BBCF/Nu-13

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Overview

Overview

Nu-13 (stylized as ν-No.13-) is BlazBlue's original zoner. She uses her Drive and specials for keepaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to reduce mobility and start setplay. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must avoid dangerous situations with her movement options, such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; 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.
"Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!"
Lore:Nu-13 is the 13th Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units Mu-12 and Lambda-11, she is a clone of Ragna's sister Saya. While she speaks only robotically much of the time, the presence of Ragna brings her true personality out: one of pure obsession with Ragna and fusing with him to create another Black Beast, with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once.
Voice:Kanako Kondō
Playstyle
Nu-13 is a zoner who reacts to her opponent's movement and controls space with her Drive.
Pros Cons
  • Screen Control: Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This makes her neutral difficult for some characters to navigate through.
  • Strong Anti-Airs: All of Nu's anti-airs have either great reward (6A), invulnerability (623C), or range (6D/2D) which makes her good at stopping aerial approaches.
  • Fast: Nu's dash and backdash are faster than average which is nice for maneuvering in neutral. Act Parcer is also a near-instant 'teleport' dash for making quick escapes back to midscreen.
  • Burst-Safe: Drive combos are Burst-safe allowing Nu to go for kills despite the opponent having it.
  • Health: Nu is tied for the lowest health in the game. She can't take many hits and it's easy for the opponent to get a lifelead forcing her to play more risky.
  • Poor Defense: Nu's only reversal requires OD and 50 meter making it situational and expensive. Her Counter Assault is easily low-profiled by crouch buttons too.
  • Drive Recovery: Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction to Drives once they have meter.
  • Low Average Damage: Drive starters prorate heavily and don't have long combo time, so Nu needs to win more interactions than others to score rounds.
  • Uneven Matchups: Nu's polarized toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.

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. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit including her special movement option Act Parcer.

Nu can perform up to three drives in one string, and drives can reverse beat with each other, so 5D.D > 4D.D > 2D.D and 5D.D > 4D.D > 5D.D are valid strings. This limit is only reset by jump cancels. This includes pre-jump, so it's possible to cancel the startup frames into a special to reset the limit without leaving the ground.

Air Drives have the same limit but this 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 two swords instead of one.
  • 4D's minimum distance requirement is removed.
  • Drive Swords 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 two swords instead of one.
  • Legacy Edge lasts longer and fires more projectiles.
  • Calamity Sword summons 4 swords in a line instead of just one.

As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
300 All 6 6 9 -3 B -

A jab that's disjointed and has lengthy active frames, that sometimes hits crouching depending on the character. 5A is decent for stagger and can be used as a quick Anti-Air in a pinch ​

Characters 5A Hits While Crouching  
Crouch Crouching Prox. Guard Does Not Hit any Crouch
Iron Tager

Carl Clover

Hakumen

Hazama

Valkenhayn R. Hellsing

Platinum the Trinity

Relius Clover

Kagura Mutsuki

Yuuki Terumi*(Must be staggered)

Nine the Phantom

Jubei

Ragna the Bloodedge

Rachel Alucard

Taokaka

Arakune

Bang Shishigami

Nu-13

Tsubaki Yayoi

Mu-12

Makoto Nanaya

Amane Nishiki

Lambda-11

Susano'o

Jin Kisaragi

Noel Vermillion

Litchi Faye Ling

Izayoi

Bullet

Azrael

Kokonoe

Celica A. Mercury

Hibiki_Kohaku

Naoto Kurogane

Izanami

ES

Mai Natsume

5B


5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
160×8 All 16 X{(4)X}×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 it's slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.

Very susceptible to overdrive in pressure, don't use it very often in pressure scenarios.

  • Is considered a projectile

2A


2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
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.

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.


2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
140×8 Mid×2,All×6 14 1×6,2×2 23 -9 B 11~17 H

An Anti-Air normal. 2C is awkward to use as it's slow, the invul kicks in late and Nu's hurtbox rises before then. However, the range on this is better than 6A, and it can cover jumps-ins with delayed momentum like Mu's j.CBBCS Mu jC.pngGuard:
High/Air
Startup:
12
Recovery:
18+4L
Advantage:
-
/j.D> j.2C and Azrael's j.BBBCP Azrael jB.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
/j.2CBBCP Azrael j2C.pngGuard:
All
Startup:
22
Recovery:
10
Advantage:
-
.

It's your only jump-cancellable C normal so this is used for a safe pressure ender or retreating if blocked as an Anti-Air, although the opponent gets a crouch confirm if they ODR through this.


6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
670 Mid 11 6 17 -6 B 5~11 H

Your main close range Anti-Air. 6A is fast and has early invul so it's good for using reactively. The low recovery makes it safe against baits and the gatlings allow you to jail opponents if they air block it. It's Nu's most rewarding Anti-Air by far, scoring 4k at midscreen.

6A is good for pressure 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.

6B


6C


3C


j.A


j.B


j.C

j.2C


Drive Moves

  • All Drives had a deadzone in front of Nu where they have no hitbox.
  • All Drives except 4D start at Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.
    • Always Projectile Level 2 in OD.
  • Nu's Drive moves only deal chip damage in Overdrive.
  • None of Nu's Drive moves can be jump-cancelled on block.
  • Ground Drive moves (5D, 6D, 2D and 4D) can be chained up to 3 in a row (for example: 6DD > 5DD > 4DD works fine but 6DD > 5DD > 4DD > 5DD would not).
    • This includes Gravity Seed cancels, so while 4DD > 5DD > 4DD works, 4DD > 214B > 4DD > 5DD > 4DD will not.
  • The air Drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
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.

  • Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.


