BBTag/Nu-13

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Overview

Overview

Nu-13 is a fast zoner who can control the pace of the match and convert her zoning into rushdown.

Nu's BBBTag Nu 5B.pngGuardAllStartup13RecoveryTotal: 41Advantage-5 normals are fast, long range projectiles that she can use to stop approaches and keep the opponent away from her. On hit, she can convert these hits into combos which, while low-damaging lead to good oki. On block however she can transition from zoning into powerful mixups thanks to Act ParcerBBTag Nu ActParser.pngGuardStartupRecovery41Advantage-.

She also has good movement thanks to the aforementioned Act Parcer, above-average run speed and great backdash which lets her quickly reposition and run around her opponents in neutral.

However, she isn't perfect. Nu's low health and poor defensive options mean that one hit can snowball to her death. Her zoning tools are very committal, leaving you very vulnerable on whiff and her gameplan can change wildly depending on the opponent's characters as some are easier to zone than others, requiring good matchup knowledge and decision-making.

Still, if you want a zoner who is flexible in many situations, requires a lot of situational awareness and has great comeback potential, then Nu may be the one for you.
Nu-13
BBTag Nu Portrait.png
Health
16,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Act Parcer
Fastest Attack
5A (9F)
2A (9F)
Reversals
A+D (20F)
214B+C (11F)

 Nu-13

Pros
Cons
  • Strong Neutral: Her long range B normals, good movement and ability to deny give her strong zoning and space control which lets her control the pace of the match.
  • Mixups: Act Parcer allow Nu to easily set up left/right mixups with her partner from nearly half-screen, something not many characters can do. She can also pull the enemy out of the corner so they're not safe against crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.s.
  • Great Anchor: Legacy Edge in Resonance Blaze can allow Nu to completely turn the tide of a match and gives her awesome comeback potential.
  • Conversions: Nu can convert nearly any hit from any range into a full combo ending in a knockdown which also gives her strong okizeme.
  • Poor Defence: Her slow normals for abare An attack during the opponent's pressure, intended to interrupt it., mediocre DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. and low health means she struggles dealing pressure To attack the opponent continuously and leave little room for counter attacks. and can't make many mistakes.
  • Limited Blockstring Options : Since her B normals have dead zones, her options for blockstrings up close are limited, worsening her pressure.
  • Combo Game: Nu's combos are reliant on launching the opponent to get higher damage which can make her reliant on resources. Her combos are also lengthy which gives the opponent longer windows to burst.


Drive: Sword Summoner
Nu's drive allows her to summon swords from portals. These swords take many forms and can be used in many ways, allowing her to control space on the screen very effectively. Her old drive normals from the original BlazBlue series are now mapped to Nu's B buttons in BlazBlue Cross Tag Battle.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 6 17 -6 B 5~11 H

Nu's close range anti-air A grounded attack that hits the opponent out of the air, best used to stop 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.s in Footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. range thanks to its early head invul Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves..

However, its head invul ends on the first active frame and it has low vertical range for an anti-air making it lose certain jump-ins like  Mitsuru's j.BBBTag Mitsuru jB.pngGuardHighStartup11Recovery25Advantage-. So it's best used defensively rather than challenging other normals.

4A also serve as a good starter as on hit it leads to full combos and on block has almost every cancel option making it good for starting pressure To attack the opponent continuously and leave little room for counter attacks..

  • Cancels into throw and jump
  • If you input 5A after using 4A, you'll get 5AA instead.
Level P1 P2
3 90 80

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 5 15 -3 B
5AA 280×8 All 14 4(2)4×7 Total: 71 -8 P1
5AAA 300×8 All 17 1×8 24 -6 B
5AAAA 1700 All 16 Total: 51 P1

Nu's main combo and pressure starter thanks to its good scaling and cancel into 2A.

  • Fastest normal (tied with 2A)
  • Jump and throw cancelable
  • 5A and 2A can be used a combined total of 3 times per string

The main branching point in your block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. due to its cancel options making it good for going for mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s.

5AA can go into jumps, throws, your other normals, and Act ParcerBBTag Nu ActParser.pngGuardStartupRecovery41Advantage-. You can go for a high/low with 2A/j.C or try to set up a left/right with Act Parser.

If the opponent pushblocks 5AA itself, you can jump cancel to stay safe but if 5/4A get pushblock and you cancel into 5AA you'll be very unsafe.


Combo filler solo, a decent blockstrings when combined with an Active Switch, thanks to its long duration.

