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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{Overview | {{Overview | ||
|overview= Nu-13 (stylized as ν-No.13-) is BlazBlue's original '''zoner'''. She uses her Drive and specials for | |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. | ||
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha! | |quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha! | ||
|lore= Nu-13 is the 13th and most recently created Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks robotically to most, in the presence of Ragna her true personality reveals itself: 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. In ''Calamity Trigger'' she was the cause of the timeloop due to always succeeding in fusing with Ragna at the end, after which the Master Unit would start the loop over again. Following [[BBCF/Noel_Vermillion|Noel's]] interference in the true ending, she was thought to have perished in the Cauldron alone and appears in ''Continuum Shift'' only indirectly through Lambda. Nu is later revived in ''Chrono Phantasma'' due to her life link with Ragna in a form referred to by [[BBCF/Hazama|Hazama]] as the “Sword of Izanami”, re-tuned to stand in Ragna’s way once again. In ''Central Fiction'' her goal remains unchanged but she begins showing more human traits such as speaking non-robotically to people besides exclusively Ragna. | |lore= Nu-13 is the 13th and most recently created Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks robotically to most, in the presence of Ragna her true personality reveals itself: 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. In ''Calamity Trigger'' she was the cause of the timeloop due to always succeeding in fusing with Ragna at the end, after which the Master Unit would start the loop over again. Following [[BBCF/Noel_Vermillion|Noel's]] interference in the true ending, she was thought to have perished in the Cauldron alone and appears in ''Continuum Shift'' only indirectly through Lambda. Nu is later revived in ''Chrono Phantasma'' due to her life link with Ragna in a form referred to by [[BBCF/Hazama|Hazama]] as the “Sword of Izanami”, re-tuned to stand in Ragna’s way once again. In ''Central Fiction'' her goal remains unchanged but she begins showing more human traits such as speaking non-robotically to people besides exclusively Ragna. |
Revision as of 22:28, 8 May 2022
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.
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. All of them can be canceled into her 44 or 66 Act Parcer.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 | |
Normal Moves
5A
- Good anti-air due to its lengthy active frames.
- Useful for poking out of pressure
- Whiffs on most crouching opponents.
5B
- Good for stagger pressure and tick setups
- Hits OTG for combos
- Press B again to cancel into 6B. This is possible on hit, block, and whiff
5C
- Is considered a projectile
- Mainly used as combo filler
2A
- Mostly the same as 5A
- Used to poke out of pressure or set up tick throws/TRM setups
2B
- Great poke with great range for its start-up and recovery
- Can be used to low profile pokes (ex. Tsubaki's 5B)
- Can be used to punish rolls
2C
- Decent AA
- The head invul comes out late (11F-17F) so it is difficult to time properly
- Best used when the opponent is directly above you since the vertical hitbox is big
- Can hit characters behind Nu
- Used in blockstrings to make a quick escape back to neutral (Jump-cancellable)
6A
- Early invul on frame 5
- Retains all options on block such as gatlings, special- and jump-cancels. This makes it not just safe but strong for jailing opponents if they block this in the air.
- It's your most rewarding Anti Air by far — it can get up to 4k midscreen.
- The vertical range can be poor and loses to Empty IADs and IAD crossups. Using 5A is preferable here.
6B
- One of the best combo starters and the main punish move.
- Decent for pressure.
- Jump-cancellable.
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
j.2C
- Big vertical hitbox
- Horizontal hitbox is small
- Easy to hitconfirm
Drive Moves
- All of Nu's Drive moves are projectiles.
- All of Nu's Drive moves start at projectile level 2 and decrease to level 1 after a set amount of active frames.
- All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox.
- 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
- Great ground poke and zoning tool since it goes nearly fullscreen
2D
- Goes at a 70 degree angle
- Great AA to punish opponents not immediately in front of Nu, but in the air
6D
- Goes at a 30 degree angle
- Great AA against opponents who IAD
- Can hit taller characters like Azrael, Tager and Hakumen while they are standing, but will whiff on shorter characters
4D
- Fatal Counter
- Nu's only standing overhead
- Gatlings into 5D
- Appears where ever the opponent horizontally was when you inputted in the command, but has a minimum distance from Nu.
- Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)
- Should your opponent be cornered, this will come from off screen, which is a very useful mixup tool.
j.D
- Goes at a 30 degree angle
- Decent move at stopping people from air dashing towards you if you are in the air
j.2D
- Goes at a -45 degree angle
- Decent move to prevent people from running towards you
- Can be used to bait AAs, but be wary of its landing recovery
j.6D
- Goes at a -15 degree angle
- Decent move at stopping people from air dashing towards you if you are in the air
- Decent at stopping people from dashing towards you at further ranges
Universal Mechanics
Ground Throw
5B+C 4B+C
- Minimum 100% damage
- Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw
- Ground throw wall bounds in the corner
- Ground throws are special-cancellable
Air Throw
j.B+C
- Minimum 100% damage
- 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
- Hitbox is the same as her 6B
- Opponents can low profile it
- 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
Luminous Slave
214D(~C)
- D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.
- The C version fires the sword almost immediately, used for corner combos.
- The [D] version summons a cloud that will not fire until roughly 4 in-game seconds have passed or if you press the D button again, used for setplay and other types of situations.
Sickle Storm
236D(~C)
- Low
- Cancellable into Gravity Seed on block and on hit
- Travels fullscreen
- Used for Nu's fullscreen mix-up
- If C is pressed during startup, will appear from behind opponent and travel towards Nu
- Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.
- 236[D] is a Fatal Counter
- Each version has its own SMP
Crescent Saber
j.214D(~C)
- 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)
- Teleport dash move that can be performed after any normal drive move.
- Nu's hurtbox low-profiles during 4f-20f and will go under a fair amount of buttons.
- Can pass through opponent.
- Forward Parcer is useful for escaping the corner as well as cross up and throw mix ups
- Back ground Parcer puts Nu in the air
- Air version costs an air action, so Nu cannot double jump > j.2D > 44, for example.
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)
- Head invuln starts early on frame 5 and lasts until the move is already active, making it a very strong Anti Air.
- The hitbox is large and goes a decent amount behind Nu.
- The landing recovery can cancel into Gravity Seed on hit
- Can easily combo from with CH or Gravity Seed cancel.
- The ground and air versions are considered different moves and so not affected by SMP.
One of the best Anti-Airs in the game in terms of range and invul. Despite being a short starter, the high base damage is enough to get decent reward. However, it is much more unsafe on block than your other options.
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 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)
- 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
- Combo Doc
- 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