BBCF/Nu-13/Combos

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Nu-13
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo List

Check the Combo Doc for another list of combos.

Throw / Air Throw starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 Throw - 236[D] - 5DD - 4DD - 2DD - j.5DD - j.6DD - j.5DD - jc - j.2DD - j.5DD - j.6DD - j.214D Midscreen 3096 All Easy Bread and Butter, hard to Burst
2 Throw - 236[D] - 214A - 66 - 6B - 6A - 6C - 66 - 6C - 236D~C - 3C - 236D - 214D~C - 3C - 236D - 214A - 6C Midscreen 3207 All Moderate Corner carry leading to 214[D] oki
3

Throw - 623C - 214A - 5C - 6C - 236[D] - (microdash) 6A - 5C - 236D - 214D~C - 3C - 214A - 6C - 236[D]

Corner 3470 All Easy Basic corner throw route
4 Air Throw - 6D - 2DD - iAD j.B - j.C - 623C - 214B - 2DD - 6D - 2DD - j.5DD - j.6DD - jc - j.5DD - j.214D Midscreen 3145 All Moderate Optimal
5 Air Throw - 6D - 2DD - 236D~C - 3C - 623C - 214B - 2DD - j.5DD - j.6DD - j.5DD - j.214D Midscreen 3128 All Easy Just a BnB version of the previous combo
6 Air Throw - 6D - 2DD - iAD j.B - j.C - 6A - 5C - 6C - 66 - 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Midscreen 3089 All Moderate Corner carry
Drive starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 5DD - 4DD - 5DD - 236D~C - 214D~C Midscreen 1909 All Very Easy Baby's first Drive combo
2 5DD - 4DD - 236D - 214B - 5DD - iAD j.B - j.C - 5C - 6C - 66 - 3C(2) - 236D - 214D~C - 3C(2) - 236D - 214A - 6C - 236[D] Midscreen 2755 All Moderate Corner carry BnB
3 4DD - 5D - 236D~C - 214C - 66 - 5B - 623C - 6B - 6A - 6C(2) - 66 - 6C(2) - 3C - 236D - 214A - 6C - 236[D] Midscreen 2841 All Moderate Corner carry but off an overhead, works with 5DD - 4D which does 6 damage more :/
4 2DD - 5DD - 236D~C - 3C - 623C - 214A - 5D - 6D - 2DD - j.5DD - j.6DD - j.5DD - j.214D Midscreen 3026 All Easy Knockdown ender of 2D anti air
5 2DD - 6D - 2DD - 236D~C - 214C - 5B - 6A - 6C - 66 - 6C - 66 - 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Midscreen 2936 All Moderate Corner carry off 2D anti air
6 4DD - 236D - 214D~C - (microdash) 6B - 623C - (microdash) 6B - 6A - 6C - 236[D] - 5C - 3C - 236D - 214A - 6C - 236[D] Corner 3211 All Easy Corner combo off Drive (shrug)
7 4D - D - TK j.214[D] - (microdash) 3C - 623C - (microdash) 6B - 6A - 6C - 236[D] - 5C - 3C - 236D - 214A - 6C - 236[D] Corner 3175 All Moderate Requires 214[D] oki, which is normally up after corner/corner carry combos anyway
xB starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 6B - 2C - 623C - 214B - 5DD - 4DD - 2DD - j.5DD - j.6DD - j.5DD - jc - j.6DD - j.5DD - j.6DD - j.214D Midscreen 4104 All Easy Punish combo, the taste of CPEX damage
2 6B - 3C - 623C - 214B - 5C(1) - 6C - 66 - 6C - 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Midscreen 3628 All Easy Corner carry, works of 2B but less damage
3 2B - 3C - 623C - 214C - 5C - 6C - 66 - 5B - 6A - 6C - 66 - 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Midscreen 3610 All Moderate Optimal corner carry
4 2B - 6B - 3C - 623C - (microdash) 6B - 6A - 5C - 6C - 236[D] - (microdash) 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Corner 3644 All Easy Optimal(?)
5 2B - 2C - TK j.623C - (microdash) 2DD - dl.623C - 214B - 5C - 6C - 236[D] - (microdash) 5C - 236D - 214D~C - 663C - 236D - 214A - 6C - 236[D] Corner 3916 All Hard Optimal but "F*** TK'ing a DP!"
6 2B - 3C - 623C - (microdash) 6B - 6A - 5C - 6C - 236[D] - (microdash) 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Corner 3409 All Moderate Bread and Butter, works off 6B/5B too
xA starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 2A - 2B - 6B - 3C - 236D - 214B - 5DD - 4DD - 2DD - j.5DD - j.6DD - j.5DD - JC - j5DD - j.6DD - j.5DD - j.214D Midscreen 2813 All Easy For when you hit 2A mash
2 5A - 6A - 5C - 6C - 66 - 6C - 3C - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] Midscreen 2689 All Easy Route off 5A anti air, corner carry
3 6A - 5C - 623C - 214B - 5DD - 4DD - 2DD - j.5DD - j.6DD - j.5DD - JC - j.6DD - j.5DD - j.6DD - j.214D Midscreen 3764 All Easy 6A anti air, drive route which is burst safe
4 6A - 5C - 623C - 214B - 5C(1) - 6C - 66 - 6C - 3C - 236D - 214D~C - 6A - 5C - 236D - 214A - 6C - 236[D] Midscreen 3583 All Moderate Corner carry off 6A AA

Combo Theory

Nu's combos usually focus on corner carry / screen position. Her damage is fairly average most of the time with some big damage on hard punishes with 6B or 6C FC. Combo routes flow in one of two directions: Air drive chain - Crescent KD or 6C carry into corner oki. Drive confirms using Act Parser are spacing specific so keep in mind where you are on the screen to not flub the combo, losing out on an oki opportunity.

Learn frequent starter routes like 5A / 6A anti air, hitconfirming mid-pressure off, etc. It's safe to say anywhere mid-long range you are starting combos off Drive(s). The fact Nu’s a zoner..well you get the idea. Up close you have good buttons like 2B, 6B and 6A that can give fairly good damage. For the most part you'll be doing either the standard corner ender (in the case you do a carry / corner combo), which is like:

x - 236D - 214D~C - 3C - 236D - 214A - 6C - 236[D] - (214[D] oki)

As for midscreen, you're ending with air drive chains into j214D: x - j5DD - j6DD - j5DD - j2DD - j5DD - j6DD - j214D This grants a knockdown and is normally the best meterless air ender.

Combo Resources

Combo and pressure guide by Wara

Video Examples

BBCF2 Nu-13 combo collection


Beginner Combos by Monarch


CF1 Combos by Kelvin


External References

Navigation

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