5AAA helps push the opponent far enough in combos to use B normals and can be used as an ender at times when that won't work. but has long recovery like 5AA and can't be jump cancelled (so you can't bait burst).


5AAAA should only be used for Cross Raid as 5AAA combos into 5B always lead into better damage and oki.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 80 85

5A:
5AA:
5AAA:
5AAAA:

  • Maximum Slide duration 3F

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 All 13 13 Total: 41 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

Your main zoning The act of denying the opponent the ability to approach, jump, or other movement options. tool and poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. thanks to its balance of range and speed.

5B covers most of the ground and can lead to combos on hit and can lead to mixups with Act Parcer. This makes it great for stopping opponents running at you and for punishing things from afar. But as with all of Nu's B normals, it has long recovery so try not to whiff An attack that completely misses the opponent, such as when the opponent is out of range of the attack. or spam it.

5B has a dead zone like her other B normals which can make it awkward to use it in blockstrings. A consistent blockstring is 2A 5AA 2A 5B .

  • Travels nearly fullscreen but against some characters like  Tank it will connect even from fullscreen.

xBB - xBBBBB

When you use 5B,2B or 4B after the initial sword pressing B will make them all go into this auto combo so we're going over it here.

Most of the time they serve as combo filler but the actual conversions depend on distance, height and resources.

You can use 236C to convert from nearly fullscreen or 236B + assist to convert from fullscreen. You can jump cancel into j.5B and go from there depending on height. 5B is a poor starter so the damage you get won't be great but it's better than nothing.

The 2nd & 3rd sword pushes away and the 4th vacuums but if you input the 3rd hit as xBB2B the 3rd hit will vacuum and the 4th will push away. The final hit tracks the opponent and knocks down leaving you in a good position for more zoning and sometimes it's the only way of getting oki.

  • All hits including the initial sword but excluding the final can be cancelled into Act Parcer.
  • All hits including the initial sword but excluding the final can be cancelled into jump.
Version Level P1 P2
5B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

5B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

4B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4B 1000 All 13 9 20 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

Another anti-air, used to catch 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.s from far away and airborne opponents at angles that 2B would fail.

Slower characters like  Waldstein can be reliant on air dashes to quickly cover distance in neutral When neither player is in an advantageous position in terms of stage position. which makes 4B important for stopping them.

  • Be careful not to get this when trying to use 5B after blocking.
Version Level P1 P2
4B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

4B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Universal Overhead An attack that the opponent must block high.. Like the most Blazblue and Persona characters, it's decently fast but is punishable on block. It has better range than most of them though.

5C is mainly used as a combo ender as it leads to safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s. It's also a servicable mixup option when your too close for TK j.C

Nu-13 is among the rarest characters in the game to be capable of (true) comboing into 5C, but the routes are limited to:

5A 5AA 5AAA 5C (optimal) or 5A 2A 5A 5AA 5AAA 5C.

If not at all, then use this sparingly since there are a multitude of better ways to deal unburstable damage. This being an unorthodox, meter pay-out method.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 9 4 12 -2 F

Nu's best poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. in footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. range as well as her main low for mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s.

2A has the same startup as 5A but has more range and faster recovery making it better for starting pressure. Just remember that depending on your distance 5A might whiff when done after 2A.

It serves as decent meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. on the opponent wake up The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. for when you don't have time to runaway or if you want to stay up close.

Level P1 P2
2 90 75

2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1000 All 9 15 Total: 38 -6 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

Another anti-air as its amazing range lets you catch opponents even if they super/double jumping.

2B can usually be converted into a full combo by jump cancelling into j.5B. However, if the opponent is very high and very far when 2B lands, you may have no choice but to do the full autocombo to get oki.

If the opponent is too close to use 2B or they IAD, you're better off using 4A, 4B or Supra RageBBTag Nu SupraRage.pngGuardAir UnblockableStartup20Recovery8+40LAdvantage-31.

Version Level P1 P2
2B 4 50 90
xBB 4 50 90
xBBB 4 50 90
xBBBB 4 50 90
xBBBBB 4 80 85

2B:

  • Projectile Level 2 during first 4 active frames


xBB:
xBBB:
xBBBB:
xBBBBB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
280×8 Low 11 1×8 22 -6 F

Mainly used as combo filler as it can go into Sickle StormBBTag Nu SickleStorm.pngGuardLowStartup13RecoveryTotal: 54Advantage-11 and Legacy EdgeBBTag Nu LegacyEdge.pngGuardAllStartup16+(41 Flash)+10RecoveryTotal: 69
[Total: 57]
Advantage+67 [+111]
.

