BBCF/Nu-13

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Overview

Overview

Nu-13 (stylized as ν-No.13-) is a highly mobile zoner. Her Drive is focused on controlling screen space with fast, long-ranged projectiles that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable strong setplay that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-damaging, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu has poor defensive options and low health, but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has a polarized toolset that results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.

For a brief overview of how Nu-13 and Lambda-11 differ, click here.

BBCF Nu-13 Nameplate.png
BBCF Nu Portrait.png
Health
10,000
Prejump
4F
Backdash
25F (1-7F Inv All)
Forward Dash
Unique Movement Options
Act Parcer
Fastest Attack
5A (6F, whiffs some crouchers)
2A (7F)
Reversals
632146D (11F)
Fatal Starters
6C
4D
236[D]
Drive: Sword Summoner

Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so they will pretty much always hit as well. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit, including her Act Parcer command dash.

Sword Summoner is faster and covers a longer range than most other projectiles in the game. It's also Level 2 for various durations depending on the Drive, so Nu can reliably challenge the projectiles of other characters, giving her strong screen control.

Nu can perform up to three Drives in one string, and Drives can reverse beat with each other, so 5D.D4D.D2D.D and 5D.D4D.D5D.D are both valid strings. This limit is only reset by jump cancels or returning to neutral, such as through a link.

Air Drives have the same limit, but these can be reset by j214D~C alongside jump-cancelling.

Overdrive: Unlimited Drive
Powers up her Drive with the following effects:
  • All Drive moves, including their follow-ups, summon an additional sword.
    • The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 5 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn.
    • Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit.
    • All additional swords deal 300 damage and have no cancel options, but otherwise copy the properties of the sword they spawn alongside.
    • Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with 5D).
  • 4D's minimum distance requirement is removed.
  • Drive moves deal chip damage.
  • Gravity Seed recharges faster.
  • All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.
  • Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.
  • Luminous Slave fires a second sword after the first (with the same properties).
  • Legacy Edge lasts longer and fires more projectiles.
  • Calamity Sword has its deadzone removed and summons 4 swords in a row.

As a result, all of Nu's Drive-related attacks become much stronger.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
300 All 6 3 12 -3 B

A disjointed jab with lengthy active frames. It hits most crouching characters, but whiffs on 1/3rd. 5A is decent for stagger and can be used as a quick anti-air in a pinch.

  • Jump-cancelable on hit or block.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C

Characters 5A Hits While Crouching
CrouchCrouching Prox. GuardDoes Not Hit Any Crouch

Carl
Hakumen
Hazama
Jubei
Kagura
Nine
Platinum
Relius
Tager
Terumi(Must be staggered)
Valkenhayn

Amane
Arakune
Bang
Lambda
Makoto
Mu
Nu
Rachel
Ragna
Susanoo
Taokaka
Tsubaki

Azrael
Bullet
Celica
Es
Hibiki
Izanami
Izayoi
Jin
Kokonoe
Litchi
Mai
Naoto
Noel

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
510 Mid 8 3 14 0 B

A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into 6B even on whiff. This whiff cancel can be performed by just pressing 5B again.

  • Jump-cancelable on hit or block.

Gatling Options: 6A, 2B, 6B, 5C, 2C, 6C, 3C

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
160×8 All 16 P{(4)P}×7 Total 71 -8 P1

A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.

This is susceptible to OD in pressure; don't use it often if the opponent has OD.

  • For some reason, if Nu scores a CH and goes into 5C, then it will also be a CH and do more damage.
  • Is considered a projectile

Gatling Options: 2C, 6C, 3C

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Long 100 89 3
  • Each P in active frames represents a projectile spawned
  • Each sword is active for 3F

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
300 All 7 4 12 -4 F

A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
480 Low 9 4 10 0 F

A great button that's fast, disjointed, 0 on block, and has less recovery than her 2A. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into 6B instead on hit or block.

This is a staple in pressure because it can reverse beat with 6B and 6A, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals.

