4D}} is gapless.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_6D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=6D}}
{{#lst:{{PAGENAME}}/Data|6D}}
|-
{{AttackVersion|name=6DD}}
{{#lst:{{PAGENAME}}/Data|6DD}}
|}
==== ====
*Goes at a 30 degree angle
*Great AA against opponents who IAD
*Can hit taller characters like Azrael, Tager and Hakumen while they are standing, but will whiff on shorter characters
</div>
</div>


===<big>4D</big>===
*Forces crouching on hit,
<div class="attack-container">
*No deadzone in OD
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_4D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=4D}}
{{#lst:{{PAGENAME}}/Data|4D}}
|-
{{AttackVersion|name=4DD}}
{{#lst:{{PAGENAME}}/Data|4DD}}
|}
==== ====
*Fatal Counter
*Fatal Counter
*Nu's only standing overhead
}}
*Gatlings into 5D
 
*Appears where ever the opponent horizontally was when you inputted in the command, but has a minimum distance from Nu.
===<big>{{clr|D|j.D}}</big>===
*Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)
{{BBCF Move Card
</div>
|input=j.D,j.DD|versioned=input
</div>
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>j.D &nbsp;&nbsp;</small>
|startup  = 13
|isProjectile  = true
|recovery = 38
|specialRecovery = 5
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.DD</small>
|startup  = 13
|isProjectile  = true
|recovery = 26
}}
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.  
}}
 
 
===<big>{{clr|D|j.2D}}</big>===
{{BBCF Move Card
|input=j.2D,j.2DD|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>j.2D &nbsp;&nbsp;</small>
|startup  = 11
|isProjectile  = true
|recovery = 40
|specialRecovery = 5
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.2DD</small>
|startup  = 13
|isProjectile  = true
|recovery = 39
}}
Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward. {{clr|D|j.2D}} sees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum.
 
*Can be activated by inputting {{clr|D|j.1D}} but ''not'' {{clr|D|j.3D}} as you will get {{clr|D|j.6D}} instead
}}


===<big>j.D</big>===
===<big>{{clr|D|j.6D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.6D,j.6DD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_jD.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>j.6D &nbsp;&nbsp;</small>
</div>
|startup  = 13
<div class="attack-info">
|isProjectile  = true
{| class="wikitable attack-data"
|recovery = 38
{{AttackDataHeader-BBCF|version=yes}}
|specialRecovery = 5
|-
}}
{{AttackVersion|name=j.D}}
{{#invoke:FrameChart|drawFrameData
{{#lst:{{PAGENAME}}/Data|j.D}}
|title = <small>j.6DD</small>
|-
|startup  = 13
{{AttackVersion|name=j.DD}}
|isProjectile  = true
{{#lst:{{PAGENAME}}/Data|j.DD}}
|recovery = 26
|}
}}
==== ====
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.
*Goes at a 30 degree angle
*Decent move at stopping people from air dashing towards you if you are in the air
</div>
</div>


===<big>j.2D</big>===
As with {{clr|D|j.D}}, it's medium risk for low reward, but on block is made safe by Act Parcer or Crescent Feint.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_j2D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=j.2D}}
{{#lst:{{PAGENAME}}/Data|j.2D}}
|-
{{AttackVersion|name=j.2DD}}
{{#lst:{{PAGENAME}}/Data|j.2DD}}
|}
==== ====
*Goes at a -45 degree angle
*Decent move to prevent people from running towards you
*Can be used to bait AAs, but be wary of its landing recovery
</div>
</div>


===<big>j.6D</big>===
*Can also be activated with {{clr|D|j.3D}} but '''not''' {{clr|D|j.9D}} (You will get {{clr|D|j.5D}} if you do this)
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_j6D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=j.6D}}
{{#lst:{{PAGENAME}}/Data|j.6D}}
|-
{{AttackVersion|name=j.6DD}}
{{#lst:{{PAGENAME}}/Data|j.6DD}}
|}
==== ====
*Goes at a -15 degree angle
*Decent move at stopping people from air dashing towards you if you are in the air
*Decent at stopping people from dashing towards you at further ranges
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==


===<big>Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_Throw.png |Forward/Back
{{#invoke:FrameChart|drawFrameData
BBCP_Nu_AThrow.png |Air
|startup  = 7
</gallery>
|active  = 3
</div>
|recovery = 23
<div class="attack-info">
}}
{| class="wikitable attack-data"
Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals.
{{AttackDataHeader-BBCF|version=yes}}
 
|-
At midscreen, converting into {{clr|D|236[D]}} → Dash → {{clr|B|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 {{clr|B|5B}}, but are usually special cancelled into Supra Rage.
{{AttackVersion|name=Ground Throw}}
 
{{#lst:{{PAGENAME}}/Data|BC}}
*Backthrow has an identical launch and combo routes, just on the other side.
|-
}}
{{AttackVersion|name=Air Throw}}
 
