BBCF/Nu-13/Combos

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< BBCF‎ | Nu-13
 ν-No.13-


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

The Beginner Combo

The Beginner ComboWorks against any grounded opponent.
Very Easy

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.

The Midscreen Zoning Combo

The Midscreen Zoning ComboWorks against any grounded far opponent in the midscreen.
Easy

5DD > 4DD > 5DD > 236D~C > 214D~C > 214B
Midscreen basic combo off of 5DD, mostly used while zoning.

The 2D Anti-air Combo

The 2D Anti-air ComboWorks against any airborne opponent in the midscreen.
Easy

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.

The 6D Anti-air Combo

The 6D Anti-air ComboWorks against any airborne opponent in the midscreen.
Easy

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

The Midscreen A starter Bread and Butter Combo

The Midscreen A starter BnBWorks against any grounded opponent in the midscreen.
Easy

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.

Basic Throw Combo

Basic Throw ComboWorks against any opponent in the midscreen.
Easy

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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Midscreen Corner Carry Combo

The Midscreen Corner Carry ComboWorks against any grounded opponent in the midscreen.
Medium

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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 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 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C to connect, you can do 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- 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).

The Midscreen Supra Combo

The Midscreen Punish ComboWorks against any close grounded opponent in the midscreen.
Medium

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.

The Midscreen 2D IAD Combo

The Midscreen 2D IAD ComboWorks against high airborn opponents in the midscreen.
Medium

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.

The Midscreen Throw Combo

The Midscreen Throw ComboWorks against opponents in the midscreen.
Medium

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.

The Corner BnB

The Corner BnBWorks against any grounded opponent in the corner.
Medium

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...

The Corner Supra Combo

The Corner Supra ComboWorks against any close grounded opponent in the corner.
Medium

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.

The Corner Throw Combo

The Corner Throw ComboWorks against any opponent in the corner.
Medium

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

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

The Midscreen 5DD 236D~C Combo

The Midscreen 5DD 236D~C ComboWorks against any far grounded opponent in the midscreen.
Hard

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.

The Double Supra Carry Combo

The Double Supra Carry ComboWorks against any far grounded opponent in the midscreen.
Hard

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.