Gatling Options: 6A, 5B, 6B, 5C, 2C, 6C, 3C

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
140×8 Mid×2,All×6 14 1×6,2×2 24 -9 B 11~17 H

An anti-air normal. It's slower, and harder to capitalise on than 6A, but it has a better hitbox and is invul during some of the active frames. It's disjointed and active forever so it's better against jump-ins that have a delayed momentum like Mu's j.Dj.2CBBCS Mu j2C.pngGuard:
High/Air
Startup:
14
Recovery:
18+4L
Advantage:
and Azrael's j.2CBBCP Azrael j2C.pngGuard:
All
Startup:
22
Recovery:
10
Advantage:
.

It's Nu's only jump-cancellable C normal so she uses this to back off during pressure or after a blocked anti-air attempt, the long recovery on whiff and crouching state makes this dangerous to use if the opponent has OD though.

  • Nu's hurtbox rises before the invul kicks in.

Gatling Options: 5C, 6C, 3C

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
670 Mid 11 6 17 -6 B 5~11 H

Another anti-air normal. The invul on 6A is early, but it ends after the first active frame, so it needs to be used reactively. The low recovery means Nu can usually avoid being punished if it was baited or whiffed. Compared to 2C and 623C, the reward is far higher as it can score 4k on hit and good pressure on block, but the poor hitbox and lack of invul actives means it's susceptible to clashing or being beaten by disjointed jump-ins.

For pressure, 6A is good as it reverse beats with 2B and goes into 5B which are both 0 on block making for nice stagger, and it can jump-cancel and go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows.

Gatling Options: 5B, 2B, 6B, 5C, 2C, 6C, 3C

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
740 Mid 10 5 15 -3 B

Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block.

It's decent for pressure as it's safe from ODR and can jump-cancel, but 2B is better suited for meaties and roll-checking.

Gatling Options: 6A, 2B, 5C, 2C, 6C, 3C


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
180×8 Mid×2,All×6 22 1×8 24 -6 B

This button is combo filler. It's the only non-Drive normal that can go into Act Parcer, so it's used for nice corner carry off midscreen hits, it's also used at the end of combos to set up 236[D]214[D].

The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do 6C → 44 to back off relatively safely.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
140×8 Low×3, All×5 11 1×8 22 -6 F

Nu's sweep is a multi-hit low with great range and speed. It's disjointed and makes her hurtbox small so it can be used to low-profile pokes like Hakumen's 4CBBCF Hakumen 4C.pngGuard:
All
Startup:
10
Recovery:
24
Advantage:
-4
.

It's not great for pressure as all the cancels either leave a gap or are punishable by ODR.

  • Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by full move

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
300 High/Air 8 2 10 H

Nu's fastest air button. It's used to keep the opponent in blockstun from j.B or to set up air TRMs as it's self-cancellable.

  • Not jump-cancellable.

Gatling Options: j.A, j.B, j,2C

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
590 High/Air 9 4 12 H

Nu's go to air-to-air. It's fast, disjointed, and safer to throw out than j.C. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint.

On taller characters like Susano'o, it's possible to fuzzy with j.B, although Luminous or 50 meter are needed for conversions.

Gatling Options: j.A, j,C, j,2C

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
150×8 High/Air 9 1×2,2×6 25 H

An okay air-to-air, but it's not as disjointed as j.B and the recovery is considerably longer, so j.C tends to be used when retreating after an IABD. All of the hits are overheads so it can be used as a mixup tool, but the opponent needs to be conditioned as its hurtbox is easily challenged when used as a jump-in.

  • Hitbox doesn't extend until frame 11
  • Last 3 hits can land as cross-ups.

Gatling Options: j.2C

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
150×8 High/Air 15 1×8 10 H

The hitbox on this is disjointed, but it's on the slow side, so j.B is used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however.

The untech time on CH is generous, enabling Nu to land on the ground and then continue the combo with ground normals.


Drive Moves

  • All Drives have a deadzone in front of Nu where they have no hitbox
  • All Drives except 4D start at Projectile Level 2 and decrease to Level 1 after a set amount of active frames
    • Always Level 2 during OD
  • Drives deal chip damage during OD
  • None can be jump-cancelled on block
  • The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)
    • Acceptable non-player targets are George the XIII, Nirvana and Ignis.
  • Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level.


5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
5D 600 All 15 13 Total 48 -12 [-4] P2→P1 [P2]
5DD 300 All 13 6 Total 48 -11 [-6] P1

Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff.