{{#lst:{{PAGENAME}}/Data|j.BC}}
===<big>Air Throw</big>===
|}
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
==== ====
{{BBCF Move Card
*Minimum 100% damage
|input=j.B+C
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw
|description=
*Ground throw wall bounds in the corner
{{#invoke:FrameChart|drawFrameData
*Ground throws are special-cancellable
|startup  = 7
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.
|active  = 3
</div>
|recovery = 23
</div>
|specialRecovery = 3
}}
Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT → {{clr|D|6D}} → {{clr|D|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
}}


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
<span class="input-badge">'''When blocking 6A+B'''</span>
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_6B.png|
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 13
</div>
|active  = 2
<div class="attack-info">
|recovery = 32
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF}}
Triggers the {{clr|B|6B}} animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, so use this sparingly.
|-
 
{{#lst:{{PAGENAME}}/Data|6AB}}
|}
==== ====
*Hitbox is the same as her 6B
*Opponents can low profile it
*Opponent air techs on normal hit and can emergency tech on CH
*Opponent air techs on normal hit and can emergency tech on CH
</div>
 
</div>
}}


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
<span class="input-badge">'''5A+B (Chargeable)'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B]|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_CT.png|
{{#invoke:FrameChart|drawFrameData
</gallery>
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
</div>
|startup  = 20
<div class="attack-info">
|active  = 1
{| class="wikitable attack-data"
|recovery = 25
{{AttackDataHeader-BBCF|version=yes}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=Uncharged}}
|title = <small>Max Charge</small>
{{#lst:{{PAGENAME}}/Data|5AB}}
|startup  = 61
|-
|active  = 1
{{AttackVersion|name=Charged}}
|recovery = 25
{{#lst:{{PAGENAME}}/Data|5[AB]}}
|frcStart = 30
|}
|frcEnd = 60
==== ====
}}
Nu's Crush Trigger is one of the best in the game. It's fully disjointed, convertible on uncharged hits (with Luminous), and her hurtbox shifts backwards during the attack so it can be used to bait DPs and other button mashes for big reward on CH.
 
It's a great mixup for 25 meter if Luminous is out, and even if reacted, Nu can still pressure while draining a hefty amount of Barrier guage. With OD Legacy Edge, it can be used for unblockable setups in the corner at the cost of high meter usage.
 
*Breaks guard like other CTs
*Breaks guard like other CTs
*Plus on block with decent pushback
*Wallbounces airborne opponents, wall sticks in the corner
*Wallbounces airborne opponents, wall sticks in the corner
</div>
}}
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Specials==
==Specials==
===<big>Sickle Storm</big>===
{{InputBadge|{{clr|D|236D}}(~{{clr|C|C}})}}
{{BBCF Move Card
|input=236D,236[D],236D~C|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|isProjectile  = true
|recovery = 46
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 33
|isProjectile  = true
|recovery = 28
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 24
|isProjectile  = true
|recovery = 40
}}
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 (during OD)
----
'''{{clr|D|236D}}'''
The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after {{clr|C|3C}}. It can be used in conjunction with {{clr|D|4D}} for mixups during drive pressure, and is comboable with Gravity. It's +8 when used point blank and Gravity cancelled, so it can be a pressure / frametrap tool for decent reward at close range.
*Hard KDs on CH
*Wall-bounces in the corner.
----
'''{{clr|D|236[D]}}'''
This is the charged version, it wall-bounces midscreen and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some {{clr|A|6A}} routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.
*Fatal Counter
*Hard KDs if opponent doesn't reach the end of screen.
----
'''{{clr|D|236D}}~{{clr|C|C}}'''
This Sickle Storm travels the slowest, but appears 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. It can be used at the end of grounded Drive combos to lockout delay tech or rolls from the opponent while setting up Luminous.
*Extended crumple stun on CH
}}
===<big>Luminous Slave</big>===
===<big>Luminous Slave</big>===
<span class="input-badge">'''214D(~C)'''</span>
{{InputBadge|{{clr|D|214D}}(~{{clr|C|C}})}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214D,214[D],214D~C|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Nu_LuminousSlave.png|Steins Gunner counterfeit
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 51
</div>
|isProjectile  = true
<div class="attack-info">
|recovery = 2
{| class="wikitable attack-data"
}}
{{AttackDataHeader-BBCF|version=yes}}
{{#invoke:FrameChart|drawFrameData
|-
|recovery = 61
{{AttackVersion|name=214D}}
}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{#invoke:FrameChart|drawFrameData
|-
|startup  = 31
{{AttackVersion|name=214D~C }}
|isProjectile  = true
{{#lst:{{PAGENAME}}/Data|214D~C }}
|recovery = 31
|-
}}
{{AttackVersion|name=214[D]}}
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 Overdrive a second sword with a 20F delay is fired after the first with identical properties.
{{#lst:{{PAGENAME}}/Data|214[D]}}
 
|}
Luminous will not fire if Nu is hit or enters blockstun at any time the portal is present. In call cases, there is a short delay after Luminous Slave ends where it cannot be used again, usually this is not relevant however.
==== ====
 
*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.
*All versions launch.
*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.
'''{{clr|D|214D}}'''
</div>
 
</div>
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.
 
