BBCF/Nu-13: Difference between revisions

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*Minimum 100% damage
*Minimum 100% damage
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw
*Ground throw wall bounds in the corner
*Ground throws are special-cancellable
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.
*Ground throws are special-cancellable
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Revision as of 00:38, 24 January 2021

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Overview
Overview
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.


Nu-13
BBCF Nu-13 Portrait.png


Drive: Sword Summoner
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parser.

Powers up her Drive with more summoned swords, chip damage, and

  • All Drive moves, including their follow-ups, summon two swords instead of one
  • 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

5A

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  • Good anti-air due to its lengthy active frames.
  • Useful for poking out of pressure
  • Whiffs on most crouching opponents.

5B

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  • Good for stagger pressure and tick setups
  • OTG hits for combos
  • Press B again to whiff cancel into 6B

5C

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  • Is considered a projectile
  • Mainly used as combo filler

2A

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  • Mostly the same as 5A
  • Used to poke out of pressure or set up tick throws/TRM setups

2B

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  • 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

2C

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  • 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

6A

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  • Main close range AA
  • Invul comes early (5F-13F) so it is easier to anti-air opponents options

6B

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  • One of the best combo starters and the main punish move
  • Decent for pressure

6C

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  • Mainly used as combo filler
  • Can be used to push people away and cancel into 214X to start the Drive pressure
  • Fatal Counter

3C

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  • 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

j.A

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  • Fastest air to air move Nu has
  • Can set up TRM situations against air opponents

j.B

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  • 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)

j.C

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  • Good horizontal range
  • Hits behind Nu
  • Not a good jump-in due to short vertical range

j.2C

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  • Big vertical hitbox
  • Horizontal hitbox is small
  • Easy to hitconfirm


Drive Moves

  • All of Nu's Drive moves are projectiles
  • All of Nu's Drive moves cause chip damage (Overdrive only)
  • All of Nu's Drive moves cannot be jump-cancelled on block
  • All of Nu's Drive moves start at projectile level 1 and changes to level 2 after an unknown amount of active frames
  • All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox
  • The ground Drive moves (5D, 6D, 2D and 4D) can be chained up to 3 in a row (for example: 6DD > 5DD > 4DD works fine but 6DD > 5DD > 4DD > 5DD would not)
  • This includes Gravity Seed cancels, so while 4DD > 5DD > 4DD works, 4DD > 214B > 4DD > 5DD > 4DD will not
  • The air Drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row

5D

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5D
5DD

  • Great ground poke and zoning tool since it goes nearly fullscreen

2D

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2D
2DD

  • Goes at a 70 degree angle
  • Great AA to punish opponents not immediately in front of Nu, but in the air

6D

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6D
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

4D

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4D
4DD

  • 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.
  • Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)

j.D

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j.D
j.DD

  • Goes at a 30 degree angle
  • Decent move at stopping people from air dashing towards you if you are in the air

j.2D

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j.2D
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

j.6D

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j.6D
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

Universal Mechanics

Throw

5B+C

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Ground Throw
Air Throw

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

Counter Assault

When blocking 6A+B

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  • Hitbox is the same as her 6B
  • Opponents can low profile it
  • Opponent air techs on normal hit and can emergency tech on CH

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • Breaks guard like other CTs
  • Plus on block with decent pushback
  • Wallbounces airborne opponents


Specials

Luminous Slave

214D(~C)

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214D
214D~C
214[D]

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

Sickle Storm

236D(~C)

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236D
236D~C
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

Crescent Saber

j.214D(~C)

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j.214D
j.214D~C
j.214[D]

  • Overhead
  • Has a deadzone in front of Nu
  • Is a projectile
  • If C is pressed during startup, she will not release the saber and recovers faster
  • Can be charged by holding D. If charged, it comes out slower and is plus on block
  • Cannot air dash after j.214D~C

Act Parser

66/44 after certain moves (Air OK)

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66
44
j.66
j.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.

Gravity Seed

214A/B/C

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  • Staple move for pressure, combos and zoning
  • Can be cancelled into from any normal or Drive on hit or block for pressure and zoning
  • Can be cancelled into from any special on hit for easy mode combo confirms
  • Allows you to reset Drive pressure while locking down the opponent's movement
  • Opponent's will only travel 30% of their normal distance while in the field

Supra Rage

623C (air OK)

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Ground
Air

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

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

Distortion Drives

Legacy Edge

236236D

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

Calamity Sword

632146D (air OK)

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Ground
Air

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


Exceed Accel

True Impreza

ABCD (In Overdrive)

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

Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.

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


Astral Heat

Sword of Destruction

214214D

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  • A very short ranged hit grab

Combos From...

  • 5C
  • 2C
  • 3C
  • 6A (on air hit).


External References


Navigation

To edit frame data, edit values in BBCF/Nu-13/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.