The confirms from this vary with range, usually going into 4D or 236D, but it is possible to get into close range and carry them to the corner with 5D.D236D~C214C3C... if it hits them at a decent distance.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5D Normal 80 92 4
5DD Normal 80 92 4

5D:

  • Can cancel into dashes on hit/block~36F
  • During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2


5DD:

  • Can cancel into dashes on hit/block~36F

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
2D 600 All 11 11 Total 45 -13 [-5] P2→P1 [P2]
2DD 300 All 13 6 Total 51 -14 [-9] P1

A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further it flies away.

On hit, you can either go into more Drives to bait a burst, or carry them to the corner with IAD routes for better okizeme.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
2D Normal 80 92 4
2DD Normal 80 92 4

2D:

  • Can cancel into dashes on hit/block~33F
  • During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2


2DD:

  • Can cancel into dashes on hit/block~39F

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
6D 600 All 13 13 Total 45 -11 [-3] P2→P1 [P2]
6DD 300 All 13 6 Total 56 -19 [-14] P1

A hard callout for stopping IAD approaches and opponents at a lower height than what 2D would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into 2D or air combos.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
6D Normal 80 92 4
6DD Normal 80 92 4

6D:

  • Can cancel into dashes on hit/block~36F
  • During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2


6DD:

  • Can cancel into dashes on hit/block~44F

4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
4D 600 High/Air 27 3 Total 57 -9 [-1] P1
4DD 300 All 13 6 Total 50 -13 [-8] P1

Nu's only standing overhead. It tracks the opponent's location and appears behind them. It's safer than TK Crescent, but is slower and can only be done raw or from 5D making it telegraphed. In the corner, 4D will become 'invisible' which makes it nasty if the opponent isn't looking at Nu's pose, but this is a knowledge check.

Be careful against characters with meter as 5D.D4D has a gap which makes it vulnerable against fullscreen supers like Terumi's Gleaming FangBBCF Terumi 41236C 2.pngGuard:
All
Startup:
4+(15 Flash)+8
Recovery:
39
Advantage:
-4
. However, OD 5D4D can be gapless.

  • Forces crouching on hit,
  • No deadzone in OD
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
4D Normal 70 92 4
4DD Normal 80 92 4

4D:

  • Can cancel into dashes on hit/block~48F
  • Fatal Counter
  • 110% bonus proration


4DD:

  • Can cancel into dashes on hit/block~38F

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
j.D 600 All 13 10 Total 50+5L P2→P1 [P2]
j.DD 300 All 13 6 Total 38 P1

A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward.

On block, Nu can either cancel into Act Parcer to back off or Crescent Feint to fall without landing recovery.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
j.D Normal 80 92 4
j.DD Normal 80 92 4

j.D:

  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2


j.DD:

  • Can cancel into dashes on hit/block~23F


j.2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
j.2D 600 All 11 8 Total 50+5L P2→P1 [P2]
j.2DD 300 All 13 6 Total 51 P1

Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward. j.2D sees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum Nu.

  • Can be activated by inputting j.1D but not j.3D as you will get j.6D instead
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
j.2D Normal 80 92 4
j.2DD Normal 80 92 4

j.2D:

  • Can cancel into dashes on hit/block~40F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2


j.2DD:

  • Can cancel into dashes on hit/block~39F

j.6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
j.6D 600 All 13 6 Total 50+5L P2→P1 [P2]
j.6DD 300 All 13 6 Total 38 P1

A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this.

As with j.D, it's medium risk for low reward, but on block is made safe by Act Parcer or Crescent Feint.

  • Can also be activated with j.3D but not j.9D (You will get j.5D if you do this)
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
j.6D Normal 80 92 4
j.6DD Normal 80 92 4

j.6D:

  • Can cancel into dashes on hit/block~38F
  • During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2


j.6DD:

  • Can cancel into dashes on hit/block~23F

Universal Mechanics

Ground Throw

5B+C 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
0, 1500 Throw(70) 7 3 23 T

Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals.

At midscreen, converting into 236[D] → Dash → 6B → ... let's her go into Act Parcer to carry the opponent to the corner and setup Luminous. Throws in the corner can link into 5B, but are usually special cancelled into Supra Rage.

