Nu-13
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|
Health: 10,000
Combo Rate: 70%
Jump Startup: 4
Backdash Time: 25
Backdash Invincibility: 1-5
Movement Options: Double Jump, 1 Airdash, Dash type: Run
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run, Situational teleports
- Play-style
- Defensive. Zoning
- Full Frame Data
- Nu_Frame_Data_(BBCP)
|
Overview
After the events in Calamity Trigger following her battle with Ragna
the Bloodedge, she was thought to have perished in the Cauldron alone.
Nu is later revived by her own will to fuse with Ragna in a form
referred to by Hazama as the “Sword of Hades”; though she retains her
appearence and personality from the previous games. She is re-tuned by
Hazama to stand in Ragna’s way once again.
Drive: Sword Summoner
Nu manifests sword-like projectiles which she can shoot off at
different angles. All drive moves have a follow-up attack initiated by
pressing D shortly after the attack connects. In Luna mode, it is
currently believed that the follow-up attack cannot be done on block
(confirmed for 5D and j.2D). Drive moves are all special cancelable and
in Dia mode, all of them can be canceled into her 44 or 66 act
parser.
Overdrive: Unlimited Drive
- All drive moves summon two swords instead of one
- Special moves are no longer dependent on the mode Nu is in. Dia can use Luna-specific specials and vice versa.
- For special moves that the two forms share, it will act the same as it normally does for whatever mode Nu is in (sickle storm in Dia mode is still the full screen low and sickle storm in Luna mode is still the multi-hit area based move)
- Luna mode gains access to modify certain special moves with ~C like Dia mode can
- Legacy Edge lasts longer and does more hits
- Calamity Sword summons 4 swords in a wave motion instead of just one
Pros/Strengths:
- Extremely strong zoning game gives her an amazing neutral game very few characters can challenge
- Amazing back dash
- Combos featuring her drive moves are typically tough to burst properly. If someone bursts during the wrong time, Nu can easily pick up another combo
- Mode change gives her access to different movesets to mess with the opponent's expectations
Cons/Weaknesses:
- Low health
- Reliant on system mechanics to escape pressure
- Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing
- Need to know when to switch modes to gain access to a different playstyle
External References:
Move List
Normal Moves
5A
5B
5C
2A
2B
2C
6A
6B
4B
6C
3C
j.A
j.B
j.C
j.2C
Drive Moves
5D
5D
"Give'em the D"
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
5D
|
480
|
SOJR [SOR]
|
all
|
15
|
12
|
48T
|
-17
|
HBFP* [HBFP*(2)]
|
-
|
Click!
|
5DD
|
200
|
SOR
|
all
|
13
|
13
|
48T
|
-12
|
HBFP* [HBFP*(2)]
|
-
|
Click!
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5D (Overdrive)
|
300*2
|
SJR [SR]
|
all
|
15
|
12*2
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48T
|
-11
|
HBFP*(2)
|
-
|
Click!
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5DD (Overdrive)
|
200*2
|
SR
|
all
|
13
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13*2
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48T
|
-15
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HBFP*(2)
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-
|
Click!
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In Dia Forma:
- Can be followed up regardless of whether it hits the opponent on Block.
- Can be Jump Canceled only on the first hit.
- The second hit stuns the opponent in place, allowing for follow ups into 4D or Act Parser.
- Has a projectile level of 1.
In Luna Forma:
- The follow up is unusable if the opponent blocks the first hit.
- Has a projectile level of 2.
Shoots a sword directly in front of Nu.
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2D
2D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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2D
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480
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SJOR
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all
|
11
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15
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45T
|
-18
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HBFP* [HBFP*(2)]
|
-
|
Click!
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2DD
|
200
|
SOJR
|
all
|
4
|
13
|
48T
|
-18
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HBFP* [HBFP*(2)]
|
-
|
Click!
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2D (Overdrive)
|
300*2
|
SJR
|
all
|
11
|
15*2
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45T
|
-16
|
HBFP*(2)
|
-
|
Click!
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2DD (Overdrive)
|
200*2
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SJR
|
all
|
4
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13*2
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48T
|
-13
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HBFP*(2)
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-
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Click!