5A/2A starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 2A > 2A > 2B > 3C > 236D > 214B > 5DD > 4DD > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2403 17 All Easy For when you hit 2A mash, drive ladder is burst-safe.
2 2A > 2A > 3C > 236D > 214B > 5DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2615 18 All Easy Higher damage variation of the route above.
3 5A > 6A > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 2974 20 All Easy Anti air confirm from 5A, doesn't work if Nu is too far away from the corner.
4 5A > 6A > 623C > 214B > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 5B > 6A > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3326 23 All Moderate Harder 5A anti-air confirm.
5 5A > 6A > 623C > 214B > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 5B > 6A > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3326 23 All Moderate Harder 5A anti-air confirm.
6 2A > 2A > 2B > 3C > 236D > 214A > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 2382 16 All Moderate Basic corner route.
7 2A > 6B > 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] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 3453 24 All Moderate Corner supra route, also works with 2A > 2A > 3C starter for when needed.
8 2A > 6B > 3C > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 3524 24 All Moderate Variation that uses gravity.
6A Starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 6A > 5C > 6C > 236[D] > 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. > 5DD > 4DD > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 3607 25 All Easy One of the fastest ways to go into a drive ladder, only use it if you really need to be burst-safe, can also skip the 5C in that scenario.
2 6A > 5C > 623C > 214B > 5DD > 4D > 2DD > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 3778 27 All Easy More damaging ladder confirm.
3 6A > 5C > 623C > 214B > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 5B > 6A > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3995 27 All Moderate Corner carry confirm.
4 6A > 5C > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 4016 28 All Moderate Corner anti-air route, also works off of 5A.
xB starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
All the routes in the xA combo section also work here, but do more damage - - - - -
1 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.5C > 6A > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3124 21 All Moderate Midscreen basic corner carry route, works even from far 2B hits. Doing 5C(1) makes the route easier.
2 2B > 3C > 236D > 214B > 5DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 3084 22 All Easy Burst-safe variation.
3 2B > 3C > 623C > 214B > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 5B > 6A > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3610 25 All Moderate Midscreen Supra route, great corner carry but only works when close to the opponent. Use 6B as a starter for punish scenarios for 4391 damage and 31 heat instead.
4 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.
j.623C > (66)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.5C > 6A > dl.5C > 6C > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Midscreen 4210 29 All Hard Most basic TK Supra route, offers greater corner carry than previous routes. Optional 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. before 2DD for more carry.
5 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.
j.623C > (66)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.5C > 623C > 214B > 5C(1) > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C(3) > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Midscreen 4072 28 All Hard 80% screen carry route using 2 Supras.
6 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.
j.623C > (66)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.5C > 623C > 214B > 5C > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Midscreen 4579 32 All Hard Massively more damaging double supra route but less carry.
7 2B > 6B > 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 > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 3659 25 All Medium Variation of the corner supra route that only works off of B starters.
8 6B > 5C > 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] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 4464 31 All Medium Basic corner 6B confirm.
9 6B > 5C > 3C > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 4543 31 All Medium Small variation that uses gravity.
10 6B > 5C > 236D > 214D~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. 6B > 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] > dl.66A > dl.5C > dl.3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 4426 All Hard Very situational route that works from further away.
11 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.
j.623C > 2DD > dl.623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Corner 4618 32 All Hard Corner TK Supra route.
12 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.5C > 664A > 5C(1) > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] In The Corner 2949 20 All Medium Sideswap route.
13 (with Lumi setup) (2B) > 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.
j.623C > D > 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.
j.214[D] > 666B > 623C > 6B > 6A > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Corner 3986 27 All Hard Corner TK Supra route when Luminous is available. If done without the 2B starter, deals 4876 damage and gains 34 heat.
Throw / Air Throw starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 Throw > 2DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2995 21 All Easy Bread and Butter, hard to burst
2 Throw > 236[D] > 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. > 5DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 3167 22 All Easy Also burst-safe and more damage.
3 Throw > 236[D] > dash > 6B > 6A > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3220 22 All Moderate Corner carry leading to 214[D] oki.
4 Throw > 236[D] > 214C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C(5)/5B > 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 > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3442/3374 24 All Moderate For when you have gravity, 5B is easier than 3C(5) but less damage.
5 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] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 3472 23 All Moderate No gravity corner route.
6

Throw > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]

Corner 3462 24 All Moderate Gravity corner throw route.
7

Throw > 623C > 214A > 5C > 6C > 236[D] > 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 > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]

Corner 3470 24 All Moderate More optimized version of the combo above.
8

(With 214[D] setup) Throw > 623C > D > 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.
j.214[D] > 662C > 5C > 6C > 66C > 236[D] > 3C > 236D > 214A > 6C > 236[D] > 214[D]

