BBCPE/Nu-13: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{CharLinks
!Nu-13
|charMainPage=BBCPE/Nu-13
|-
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_13.html
||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/73-v-13/
[[File:BBCP_Nu_Portrait.png|350px|center]]
}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
|content=After the events in Calamity Trigger following her battle with Ragna
the Bloodedge, she was thought to have perished in the Cauldron alone.
Nu is later revived by her own will to fuse with Ragna in a form
referred to by Hazama as the “Sword of Hades”; though she retains her
appearence and personality from the previous games. She is re-tuned by
Hazama to stand in Ragna’s way once again.
}}
{{card|width=2|height=3
|header=Nu-13
|content=[[File:BBCP_Nu_Portrait.png|350px]]
{{CharData-BBCPE
{{CharData-BBCPE
|health=10,000
|health=10,000
Line 17: Line 27:
;Movement Options
;Movement Options
:Double Jump, 1 Airdash, Dash type: Run, Situational teleports
:Double Jump, 1 Airdash, Dash type: Run, Situational teleports
;Play-style
:Defensive. Zoning
|}
{{CharNav |charMainPage=BBCPE/Nu-13
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_13.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/73-v-13/
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Sword Summoner
</div>
|content=Nu manifests sword-like projectiles which she can shoot off at  
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
different angles. All drive moves have a follow-up attack initiated by  
<div style="height:250px; width:1px;">
pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parser.
  &nbsp;
|header2=Overdrive: Unlimited Drive
</div>
|content2=
 
*All Drive moves, including their follow-ups, summon two swords instead of one
==Overview==
*4D's minimum distance requirement is removed
After the events in Calamity Trigger following her battle with Ragna
the Bloodedge, she was thought to have perished in the Cauldron alone.
Nu is later revived by her own will to fuse with Ragna in a form
referred to by Hazama as the “Sword of Hades”; though she retains her
appearence and personality from the previous games. She is re-tuned by
Hazama to stand in Ragna’s way once again.
 
===Drive: Sword Summoner===
Nu manifests sword-like projectiles which she can shoot off at  
different angles. 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 Parser.
 
===Overdrive: Unlimited Drive===
*All Drive moves, including their follow-ups, summon two swords instead of one
*4D's minimum distance requirement is removed
*Crescent Saber groundbounces
*Crescent Saber groundbounces
*Gravity Seed recharge rate is faster
*Gravity Seed recharge rate is faster
Line 54: Line 43:
*Legacy Edge lasts longer and does more hits
*Legacy Edge lasts longer and does more hits
*Calamity Sword summons 4 swords in a wave motion instead of just one
*Calamity Sword summons 4 swords in a wave motion instead of just one
 
}}
===Pros/Strengths===
{{ProsAndCons
|intro=
|pros=
*Extremely strong zoning game gives her an amazing neutral game very few characters can challenge
*Extremely strong zoning game gives her an amazing neutral game very few characters can challenge
*Amazing backdash
*Amazing backdash
*Combos featuring her Drive moves are typically tough to burst properly. If someone bursts during the wrong time, Nu can easily pick up another combo
*Combos featuring her Drive moves are typically tough to burst properly. If someone bursts during the wrong time, Nu can easily pick up another combo
 
|cons=
===Cons/Weaknesses===
*Low health
*Low health
*Reliant on system mechanics to escape pressure
*Reliant on system mechanics to escape pressure
*Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing
*Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing
}}
</div>
<br clear=all/>
<br clear=all/>
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 77: Line 69:


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>5A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_5A.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=5A
BBCP_Nu_5A.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=300
  |damage=300
  |cancel=CSOJR
  |cancel=CSOJR
Line 97: Line 95:
  |attribute=B
  |attribute=B
  |hitbox=nu/5A
  |hitbox=nu/5A
|description=
}}
|}
*Good anti-air due to its lengthy active frames.
*Good anti-air due to its lengthy active frames.
*Useful for poking out of pressure
*Useful for poking out of pressure
*Whiffs on some crouching opponents.
*Whiffs on some crouching opponents.
</div>
</div>