----
'''{{clr|D|214[D]}}'''
 
The charged version. It has the longest startup but is safe to setup after a {{clr|D|236D}} KD. It fires after 4 seconds have passed or the {{clr|D|D}} button is released — this includes buffering it during other normals, Barrier Block and Crush Triggers. Obviously, since you're holding the {{clr|D|D}} button, any attempt to use any other Drive move will cause this move to also fire, so this needs to be planned into how you use it.
 
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 unreactable crossups and Airdash 50/50s safely, along with many other options to put the mental stack on the opponent. The high blockstun also enables Nu to go for pressure resets without spending Gravity.  
----
'''{{clr|D|214D}}~{{clr|C|C}}'''


===<big>Sickle Storm</big>===
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. It is possible to press C later than the cancel window starts, causing the sword to fire with a matching delay than the fastest possible shot.
<span class="input-badge">'''236D(~C)'''</span>
}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_SickleStormDia.png |Combo tool
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=236D}}
{{#lst:{{PAGENAME}}/Data|236D}}
|-
{{AttackVersion|name=236D~C}}
{{#lst:{{PAGENAME}}/Data|236D~C}}
|-
{{AttackVersion|name=236[D]}}
{{#lst:{{PAGENAME}}/Data|236[D]}}
|}
==== ====
*Low
*Can cancel into Gravity Seed on hit
*Is a projectile
*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 wallsticks opponent on hit.
*236[D] is a Fatal Counter
*Each version has its own SMP
</div>
</div>


===<big>Crescent Saber</big>===
===<big>Crescent Saber</big>===
<span class="input-badge">'''j.214D(~C)'''</span>
{{InputBadge|{{clr|D|j.214D}}(~{{clr|C|C}})}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.214D,j.214[D],j.214D~C|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_CrescentSaber.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 18
</div>
|isProjectile  = true
<div class="attack-info">
|recovery = 42
{| class="wikitable attack-data"
|specialRecovery = 9
{{AttackDataHeader-BBCF|version=yes}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=j.214D}}
|startup  = 33
{{#lst:{{PAGENAME}}/Data|j.214D}}
|isProjectile  = true
|-
|recovery = 23
{{AttackVersion|name=j.214D~C}}
|specialRecovery = 9
{{#lst:{{PAGENAME}}/Data|j.214D~C}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=j.214[D]}}
|recovery = 55
{{#lst:{{PAGENAME}}/Data|j.214[D]}}
}}
|}
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.
==== ====
 
*Overhead
*All versions can cancel into Act Parcer during OD.
*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
'''{{clr|D|j.214D}}'''
*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
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 and can be done from many points in pressure such as {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|A|6A}}.  By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with Luminous set up it's + on block and Nu can combo meter-lessly.
**Nu is actionable after this version. It also cancels into Act Parser
 
</div>
*Is 24f startup and -11 on block at TK height.
</div>
*Hitbox becomes bigger during OD
*Ground bounces on CH and OD.
 
----
'''{{clr|D|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
*Ground bounces on CH and OD
----
'''{{clr|D|j.214D}}~{{clr|C|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 {{clr|B|2B}} to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed.


===<big>Act Parser</big>===
*Resets the limit on Drive summons.  
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span>
*Overrwites the landing recovery of any previous Drive.  
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_ActParser.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=66 }}
{{#lst:{{PAGENAME}}/Data|D 66}}
|-
{{AttackVersion|name=44 }}
{{#lst:{{PAGENAME}}/Data|D 44}}
|-
{{AttackVersion|name=j.66}}
{{#lst:{{PAGENAME}}/Data|j.D 66}}
|-
{{AttackVersion|name=j.44}}
{{#lst:{{PAGENAME}}/Data|j.D 44}}
|}
==== ====
*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.
</div>
</div>


===<big>Gravity Seed</big>===
===<big>Gravity Seed</big>===
<span class="input-badge">'''214A/B/C'''</span>
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214A/B/C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_GravitySeed.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|recovery = 42
</div>
}}
<div class="attack-info">
A strong setplay and neutral tool. Nu creates a field that '''reduces the opponent's horizontal speed to 30% of normal'''. This affects moves with momentum like {{CLabel|BBCF|Noel Vermillion|label=Noel's}} {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=6D|label=6D}} and the teleport dashes of {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune}}. It does not slow down projectiles nor Ignis / Nirvana.
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
Gravity Seed is another vital piece of Nu's gameplan, it gives her space to start zoning and make 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 almost any attack and Act Parcer''' in turn — allowing Nu to combo moves that wouldn't normally be possible.
|-
 
