(Updated Pros and Cons) |
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==Overview== | |||
= | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{ | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
| | |header=Overview | ||
|content= On paper, Nu shouldn't be the monster that she is. A combination of poorly-thought-out game design, poor balancing, and an overblown kit all make Nu into one of the best characters in Calamity Trigger, and arguably the easiest of the Top 3 to play. | |||
| | |||
Nu's best feature is her zoning, which is primarily performed through her Drive. Every time Nu presses the Drive button, she summons extremely fast swords that target the opponents location. These swords are a total nightmare for the majority of the cast to deal with, making Nu into a menace in many matchups. Outside of this, she has excellent return on her gameplan. Her combos are easy and high damage, with numerous hard knockdown enders possible and huge meter gain. The Guard Libra mechanic punishes characters for blocking against her, and she can easily force the opponent into nearly endless blockstrings to Guard Crush them and reap even higher rewards. If you can somehow swim through the ocean of projectiles coming your way, then Nu can be easy to open up, but good luck getting to that point. | |||
Nu is here to remind you what a top tier zoner really looks like, and also to remind you why everyone moved on to Continuum Shift the second that game came out. | |||
}} | |||
{{BBCT/infobox | |||
|fastestAttack = {{clr|A|5A}} (6F) | |||
|reversal = {{clr|D|632146D}} (24f) | |||
}} | |||
{{ProsAndCons | |||
|intro= is a highly mobile zoner who hits like a truck and breaks the game's mechanics to win. | |||
|pros= | |pros= | ||
* ''' | * '''Super Spammy Swords :''' Nu's grounded Drive normals come out fast, cover several angles, and have terrifyingly low recovery. It's a nightmare for just about anyone to get a hold of Nu, and if she can manage to get Gravity Shield up, it becomes nearly impossible for slower characters like {{Character Label|BBCT|Tager}} and {{Character Label|BBCT|Hakumen}} to approach at all. Her ability to keep running away is bolstered by having the most Negative Penalty resistance in the game. | ||
* ''' | * '''Aerial Control''': Nu comes armed with a suite of deadly antiairs: a {{clr|A|6A}} with an eternity's worth of head invulnerability, a lightning fast {{clr|C|2C}}, and her low-recovery projectiles {{clr|D|2D}} and {{clr|D|6D}}. All four offer immense reward, making any jump against Nu a dance with death itself. | ||
* ''' | * '''More Mix Than A Blender''': Nu is capable of fast and powerful mix from ''any'' range, having both close and long range options for high, low, and throw mix in the middle of her sword storms. | ||
* ''' | * '''Cranks That Guard Libra''': Nu's zoning and blockstrings can safely lock the opponent in sword hell for an long time, while also raising the Guard Libra gauge greatly to force Guard Crushes. She has the ability to jump cancel Drives on block and then quickly ground herself with Crescent Feint, on top of having Libra-fueling moves such as her multi-hit {{clr|C|C}} buttons and Legacy Edge distortion. | ||
* ''' | * '''I Don't Care About That''': Nu-13's offensive strings function irrelevant of Barrier pushback, are spaced out enough to avoid reversals + Bursts + CAs, and sometimes even anti-zoning supers can't get to her. | ||
* ''' | * '''Obscene, Easy Damage''': Nu has access to some of the best combos in the game without meter, and can do them even off of stray hits at fullscreen. Getting hit by anything will give Nu a significant life-lead to reinforce her keepaway game. | ||
* '''Consistent Knockdowns''': Nu's KD routes happen to be high damage and also setup her strong neutral. | |||
|cons= | |cons= | ||
* ''' | *'''Weak Under Pressure''': Nu's health is low and her reversal options are very slow. Needs to rely on the universal mechanics to escape pressure. | ||
}} | }} | ||
</div> | |||
==Normal Moves== | ==Normal Moves== | ||
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===<big>{{clr|C|5C}}</big>=== | ===<big>{{clr|C|5C}}</big>=== | ||
{{BBCT Move Card | {{BBCT Move Card | ||
|input=5C | |input=5C,~C | ||
|versioned=input | |||
|description= | |description= | ||
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|input=6B | |input=6B | ||
|description= | |description= | ||
Nu's classic {{clr|B|6B}}. If this lands on the opponent it signifies their imininent death with how insane the scaling is. | |||
}} | }} | ||
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|input=4B | |input=4B | ||
|description= | |description= | ||
A multi-hit attack that hits mid, then overhead. Cancels from all of her {{clr|A|A}}/{{clr|B|B}} buttons and {{clr|C|5C}}. The trick is to time it on the opponent's wakeup where first hit will whiff, which will make {{clr|B|4B}} an absurdly fast 17F overhead instead of 28F, and meter can also be spent on {{clr|B|4B}}(1) → {{clr|B|2B}} for 50/50s. | |||