2D


6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
6D 600 All 13 13 Total 45 -11 [-3] P2 → P1 [P2] -
6DD 300 All 13 6 Total 56 -19 [-14] P1 -

A great anti air 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.

  • Projectile Level 2 for the first 3 active frames; always Projectile Level 2 in OD.


4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
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, but has a deadzone and can't be cancelled into from non-Drive normals. In the corner, 4D will become 'invisible' which makes it nasty if the opponent isn't looking at Nu's pose, but it is still reactable at 27f startup.

Be careful against characters with meter as 5D.D4D has a gap which makes it vulnerable against fullscreen supers like Terumi's Gleaming FangBBCP Terumi 41236C.pngGuard:
All
Startup:
4+(15 Flash)+6
Recovery:
39
Advantage:
-4
.

  • Fatal Counter
  • Forces crouching on hit
  • 110% bonus proration
  • No deadzone in OD

j.D


j.2D


j.6D


Universal Mechanics

Ground Throw

5B+C 4B+C

Air Throw

j.B+C


Counter Assault

6A+B while Blocking


Crush Trigger

5A+B (Chargeable)


Specials

Luminous Slave

214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
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.


Sickle Storm

236D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
236D 800 Low/Air 16 Until Hit Total 63 -20 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.

  • Fatal Counter.

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.


Crescent Saber

j.214D(~C)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
j.214D 1000 [1100] High/Air 18 6 Total 55+9L -4 P1 -
j.214[D] 1200 [1320] High/Air 35 6 Total 55+9L +8 P1 -
j.214D~C - - - - Total 55 - - -

  • Overhead
  • Has a deadzone in front of Nu
  • Is a projectile
  • Can be charged by holding D. If charged, it comes out slower and is plus on block
  • Nu is in recovery until landing for both charged and uncharged version
  • If C is pressed during startup, she cancels the sword and recovers faster
    • Nu is actionable after this version. It also cancels into Act Parcer


Act Parcer

66/44 after certain moves (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
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.
  • 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

A lot more niche than the ground versions. These are similar to air dashes which can be done on block, they can be used in pressure with Luminous to set up some gimmicks, otherwise cancelling air drives into Crescent Feint is more commonly seen.

  • Cost an air action.


Gravity Seed

214A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
- - 13 - Total: 42 - - -

  • A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.
  • Staple move for pressure, combos and zoning
  • Can be cancelled into from any normal or Drive on hit or block for pressure and zoning
  • Can be cancelled into from any special on hit for easy mode combo confirms
  • Cancels into any ground normal or special. This includes Act Parcer.

Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's 214A. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement


Supra Rage

623C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
623C 700, 140×7 Mid 12 1×8 10+27L -21 B 5~15 H
j.623C 700, 140×7 Mid 9 1×8 Until L+24 - B 1~12 T

One of the best Anti-Airs in the game. The range on this covers a large arc above, in front of, and behind Nu. The invul starts early and ends after the move is already active ensuring this will cleanly beat most jump-ins, particularly ones her 6A and 2C struggle against, it is much more unsafe on block than those two, however. The overall reward is less due to this being a short starter too.

This is a staple in Nu's combos as being able to cancel the landing recovery into Gravity seed makes this very useful for corner carries midscreen, and the untech time allows her to link into 6B for high damage corner confirms. The air version is considered a different move and so not affected by SMP, it's also throw invul which has niche uses like punishing Bang's Ultra Technique:"Hyper Shadowstep Strike" / ShippugekiBBCP Bang Shadowstep Strike.pngGuard:
Throw
Startup:
21+(60 Flash)+3
Recovery:
28 (ground)
L+14 (air)
Advantage:
-


Distortion Drives

Legacy Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
130×24 [130×37] All 16+(41 Flash)+9 X{(4)X}×23
[X{(4)X}×36]
Total: 57 +79 [+131] P2 1~19 P

  • On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.
  • Overdrive increases the number of swords spawned, thus increasing the overall time and advantage
  • The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.
  • Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block
  • Has lengthy invul on startup so it can be used as an anti-zoning tool.
  • It wll invul through Body-Projectile attacks and Nine's normals.
  • If it hits, you can dash towards the opponent to force them into the corner and end with a combo
  • Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus
  • Minimum damage: 13*24 OD: 13*37


Calamity Sword

632146D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
632146D 2400 [1400×4] All 10+(52 Flash)+1 9
[{9(6)}×4]
Total 52
[Total 84]
-11 [-9] P2 1~11 All
j.632146D 2400 [1400×4] All 8+(42 Flash)+5 9
[{9(6)}×4]
Total Until L+3
[Total Until L+5]
- P2 -

  • Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.
  • Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily
  • Looks like an overhead attack, but isn't.
  • Main use is at the end of air combos to add damage (adds 1K minimum)
  • Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.
  • Minimum damage: 960 OD: 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. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
600, 197×12
{600, 170×30}
All 20 [10] 10 Total 61
[Total 51]
-15 P2 1~22 All
[1~12 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. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.

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


Astral Heat

Sword of Destruction

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his 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
Inv.Attribute and Hitbox Invincibility information.
40000 All 13+(101 Flash)+7 9 21 -13 B 13~28 HBFPT
1~28 Burst

  • A very short ranged hitgrab that's easy to combo into.
  • If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits.
  • Pushes the opponent far on block, but this is reduced drastically if they Instant Block.

Combos From...

  • 5C
  • 2C
  • 3C
  • 6A (on air hit).
  • 5A (on air hit, counter-hit only).
  • 5B (counter-hit only).
  • 6B (counter-hit only).
  • 214D (you need to hit them close to Nu for this to combo, also applies to 214[D] remote fires.


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


External References


Navigation

Nu-13
Ambox notice.png To edit frame data, edit values in BBCF/Nu-13/Data.