{{#lst:{{PAGENAME}}/Data|214A}}
*Has a recharge period of 4 seconds
|}
*Recharges twice as fast in Overdrive.
==== ====
*Field only disappears if Nu is hit, not if she blocks.
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.
*Can be cancelled into Act Parcer on Frame 13 onwards.
*Staple move for pressure, combos and zoning
*Can be cancelled into any attacking move on Frame 19 onwards. (Excludes Exceed Accel and Astral Heat)
*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
;{{clr|A|214A}}
*Cancels into any grounded Drive move
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.
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
----
;{{clr|B|214B}}
Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into {{clr|A|5A}} is faster than letting Gravity recover naturally, so Nu can summon Drives in pressure more quickly. On hit, doing {{clr|B|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 {{clr|D|236D}} → {{clr|B|214B}} → {{clr|D|5D.D}} and {{clr|C|623C}} → {{clr|B|214B}} → {{clr|C|5C}} to carry the opponent into the corner.
----
;{{clr|C|214C}}
Summons the field on the oppsite side of the screen. Only used in combos to move in close range after a {{clr|D|236D}}~{{clr|C|C}} hit, or in almost corner-to-corner routes so Nu can pickup with {{clr|B|5B}} after {{clr|C|6C}} → {{clr|D|236D}}~{{clr|C|C}}


</div>
}}
</div>


===<big>Supra Rage</big>===
===<big>Supra Rage</big>===
<span class="input-badge">'''623C (air OK)'''</span>
{{InputBadge|{{clr|C|623C}} (air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=623C,j.623C|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_SupraRage.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 12
</div>
|active  = 8
<div class="attack-info">
|recovery = 10
{| class="wikitable attack-data"
|specialRecovery = 27
{{AttackDataHeader-BBCF|version=yes}}
}}
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=Ground}}
|startup  = 9
{{#lst:{{PAGENAME}}/Data|623C}}
|active  = 8
|-
|specialRecovery = 24
{{AttackVersion|name=Air}}
}}
{{#lst:{{PAGENAME}}/Data|j.623C}}
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.
*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
'''{{clr|C|623C}}'''
*Can cancel into Gravity Seed on hit
 
*Can easily combo from with CH or Gravity Seed cancel
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 {{clr|A|6A}} and {{clr|C|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 {{clr|B|214B}}~{{clr|C|5C}} or {{clr|B|6B}} for high damage routes at midscreen and in the corner.
 
----
'''{{clr|C|j.623C}}'''
 
The air version of Supra is mainly used as combo filler instead of an anti-air due its lack of head invul. The high base damage, no SMP infliction with ground Supra, and lower recovery make this a staple in Nu's most optimal routes, and can be used for conversions off melee confirms when Gravity is in cooldown.
 
The throw invul is somewhat niche, but can be used to punish moves like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=236236D|label=Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki}}
 
}}
 
===<big>Act Parcer</big>===
{{InputBadge|66/44 after certain moves (Air OK)}}
{{BBCF Move Card
|input=X > 66, X > 44, j.X > 66, j.X > 44|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 41
}}
{{#invoke:FrameChart|drawFrameData
|recovery = 30
}}
{{#invoke:FrameChart|drawFrameData
|recovery = 37
}}
{{#invoke:FrameChart|drawFrameData
|recovery = 33
}}
Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:
 
*{{clr|C|6C}}.  
*Any Drive normal
*Gravity Seed
*Crescent Feint
*Sickle Storm (during OD)
*Crescent Saber (during OD)
 
----
'''X > 66'''
 
Nu's command dash. It's fast and covers a lot of space while being able to pass through her opponent. It can also be cancelled into any other normal, special or super move on Frame 27 onwards. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup. With specific spacing
 
It has a long window to pass through the opponent and Nu's hurtbox shrinks '''significantly''' (Much lower down than it looks), so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. 
 
*Low profile 4f-20f.
*Can pass opponent during 12-24F
----
'''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.


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.
*Cost an air action.
</div>
}}
</div>


==Distortion Drives==
==Distortion Drives==
===<big>Legacy Edge</big>===
===<big>Legacy Edge</big>===
<span class="input-badge">'''236236D'''</span>
{{InputBadge|{{clr|D|236236D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236236D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”
A super that fires a barrage of projectiles fullscreen. They're all level 2 and will beat any other Projectile in the game, including supers like {{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki's}} {{MiniMoveCard|game=BBCF|chara=Tsubaki Yayoi|input=632146B|label=Requiem Maledictus}}.
</gallery>
Like most of Nu's moves, there is a deadzone between her and the portal.
</div>
 
<div class="attack-info">
Nu can act independently while the super firing, so on hit, she can carry the opponent fullscreen and convert from normals like {{clr|C|3C}} when Gravity is in cooldown. On block, the frame advantage lets her perform 50/50s with air dash mixups, alongside TK Crescent, IAD crossups, empty jumps into lows, etc...
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
The invul is fairly unique, shared only with the guard point on {{CLabel|BBCF|Iron Tager|label=Tager's}} {{MMC|chara=Iron Tager|input=236236B|label=Magna Techwheel}} and {{CLabel|BBCF|Hakumen|label=Hakumen's}} {{MMC|chara=Hakumen|input=Fuumajin|Fuumajin}}: it will go through '''anything that has the projectile attribute''', including strike-projectile attacks such as all of Nine's normals (which are normally avoided by strike invuln and not 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 {{CLabel|BBCF|Lambda-11|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=214D|label=Spike Chaser}}.
|-
 