It launches the opponent high on hit and is confirmed with normal staircase combos which is great on its own, but if RC'd after Crescent the damage off this button is just ludicrous, easily scoring 5k+ combos. | |||
Be warned it's not safe on block and Nu dies if the opponent reacts correctly. | |||
}} | }} | ||
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|input=6C | |input=6C | ||
|description= | |description= | ||
A slow, yet highly damaging normal. On airborne opponents it has a wallbounce effect to setup easy loops in combos similar to Lambda's Cavalier in later games. | |||
It has a huge amount of pushback for returning to neutral and can cancel into Act Pulsar making it even more safe as a pressure ender. | |||
*Builds a ton of guard libra | *Builds a ton of guard libra | ||
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|input=2D, 2DD | |input=2D, 2DD | ||
|versioned=input | |versioned=input | ||
|description= | |description= A great crouching anti-air that keeps Nu low to the ground while being fully disjointed. | ||
On hit it vacuums the opponent in to go into TK. Crescent or {{clr|C|6C}} loops for high damage. On block it can go into Act Pulsar or be jump-cancelled to back off safely. | |||
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}} | |||
}} | }} | ||
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|input=j.B+C | |input=j.B+C | ||
|description= | |description= | ||
* Unholy reach. | Nu's air throw is tied with Hakumen's for the highest base damage in the game, she needs RC to combo off hers as opposed to others though. The knockdown leaves Nu in a good position to catch backrolls with her {{clr|B|2B}} which also recovers in time to meaty opponents if they did forward roll instead, giving her good okizeme. | ||
If you choose to RC, she can score around 4.7k combos with Gravity loops or sword staircase. | |||
*Nu remains on the ground if RC'd fast enough. | |||
*Unholy reach. | |||
}} | }} | ||
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|description= | |description= | ||
;{{clr|D|236D}} | ;{{clr|D|236D}} | ||
Creates a spinning blade that travels along the ground in front of Nu. Quick and a low hit. This move can lead into RC combos by RCing and immediately following with 6DD into an air combo. Note that this will not hit directly in front of Nu, but will start hitting about a character's width away. | |||
---- | ---- | ||
;{{clr|D|236D}}~{{clr|C|C}} | ;{{clr|D|236D}}~{{clr|C|C}} | ||
Hitting C immediately after the D will cause the blade to instead spawn behind the opponent and travel towards Nu. Useful if the opponent is far away from you. Will not hit an opponent a full screen's distance away. | |||
}} | }} | ||
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|description= | |description= | ||
;{{clr|D|214D}} | ;{{clr|D|214D}} | ||
Nu charges up for a moment and then unleashes a wave of swords spawning from the ground. Limited range, but can be useful to force your opponent to approach you from the air, resulting in a 6DD chain. If they block you can dash in relatively safely, and if they take the hit you can 6DD combo them out of it. | |||
---- | ---- | ||
;{{clr|D|214D}}~{{clr|C|C}} | ;{{clr|D|214D}}~{{clr|C|C}} | ||
Hitting C immediately after the D will cause Nu to spend more time charging up, but the wave will continue forward until it's off the stage or it hits something. Can be useful as a full screen approach tool, forcing the opponent into a situation as above. | |||
}} | }} | ||
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|description= | |description= | ||
;{{clr|D|j.214D}} | ;{{clr|D|j.214D}} | ||
* Ground bounces on Counter Hit | |||
Nu stops her airborne momentum and wallops the opponent in the head with a fast, midrange and hard hitting sword that travels on a crescent path downward. This special plays double duty as both Nu's air combo ender, and as a very fast and relatively safe overhead when {{keyword|TK}}'d, in the latter case leading straight into her incredible damage with RC or Counter Hit. Be wary that Crescent has a deadzone directly in front of her, but spacing blockstrings to make the opponent susceptible to it at ranges that still allow a combo is not hard at all, especially if they like to Barrier. | |||
On hit, can be followed up with an RC into {{clr|C|6C}} into {{clr|D|D}} strings, or on CH gives enough of a ground bounce to be able to follow up meterlessly. | |||
---- | ---- | ||
;{{clr|D|j.214D}}~{{clr|C|C}} | ;{{clr|D|j.214D}}~{{clr|C|C}} | ||