  • Backthrow has an identical launch and combo routes, just on the other side.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
0, 1500 Throw(120) 7 3 23+3L T

Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT → 6D2D.D → IAD → ...

It is possible to followup with normals if Gravity or Luminous has been setdown before, however.

  • Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
0 All 13 2 32 -15 B 1~20 All

Triggers the 6B animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly.

  • Opponent air techs on normal hit and can emergency tech on CH

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Nu's Crush Trigger is fully disjointed has a pretty sizeable range. Unlike most characters', Nu can get midscreen conversions off uncharged CT by setting up Luminous and buffering D during the input, so it can be a decent mixup for 25 meter.

  • Breaks guard like other CTs
  • Wallbounces airborne opponents, wall sticks in the corner


Specials

Sickle Storm

236D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
236D 800 Low/Air 17 Until Hit Total 62 -18 P1
236[D] 980 Low/Air 33 Until Hit Total 60 +3 P1
236D~C 800 Low/Air 24 Until Hit Total 63 -12 P1

A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into:

  • Gravity Seed (on hit/block)
  • Luminous Slave (on hit)
  • Act Parcer (in OD)

236D

The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after 3C. It can be used in conjunction with 4D for mixups during drive pressure, and is comboable with gravity. It's pretty minus on block but this shouldn't matter when being used at long range.


236[D]

This is the charged version, it wallbounces and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some 6A routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.


236D~C

This is the slowest version of Sickle Storm, but it appears from behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
236D Normal 80 89 3
236[D] Normal 80 92 4
236D~C Normal 80 89 3

236D:

  • Can cancel into Gravity, Luminous on hit/block
  • During OD, can cancel into dash on whiff


236[D]:

  • Fatal Counter
  • Can cancel into Gravity, Luminous on hit/block
  • During OD, can cancel into dash on whiff


236D~C:

  • Can cancel into Gravity, Luminous on hit/block
  • During OD, can cancel into dash on whiff

Luminous Slave

214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
214D 800 All 51 Until Hit Total 52 P1
214[D] 1000 All see notes Until Hit Total 61 P1
214D~C 800 All 31 Until Hit Total 61 P1

A vital part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In OD it fires two swords.

Luminous will not fire if Nu is hit or enters blockstun.


214D

The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure.


214[D]

The charged version. It has the longest startup but is safe to setup after a 236D KD. It fires after 4 seconds have passed or the D button is pressed — this includes buffering it during other normals, Barrier Block, and Crush Trigger.

This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do crossups and other things with this. The high blockstun also enables Nu to go for pressure resets without spending Gravity.


214D~C

The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
214D Short 80 92 4
214[D] Short 80 92 4
214D~C Short 80 92 4

214D:

  • During OD, fires a second shot 10F after first


214[D]:

  • Shot fires 38F after pressing D again
  • During OD, fires a second shot 10F after first


214D~C:

  • During OD, fires a second shot 10F after first

Crescent Saber

j.214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
j.214D 1000 [1100] High/Air 18 6 Total 55+9L -11 P1
j.214[D] 1200 [1320] High/Air 35 6 Total 55+9L +16 P1
j.214D~C Total 55

Crescent Saber has two main functions: scoring air knockdowns at the end of staircase combos, and as a mixup tool. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer if Luminous Slave is setup beforehand.

  • All versions can cancel into Act Parcer during OD.

j.214D

Vanilla Crescent. This is your ender for staircase combos, it flings the oppponent to the opposide end of the screen, so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead at 24f in place of no standing one, it can be done from many points in pressure such as 5B, 6B, and 6A. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with a charged Luminous to cover TK. Crescent it's + on block and Nu can combo meter-lessly.

  • Is 24f startup and -11 on block at TK height.
  • Hitbox becomes bigger during OD
  • Ground bounces on CH and OD.

j.214[D]

The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but is combo-able on normal hit as Nu lands to the ground quicker after it strikes. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo.

  • Hitbox becomes bigger in OD
  • Groundbounces on CH

j.214D~C

A feint version of Crescent. Nu can cancel the recovery into any move after this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with 2B to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed.