{{#lst:{{PAGENAME}}/Data|236236D}}
*Launches on Hit
|}
*Guarenteed to come out after the superflash
==== ====
*Will 'CH Carry' if used after a CH starter.
*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
----'''Overdrive Version'''
*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
Legacy becomes fully invul in Overdrive, making the startup uninterruptable. Theoretically, it can be used as a reversal that is obscenely + on block, although '''the deadzone isn't removed''' unlike Calamity Sword, so it's defensive use would need to be complimented with the pushback of Barrier and IBB.
*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
The greater number of hits increases the damage and frame advantage, so Nu can go for multiple mixup attempts on block, or shred the opponents barrier guage.
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus
}}
</div>
</div>


===<big>Calamity Sword</big>===
===<big>Calamity Sword</big>===
<span class="input-badge">'''632146D (air OK)'''</span>
{{InputBadge|{{clr|D|632146D}} (air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=632146D,j.632146D|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_CalamitySword.png |
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 {{clr|B|2B}} or {{clr|C|3C}} if the opponent were high in the air when hit.
</gallery>
 
</div>
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.
<div class="attack-info">
 
{| class="wikitable attack-data"
----'''Overdrive Version'''
{{AttackDataHeader-BBCF|version=yes}}
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.
|-
 
{{AttackVersion|name=Ground}}
Other than that, OD Calamity is used with RC for 100 meter combos for high damage.  
{{#lst:{{PAGENAME}}/Data|632146D}}
}}
|-
 
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.632146D}}
|}
==== ====
*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.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
===<big>True Impreza</big>===
===<big>True Impreza</big>===
<span class="input-badge">'''ABCD (In Overdrive)'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Nu_TrueImpreza.png |
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.  
BBCF_Nu_TrueImpreza2.png |4D X 400
 
</gallery>
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
|}
==== ====
*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.
*The only EA in the game that is projectile property.
*This projectile can ''only'' interact with the opponent. It will not interact in any way with other projectiles, dolls or other entities and will simply just pass through them.
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]
*288/606 Minimum Damage
 
}}


There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Sword of Destruction</big>===
===<big>Sword of Destruction</big>===
<span class="input-badge">'''214214D'''</span>
{{InputBadge|{{clr|D|214214D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214214D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCP_Nu_SwordofDestruction.png|hug.exe
One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool.  
BBCP_Nu_SwordofDestruction2.png|
 
</gallery>
The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as
</div>
 
<div class="attack-info">
*{{clr|C|5C}}
{| class="wikitable attack-data"
*{{clr|C|2C}}
{{AttackDataHeader-BBCF}}
*{{clr|C|3C}}
|-
*{{clr|A|6A}} (on air hit).
{{#lst:{{PAGENAME}}/Data|Astral}}
*And many more.
|}
}}
==== ====
*A very short ranged hit grab


'''Combos From...'''
*5C
*2C
*3C
*6A (on air hit).
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==External References==
==Colors==
*Japanese Name: ニュー·サーティーン
{{BBCFColors|Size=120|Character=Nu}}
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]
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==Navigation==
==Navigation==
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<center>{{Character Label|BBCF|Nu-13|size=42px|label=ν-No.13-}}</center>
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Latest revision as of 19:07, 28 March 2024

Overview

Overview

Nu-13 (stylized as ν-No.13-) is a highly mobile zoner. Her Drive is focused on controlling screen space with fast, long-ranged projectiles that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable strong setplay that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-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.
BBCF Nu-13 Nameplate.png
BBCF Nu Portrait.png
Health
10,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Act Parcer
Fastest Attack
5A (6F, whiffs some crouchers)
2A (7F)
Reversals
632146D (11F)
236236D (During OD, 25F)
Fatal Starters
6C
4D
236[D]
Drive: Sword Summoner

Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so 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.D4D.D2D.D and 5D.D4D.D5D.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.
Overdrive: Unlimited Drive

Powers up her Drive with the following effects:

  • All Drive normals, 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 normals 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 becomes invulnerable during its startup 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 12 -3 +6 B
Total: 20

A disjointed jab that hits most crouching characters but whiffs on some. 5A is decent for stagger and can be used as a quick anti-air in a pinch.

  • Jump-cancelable on hit or block.

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

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

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

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

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

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
510 Mid 8 3 14 0 +2 B
Total: 24

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

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
160×8 All 16 P{(4)P}×7 Total 71 -8 P1
Total: 71

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

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 4 12 -4 +4 F

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
480 Low 9 4 10 0 +4 F
Total: 22

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

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
140×8 Mid×2,All×6 14 1×6,2×2 24 -9 -21 B 11~17 H
Total: 47

A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of 6A and 623C.