Hitting {{clr|C|C}} immediately after the {{clr|D|D}} will cancel this move very quickly in a manner similar to a feint, with recovery that can be cancelled into anything except for blocking. VERY IMPORTANT to Nu's neutral and pressure game as she can use this after her airborne {{clr|D|D}} swords to reset the string and go into more swords, perform very low and hard to react to air dashes to close or create space, and also stop air movement short to trip up the opponent. Preferably, this will also be when she is closer to the ground, to make it easier to do a quick landing cancel after recovery into more ground Drives, into another jump cancel into more air Drives, into another Crescent cancel... you get the idea. | |||
It's also an obnoxious mixup when the opponent is looking for TK Crescent as when this feint is used instead of that, it's quick enough to let Nu land and go low/throw right while they try to stand block on reaction to the startup. This can also be used in advanced combos and pressure strings by following it with additional {{clr|D|j.DD}}s. | |||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|description= | |description= | ||
Nu creates a gravity field in front of her. The A version is directly in front of her, B is another length away, and C is another length away from that. Slows down all movements, even Taokaka's drives or Jin's car. Good for keeping opponents away and limiting their approach options, but has a slow startup. Can be used in certain combos. | |||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|description= | |description= | ||
Can be used after certain moves to teleport forward or back. Great for getting out of tight places or for an unexpected approach. Input this move after 2C, 3C, or any ground D move to activate. For fun, try a 5DD > 66 > Throw on an unsuspecting opponent that's used to your usual mixup. | |||
}} | }} | ||
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{{BBCT Move Card | {{BBCT Move Card | ||
|input=222D | |input=222D | ||
|description= | |description=Go on | ||
Give your little sis a hug | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|BBCT|Nu-13|42px}}</center> | <center>{{Character Label|BBCT|Nu-13|size=42px}}</center> | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{#lst:BBCT/Navigation}} | {{#lst:BBCT/Navigation}} | ||
[[Category:BBCT Character]] |
Latest revision as of 05:15, 8 April 2024
Overview
On paper, Nu shouldn't be the monster that she is. A combination of poorly-thought-out game design, poor balancing, and an overblown kit all make Nu into one of the best characters in Calamity Trigger, and arguably the easiest of the Top 3 to play.
Nu's best feature is her zoning, which is primarily performed through her Drive. Every time Nu presses the Drive button, she summons extremely fast swords that target the opponents location. These swords are a total nightmare for the majority of the cast to deal with, making Nu into a menace in many matchups. Outside of this, she has excellent return on her gameplan. Her combos are easy and high damage, with numerous hard knockdown enders possible and huge meter gain. The Guard Libra mechanic punishes characters for blocking against her, and she can easily force the opponent into nearly endless blockstrings to Guard Crush them and reap even higher rewards. If you can somehow swim through the ocean of projectiles coming your way, then Nu can be easy to open up, but good luck getting to that point.
Nu is here to remind you what a top tier zoner really looks like, and also to remind you why everyone moved on to Continuum Shift the second that game came out.Nu-13 is a highly mobile zoner who hits like a truck and breaks the game's mechanics to win.
- Super Spammy Swords : Nu's grounded Drive normals come out fast, cover several angles, and have terrifyingly low recovery. It's a nightmare for just about anyone to get a hold of Nu, and if she can manage to get Gravity Shield up, it becomes nearly impossible for slower characters like Tager and Hakumen to approach at all. Her ability to keep running away is bolstered by having the most Negative Penalty resistance in the game.
- Aerial Control: Nu comes armed with a suite of deadly antiairs: a 6A with an eternity's worth of head invulnerability, a lightning fast 2C, and her low-recovery projectiles 2D and 6D. All four offer immense reward, making any jump against Nu a dance with death itself.
- More Mix Than A Blender: Nu is capable of fast and powerful mix from any range, having both close and long range options for high, low, and throw mix in the middle of her sword storms.
- Cranks That Guard Libra: Nu's zoning and blockstrings can safely lock the opponent in sword hell for an long time, while also raising the Guard Libra gauge greatly to force Guard Crushes. She has the ability to jump cancel Drives on block and then quickly ground herself with Crescent Feint, on top of having Libra-fueling moves such as her multi-hit C buttons and Legacy Edge distortion.
- I Don't Care About That: Nu-13's offensive strings function irrelevant of Barrier pushback, are spaced out enough to avoid reversals + Bursts + CAs, and sometimes even anti-zoning supers can't get to her.