Its multiple hits, the fact it hits low and good range lets it catch fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.s and good for Active Switch mixups.

  • If it used at its max range, it will only hit once.
Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 380×8 High 11 1×2,2×6 25 H
j.AA 300×8 High 9 1×8 10 H

A great air-to-air A jumping attack that hits the opponent out of the air and sadly your best air-to-ground due to its good horizontal and bad vertical range.

Its slightly disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. and many active frames make it strong at controlling air space and protecting yourself when retreating like after an instant air back dash. It also has a hitbox behind her on the later active frames so you can crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them..

j.A is the only air attack Nu has that doesn't stop her momentum which makes it jump in she has. It also has long recovery making it bad on whiff unless you land with it and low hitstun which can make combos harder. This low hitstun however can lead to it working as a safejump against characters with guard point An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S). dps like  Tager 'sBBCF Iron Tager A+B+C+D 2.pngGuardAir UnblockableStartup16Recovery46Advantage-32


j.AA sees little use as its hitbox A general term showing where an attack can hit the opponent and where the character is vulnerable to attack. isn't as large as j.A so it can whiff if you're not close enough, j.5B is more consistent and leads to better damage and oki.

It's mainly used to control the opponent's height in certain combos.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1

A good zoning tool as its range and angle are perfect for stopping grounded approaches.

j.B is similar to 5B but can cover different angles but in exchange doesn't go fullscreen. It's still good for covering yourself when retreating and can even stop airborne approaches depending on height and distance.

  • Has a dead zone in front of Nu where the move has no hitbox.

xBB-xBBBBB

Pressing B after j.B and j.2B will make them both gointo this autocombo.

This is mostly similar the to grounded version in that it serves as combo filler. Your main goal in combos is to launch the opponent so you can from 5BBBB>j.BBBB and go from there as this leads to good damage and can be done from far away.

Like the ground version, the 3rd hit pushes and the 4th pulls but if you do xBB2B the 3rd will pull and the 4th push.

You'll usually cancel the fourth hit into j.C as it deals more damage and can be super cancelled but if the enemy is too far or you want to send them away, then complete the full autocombo.

  • All hits including the initial sword but excluding the final can be cancelled into Act Parcer.
  • All hits including the initial sword but excluding the final can be cancelled into jump hit only.
Version Level P1 P2
j.B 4 50 90
j.xBB 4 50 90
j.xBBB 4 50 90
j.xBBBB 4 50 90
j.xBBBBB 4 80 85

j.B:

  • Projectile Level 2 during first 4 active frames


j.xBB:
j.xBBB:
j.xBBBB:
j.xBBBBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 16 6 Total: 57+14L -15 at best P1

Your main combo ender for air combos as well as a mixup tool.

It deals more damage than the last hit of the j.B auto combo and can be super-cancelled for more damage. It also sees use in Cross Combo where it can be looped with an assist for good damage and gives a good opportunity to switch to your partner mid-combo.

When done immediately after jumping, j.C is a 21frame overhead, 1 frame faster than 5C. However, it requires either an assist or Legacy EdgeBBTag Nu LegacyEdge.pngGuardAllStartup16+(41 Flash)+10RecoveryTotal: 69
[Total: 57]
Advantage+67 [+111]
to get a full combo (although the damage you get is great), otherwise, you can only get more damage with Calamity SwordBBTag Nu CalamitySword.pngGuardAllStartup10+(52 Flash)+1RecoveryTotal: 84
[Total: 116]
Advantage-43 [-41]
or air Supra RageBBTag Nu SupraRage.pngGuardAllStartup9RecoveryUntil L+40Advantage-.

  • Has a deadzone in front of her like her B normals.
  • Can combo out of it solo if Nu is high enough.
  • Causes a ground bounce on hit.
Level P1 P2
5 80 90

j.2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1

j.2B is used in situations where j.B would be useful but would whiff due to the angle like stopping grounded approaches. In particular, this is useful for meterless conversions off 5B, since on crouching opponents 5BBBB jump cancel j.B tends to whiff.

j.2B can also bait anti-air A grounded attack that hits the opponent out of the airs due to the angle and since it halts your air momentum but due to the recovery and low damage, don't do this often.