As a crouch input with many active frames, it has uses against jump-ins that target standing hitboxes, or have delayed momentum like  Azrael's j.2CBBCP Azrael j2C.pngGuardAllStartup22Recovery10Advantage-. Nu's 2C has decent reward with Supra conversions, though CH is needed for normal gatlings to connect at most heights. Sometimes 2D — her other crouching anti-air, is preferable with its quicker startup.

2C is the only C normal that can be jump cancelled on block. Nu can use it for TK Crescent, backing off, or baiting if the opponent does not have OD availible. It's also a 1f gap from 2B, working as a high reward OD OS killer.

  • Launches on CH
  • Jump-cancelable on hit or block.

Gatling Options: 5C, 6C, 3C

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
670 Mid 11 6 17 -6 -7 B 5~11 H
Total: 33

A standing anti-air. 6A is great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use.

This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and great options on block: 6A5B is +2 on air-block for easy pressure. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps.

The other purpose of this button is pressure. 6A has excellent gatling options, it goes into and reverse beats with 5B and 2B which are safe against ODR, enable stagger resets at 0 frame advantage, and contain multiple lows. It even goes into 5C for high damage routes, and can jump-cancel or 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

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
740 Mid 10 5 15 -3 -3 B
Total: 29

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


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
180×8 Mid×2,All×6 22 1×8 24 -3 B
Total: 53

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 also hard KDs on air hit, so 6C's other main purpose is to setup okizeme at the end of combos such as 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.

  • Hard KD on air hit
  • Fatal Counter
  • Launches on CH

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
140×8 Low×3, All×5 11 1×8 22 -6 F
Total: 40

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 4CBBCF Hakumen 4C.pngGuardAllStartup10Recovery24Advantage-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

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 8 2 10 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
590 High/Air 9 4 12 H
Total: 24

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

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
150×8 High/Air 9 1×2,2×6 25 H
Total: 47

One of the fastest j.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed as j.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery.

Nu's j.C acts as a solid mixup tool; all the hits are overheads and cross behind her, this allows cross ups with IAD j.C and airdash 50/50s with Luminous to prevent mashes during the gap.

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

Gatling Options: j.2C

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
150×8 High/Air×2, All×6 15 1×8 10 H
Total: 32

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.


Drive Moves

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


5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 600 All 15 13 Total 48 -12 [-4] P2→P1 [P2]
5DD 300 All 13 6 Total 48 -11 [-6] P1
5D   
Total: 48
5DD
Total: 48

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

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

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 600 All 11 11 Total 45 -13 [-5] P2→P1 [P2]
2DD 300 All 13 6 Total 51 -14 [-9] P1
2D   
Total: 45
2DD
Total: 51

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.

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 600 All 13 13 Total 45 -11 [-3] P2→P1 [P2]
6DD 300 All 13 6 Total 56 -19 [-14] P1
6D   
Total: 45
6DD
Total: 56

An important option 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.

4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4D 600 High/Air 27 3 Total 57 -9 [-1] P1 [P2]
4DD 300 All 13 6 Total 50 -13 [-8] P1
4D   
Total: 57
4DD
Total: 50

Nu's only standing overhead. It tracks the opponent's location and appears behind them. This normal is an anti-zoning tool and is used to threaten overheads during drive pressure — TK Crescent being preferred for Nu's melee range, although in the corner 4D will appear offscren which can make it hard to react to, if the opponent isn't paying attention to Nu's pose.

Be careful against characters with meter as 5D.D4D has a gap which makes it vulnerable against fullscreen supers like  Terumi's Gleaming FangBBCF Terumi 41236C 2.pngGuardAllStartup4+(15 Flash)+8Recovery39Advantage-4. However, OD 5D4D is gapless.

  • Forces crouching on hit,
  • No deadzone in OD
  • Fatal Counter

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 600 All 13 10 Total 50+5L P2→P1 [P2]
j.DD 300 All 13 6 Total 38 P1
j.D   
Total: 55
j.DD
Total: 38

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.


j.2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.2D 600 All 11 8 Total 50+5L P2→P1 [P2]
j.2DD 300 All 13 6 Total 51 P1
j.2D   
Total: 55
j.2DD
Total: 51

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.

  • Can be activated by inputting j.1D but not j.3D as you will get j.6D instead

j.6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.6D 600 All 13 6 Total 50+5L P2→P1 [P2]
j.6DD 300 All 13 6 Total 38 P1
j.6D   
Total: 55
j.6DD
Total: 38

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)

Universal Mechanics

Ground Throw

5B+C 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T
Total: 32

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.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T
Total: 35

Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT → 6D2D.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

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 2 32 -15 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
                    
Total: 45
Max Charge
Total: 86

Nu's Crush Trigger is one of the best in the game. It's fully disjointed, convertible on uncharged hits (with Luminous), and her hurtbox shifts backwards during the attack so it can be used to bait DPs and other button mashes for big reward on CH.