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General:
- Can be jump canceled regardless of Nu's current Forma.
In Dia Forma:
- Has a Projectile Level of 1.
- Can be followed up regardless of whether the opponent blocked the first hit.
In Luna Forma:
- Has a Projectile Level of 2
- The follow up is unusable if the opponent blocks the first hit.
Shoots a sword at a 80 degree angle. This is steeper than it was in previous games.
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6D
6D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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6D
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480
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SOJR
|
all
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13
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9
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45T
|
-16
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HBFP* [HBFP*(2)]
|
-
|
Click!
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6DD
|
200
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SOJR
|
all
|
6
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13
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60T
|
-28
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HBFP* [HBFP*(2)]
|
-
|
Click!
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6D (Overdrive)
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300*2
|
SJR
|
all
|
13
|
9*2
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45T
|
-10
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HBFP*(2)
|
-
|
Click!
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6DD (Overdrive)
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200*2
|
SJR
|
all
|
6
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13*2
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60T
|
-30
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HBFP*(2)
|
-
|
Click!
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General:
- Can be jump canceled regardless of Nu's current Forma.
In Dia Forma:
- Has a Projectile Level of 1.
- Can be followed up regardless of whether the opponent blocked the first hit.
In Luna Forma:
- Has a Projectile Level of 2
- The follow up is unusable if the opponent blocks the first hit.
Shoots a sword at a 30 degree angle.
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4D
4D
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Version
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Damage
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Cancel
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Guard
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Startup
|
Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
4D
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480
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SOR
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HA
|
30
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2
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57T
|
-11
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HBFP* [HBFP*(2)]
|
-
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Click!
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4DD
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200
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SOR
|
all
|
9
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13
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50T
|
-18
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HBFP* [HBFP*(2)]
|
-
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Click!
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4D (Overdrive)
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300*2
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SJR
|
HA
|
30
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2*2
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57T
|
-6
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HBFP*(2)
|
-
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Click!
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4DD (Overdrive)
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200*2
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SJR
|
all
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9
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13*2
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50T
|
-20
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HBFP*(2)
|
-
|
Click!
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General:
- Cannot be Jump Canceled in either Forma.
In Dia Forma:
- Has a Projectile Level of 1.
- Can be followed up regardless of whether the opponent blocked the first hit.
In Luna Forma:
- Has a Projectile Level of 2
- The follow up is unusable if the opponent blocks the first hit.
Shoots a sword from behind the opponent aiming at their head.
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j.D
j.D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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j.D
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480
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SOR
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all
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13
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8
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44+5LT
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-
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HBFP* [HBFP*(2)]
|
-
|
Click!
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j.DD
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200
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SO(J)R
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all
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4
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13
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5L
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-
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HBFP* [HBFP*(2)]
|
-
|
Click!
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j.D (Overdrive)
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300*2
|
SJR
|
all
|
13
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8*2
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44+5LT
|
-
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HBFP*(2)
|
-
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Click!
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j.DD (Overdrive)
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200*2
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S(J)R
|
all
|
4
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13*2
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5L
|
-
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HBFP*(2)
|
-
|
Click!
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In Dia Forma:
- Follow-up can be jump canceled.
- Has a Projectile Level of 1.
- Can be followed up regardless of whether the opponent blocked the first hit.
In Luna Forma:
- Has a Projectile Level of 2
- The follow up is unusable if the opponent blocks the first hit.
Shoots a sword at a 30 degree angle upwards while she is in the air.
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j.2D
j.2D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
|
j.2D
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480
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SOR
|
all
|
13
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8
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44+5LT
|
-
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HBFP* [HBFP*(2)]
|
-
|
Click!
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j.2DD
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200
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SO(J)R
|
all
|
4
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13
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5L
|
-
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HBFP* [HBFP*(2)]
|
-
|
Click!
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j.2D (Overdrive)
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300*2
|
SR
|
all
|
13
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8*2
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44+5LT
|
-
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HBFP*(2)
|
-
|
Click!
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j.2DD (Overdrive)
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200*2
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S(J)R
|
all
|
4
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13*2
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5L
|
-
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HBFP*(2)
|
-
|
Click!