Version Level P1 P2
j.2B 4 50 90
j.xBB 4 50 90
j.xBBB 4 50 90
j.xBBBB 4 50 90
j.xBBBBB 4 80 85

j.2B:

  • Projectile Level 2 during first 4 active frames


j.xBB:
j.xBBB:
j.xBBBB:
j.xBBBBB:



Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

The universal throw is Nu's fastest move at 7 frames. This makes your go-to abare An attack during the opponent's pressure, intended to interrupt it. option and the only way you can punish certain moves like  Susanoo's Dancing Dual KickBBCF Susanoo 236B.pngGuardLow×5, AllStartup18Recovery19+20LAdvantage-24.

Midscreen you should follow up with a dashing 5A and in the corner, cancel the throw into 214A. Most throws lead to 5K without resources but Nu can get 5.5K midscreen and 6K in the corner making strike/throw more threatening.

  • Launches the opponent up and away from you.
  • Backthrow is identical to forward throw except for the angle.
Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Supra Rage

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 550×8 Air Unblockable 20 1×8 8+40L -31 B 1~27 All
j.AD 550×8 All 9 1×8 Until L+40 H 1~27 All

Universal Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. although in Nu's case, it is not a very good one.

Supra Rage has 20 frames of startup making it lose easily to meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. normals and stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. This also makes it a worse anti-air as it can be easily baited. Combined with her low health, this is a risky option(more so than other DP's).

Still, Nu needs as many defensive options as she can get so don't forget it altogether.

The air version's only use is countering burst An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. as j.BBBBB, j.C and j.214B+C are all better air combo enders.

Version Level P1 P2
AD 3 80 60
j.AD 3 80 60

AD:

  • Minimum Damage 27×8 (216)


j.AD:

  • Minimum Damage 27×8 (216)



Special Moves

Sickle Storm

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1700 Low 13 Until Hit Total: 54 -11 P1
236B 1700 Low 19 Until Hit Total: 54 -5 P1
236A

Nu's primary combo ender since it sends them away, giving you a good position for zoning. Against airborne opponents, it can even lead to a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening..

It's also a good way to end your B normal blockstrings as though it's unsafe up close, the frame advantage improves the further away you are.


236B

Nu summons the sword farther away and it comes towards her. This makes it hit opponents farther away faster making it a better combo ending at long range. Just remember that you're bringing your opponent closer to you. When combined with an assist, this move lets you get combos from fullscreen B normals.

It can also be used for oki in the corner as Nu can be up to +20 on block and it goes behind her, letting it catch opponents that tech past her. It can even lead to an unblockable when combined with an Active Switch and a fast overhead.

Version Level P1 P2
236A 4 80 75
236B 4 80 75

236A:

  • Minimum Damage 85


236B:

  • Minimum Damage 85

Spike Chaser

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2300 All 32 Total: 79 -12 P1
214B 2300 All 67 Until Hit Total: 99 3 P1
214A

Mainly combo filler during Cross Combos as it's a good point to swap to your partner. It also serves as a way of getting more damage off your throw in the corner.

  • Summons 3 spikes
  • Spikes stop appearing if it collides with a persona or  Naoto's TrapsBBTag Naoto HairTriggerMegido.pngGuardAllStartup19RecoveryTotal: 36Advantage-5

214B

A powerful zoning and neutral tool when used correctly but can lead to your death when used incorrectly.

214B's long startup makes it a death sentence solo as the opponent can just run up and hit you or use a fullscreen attack like  Ragna's Carnage ScissorsBBTag Ragna the Bloodedge 236B+C.pngGuardAllStartup9+(42 Flash)+2~12Recovery58Advantage-43
[-40]
. However, you can either use an assist to protect yourself or Active Switch to them during the startup.

Once the move comes out, it covers the entire ground giving you great screen control. You can use the spikes to cover your approach, set up more zoning, cover the ground while you cover the air, etc.

  • The spikes keep going until they're offscreen
  • Spikes stop appearing if it collides with a persona or  Naoto's TrapsBBTag Naoto HairTriggerMegido.pngGuardAllStartup19RecoveryTotal: 36Advantage-5
  • Never use this move up close, use it from 3/4s away and further.
Version Level P1 P2
214A 5 80 90
214B 5 80 90

214A:

  • Minimum Damage 115


214B:

  • Minimum Damage 115

Act Parcer

66 or 44 during certain moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
66 41
j.66 37
44 30
j.44 33

Act Parcer is key to Nu's gameplan as it lets you create mixups and stay mobile while zoning.