Corner 3751 26 All Hard For Luminous setup beforehand. On Carl, Makoto, and Izanami, do 2C(7).
9 Air Throw > 6D > 2DD > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2839 20 All Easy Easy drive ladder.
10 Air Throw > 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. 6D > 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 > 2DD > 6D > 2DD > j.5DD > j.6DD > jc > j.5DD > j.214D Midscreen 3145 22 All Moderate Optimal damage
11 Air Throw > 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. 6D > 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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3135 22 All Moderate Oki variant.
12 Air Throw > 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 > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 3398 23 All Moderate Corner version.
Drive starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 5DD > 4DD > 5DD > 236D~C > 214D~C Midscreen 1909 13 All Very Easy Basic drive combos for opponents far away, after 214D~C Nu can use 214A/214B or set up 214[D].
2 5DD > 4DD > 5DD > 236D Midscreen 1682 12 All Very Easy Basic drive combos for when the opponent is closer.
3 5DD - 4D - 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 - 5C - 6C - 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- - 3C(2) - 236D - 214D~C - 3C(2) - 236D - 214A - 6C - 236[D] Midscreen 2797 19 All Hard Corner carry route for when the opponent is reasonably close, also works off of 4DD starter.
4 5DD > 236D~C > 214C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3176 22 All Hard Distance specific confirm off of far 5D, but very rewarding.
5 5DD > 4D > 214D~C > 66 > 2B > 623C > 662B > 6A > 6C(1) > 66 > 6C(1) > 66 > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 2804 -- All Hard Midscreen to corner conversion off of a long range 5D like the above combo.
6 2DD > 4D > 6D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2714 19 All Easy Basic 2D combo.
7 2DD > 5DD > 4D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2665 19 All Easy Variation for lower height.
8 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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen (3009)/3041 21 All Moderate Corner carry off of 2DD, only works at specific heights.
9 6DD > 2DD > 4D > jc > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 2665 19 All Easy 6DD anti-air
10 4DD > 236D > 214D~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. 6B > 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] > (5C) > dl.3C > 236D > 214A > 6C > 236[D] Corner 3211 22 All Hard Corner combo off Drive overhead. Skip 5C for an easier time but less damage.
11 4D > 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.
j.214[D] > 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. 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] > 5C > dl.3C > 236D > 214A > 6C > 236[D] > 214[D]
Corner 3625 25 All Hard Requires 214[D] oki.
Other
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 623C > 214B > 2DD > jc > j.5DD > j.6DD > jc > j.6DD > j.5DD > j.214D Midscreen 2668 19 All Easy Basic Supra anti air combo.
2 623C > 214B > 6D > 2DD > 9sjc > j.5DD > j.6DD > 7jc > j.5DD > j.6DD > j.214D Midscreen 2799 20 All Moderate More damaging confirm but requires more precise drive spacing.
3 236[D] > 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. > 5DD > 4D > 6D > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 3188 22 All Moderate Basic 236[D] confirm.
4 236[D] > 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. > 3C > 236D > 214B > 5DD > 4D > 6D > j.5DD > j.6DD > j.5DD > jc > j.2DD > j.5DD > j.6DD > j.214D Midscreen 3478 24 All Moderate Slightly more damaging.
5 236[D] > 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. > dl.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 > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3326 23 All Moderate Doesn't work at all distances.
6 236[D] > 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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Midscreen 3738 26 All Moderate Distance specific, uses gravity. For more carry and less damage instead of 3C go for the 5B > 6A > 6C route.
7 236[D] > 3C > 623C > 214A > 5C > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C(3) > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D] Corner 3812 26 All Moderate
8 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.
j.214[D] > 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. > 5B > 623C > 214B > 5C(1) > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 5B > 6A > 6C(3) > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Midscreen 3498 24 All Moderate j.214[D] confirm.
9 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.
j.214[D] or j.214[D] RC > 3C > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Corner 4069 27 All Moderate Midscreen j.214[D] or j.214D RC confirm.
10 Luminous > 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.
j.214D > 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 > 623C > 214A > 5C > 6C > 236[D] > 663C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D] > 214[D]
Corner 3857 31 All Moderate For when Nu hits Instant Overhead with Lumi setup.
Overdrive
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 6C > ODC 6C > 236236D > 632146DD > EA Corner Adds 2375 to any combo -100 All Easy Double super ender. ODC the 6c either on the 1st hit or last hit for consistency.
2 XX > 3C > ODC > 6A > 6C > 236[D] > 66 > 5B > EA Midscreen - - All Easy
3 XX > 3C > ODC > 6A > 6C > 236[D] > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 3C > 623C > 214A > ... Midscreen - - All Easy
4 XD > 5DD > ODC > 5DD > 4DD > 5DD > EA Midscreen - - All Easy
5 j.XD > 6DD > ODC > j.5DD > j.6DD > j.621346D Midscreen - -50 All Easy

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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 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 > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- > 6C > 66BBCP Nu ActParser.pngGuardStartupRecovery41Advantage- 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

Combo and pressure guide by Wara

Video Examples

BBCF2 Nu-13 combo collection


Beginner Combos by Monarch


CF1 Combos by Kelvin


External References

Navigation

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