  • Resets the limit on Drive summons.
  • Overrwites the landing recovery of any previous Drive.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
j.214D Normal 80 89 3
j.214[D] Normal 80 89 3
j.214D~C

j.214D:

  • Frame advantage calculated from TK height


j.214[D]:

  • Frame advantage calculated from TK height


j.214D~C:

  • Can cancel into anything except blocking, double jump 14F onwards
  • Can only be used oncer per jump

Gravity Seed

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
13 Total: 42

A strong setplay tool. Nu creates a field that reduces the opponent's horizontal speed to 30% of normal. This affects moves with momentum like Noel's 6DBBCF Noel Vermillion 6D.pngGuard:
Low
Startup:
27 {39}
Recovery:
44 [25]
Advantage:
-27 [-8]
and the teleport dashes of Azrael, Nine and Arakune. It does not slow down projectiles nor Ignis / Nirvana.

Gravity Seed is another vital piece of Nu's gameplan as it gives her space to start zoning and makes it more difficult for the opponent to punish whiffed summons. It also functions as a conversion tool as almost all of Nu's moves can cancel into Gravity Seed, and the recovery can be cancelled into any move in turn — allowing Nu to combo moves that wouldn't normally be possible.

  • Has a recharge period
  • Recharge becomes faster in OD.

214A

Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu.


214B

Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into 5A is faster than letting Gravity recover naturally, so Nu can summon more Drives in pressure more quickly. On hit, doing 2147B counts as a jump-cancel and resets the drive limit without Nu leaving the ground.

For combos, it's used in Nu's standard BnBs such as 236D214B5D.D and 623C214B5C to carry the opponent into the corner.


214C

Summons the field on the oppsite side of the screen. Only used in combos to move in close range after a 236D~C hit, or in almost corner-to-corner routes so Nu can pickup with 5B after 6C236D~C

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

  • Can be cancelled into any attack from Frame 19
  • Can be cancelled into act pulsar between frames 5-13.

Supra Rage

623C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
623C 700, 140×7 Mid 12 1×8 10+27L -21 B 5~15 H
j.623C 700, 140×7 All 9 1×8 Until L+24 B 1~12 T

A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler.

  • Landing recovery of both versions can only be cancelled into Gravity on hit.

623C

A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones 6A and 2C may struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter.

In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into 214B~5C or 6B for high damage routes at midscreen and in the corner.


j.623C

The air version has higher damage and is a long starter making it significantly more rewarding on hit than the ground version, but it has no head invul. It's mostly used in optimal punish combos, usually cancelled into the gound version right after due to SMP not being inflicted.

The throw invul is somewhat niche, but can be used to punish moves like Bang's Ultra Technique:"Hyper Shadowstep Strike" / ShippugekiBBCP Bang Shadowstep Strike.pngGuard:
Throw
Startup:
19+(60 Flash)+3
Recovery:
Ground: 28
Air: Until L+14
Advantage:

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
623C Very Short 80 89 3
j.623C Long 90 89 3

623C:

  • First hit to hit opponent always does 700. Remaining hits do 140


j.623C:

  • First hit to hit opponent always does 700. Remaining hits do 140

Act Parcer

66/44 after certain moves (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
X > 66 41
X > 44 30 1~8 All
j.X > 66 37
j.X > 44 33

Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:

  • 6C.
  • Any Drive normal
  • Gravity Seed
  • Crescent Feint
  • Sickle Storm (during OD)
  • Crescent Saber (during OD)

X > 66

Nu's command dash. It's the fastest in the game and the recovery can be cancelled into any move making this very useful. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup.

It has a long window to pass through the opponent and Nu's hurtbox shrinks significantly, so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive.

  • Low profile 4f-20f.

X > 44

Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her.

  • Costs an air action.

j.X > 66 and j.X > 44

These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these.