All versions travel set distances so experiment in training mode to get a sense of the spacing.

You can into Act Parcer from

  • 5AABBTag Nu 5AA.pngGuardAllStartup14RecoveryTotal: 71Advantage-8
  • 5AAABBTag Nu 5AAA.pngGuardAllStartup17Recovery24Advantage-6
  • All B normals excluding the 5th of the B autocombo.

X > 66

Nu dashes forward and can cross over to the other side of the opponent.

This lets you easily set up left/right mixups with your assist with needing meter, a specific assist and can be done from around half screen, something not a lot of characters can do. You can also layer the left/right by going into a throw afterwards, using the assist blockstun to go for a high/low or switch to your partner to bait dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion.es as they'll often be too far for it to reach.

You can also use it to escape the corner or just an unfavourable position.

Take note Nu will always be minus after a forward Act Parcer so you need an assist to a mixup. However the one exception to this is an anti-air normal (usually 2B or its followups) cancelled into forward Act Parcer; in this scenario, even though the opponent recovers before you, they may not be able to land and press a fast grounded normal faster than Nu can press 5A.


X > 44

Nu jumps up and away.

Its fast speed lets you use it to run away while zoning as Nu recovers in the air letting her use air B normals. It's also the closest thing you have to be able to jump cancel B normals on block so you're not gonna use forward Act Parcer to mixup, then use this to maintain distance.


j.X > 66 and j.X > 44

These are pretty much air dashes that can you cancel into so you can use them like the grounded versions.

The forward version is a good way to transition from zoning The act of denying the opponent the ability to approach, jump, or other movement options. to rushdown Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate. like j.B > 66 > j.A. It can also pass through the opponent so you can still set up left/rights with assists but since it travels less distance than the ground version, you'll have to be closer.

The backward version lets you run away to keep zoning especially combined with the ground version (e.g 5B>44> j.B>44> j.B )

Version Level P1 P2
66
j.66
44
j.44

66:
j.66:
44:
j.44:


Extra Skills

EX Sickle Storm

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250 Low 13 Until Hit Total: 54 +3 P1

One of Nu's best moves thanks for what it does for her combos and pressure.

236C is similar to 236A except it does 2 hits, causes a wall bounce and is plus When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin.. This makes it great for your combos as you can convert any hit into a strong knockdown including long-range 5B making your zoning more threatening.

It being plus on block lets you reset your pressure and go for a strike/throw mixup or just keep your opponent blocking.

  • Hits twice
Level P1 P2
4 80 75
  • Minimum Damage 125
  • Maximum Slide duration 10F

EX Spike Chaser

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2600 All 32 Until Hit Total: 64 +3 P1

A decent zoning and neutral tool to use now and again.

214C has the best attributes of the A and B version. As such you can use it for the same things as 212B like covering an approach but you can use it with solo with decent safety especially if you cancel a B normal into it.

You can use for it okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. in the corner after a 2C knockdown as a knowledge check A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved. as if the opponent neutral or back tech, Nu will be plus on block and can get a high damage combo on hit. But if they forward you'll lose.

  • Has the A version's startup and the B version's range and recovery.
  • Nu's best combo starter damage wise, use it to punish whiffed/blocked supers and DP's.
Level P1 P2
5 80 90
  • Minimum Damage 260


Partner Skills

5P

True Impreza

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+16 12 Total: (18)+45 -9 P

Nu's go-to combo and blockstring extender assist.

It goes about 60% of the screen letting you use it in cases where other 5Ps would fail and is also her best assist for punishing bursts.

You can also use it as a zoning/neutral thanks to its range and the fact it moves Nu backwards making it pretty safe.

Level P1 P2
4 70 85
  • Minimum Damage 85

6P

Spike Chaser

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 All (18)+67 Total: (18)+99 +3 P

A great assist for neutral and covering your partner during attacks.

6P has all the same uses as 214B those being covering approaches which is great for rush down, forcing your opponent to jump which you can then anit-air, block it which gives your great frame advantage to mixup as well as making unsafe attacks safer on block. This is just a great neutral tool for characters that lack long-range options like  Chie.

It can also be used for oki as when timed right it can cover back and neutral tech To recover from a knockdown or air hitstun state, usually by pressing a button. letting your point cover forward tech.

It's the only assist Nu-13 has that can hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." so in some combos it is the only move you can use to extend them.