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In Dia Forma:
- Follow-up can be jump canceled.
- Has a Projectile Level of 1.
- Can be followed up regardless of whether the opponent blocked the first hit.
In Luna Forma:
- Has a Projectile Level of 2
- The follow up is unusable if the opponent blocks the first hit.
Shoots a sword at a 30 degree angle downwards while she is in the air.
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Universal Mechanics
Throw
Throw
Forward/Back Air
|
Version
|
Damage
|
Cancel
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Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Forward Throw
|
0,1400
|
-
|
T (70)
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7
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3
|
26
|
-
|
T
|
-
|
Click!
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Back Throw
|
0,1400
|
-
|
T (70)
|
7
|
3
|
26
|
-
|
T
|
-
|
Click!
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Air Throw
|
0,1400
|
-, R
|
T (120)
|
7
|
3
|
18+3L
|
-
|
T
|
-
|
Click!
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Forwards Grab: Nu grabs the opponent, lifts them above her head and impales them with her swords. Launches the opponent just like BB:EX version.
Backwards Grab: Same as the above, the opponent just ends up on the other side.
Air Grab: Nu Grabs the opponent, does a small flip that puts them beneath her, dives downwards, and crushes them with her knees. Is slightly different than it's previous incarnations in that it causes the opponent to bounce into the air upon making contact with the ground, allowing for follow ups with 2D and 6D.
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Counter Assault
Counter Assault 6A+B during blockstun
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Crush Trigger
Specials
Spike Chaser
Spike Chaser 214D(~C)
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
214D (Dia Forma)
|
1200
|
R
|
all
|
35
|
45
|
75T
|
-7
|
HBFP*
|
-
|
Click!
|
214D~C (Dia Forma)
|
1200
|
R
|
all
|
31+32
|
-
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76T
|
+20
|
-
|
-
|
Click!
|
In Dia Forma:
- Goes about 3/4 of the screen
- Can be charged.
- If charged goes full screen.
In Luna Forma:
- Sends out only two blades
- Has a Projectile Level of 2.
Summons a wave of spikes that rise from the ground. In Luna mode, it goes about 2 character width in front of her.
|
214D (Luna Forma)
|
900
|
R
|
all
|
29
|
28
|
69T
|
±0
|
HBFP*
|
-
|
Click!
|
|
Sickle Storm
Sickle Storm 236D(~C)
Dia is 1 hit, knocks down, and goes full screen Luna is 5 hits, locks down opponents for mixup
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
236D (Dia Forma)
|
900
|
R
|
LA
|
17
|
-
|
62T
|
-18
|
HBFP*
|
-
|
Click!
|
236D~C (Dia Forma)
|
980
|
R
|
LA
|
15+8
|
-
|
62T
|
-12
|
HBFP*
|
-
|
Click!
|
236D (Luna Forma)
|
250*5
|
R
|
all
|
36
|
6(2)*5
|
54T
|
+50
|
HBFP*
|
-
|
Click!
|
236D~C (Overdrive Luna Forma)
|
250*5
|
R
|
all
|
15+27
|
6(2)*5
|
54T
|
+48
|
HBFP*
|
-
|
Click!
|
In Dia Forma:
- (~C) version possible.
- Causes the blade to move towards Nu and hit the opponent from behind.
In Luna Forma:
- Tracks the opponent up to a certain distance
- (~C) version only possible in OD.
Summons a circular saw. It hits 5 times in the same area 5 times (instead of 6 like it did in Extend). Has SMP but each mode's sickle storm is counted as a different move.
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Crescent Saber
Crescent Saber j.214D(~C)
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
j.214D (Dia Forma)
|
1000
|
R
|
HA
|
17
|
4
|
57T
|
-10
|
HBFP*
|
-
|
Click!
|
j.214D (Luna Forma)
|
1000
|
R
|
HA
|
17
|
4
|
57T
|
-10
|
HBFP*
|
-
|
Click!
|
j.214D~C (Dia Forma)
|
-
|
-
|
-
|
-
|
-
|
12+21T
|
-
|
HBFP*
|
-
|
Click!
|
- Frame advantage calculated off of lowest jump possible
- For j.214D~C, 18F~ possible to cancel into any action except blocking or barrier
- For j.214D~C, only possible to perform once per jump
Summons a curved blade that starts above Nu and comes down in an arc. Overhead. In Dia mode, it acts exactly like Extend's crescent saber and can be feinted with ~C. In Luna mode, it no longer has the dead space in front of her and cannot be feinted. Has SMP.