}}
===<big>5B</big>===
}}
<div class="attack-container">
 
<div class="attack-gallery">
====== <font style="visibility:hidden" size="0">5B</font> ======
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
BBCP_Nu_5B.png |
|image=BBCP_Nu_5B.png
</gallery>
|caption=
</div>
|name=5B
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackData-BBCPE
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=410
  |damage=410
  |cancel=SOJR
  |cancel=SOJR
Line 125: Line 129:
  |attribute=B
  |attribute=B
  |hitbox=nu/5B
  |hitbox=nu/5B
|description=
}}
|}
*Good for pressure and has a lot of options off of it
*Good for pressure and has a lot of options off of it
*Great OTG for combos.
*Great OTG for combos.
*Jump Cancelable on hit and block
*Jump Cancelable on hit and block
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>5C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_5C.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=5C
BBCP_Nu_5C.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
  |damage=125x8
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=125×8
  |cancel=SOR
  |cancel=SOR
  |p1=100
  |p1=100
Line 147: Line 158:
  |guard=all
  |guard=all
  |startup=16
  |startup=16
  |active=4(1),4x7
  |active=4(1),4×7
  |recovery=Total 72
  |recovery=Total 72
  |frameAdv=-8
  |frameAdv=-8
  |hitbox=nu/5C
  |hitbox=nu/5C
  |attribute=BP
  |attribute=BP
|description=
}}
|}
*Is considered a projectile
*Is considered a projectile
*Mainly used as combo filler or to punish DPs and DDs
*Mainly used as combo filler or to punish DPs and DDs
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>2A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_2A.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=2A
BBCP_Nu_2A.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=300
  |damage=300
  |cancel=CSOR
  |cancel=CSOR
Line 178: Line 196:
  |frameAdv=-4
  |frameAdv=-4
  |hitbox=nu/2A
  |hitbox=nu/2A
|description=
}}
|}
*Nothing too great or special about this move
*Nothing too great or special about this move
*Used to poke out of pressure that 5A can't or to hitconfirm jump-ins
*Used to poke out of pressure that 5A can't or to hitconfirm jump-ins
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>2B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_2B.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=2B
BBCP_Nu_2B.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=380
  |damage=380
  |cancel=SOR
  |cancel=SOR
Line 203: Line 228:
  |attribute=F
  |attribute=F
  |hitbox=nu/2B
  |hitbox=nu/2B
|description=
}}
|}
*Great poke with great range for its start-up and recovery
*Great poke with great range for its start-up and recovery
*Can be used to low profile pokes like Tsubaki's 5B
*Can be used to low profile pokes like Tsubaki's 5B
*Even on block with lots of gatlings so it can be used to reset pressure
*Even on block with lots of gatlings so it can be used to reset pressure
*Can be used to punish rolls
*Can be used to punish rolls
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>2C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_2C.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=2C
BBCP_Nu_2C.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
  |damage=112x8
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=112×8
  |cancel=SOJR
  |cancel=SOJR
  |p1=90
  |p1=90
Line 225: Line 257:
  |guard=HLx2,Ax6
  |guard=HLx2,Ax6
  |startup=14
  |startup=14
  |active=1x6,2x2
  |active=1×6,2×2
  |recovery=24
  |recovery=24
  |frameAdv=-9
  |frameAdv=-9
Line 231: Line 263:
  |invul=11-17H
  |invul=11-17H
  |hitbox=nu/2C
  |hitbox=nu/2C
|description=
}}
|}
*Decent AA
*Decent AA
*The head invul comes out late so it is difficult to time properly
*The head invul comes out late so it is difficult to time properly
*Best used when the opponent is directly above you since the vertical hitbox is big
*Best used when the opponent is directly above you since the vertical hitbox is big
*Can hit characters behind Nu
*Can hit characters behind Nu
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">6A</font> ======
===<big>6A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_6A.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=6A
BBCP_Nu_6A.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=620
  |damage=620
  |cancel=SOJR
  |cancel=SOJR
Line 259: Line 298:
  |invul=5-13H
  |invul=5-13H
  |hitbox=nu/6A
  |hitbox=nu/6A
|description=
}}
|}
*Main close range AA
*Main close range AA
*Invul comes early so it is easier to cleanly AA someone compared to her other  
*Invul comes early so it is easier to cleanly AA someone compared to her other  