  • Like  Noel's 6P assist, pushing the screen sideways will push Nu with it, allowing you to adjust where the swords come out even after pressing the button.
Level P1 P2
5 70 90
  • Minimum Damage 130

4P

Gravity Seed

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+13 3 39 -23 B

Nu places a field on the ground that reduces the opponent's horizontal movement speed while they're in it. This affects normal movement as well as moves with momentum like  Ragna's 214ABBTag Ragna the Bloodedge 214A.pngGuardAllStartup15Recovery26Advantage-4.

4P is a great assist for other zoners like  Vatista as it makes it harder for the opponent to punish you or close the gap. You can also use it and switch to Nu, which also helps her zoning.

Outside of that, it has little utility as rushdown or midrange characters struggle to make good use of the field and the small hitbox makes it poor for combos or punishing bursts.

  • Tacks the opponent's location.
  • If the opponent is hit by Nu's hitbox while placing the field, they'll float in the Gravity Seed, allowing you to start a combo
Level P1 P2
4 70 85
  • Minimum Damage 85



Distortion Skills

Legacy Edge

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
360×24 [330×32] All 16+(41 Flash)+10 P{(4)P}×23,P
[P{(4)P}×31]
Total: 69
[Total: 57]
+67 [+111] P2 1~19 All

The main reason Nu makes for a great Anchor In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player. and has high comeback potential.

Legacy Edge's main use is during Resonance Blaze. The lockdown lets Nu do many normals which combined with Resonance's increased chip for supers allows her to do massive chip damage Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions. dealing at least 30% chip, often more. All you have to do is do 236X and cancel it immediately into 236B+C. Nu can do this from even fullscreen and/or if the opponent pushblocks and it's all a true blockstrings so they must respect it. It cannot be understated just how strong this is and it should be your main goal during Resonance Blaze.

Outside of Resonance, it can be used for pressure as Nu can go for multiple mixups as well for corner carry in combos (although if you don't corner carry use 236C instead).

Finally, 236B+C doesn't have invincibility for all of the startup but it does have some letting go through projectile attacks so you can use it for anti-zoning.

Level P1 P2
3 80 60
  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Minimum damage: 18×24 (432) [33×32 (1056)]

Calamity Sword

214B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 5500 [2850×3, 4000] All 10+(52 Flash)+1 9
[P(15)P(15)P(15)P]
Total: 84
[Total: 116]
-43 [-41] P2 1~11 All
j.214BC 5500 [2850×3, 4000] All 8+(42 Flash)+5 9
[P(15)P(15)P(15)P]
Total: Until L+5 P2 1~7 All

Your best reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.\DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. and standard super ender when you need extra damage.

With her mediocre DP and 9 frame normals, 214B+C is one of your only defensive options. However, this also makes it fairly predictable so you'll need to be reserved when considering this against any opponent whose offense is even partially careful.

Outside of that, it's also used to end combos. The damage is pretty good but the oki you get afterwards is poor so it's best used when it will kill the opponent or leave them on death's door. On top of that, its short duration makes it poor for use DHC A term that describes when a character performs a super attack in a team game and tags into another characters super., especially for cross combos, you might have to switch to your partner and have them use their super first.

Version Level P1 P2
214BC 4 80 60
j.214BC 4 80 60

214BC:

  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427×3, 800 (2081)]


j.214BC:

  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Enhanced Swords each have 9 active frames
  • Minimum damage: 1815 [427×3, 800 (2081)]


Distortion Skill Duo

Calamity Sword

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [500, 1000×2] All 1+(92 Flash)+1 9
[P(15)P(15)P]
Total: 69
[Total: 106]
-38 [-41] P2 1~8 All
[1~1 All]

Calamity Sword has short recovery for a Distortion Skill Duo, so when combined with a super with long blockstun (such as Gordeau's Turbulence), Nu can recover before the opponent and go for a mixup while the opponent is still in blockstun from the first super.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Each P in active frames represents a projectile spawned
  • Enhanced Swords each have 9 active frames
  • Minimum Damage: 2000 [2500]


Astral Heat

Sword of Destruction

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 13+(101 Flash)+7 9 25 B 13~28 All

Nu's astral sees little use as although she is a good anchor, her meter is better spent on Legacy Edge.

If you do want to use it, your best combo options are a close range 2C, 5AA on an airborne opponent and throw in the corner.

  • Unlike most astrals, Sword of Destruction doesn't have frame 1 invuln Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. so it can't be used as a reversal.
Level P1 P2
5


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