- Ya like swords? Nu is the best zoner in the game and abuses system mechanics like no other.
- Gravity Well Abuse: 5D and 6D + Gravity Well make it hard to approach Nu from midrange.
- Head Invuln 2C: This move being good actually makes it hard to approach Nu from close range or after she uses projectiles.
- Fast Sickle: This move being fast enough makes it hard to- just kidding Legacy Edge on the ground is slightly worse to deal with, because it can also break Libra like nothing else consistently, but Nu isn't insane at fullscreen thankfully.
- Good, Easy Damage: Nu has access to some of the best combos in the game without meter, making her a threat when she opens you up, her only issue after is knowing how to properly combo swords.
- Can avoid Carl: Usually she just avoids Carl and he can't do much about it.
- You probably like her: Sicko
- something goes here
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
4B
- 6F recovery on standing hit (first hit)
- launches on 2nd hit
- vacuum effect on hit.
6C
One of Nu's non-drive normals that cancel into Act Pulsar, allowing her to safely back off from the opponent.
- 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
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
- Unholy reach.
- Has a flat knockdown.
Counter Assault
6A+B while blocking
Special Moves
Sickle Storm
236D
- 236D
- 236D~C
236D:
- Knocks down on hit, press C button to change attack property before 13F
236D~C:
- Knocks down on hit
Spike Chaser
214D
- 214D
- 214D~C
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
- j.214D~C
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
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
~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
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