Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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2A > 2B > 3C > 236D
Basic midscreen combo. Works with any grounded starter.
After 236D Nu can set up 214[D] to use in neutral or 214C to keep her distance.
5DD > 4DD > 5DD > 236D~C > 214D~C > 214B
Midscreen basic combo off of 5DD, mostly used while zoning.
2DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D
Drive ladder, might require some delays between drives to adjust for the opponent's height.
6DD > 2DD > 4D > 9jc > j.5DD > j.6DD > j.5DD > 9jc > j.2DD > j.5DD > j.6DD > j.214D
Drive ladder, might require some delays between drives to adjust for the opponent's height. Depending on the distance you can also use [...] > j.6DD > j.5DD > j.6DD > j.214D
2A > 2A > 2B > 3C > 236D > 214B > 5DD > 4DD > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D
Relatively easy midscreen BNB off of A starters, with the infamous D ladder.
Requires Gravity Seed.
If this combo drops, its likely because you performed 236D > 214B > 5DD too slowly. Remember that 236D > 214B is a special to special cancel, and then 214B also cancels into 5D.
Throw > 2DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D
Drive ladder started from a throw. The initial 2D can be delayed to make the combo happen further away from Nu, if desired.
Core Combos
Core combos balance potency with consistency. They:
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2B > 3C > 236D > 214B > 5DD > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.B > j.C > 6A > 5C(1) > 6C > 66GuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Standard corner carry combo that transitions into the corner ender. Works even from max range 3C. If you're too far from the corner for 66GuardStartupRecovery41Advantage- > 3C to connect, you can do 66GuardStartupRecovery41Advantage- > 6C > 66GuardStartupRecovery41Advantage- 3C instead.
Requires Gravity Seed.
Nu can sideswap using this combo by inputting 5DD > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.B > j.C > microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. > 6A (must be inputted as 66 4A).
6B > 3C > 623C > 214B > 5C > 6C > 66 > 5B > 6A > 6C > 66 > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Combo more used for midscreen punishes, but also works from her other normals, as long as Nu is close enough for 623C to hit fully.
Also works as an anti-air combo off of 6A > 5C > 623C...
Requires Gravity Seed.
2DD > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.B > j.C > 6A > 5C > 6C > 66 > 6C > 66 > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Harder anti-air combo from 2D.
Throw > 236[D] > dash > 6B > 6A > 6C > 66 > 6C > 66 > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Throw combo that provides good corner carry and doesn't require Gravity to be ready beforehand.
2A > 2A > 2B > 3C > 236D > 214A > 6C > 236[D] > dash > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Standard corner BnB.
Requires Gravity Seed, if it is not available, you can do 3C straight into 236D > 214D~C > 3C etc...
2A > 2B > 3C > 623C > microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. > 6B > 6A > 6C > 236[D] > dash > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
More damaging corner combo but only works if close to the opponent.
Throw > 623C > microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. 6A > 5C > 6C > 236[D] > dash > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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5DD > 236D~C > 214C > 66 > 3C > 623C > microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. > 6B > 6A > 6C > 66 > 6C > 66 > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Hard confirm off of 5DD but for much bigger reward. Only works at particular spacings, if done too close you will Parcer through the opponent, and at max range 236D~C whiffs.
6B > IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. 623C > 2DD > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.B > j.C > 623C >214B > 5C(1) > 6C(3) > 66 > 6C(3) > 66 > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Maximum corner carry off of a 6B starter. Involves performing an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. 623C which can be difficult.
Combo List
Check the Combo Doc for another list of combos.
Combo Theory
Midscreen
Nu usually has access to either air drive routes, or corner carry routes. Drive routes envolve hitting an airborne opponent with any drive, and then jump cancelling into
j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D
Depending on the opponent's height Nu might need to do delays between drives, or use other drive normals like j.6DD > j.5DD > j.6DD. These routes are burst-safe and are ideal for when Nu wants a risk free way to end a round, but the Oki isn't great if they don't kill. If it's possible, omitting drive followups in grounded drive strings usually increases damage (e.g. 2DD > 4D > 6D does more damage than 2DD > 4DD > 2DD). Hitting the opponent airborne with air drives most of the time forces Nu into an air drive route, however it is possible to confirm into an airdash like 2DD > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.B.
Corner carry routes are usually
236D > 214B > 5DD > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.B > j.5C
or
623C > 214B > 5C > 6C > 66GuardStartupRecovery41Advantage- > 5B > 6A > 6C
Nu can basically always confirm into these routes from any normal that is not ground hit 2A/5A. These routes allow you most of the time to reach the corner, if you aren't confident that you will reach the corner with a route normally, doing 6C > 66GuardStartupRecovery41Advantage- > 6C > 66GuardStartupRecovery41Advantage- increases the corner carry, but shortening the number of hits on her C normals is required for the combo not to drop. If you can't hit the corner even with that, end the combo in 214[D] which lets you run and do meaty 2B, or set up gravity or luminous. Once in the corner transition into a corner ender like 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > (214[D] oki) or 3C > 236D > 214A > 6C > 236[D] > (214[D] oki) if the route is more prorated. Good situational awareness and awareness of your position on the screen are key to confirming optimally, and knowing how to use Act Parser mid combo.
In punish scenarios, it's often to hit a 6B starter, wich lets Nu do huge damage midscreen, or even go for a TK Supra route (6B > TK.j.623C > 2DD), which offers even more damage and up to 80% corner carry.
Corner
Nu has a myriad of ways to confirm in the corner, 236D lets her confirm into 214A or 236D~C, or she can go straight from 3C into 623C. Things like 236[D] > dash > 3C, 623C > 214A > 5C and 623C > microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. > 6B are commonplace. Having a 214[D] setup lets Nu do even better confirms having the luminous shot hit while she uses j.214[D], like 623C > D > j.214[D] and 4D > j.214[D].
FAQ
- Why isn't 236D > 214B > 5D working? - Nu's specials cancel into each other like normal cancels , or like a rekka, so you need to input them with no breaks inbetween. Gravity Ceed also cancels into any move almost immediately, so if 5D is dropping, try inputting it faster
- Why does 5C > 6C keep dropping? - 5C > 6C only works if the 1st hit of 5C hits, or 8th hit of 5C hits. If you aren't confident on hitting all the hits of 5C, go for 5C(1) on routes.
- Why am I getting lower damage than listed? - Nu's combo damage depends on the number of hits of C normals that hit. All of her C normals have 8 hits, hitting less than that will lower combo damage. However, in some combos its essential that Nu doesn't hit all of the hits, otherwise the combo drops. When that is the case it is specified.
- Should I use air swords routes, or other routes? - Air swords routes are really easy for beginners, and they offer burst-safe damage. Use them when you really don't want the opponent to burst. However in most other scenarios, its best to prioritize corner carry and oki to take advantage of Nu's setups, so in most cases if you can do them, corner carry routes are recomended.
- What is Nu's most damaging combo starter? - 6B.
- Should i learn TK Supra routes? - As a new/intermediate player these routes can be hard, however if Nu wishes to optimize corner carry and damage they are a great tool in her arsenal.
Combo Resources
Video Examples
- BBCF2 Nu-13 combo collection
- Beginner Combos by Monarch
- CF1 Combos by Kelvin
External References