It's a great mixup for 25 meter if Luminous is out, and even if reacted, Nu can still pressure while draining a hefty amount of Barrier guage. With OD Legacy Edge, it can be used for unblockable setups in the corner at the cost of high meter usage.

  • Breaks guard like other CTs
  • Wallbounces airborne opponents, wall sticks in the corner


Specials

Sickle Storm

236D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D 800 Low/Air 17 Until Hit Total: 62 -18 P1
236[D] 980 Low/Air 33 Until Hit Total: 60 +3 P1
236D~C 800 Low/Air 24 Until Hit Total: 63 -12 P1
Total: 62
Total: 60
Total: 63

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 (during 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 +8 when used point blank and Gravity cancelled, so it can be a pressure / frametrap tool for decent reward at close range.

  • Hard KDs on CH
  • Wall-bounces in the corner.

236[D]

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

  • Fatal Counter
  • Hard KDs if opponent doesn't reach the end of screen.

236D~C

This Sickle Storm travels the slowest, but appears 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. It can be used at the end of grounded Drive combos to lockout delay tech or rolls from the opponent while setting up Luminous.

  • Extended crumple stun on CH
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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236D Normal 80 89 3
236[D] Normal 80 92 4
236D~C Normal 80 89 3

236D:

  • Can cancel into 214A/B/C on hit/block
  • Can cancel into 214D on hit only
  • During OD, can cancel into Act Parcer from frame 18 onwards
  • Maximum Slide duration 10F


236[D]:

  • Fatal Counter
  • Can cancel 214A/B/C on hit/block
  • Can cancel into 214D on hit only
  • During OD, can cancel into Act Parcer from frame 29 onwards (projectile created on frame 24)
  • Maximum Slide duration 10F


236D~C:

  • Can cancel into 214A/B/C on hit/block
  • Can cancel into 214D on hit only
  • During OD, can cancel into Act Parcer from frame 25 onwards
  • Maximum Slide duration 10F
  • Crumple Duration 39F, Crumple Fall 72F

Luminous Slave

214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 800 All 51 Until Hit Total 52 +29 [+39] P1
214[D] 1000 All see notes Until Hit Total 61 P1
214D~C 800 All 31 Until Hit Total 61 +1 [+11] P1
Total: 52
Total: 61
Total: 61

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 Overdrive a second sword with a 20F delay is fired after the first with identical properties.

Luminous will not fire if Nu is hit or enters blockstun at any time the portal is present. In call cases, there is a short delay after Luminous Slave ends where it cannot be used again, usually this is not relevant however.

  • All versions launch.

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 released — this includes buffering it during other normals, Barrier Block and Crush Triggers. Obviously, since you're holding the D button, any attempt to use any other Drive move will cause this move to also fire, so this needs to be planned into how you use it.

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 unreactable crossups and Airdash 50/50s safely, along with many other options to put the mental stack on the opponent. 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. It is possible to press C later than the cancel window starts, causing the sword to fire with a matching delay than the fastest possible shot.

Crescent Saber

j.214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.214D 1000 [1100] High/Air 18 6 Total: 59+9L -11 P1
j.214[D] 1200 [1320] High/Air 35 6 Total: 55+9L +16 P1
j.214D~C Total: 55
Total: 68
Total: 64
Total: 55

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

  • All versions can cancel into Act Parcer during OD.

j.214D

Vanilla Crescent. This is your ender for staircase combos, 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 and 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 Luminous set up 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
  • Ground bounces on CH and OD

j.214D~C

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

  • Resets the limit on Drive summons.
  • Overrwites the landing recovery of any previous Drive.
Version Starter 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.214D Normal 80 89 3
j.214[D] Normal 80 89 3
j.214D~C

j.214D:

  • Values in [] are during OD
  • [Can cancel into Air Act Parcer from frame 30 onwards]
  • Frame advantage calculated from TK height
  • Landing recovery only applies if move reaches frame 13


j.214[D]:

  • Values in [] are during OD
  • [Can cancel into Air Act Parcer from frame 28 (projectile summoned on frame 24)]
  • Frame advantage calculated from TK height
  • If used, cannot use j.214D~C in same jump


j.214D~C:

  • Can cancel into all attacks or Act Parcer from frame 20 onwards
  • During OD, can instead cancel into Act Parcer from frame 14 onwards
  • Can only be used once per jump, and cannot be used if j.214[D] was used in same jump
  • Cancels any landing recovery applied by an earlier move

Gravity Seed

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
13 Total: 42
Total: 42

A strong setplay and neutral tool. Nu creates a field that reduces the opponent's horizontal speed to 30% of normal. This affects moves with momentum like  Noel's 6DBBCF Noel Vermillion 6D.pngGuardLowStartup27~39Recovery44 [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, it gives her space to start zoning and make 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 almost any attack and Act Parcer in turn — allowing Nu to combo moves that wouldn't normally be possible.

