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Revision as of 19:26, 9 August 2022
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, 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 runaround 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.
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 command dash 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.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.
Health | |
10,000 | |
Prejump | |
4F | |
Backdash | |
25F (1~7F Inv All) | |
Unique Movement Options | |
Act Parcer | |
Fastest Attack | |
Reversals | |
Fatal Starters | |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5A (6F) 2A (7F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | OD 632146D (11F) |
Fatal Starters: | 6C 4D 236[D] |
Normal Moves
5A
A disjointed jab with 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 |
Carl |
Amane |
Azrael |
5B
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.
5C
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
2A
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.
2B
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.
2C
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.CGuardHigh/AirStartup12Recovery18+4LAdvantage-/j.D> j.2C and Azrael's j.BGuardHigh/AirStartup9Recovery12Advantage-/j.2CGuardAllStartup22Recovery10Advantage-.
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
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
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.
6C
- Mainly used as combo filler
- Can be used to push people away and cancel into 214X to start the Drive pressure
- Fatal Counter
- Cancels into Act Parcer
3C
- Great range
- Can be used to low profile pokes (ex. Hakumen's 4C)
- Avoid in close range as its cancel options are poor and can be punished
j.A
- Fastest air to air move Nu has
- Can set up TRM situations against air opponents
j.B
- Decent air to air or jump-in
- The area from Nu's knee to the tip of her foot has no hurtbox
- Can clash or beat out certain AAs if spaced properly (ex. Rachel's 6A)
j.C
- Good horizontal range
- Hits behind Nu
- Not a good jump-in due to short vertical range, however it is great as a long range poke when spaced.
j.2C
- Big vertical hitbox
- Horizontal hitbox is small
- Easy to hitconfirm
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
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
2D
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards.
- Projectile Level 2 for the first 5 active frames
6D
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.
- Projectile Level 2 for the first 3 active frames
4D
Your 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.D → 4D has a gap which makes it vulnerable against fullscreen supers like Terumi's Gleaming FangGuardAllStartup4+(15 Flash)+8Recovery39Advantage-4.
- Fatal Counter
- Forces crouching on hit
- 110% bonus proration
- No deadzone in OD
j.D
Decent move at stopping people from air dashing towards you if you are in the air.
- Projectile Level 2 for the first 2 active frames
j.2D
Goes steeply below Nu so it can be used to bait anti-airs but beware of its recovery.
- Can be activated by inputting j.1D but not j.3D as you will get j.6D instead
- Projectile Level 2 for the first 2 active frames
j.6D
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough.
- Can also be activated with j.3D but not j.9D (You will get j.5D if you do this)
- Projectile Level 2 for the first 2 active frames
Universal Mechanics
Ground Throw
5B+C 4B+C
Nu's throw launches the opponent high at an angle, so it can only be followed up with Drive normals or specials.
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.
- 100% minimum damage.
Air Throw
j.B+C
Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT > 6D > 2D.D > IAD > ...
It is possible to followup with normals if Gravity or Luminous has been setdown before, but this is more niche.
- Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.
- 100% minimum damage.
Counter Assault
6A+B while Blocking
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)
- Breaks guard like other CTs
- Plus on block with decent pushback
- Wallbounces airborne opponents, wall sticks in the corner
Specials
Sickle Storm
236D(~C)
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.
Luminous Slave
214D(~C)
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.
Crescent Saber
j.214D(~C)
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.
j214D
Vanilla Crescent. This is your ender for staircase combos, flinging the oppnent back to the other side 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.
j214[D]
The charged version. It has longer startup, but groundbounces on normal hit so it's easier to convert without setups. 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
j214D~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.
- Resets the limit on Drive summons.
Gravity Seed
214A/B/C
- 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)
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" / ShippugekiGuardThrowStartup19+(60 Flash)+3RecoveryGround: 28
Air: Until L+14Advantage-
Act Parcer
66/44 after certain moves (Air OK)
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.
Distortion Drives
Legacy Edge
236236D
- 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 a fairly unique type of invulnerability, shared only by the later hits of Tager's Magna Tech Wheel; invuln specifically against anything that includes the projectile attribute, including strike-projectile attacks such as all of Nine's normals (which are not avoided by normal projectile invuln).
- 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)
- 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
- The only EA in the game that is projectile property.
- Unusually negative for an EA, but moves Nu backwards if there is space.
- Otherwise behaves the same as every other Exceed Accel.
- 288/606 Minimum Damage
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
- 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
External References
- Old site with Nu-13 tech and guides
- Compilation of Nu-13 matches/sets
- Japanese Name: ニュー·サーティーン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State