options
options
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>6B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_6B.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=6B
BBCP_Nu_6B.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=640
  |damage=640
  |cancel=SOJR
  |cancel=SOJR
Line 286: Line 332:
  |attribute=B
  |attribute=B
  |hitbox=nu/6B
  |hitbox=nu/6B
|description=
}}
|}
*One of the best combo starters and the main punish move
*One of the best combo starters and the main punish move
*Decent for pressure
*Decent for pressure
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">6C</font> ======
===<big>6C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_6C.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=6C
BBCP_Nu_6C.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
  |damage=125x8
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=125×8
  |cancel=SOR
  |cancel=SOR
  |p1=100
  |p1=100
Line 307: Line 360:
  |guard=HLx2,Ax6
  |guard=HLx2,Ax6
  |startup=22
  |startup=22
  |active=1x8
  |active=1×8
  |recovery=24
  |recovery=24
  |frameAdv=-3
  |frameAdv=-3
  |attribute=B
  |attribute=B
  |hitbox=nu/6C
  |hitbox=nu/6C
|description=
}}
|}
*Fatal Counter
*Fatal Counter
*Has SMP
*Has SMP
*Mainly used as combo filler
*Mainly used as combo filler
*Can be used to push people away and cancel into 214X to start the drive pressure
*Can be used to push people away and cancel into 214X to start the drive pressure
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>3C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_3C.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=3C
BBCP_Nu_3C.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
  |damage=96x8
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=96×8
  |cancel=SOR
  |cancel=SOR
  |p1=90
  |p1=90
Line 334: Line 394:
  |guard=Lx3,Ax5
  |guard=Lx3,Ax5
  |startup=11
  |startup=11
  |active=1x7,2
  |active=1×7,2
  |recovery=25
  |recovery=25
  |frameAdv=-10
  |frameAdv=-10
  |attribute=F
  |attribute=F
  |hitbox=nu/3C
  |hitbox=nu/3C
|description=
}}
|}
*Great range
*Great range
*Can be used to low profile pokes like Hakumen's 4C or Ragna's 5B
*Can be used to low profile pokes like Hakumen's 4C or Ragna's 5B
*Avoid in close range as its cancel options are poor and can be punished or stuffed
*Avoid in close range as its cancel options are poor and can be punished or stuffed
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>j.A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_jA.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.A
BBCP_Nu_jA.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=300
  |damage=300
  |cancel=SOR
  |cancel=SOR
Line 365: Line 432:
  |frameAdv=
  |frameAdv=
  |hitbox=nu/jA
  |hitbox=nu/jA
|description=
}}
|}
*Fastest air to air move Nu has
*Fastest air to air move Nu has
*Can set up TRM situations with it against air opponents
*Can set up TRM situations with it against air opponents
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>j.B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_jB.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.B
BBCP_Nu_jB.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=440
  |damage=440
  |cancel=SOJR
  |cancel=SOJR
Line 390: Line 464:
  |frameAdv=
  |frameAdv=
  |hitbox=nu/jB
  |hitbox=nu/jB
|description=
}}
|}
*Decent air to air or jump-in
*Decent air to air or jump-in
*The area from Nu's knee to the tip of her foot has no hurtbox
*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 like Rachel's 6A
*Can clash or beat out certain AAs if spaced properly like Rachel's 6A
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>j.C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_jC.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.C
BBCP_Nu_jC.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
  |damage=112x8
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=112×8
  |cancel=SOJR
  |cancel=SOJR
  |p1=90
  |p1=90
Line 411: Line 492:
  |guard=HA
  |guard=HA
  |startup=11
  |startup=11
  |active=1x2, 2x6
  |active=1×2, 2×6
  |recovery=25
  |recovery=25
  |attribute=H
  |attribute=H
  |frameAdv=
  |frameAdv=
  |hitbox=nu/jC
  |hitbox=nu/jC
|description=
}}
|}
*Good horizontal range
*Good horizontal range
*Hits behind Nu
*Hits behind Nu
*Not a good jump-in due to short vertical range
*Not a good jump-in due to short vertical range
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">j.2C</font> ======
===<big>j.2C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_j2C.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.2C
BBCP_Nu_j2C.png |
|data=
</gallery>
{{AttackData-BBCPE
</div>
  |damage=120x8
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=120×8
  |cancel=SOJR
  |cancel=SOJR
  |p1=90
  |p1=90
Line 437: Line 525:
  |guard=HAx2,Ax6
  |guard=HAx2,Ax6
  |startup=15
  |startup=15
  |active=1x8
  |active=1×8
  |recovery=10
  |recovery=10
  |frameAdv=
  |frameAdv=
  |attribute=H
  |attribute=H
  |hitbox=nu/j2C
  |hitbox=nu/j2C
|description=
}}
|}
*Massive vertical hitbox
*Massive vertical hitbox
*Horizontal hitbox is small though
*Horizontal hitbox is small though
*Extremely easy to hitconfirm
*Extremely easy to hitconfirm
}}
</div>
}}
</div>
<br clear=all/>
<br clear=all/>