- Obscene, Easy Damage: Nu has access to some of the best combos in the game without meter, and can do them even off of stray hits at fullscreen. Getting hit by anything will give Nu a significant life-lead to reinforce her keepaway game.
- Consistent Knockdowns: Nu's KD routes happen to be high damage and also setup her strong neutral.
- Weak Under Pressure: Nu's health is low and her reversal options are very slow. Needs to rely on the universal mechanics to escape pressure.
Normal Moves
5A
5B
5C
5C:
- hitstop 6F
- 19~28 can transition into additional move
5C:
- hitstop 6F
- 7~16 can transition into additional move
2A
2B
2C
- Recovery 24F on standing hit
- launches on counter hit
- hitstop 2F
6A
Nu's primary anti air with fast invul for reactionary use and low recovery to prevent her getting punished on whiff. The hitbox is nothing special but unlike later iterations of this button, it is fully invul during its active frames for the opponent to take their time to fall into it.
Unlike other anti airs, Nu's 6A can gatling into her B normals, giving her extended pressure on block and great reward on hit. Go nuts pressing this.
6B
Nu's classic 6B. If this lands on the opponent it signifies their imininent death with how insane the scaling is.
4B
A multi-hit attack that hits mid, then overhead. Cancels from all of her A/B buttons and 5C. The trick is to time it on the opponent's wakeup where first hit will whiff, which will make 4B an absurdly fast 17F overhead instead of 28F, and meter can also be spent on 4B(1) → 2B for 50/50s.
It launches the opponent high on hit and is confirmed with normal staircase combos which is great on its own, but if RC'd after Crescent the damage off this button is just ludicrous, easily scoring 5k+ combos.
Be warned it's not safe on block and Nu dies if the opponent reacts correctly.
- 6F recovery on standing hit (first hit)
- launches on 2nd hit
- vacuum effect on hit.
6C
A slow, yet highly damaging normal. On airborne opponents it has a wallbounce effect to setup easy loops in combos similar to Lambda's Cavalier in later games.
It has a huge amount of pushback for returning to neutral and can cancel into Act Pulsar making it even more safe as a pressure ender.
- Builds a ton of guard libra
- Wallbounces midscreen
- hitstop 2F
3C
- Knocks down on hit, hitstop 3F
j.A
j.B
j.C
- hitstop 3F
Drive Moves
5D
5D:
- Launches on hit
- hitstop 10F
- can transition into additional move on hit or guard up to 27F
- Even though they are projectile, hitstop affects v-13 also
5DD:
- Staggers on hit (37)
- can transition into additional move on hit or guard up to 23F
2D
A great crouching anti-air that keeps Nu low to the ground while being fully disjointed.
On hit it vacuums the opponent in to go into TK. Crescent or 6C loops for high damage. On block it can go into Act Pulsar or be jump-cancelled to back off safely.
Gatling Options: 6C
2D:
- hitstop 10F
- can transition into additional move on hit or guard up to 19F
- Even though they are projectile, hitstop affects v-13 also
2DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 26F
- Even though they are projectile, hitstop affects v-13 also
6D
6D:
- hitstop 10F
- can transition into additional move on hit or guard up to 24F
- Even though they are projectile, hitstop affects v-13 also
6DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 27F
- Even though they are projectile, hitstop affects v-13 also
4D
4D:
- hitstop 10F
- can transition into additional move on hit or guard up to 22F
- Even though they are projectile, hitstop affects v-13 also
4DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 17F
- Even though they are projectile, hitstop affects v-13 also
j.D
j.D:
- Recovery 22F on standing hit
- projectile property, hitstop 10F
j.DD:
- Hitstop 4F
- 2nd hit's guard is HA
j.2D
j.2D:
- hitstop 10F
- can transition into additional move on hit or guard up to 42F
- Even though they are projectile, hitstop affects v-13 also
j.2DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 22F
- Even though they are projectile, hitstop affects v-13 also
Universal Mechanics
Throw
4/5/6B+C
- 4B+C throws opponent backwards.
- Launches on hit
Air Throw
j.B+C
Nu's air throw is tied with Hakumen's for the highest base damage in the game, she needs RC to combo off hers as opposed to others though. The knockdown leaves Nu in a good position to catch backrolls with her 2B which also recovers in time to meaty opponents if they did forward roll instead, giving her good okizeme.
If you choose to RC, she can score around 4.7k combos with Gravity loops or sword staircase.
- Nu remains on the ground if RC'd fast enough.