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|
Act Parser
Act Parser 66/44 after certain moves
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
66 (Dia Forma)
|
-
|
-
|
-
|
-
|
-
|
41T
|
-
|
-
|
-
|
Click!
|
44 (Dia Forma)
|
-
|
-
|
-
|
-
|
-
|
33T
|
-
|
-
|
-
|
Click!
|
j.66 (Dia Forma)
|
-
|
-
|
-
|
-
|
-
|
37T
|
-
|
-
|
-
|
Click!
|
j.44 (Luna Forma)
|
-
|
-
|
-
|
-
|
-
|
33T
|
-
|
-
|
-
|
Click!
|
- For 66, 27F~ possible to cancel into any action except blocking or barrier
- For 44, 25F~ possible to cancel into any action except blocking or barrier
- For j.66 and j.44, 22F~ possible to cancel into any action except blocking or barrier
Nu teleports either forward (66) or backward (44) after drive moves and 6C. Acts like CT Nu's teleports with less range. Can only do in Dia mode. Can be done in the air.
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|
Gravity Seed
Gravity Seed 214A/B/C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Gravity Seed (Dia Forma)
|
-
|
-
|
-
|
-
|
-
|
33T
|
-
|
-
|
-
|
Click!
|
Gravity Seed (Luna Forma)
|
800
|
R
|
all
|
13
|
3
|
18
|
-2
|
B
|
-
|
Click!
|
Gravity Seed Field
|
-
|
-
|
-
|
35
|
220
|
-
|
-
|
-
|
-
|
Click!
|
- Opponents in gravity field will travel at 25% speed
- Whiffing Gravity Seed changes active frames to 30
- Getting hit by opponent causes gravity field to disappear
- Gravity gauge total 990 points
- Consumes 330 points when in Dia Forma
- Consumes 990 points when in Luna Forma, but consumes only 330 if attack whiffs
- Gravity gauge recovery rate 1 point per frame
- Gravity Seed (Luna Forma) can fatal counter
Places down a gravity well, which drastically slows down the opponent's movements. Different versions place the well at different ranges. Has a cool down timer, which is depicted by a gravity gauge. In Dia mode, there is no hitbox. In Luna mode, it now causes ground bounce on air hit. If whiffed, it takes less of the gravity gauge. Dia mode takes 30% of the gauge and Luna mode takes 70%.
|
|
Supra Rage
Supra Rage 623C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
623C (Dia Forma)
|
140*8
|
R
|
HL
|
12
|
1*8
|
37
|
-21
|
B
|
4-19H
|
Click!
|
623C (Luna Forma)
|
140*8
|
R
|
HL
|
12
|
1*8
|
32
|
-16
|
B
|
-
|
Click!
|
General:
- Launches Opponent into the air.
In Dia Forma:
- Has 4-19H invulnerability
- Launches opponent higher than Luna Forma version.
In Luna Forma:
- Loses head Invulnerability(?).
- Launches opponent lower than Dia Forma version, allowing for Oki set ups and even extends combos in some cases.
Nu does a Flash Kick-esque attack. Large untechable time and typically used as a combo ender to cause knockdown. Has SMP.
|
|
Act Parser Zwei
Act Parser Zwei: Blade
Act Parser Zwei: Blade 236B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
700
|
R
|
LA
|
18~27
|
2
|
29
|
-7
|
F
|
-
|
Click!
|
- Startup changes depending on distance to opponent
Teleports towards the opponent and hits them low. Now causes spinning down on ground hit and wallstick on air hit. Can easily be combo'd midscreen without meter now with 22A cancel. Can only do in Luna mode. Has SMP.
|
|
Act Parser Zwei: Cavalier
Act Parser Zwei: Cavalier 236C
|
|
Phase Lift
Phase Lift 22A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
31T
|
-
|
-
|
-
|
Click!
|
General:
- 21F~ possible to cancel into any action except blocking or barrier
In Dia Forma:
- Allows access to all Drive follow ups regardless of whether they hit or not.
