BBCF/Nu-13

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Nu-13
BBCF Nu Portrait.png
Playstyle
Evasive, Aggressive Zoning

Overview

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.

Drive: Sword Summoner

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

Overdrive: Unlimited Drive

  • 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

Changes from Extend

As of Central Fiction, Nu has received the following changes:

  • Removal of Spike Chaser, replaced with Luminous Slave
  • Increased recovery of drive moves
  • Increased Drive proration
  • Can only chain 3 Drives before needing to cancel
  • Cannot combo from Supra Rage without the use of Gravity Seed

Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • Low health
  • Combos involving drive attacks don't last long thanks to increased drive proration
  • Reliant on system mechanics to escape pressure
  • Low Average Damage
  • Zoning ability has severely decreased due to drive nerfs and the removal of Spike Chaser
  • Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing



Normal Moves

5A
5A
BBCP Nu 5A.png
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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
5B
BBCP Nu 5B.png
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  • Good for stagger pressure and tick setups
  • OTG hits for combos
5C
5C
BBCP Nu 5C.png
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  • Is considered a projectile
  • Mash or hold C to get all 8 hits to come out.
  • Mainly used as combo filler
2A
2A
BBCP Nu 2A.png
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  • Mostly the same as 5A
  • Used to poke out of pressure or set up tick throws/TRM setups
2B
2B
BBCP Nu 2B.png
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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
2C
BBCP Nu 2C.png
perhaps her hitbox range maybe shorten. or maybenot.
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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
6A
BBCP Nu 6A.png
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  • Main close range AA
  • Invul comes early (5F-13F) so it is easier to anti-air opponents options
6B
6B
BBCP Nu 6B.png
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  • One of the best combo starters and the main punish move
  • Decent for pressure
6C
6C
BBCP Nu 6C.png
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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
3C
3C
BBCP Nu 3C.png
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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
j.A
BBCP Nu jA.png
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  • Fastest air to air move Nu has
  • Can set up TRM situations against air opponents
j.B
j.B
BBCP Nu jB.png
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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
j.C
BBCP Nu jC.png
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  • Good horizontal range
  • Hits behind Nu
  • Not a good jump-in due to short vertical range
j.2C
j.2C
BBCP Nu j2C.png
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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
5D
BBCP Nu 5D.png
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5D
5DD
  • Great ground poke and zoning tool since it goes nearly fullscreen
2D
2D
BBCP Nu 2D.png
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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
6D
BBCP Nu 6D.png
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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
4D
BBCP Nu 4D.png
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4D
4DD
  • Fatal Counter
  • Nu's only standing overhead 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
j.D
BBCP Nu jD.png
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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
j.2D
BBCP Nu j2D.png
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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
j.6D
BBCP Nu j6D.png
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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
Throw
BBCP Nu Throw.png
Forward/Back
BBCP Nu AThrow.png
Air
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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
  • Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.
  • Ground throws are special-cancellable
Counter Assault
Counter Assault
6A+B during blockstun
BBCP Nu 6B.png
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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
Crush Trigger
5A+B
BBCP Nu CT.png
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Uncharged
Charged
  • Breaks guard like other CTs
  • Plus on block with decent pushback
  • Wallbounces airborne opponents


Specials

Luminous Slave
Luminous Slave
214D
BBCF Nu LuminousSlave.png
Steins Gunner counterfeit
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214D
  • Nu 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.
214D~C
  • The C version fires the sword almost immediately, used for corner combos.
214[D]
  • The cloud will not fire the sword until you press the button again, used for setplay and other types of situations.
Sickle Storm
Sickle Storm
236D(~C)
BBCP Nu SickleStormDia.png
Combo tool
BBCP Nu SickleStormLuna.png
Charged version is a Fatal Counter
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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
Crescent Saber
j.214D(~C)
BBCP Nu CrescentSaber.png
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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
Act Parser
66/44 after certain moves (Air OK)
BBCP Nu ActParser.png
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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
Gravity Seed
Gravity Seed
214A/B/C
BBCP Nu GravitySeed.png
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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
Supra Rage
623C/j.623C
BBCP Nu SupraRage.png
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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
Legacy Edge
236236D
BBCP Nu LegacyEdge.png
"It is time for disciplining... Gate of Babylon!”
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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
Calamity Sword
632146D (air OK)
BBCP Nu CalamitySword.png
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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


Exceed Accel

True Impreza
ABCD (In Overdrive)
BBCF Nu TrueImpreza.png
4D X 400
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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 rather more unique compared to other character. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. On hit, Nu summons a lot of 4D's, and has them inserted into the opponent's back. 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
BBCP Nu SwordofDestruction.png
hug.exe
BBCP Nu SwordofDestruction2.png
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  • A very short ranged strike-throw attack that can be comboed into from 5C, 3C, and 6A (on air hit).
  • Is throw attribute, but cannot be throw rejected under any circumstances, and can even hit enemies who are airborne.


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.