- Unholy reach.
- Has a flat knockdown.
Counter Assault
6A+B while blocking
Special Moves
Sickle Storm
236D
- 236D
Creates a spinning blade that travels along the ground in front of Nu. Quick and a low hit. This move can lead into RC combos by RCing and immediately following with 6DD into an air combo. Note that this will not hit directly in front of Nu, but will start hitting about a character's width away.
- 236D~C
Hitting C immediately after the D will cause the blade to instead spawn behind the opponent and travel towards Nu. Useful if the opponent is far away from you. Will not hit an opponent a full screen's distance away.
236D:
- Knocks down on hit, press C button to change attack property before 13F
236D~C:
- Knocks down on hit
Spike Chaser
214D
- 214D
Nu charges up for a moment and then unleashes a wave of swords spawning from the ground. Limited range, but can be useful to force your opponent to approach you from the air, resulting in a 6DD chain. If they block you can dash in relatively safely, and if they take the hit you can 6DD combo them out of it.
- 214D~C
Hitting C immediately after the D will cause Nu to spend more time charging up, but the wave will continue forward until it's off the stage or it hits something. Can be useful as a full screen approach tool, forcing the opponent into a situation as above.
214D:
- Launches on hit, hitstop 15F, guaranteed start up after 34F, press C button to change attack property before 31F
214D~C:
- Launches on hit, hitstop 15F, guaranteed start up after 62F
Crescent Saber
j.214D
- j.214D
- Ground bounces on Counter Hit
Nu stops her airborne momentum and wallops the opponent in the head with a fast, midrange and hard hitting sword that travels on a crescent path downward. This special plays double duty as both Nu's air combo ender, and as a very fast and relatively safe overhead when TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d, in the latter case leading straight into her incredible damage with RC or Counter Hit. Be wary that Crescent has a deadzone directly in front of her, but spacing blockstrings to make the opponent susceptible to it at ranges that still allow a combo is not hard at all, especially if they like to Barrier.
On hit, can be followed up with an RC into 6C into D strings, or on CH gives enough of a ground bounce to be able to follow up meterlessly.
- j.214D~C
Hitting C immediately after the D will cancel this move very quickly in a manner similar to a feint, with recovery that can be cancelled into anything except for blocking. VERY IMPORTANT to Nu's neutral and pressure game as she can use this after her airborne D swords to reset the string and go into more swords, perform very low and hard to react to air dashes to close or create space, and also stop air movement short to trip up the opponent. Preferably, this will also be when she is closer to the ground, to make it easier to do a quick landing cancel after recovery into more ground Drives, into another jump cancel into more air Drives, into another Crescent cancel... you get the idea.
It's also an obnoxious mixup when the opponent is looking for TK Crescent as when this feint is used instead of that, it's quick enough to let Nu land and go low/throw right while they try to stand block on reaction to the startup. This can also be used in advanced combos and pressure strings by following it with additional j.DDs.
j.214D:
- Knocks down on hit, untechable, press C button to change attack property before 12F
j.214D~C:
- Can cancel from frame 18 with anything but guard (can cancel with barrier guard), once per jump.
Gravity Shield
214A/B/C
Nu creates a gravity field in front of her. The A version is directly in front of her, B is another length away, and C is another length away from that. Slows down all movements, even Taokaka's drives or Jin's car. Good for keeping opponents away and limiting their approach options, but has a slow startup. Can be used in certain combos.
214X:
- On air hit fall speed slows down
Field:
- Movement slows down to 1/4, can continue after 180F if touched by gravity field
Act Parser
66 or 44 during 6C, 2C, and D normals
Can be used after certain moves to teleport forward or back. Great for getting out of tight places or for an unexpected approach. Input this move after 2C, 3C, or any ground D move to activate. For fun, try a 5DD > 66 > Throw on an unsuspecting opponent that's used to your usual mixup.
~66:
- can cancel to attack after 27F, can cancel from 6C, 2C, and drive attacks on the ground
~44:
- can cancel from 6C, 2C, and drive attacks on the ground
Distortion Drives
Legacy Edge
236236D
- Wall bounce on hit, hitstop 2F, guaranteed start up after super freeze, static difference is measured by Ragna crouch blocking
Calamity Sword
632146D (Air OK)
632146D:
- floor bounce on hit, guaranteed start up after super freeze
j.632146D:
- Floor bounce on hit, guaranteed start up after super freeze
Astral Heat
Hug.exe
222D when Astral conditions are met
Go on
Give your little sis a hug
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State