  • Has a recharge period of 4 seconds
  • Recharges twice as fast in Overdrive.
  • Field only disappears if Nu is hit, not if she blocks.
  • Can be cancelled into Act Parcer on Frame 13 onwards.
  • Can be cancelled into any attacking move on Frame 19 onwards. (Excludes Exceed Accel and Astral Heat)

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 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 236D214B5D.D and 623C214B5C 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 6C236D~C

Supra Rage

623C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 700, 140×7 Mid, All 12 1×8 10+27 -21 B 5~15 H
j.623C 700, 140×7 All 9 1×8 Until L+24 B 1~12 T
Total: 56
Total: 40

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 of Supra is mainly used as combo filler instead of an anti-air due its lack of head invul. The high base damage, no SMP infliction with ground Supra, and lower recovery make this a staple in Nu's most optimal routes, and can be used for conversions off melee confirms when Gravity is in cooldown.

The throw invul is somewhat niche, but can be used to punish moves like  Bang's Ultra Technique:"Hyper Shadowstep Strike" / ShippugekiBBCP Bang Shadowstep Strike.pngGuardThrowStartup19+(60 Flash)+3RecoveryGround: 28
Air: Until L+14
Advantage-

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
623C Very Short 80 89 3
j.623C Long 90 89 3

623C:

  • First hit that connects deals 700 damage and must be Barrier Blocked in air, remaining hits do 140 and are air blockable
  • Cancellable into 214A/B/C on hit only (after landing)


j.623C:

  • First hit to hit opponent always does 700. Remaining hits do 140
  • Cancellable into 214A/B/C on hit only (after landing)

Act Parcer

66/44 after certain moves (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
X > 66 41
X > 44 30 1~8 All
j.X > 66 37
j.X > 44 33
Total: 41
Total: 30
Total: 37
Total: 33

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

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

X > 66

Nu's command dash. It's fast and covers a lot of space while being able to pass through her opponent. It can also be cancelled into any other normal, special or super move on Frame 27 onwards. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup. With specific spacing

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

  • Low profile 4f-20f.
  • Can pass opponent during 12-24F

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
130×24 [130×37] All 16+(41 Flash)+9 P{(4)P}×24
[P{(4)P}×37]
Total: 57 +79 [+131] P2 1~19 xP
[1~15 All, 16~19 xP]

A super that fires a barrage of projectiles fullscreen. They're all level 2 and will beat any other Projectile in the game, including supers like  Tsubaki's Requiem MaledictusBBCF Tsubaki 632146BOD.pngGuardAllStartup1+40RecoveryTotal 1+57Advantage-. Like most of Nu's moves, there is a deadzone between her and the portal.

Nu can act independently while the super firing, so on hit, she can carry the opponent fullscreen and convert from normals like 3C when Gravity is in cooldown. On block, the frame advantage lets her perform 50/50s with air dash mixups, alongside TK Crescent, IAD crossups, empty jumps into lows, etc...

The invul is fairly unique, shared only with the guard point on  Tager's Magna TechwheelBBCF Iron Tager 236236B 1.pngGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56 and  Hakumen's FuumajinBBCP Hakumen Fuumajin.pngGuardallStartup1RecoveryAdvantage-: it will go through anything that has the projectile attribute, including strike-projectile attacks such as all of Nine's normals (which are normally avoided by strike invuln and not 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 ChaserBBCF Lambda 214D 2.pngGuardAllStartup29RecoveryTotal: 69Advantage-5.

  • Launches on Hit
  • Guarenteed to come out after the superflash
  • Will 'CH Carry' if used after a CH starter.

Overdrive Version

Legacy becomes fully invul in Overdrive, making the startup uninterruptable. Theoretically, it can be used as a reversal that is obscenely + on block, although the deadzone isn't removed unlike Calamity Sword, so it's defensive use would need to be complimented with the pushback of Barrier and IBB.

The greater number of hits increases the damage and frame advantage, so Nu can go for multiple mixup attempts on block, or shred the opponents barrier guage.

Calamity Sword

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 2400 [1400×4] Mid 10+(52 Flash)+1 9
[{9{(6)9}×3]
Total 52
[Total 84]
-11 [-9] P2 1~11 All
j.632146D 2400 [1400×4] All 8+(42 Flash)+5 9
[{9{(6)9}×3]
Total Until L+3
[Total Until L+5]
P2

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

Calamity has invul but 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.


Exceed Accel

True Impreza

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 197×12
{600, 170×30}
All 20 [10] 10 Total 61
[Total 51]
-15 P Null 1~29 All
[1~19 All]

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

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

  • The only EA in the game that is projectile property.
  • This projectile can only interact with the opponent. It will not interact in any way with other projectiles, dolls or other entities and will simply just pass through them.
  • Otherwise behaves the same as every other Exceed Accel.
  • 288/606 Minimum Damage


Astral Heat

Sword of Destruction

214214D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
40000 All 13+(101 Flash)+7 9 21 -13 B 13~28 HBFPT
1~28 Burst


Colors

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


Navigation

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