BBCF/Nu-13/Strategy

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 ν-No.13-



General Tactics

Neutral

Focus on getting Lumi and Seed on screen to give you more to work with when zoning. 214D~C is good at catching approaches (air or ground), 214[D] used with Drives help cover air space with lower risk. 214D also has its uses though it isn't used as much as the others.

Movement requires a certain finesse; backdash, IAD and Parser are all good at repositioning Nu into a more comfortable situation. EX: Running under jump ins to get to fullscreen, IADB - j6D to catch approaches.

It's important to gain a fluidity at using movement and zoning tools to effectively play a "Cat and Mouse" (traditional) game.


Defense

Nu has no reversal really, so this is where you need to rely on system mechanics. Blocking correctly, using IBB, IB, and knowing when to OD or CA is important and requires extensive matchup knowledge. Nu's backdash is a solid option, but it still introduces risk. Once Nu is on the defensive, it's always a test of your skills.


Offense

Nu's offense revolves around the "I want you to stay over there, away from me" idea a majority of the time. Most beginners try to just use Drives whenever they want. That isn't a good nor efficient way to zone, as you'll get blown up pretty quickly. Being more reactive than proactive is a principle which can't be stressed enough when playing Nu. It removes that wild factor of guessing. Understanding how your opponents like to move and your best responses to them are important.

Another thing is option coverage; With Lumi and Gravity, Nu has nice coverage on wakeup choices and movement. Used with good patience and a good set of fundamentals period, you get a nice solid Nu offense that has to make the opponent play patient and hold dat (sometimes beyond what they'd like).

Blockstrings

For blockstrings, Nu is fairly straightforward. Close range pressure with A & B normals provide you with access to frame traps, staggers and various cancels that allow for a mixup. Her C normals are fairly decent at getting her out / creating space. Used together, a mixture of her gatlings and special and/or jump cancels is what makes up her blockstrings in CQC situations.

5A / 2A - Fastest normals, good for TRMs.
5B - Good stagger, TRM button. Ability to jump cancelable allows j214x pressure, UAD to create space etc.
2B - Nu's (arguably) best normal. Good gatlings with nice startup/recovery.
6C - Nice at creating space, cancelable into Parser. 6C - 214A/B/C can be used to start Drive pressure


Drive pressure is similarly straightforward. This being Nu’s more frequent method of pressure, it's important to be familiar with the concept of how its structure. Think of it as a check whilst at a range, having access to movement options such as Parser and Special cancels that can reset her chain. The core resides in using her Drive to maintain her distance, having additional elements (i.e Parser, Lumi, Seed and Sickle) that help her obtain this goal. Getting creative like staggering or delaying Drives adds more depth, so just basic 5DD - 4DD - 214D~C gets spiced up a little.

Okizeme

With Nu, focusing on getting the best screen position is one of your main objectives. Slowing your opponent's approach, controlling wakeup options and/or maintaining pressure is what Nu’s okizeme / setplay is all about. For instance, having Gravity limits movement by affecting the overall speed and Luminous covering wakeup options granting you momentary control of the situation.


Corner carry routes are ones you'll need to practice and become familiar with to maximize your efficiency. Being granted your opponent in the corner with Seed + Luminous is very strong! Even though you could do slightly more damage with a non-carry combo, oki doesn't have the same tightness. That is, most midscreen combos won't end with Seed already in place, meaning if you want both Seed and Lumi, you'll have to spend extra time setting both up.

Once they're knocked down, 5D is a solid option to call out rolls. It'll catch most forward rolls and lead into a staircase, and on back roll it will keep them locked down in blockstun.

Example Routes

214D/D~C/[D] - Great at covering wakeup options and gaps in blockstrings. Room to get crafty and is usually her main oki besides Gravity.

214A/B/C - Not much to say it just makes em slow like Slowbro. Staple oki after combos wherever. Very useful against characters that already have a hard time getting in so you can move across the screen.

Tips and Tricks

TK Special - Reset Drive Chain

Nu can use three D moves in a string before she has to cancel into a special and let the count restart before she can continue her pressure. But, by air cancelling (tiger kneeing) a special in the middle of her combo, she can reset her count without dropping the combo. Take for example this standard corner combo:

5DD > 4DD > 5DD > 236D > 214D~C > (microdash) 6B > 6A > 6C > 236[D] > (microdash) 3C > 236D > 214D~C > 3C > 236D > 214A > 6C > 236[D]

You wouldn't normally be able to use another Drive attack until after you used 236[D], but this method allows you to do so:

5DD > 4DD > 5DD > TK 236D > 214B > 5DD > 4DD > 2DD > j.5DD > j.6DD > j.214D. 

The advantage to using such a route is that the latter route is burst safe in comparison to the former.


Cresecent Saber - Fients and Anti Air baits

Nu has the ability to cancel her j.214D by pressing "C" afterwards, doing so has quite a few uses. By tiger kneeing this during close range pressure, you can create situations where it will be difficult for the opponent to tell whether or not if you will go for a low, overhead, or throw. You can further augment this by using j.214[D], making it even more difficult for the opponent.

Feinting can also be used to extend aerial D string combos: by feinting during the first jump cancel after a j.6D, you can restart the D string without jump cancelling, then jump cancel again and finish the D string combo for a total of three reps instead of the usual two. You can also do this after a 623C, and other proration dependent combos. Outside of combo usage, you can feint a blocked j.6D used in neutral to continue pressure.

You can also feint a j.214D in order to bait anti-airs: since feinting j.214D stalls your fall time slightly, it can throw off an opponent's previously well timed anti-air.

Fighting Nu

Melee

Nu has an ok close range game. It has its flaws though; little mixup game to get an opening, IB is extremely useful at gaining meter to help against neutral zoning and the fact that Fuzzy Jump is pretty useful at getting out.

With the buff to IB's meter gain, Nu's multi hit C normals are just free meter. Although there's a risk Nu experiences when using C normals in pressure, it's good at creating space when people are sleeping.

Cancels into 214x or 236D are punishable by a number of things: Overdrive OS, mash 2A, etc.


Zoning

Drive pressure gets exploded by a lot of the cast when they have 50 meter and/or OD. As aforementioned, IB meter gain makes this a looming threat to Nu. It forces Nu to readjust pressure, and rely more on movement and normals.

Never get too reckless against Nu when she is actively zoning, it's best to be patient and figure out when to get in or wait for a mistake on the Nu's behalf.

Her 4D overhead has a very noticable projectile formation and Nu herself makes a sweeping arm motion. Taking notice of this makes it rather easy to block. When close to the edge of the screen, the only indication will be her arm motion so it can be more threatening in that case.



 ν-No.13-


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