  • Cost an air action.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
X > 66
X > 44
j.X > 66
j.X > 44

X > 66:

  • No invulnerability, but has no hurtbox above knees on frames 4~20
  • Can pass through opponent frames 12~24
  • Cancellable into attacks from frame 27


X > 44:

  • Cancellable into attacks from frame 19


j.X > 66:

  • Can pass through opponent frames 9~19
  • Cancellable into attacks from frame 22


j.X > 44:

  • Cancellable into attacks from frame 22

Distortion Drives

Legacy Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
130×24 [130×37] All 16+(41 Flash)+9 P{(4)P}×23
[P{(4)P}×36]
Total: 57 +79 [+131] P2 1~19 xP

A strong anti-zoning super. Legacy Edge creates a portal in front of Nu that summons forth projectiles that fire fullscreen. All of the swords are level 2 and will beat every other projectile attack in the game including supers like Tsubaki's Requiem MaledictusBBCF Tsubaki 632146BOD.pngGuard:
All
Startup:
1+40
Recovery:
Total 1+57
Advantage:
. Like most of Nu's moves, there is a deadzone between her and the portal.

The invul on Legacy is fairly unique, shared only with Tager's Magna Techwheel: it will go through anything that has the projectile attribute, including strike-projectile attacks such as all of Nine's normals (which are not avoided by normal projectile invuln). This long duration makes it easy to punish the zoning of other characters, and even acts a reversal against projectile okizeme setups like Lambda's Spike ChaserBBCF Lambda 214D 2.pngGuard:
All
Startup:
29
Recovery:
Total: 69
Advantage:
-6

Nu can act independently while the super is still firing, so if the opponent blocks this, it gives her ample frame advantage to perform a variety of mixups with TK Crescent, IAD crossups, empty jumps into lows, etc.... On hit, Legacy is decent damage, and Nu can dash forward to guarentee the opponent is carried to the corner, it also acts as a conversion tool off buttons like 3C when Gravity is in cooldown.

The downsides are that the opponent can chickenblock and mash 4 to obtain a lot of meter from IB while staying safe from mixups.


Overdrive Version

Overdrive fires a greater number of swords, increasing the overall time and advantage. Nu can potentially do multiple mixup attempts if close enough when firing and gets greater reward.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Normal 100 79 3
  • Values in [] are during OD
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 10%: 312 [481]

Calamity Sword

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
632146D 2400 [1400×4] All 10+(52 Flash)+1 9
[{9{(6)9}×3]
Total 52
[Total 84]
-11 [-9] P2 1~11 All
j.632146D 2400 [1400×4] All 8+(42 Flash)+5 9
[{9{(6)9}×3]
Total Until L+3
[Total Until L+5]
P2

A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with 2B or 3C if the opponent were high in the air when hit.

Calamity has invul but there is a big deadzone between Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes like Tager's.


Overdrive Version

The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it.

Other than that, OD Calamity is used with RC for 100 meter combos for high damage.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
632146D Normal 70 82 4
j.632146D Normal 70 82 4

632146D:

  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]
  • Situational reversal


j.632146D:

  • Values in [] are during OD
  • Minimum Damage 40% [23%]: 960 [1288]


Exceed Accel

True Impreza

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
600, 197×12
{600, 170×30}
All 20 [10] 10 Total 61
[Total 51]
-15 P2 1~29 All
[1~19 All]

Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this is even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive.

There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Long 125 80
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 288 {570+36}


Astral Heat

Sword of Destruction

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
InvulnFrames during which this move is invulnerable to any attacks (attributes).
Guard indicates that the move has guard point instead of normal invulnerability, and may have additional properties that affect what it guards against.
In most cases, All is shorthand for HBFPT, and does not include Burst.
40000 All 13+(101 Flash)+7 9 21 -13 B 13~28 HBFPT
1~28 Burst

One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool.

The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as

  • 5C
  • 2C
  • 3C
  • 6A (on air hit).
  • And many more.


Colors

BBCF Nu color 1.png
BBCF Nu color 2.png
BBCF Nu color 3.png
BBCF Nu color 4.png
BBCF Nu color 5.png
BBCF Nu color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Nu color 7.png
BBCF Nu color 8.png
BBCF Nu color 9.png
BBCF Nu color 10.png
BBCF Nu color 11.png
BBCF Nu color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Nu color 13.png
BBCF Nu color 14.png
BBCF Nu color 15.png
BBCF Nu color 16.png
BBCF Nu color 17.png
BBCF Nu color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Nu color 19.png
BBCF Nu color 20.png
BBCF Nu color 21.png
BBCF Nu color 22.png
BBCF Nu color 23.png
BBCF Nu color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Navigation

Nu-13
To edit frame data, edit values in BBCF/Nu-13/Data.
System Links