- Gains Access to Act Parser.
- Gains access to Legacy Edge.
In Luna Forma:
- Gains a small damage boost to certain (all?) attacks.
- Drive follow ups can only be used if the opponent doesn't Block the first hit.
- Gains access to Act Parser Zwei, Zwei: Blade, and Zwei: Cavalier.
- Gains access to Calamity Sword.
- Loses (~C) versions of Sickle Storm, Spike Chaser, and Crescent Saber.
Mode change special that changes Nu between Dia mode and Luna mode. Can be used off any ground normal, ground drive and many special moves.
|
|
Distortion Drives
Legacy Edge
Legacy Edge 236236D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
236236D (Dia Forma)
|
93*22
|
R
|
all
|
16+10
|
-
|
57T
|
+73
|
HBFP*(2)
|
-
|
Click!
|
236236D (Overdrive)
|
93*37
|
R
|
all
|
16+10
|
-
|
57T
|
+133
|
HBFP*(2)
|
-
|
Click!
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- 20% minimum damage
- 180F cooldown
Sends an endless stream of knives in front of her at the opponent. Goes full screen but has a dead spot directly in front of her similar to her drives. Have enough time to get a mix-up if the opponent blocks or combo if it is hits. Lasts longer in OD.
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Calamity Sword
Calamity Sword 632146D/j.632146D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Hitbox
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632146D (Luna Forma)
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2000
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R
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H
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10+1
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9
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68T
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-27
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HBFP*(2)
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1-11 All
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Click!
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632146D (Overdrive)
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1250*4
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R
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HL
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10+1
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9(6)*4
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68T
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+7
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HBFP*(2)
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1-11 All
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Click!
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j.632146D (Luna Forma)
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2600
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R
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HA
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8+5
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9
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till L+5
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-
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HBFP*(2)
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-
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Click!
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j.632146D (Overdrive)
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1250*4
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R
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all
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8+5
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9(6)*4
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till L+5
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±0
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HBFP*(2)
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-
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Click!
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- Both ground versions have 1-11 invul
- Ground version has 20% minimum damage
- Air version has 40% minimum damage
- Overdrive versions (both ground and air) have 30% minimum damage
- 180F cooldown
Summons a massive sword from above and hits overhead. The air version is a great combo ender and adds about 1K damage to any combo. Has invincibility. In OD, 4 swords appear.
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Astral Heat
Sword of Destruction 214214D
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Format
- Phase/Mode : Combo ---- (Usual) Damage --- (Usual) Heat Gained/Heat Lost
Notations -- in case you forgot, of course
- D : Dia Mode
- L : Luna Mode
- CT : Crush Trigger
- OD : Overdrive
- j / dj [ ] : [move] during normal or double jump
Day 1 BnB (works nearly everywhere)
- D : 2B > 6B > 5C > 3C > 236D ----- 1703 --- 12/0
- L : 2B > 6B > 5C > 236B > 22A > 5DD > 4DD > 236D ---- 2446 --- 17/0
- Note: Quick and easy combo that typically ends with the opponent a fair distance away to return to neutral. Ends you in Dia mode
- D : 5DD > 4DD > 236D ---- 1333 --- 9/0
- D/L : 6DD > 2DD > jDD > j2DD > djDD > dj2DD > j214D ---- 2051/2463 --- 14-17/0
- Note: Basic combo after catching the opponent with anti-air 6DD, or after a throw
Midscreen Combos
- D : 2B > 6B > 3C > 22A > 6A > 4B > 2DD > 214D > dashing 5C > 2C > 623C
- Note: Should be done close to the opponent. Ends in Luna mode while the enemy should be able to tech in mid-air
- Note: Incorporates Phase Shift (22A) into combo, so be sure to practice shifting. Also, be sure to accurately input 623C, not 6236C or any of that ilk. It is really precise
Taken from her page on dustloop forums
Midscreen to Corner
Corner Only