Line 461: Line 550:
*The air drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row
*The air drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row


====== <font style="visibility:hidden" size="0">5D</font> ======
===<big>5D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_5D.png
<div class="attack-gallery">
|caption= "Give'em the D"
<gallery widths="210px" heights="210px" mode="nolines">
|name=5D
BBCP_Nu_5D.png | "Give'em the D"
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=5D
|version=5D
|damage=480
|damage=480
Line 482: Line 577:
|hitbox=nu/5D
|hitbox=nu/5D
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 500: Line 595:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/5DD
|hitbox=nu/5DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=5D (Overdrive)
|version=5D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SJR [SR]
|cancel=SJR [SR]
|p1=90
|p1=90
Line 513: Line 608:
|guard=all
|guard=all
|startup=15
|startup=15
|active=12*2
|active=12×2
|recovery=48T
|recovery=48T
|frameAdv=-11
|frameAdv=-11
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/5D
|hitbox=nu/5D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=5DD (Overdrive)
|version=5DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=SR
|cancel=SR
|p1=90
|p1=90
Line 531: Line 626:
|guard=all
|guard=all
|startup=13
|startup=13
|active=13*2
|active=13×2
|recovery=48T
|recovery=48T
|frameAdv=-15
|frameAdv=-15
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/5DD
|hitbox=nu/5DD
|description=
}}
|}
*Great ground poke
*Great ground poke
*Goes full screen
*Goes full screen
Line 543: Line 639:
**Now goes full screen
**Now goes full screen
**5D is no longer jump cancellable on block
**5D is no longer jump cancellable on block
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">2D</font> ======
===<big>2D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_2D.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=2D
BBCP_Nu_2D.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=2D
|version=2D
|damage=480
|damage=480
Line 566: Line 668:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/2D
|hitbox=nu/2D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 584: Line 686:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/2DD
|hitbox=nu/2DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=2D (Overdrive)
|version=2D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 597: Line 699:
|guard=all
|guard=all
|startup=11
|startup=11
|active=15*2
|active=15×2
|recovery=45T
|recovery=45T
|frameAdv=-16
|frameAdv=-16
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/2D
|hitbox=nu/2D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=2DD (Overdrive)
|version=2DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 615: Line 717:
|guard=all
|guard=all
|startup=4
|startup=4
|active=13*2
|active=13×2
|recovery=48T
|recovery=48T
|frameAdv=-13
|frameAdv=-13
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/2DD
|hitbox=nu/2DD
|description=
}}
|}
*Great AA for stopping people who double jump
*Great AA for stopping people who double jump
<br/>
<br/>
*Changes from previous BB games
*Changes from previous BB games
**Can no longer be jump cancelled on block
**Can no longer be jump cancelled on block
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">6D</font> ======
===<big>6D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_6D.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=6D
BBCP_Nu_6D.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=6D
|version=6D
|damage=480
|damage=480
Line 648: Line 757:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/6D
|hitbox=nu/6D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 666: Line 775:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/6DD
|hitbox=nu/6DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=6D (Overdrive)
|version=6D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 679: Line 788:
|guard=all
|guard=all
|startup=13
|startup=13
|active=9*2
|active=9×2
|recovery=45T
|recovery=45T
|frameAdv=-10
|frameAdv=-10
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/6D
|hitbox=nu/6D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=6DD (Overdrive)
|version=6DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 697: Line 806:
|guard=all
|guard=all
|startup=6
|startup=6
|active=13*2
|active=13×2
|recovery=60T
|recovery=60T
|frameAdv=-30
|frameAdv=-30
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/6DD
|hitbox=nu/6DD
|description=
}}
|}
*Great AA against people who like to IAD
*Great AA against people who like to IAD
*Can hit taller characters like Azrael, Tager and Hakumen while they are standing
*Can hit taller characters like Azrael, Tager and Hakumen while they are standing
Line 709: Line 819:
*Changes from previous BB games
*Changes from previous BB games
**Can no longer be jump cancelled on block
**Can no longer be jump cancelled on block
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">4D</font> ======
===<big>4D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_4D.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=4D
BBCP_Nu_4D.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=4D
|version=4D
|damage=480
|damage=480
Line 732: Line 848:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/4D
|hitbox=nu/4D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 750: Line 866:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/4DD
|hitbox=nu/4DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=4D (Overdrive)
|version=4D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 763: Line 879:
|guard=HA
|guard=HA
|startup=30
|startup=30
|active=2*2
|active=2×2
|recovery=57T
|recovery=57T
|frameAdv=-6
|frameAdv=-6
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/4D
|hitbox=nu/4D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=4DD (Overdrive)
|version=4DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 781: Line 897:
|guard=all
|guard=all
|startup=9
|startup=9
|active=13*2
|active=13×2
|recovery=50T
|recovery=50T
|frameAdv=-20
|frameAdv=-20
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/4DD
|hitbox=nu/4DD
|description=
}}
|}
*Overhead
*Overhead
*Appears where ever the opponent was when you inputted in the command
*Appears where ever the opponent was when you inputted in the command
Line 794: Line 911:
**Significantly faster now (24 frame start-up)
**Significantly faster now (24 frame start-up)
**Gatlings into 5D now
**Gatlings into 5D now
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">j.D</font> ======
===<big>j.D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_jD.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.D
BBCP_Nu_jD.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=j.D
|version=j.D
|damage=480
|damage=480
Line 818: Line 941:
|frameAdv=
|frameAdv=
|hitbox=nu/j.D
|hitbox=nu/j.D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 836: Line 959:
|frameAdv=
|frameAdv=
|hitbox=nu/j.DD
|hitbox=nu/j.DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.D (Overdrive)
|version=j.D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 849: Line 972:
|guard=all
|guard=all
|startup=13
|startup=13
|active=8*2
|active=8×2
|recovery=44+5LT
|recovery=44+5LT
|frameAdv=
|frameAdv=
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.D
|hitbox=nu/j.D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.DD (Overdrive)
|version=j.DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=S(J)R
|cancel=S(J)R
|p1=90
|p1=90
Line 867: Line 990:
|guard=all
|guard=all
|startup=4
|startup=4
|active=13*2
|active=13×2
|recovery=5L
|recovery=5L
|frameAdv=
|frameAdv=
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.DD
|hitbox=nu/j.DD
|description=
}}
|}
*Decent move at stopping people from air dashing towards you if you are in the air
*Decent move at stopping people from air dashing towards you if you are in the air
<br/>
<br/>
*Changes from previous BB games
*Changes from previous BB games
**Increased landing recovery
**Increased landing recovery
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">j.2D</font> ======
===<big>j.2D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_j2D.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.2D
BBCP_Nu_j2D.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=j.2D
|version=j.2D
|damage=480
|damage=480
Line 900: Line 1,030:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/j.2D
|hitbox=nu/j.2D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 918: Line 1,048:
|attribute=HBFP* [HBFP*(2)]
|attribute=HBFP* [HBFP*(2)]
|hitbox=nu/j.2DD
|hitbox=nu/j.2DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.2D (Overdrive)
|version=j.2D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SR
|cancel=SR
|p1=90
|p1=90
Line 931: Line 1,061:
|guard=all
|guard=all
|startup=13
|startup=13
|active=8*2
|active=8×2
|recovery=44+5LT
|recovery=44+5LT
|frameAdv=
|frameAdv=
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.2D
|hitbox=nu/j.2D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.2DD (Overdrive)
|version=j.2DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=S(J)R
|cancel=S(J)R
|p1=90
|p1=90
Line 949: Line 1,079:
|guard=all
|guard=all
|startup=4
|startup=4
|active=13*2
|active=13×2
|recovery=5L
|recovery=5L
|frameAdv=
|frameAdv=
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.2DD
|hitbox=nu/j.2DD
|description=
}}
|}
*Decent move to prevent people from running towards you
*Decent move to prevent people from running towards you
*Can be used to bait AAs
*Can be used to bait AAs
Line 961: Line 1,092:
**The angle is now -45 degrees so the range is considerable shorter
**The angle is now -45 degrees so the range is considerable shorter
**Increased landing recovery
**Increased landing recovery
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">j.6D</font> ======
===<big>j.6D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_j6D.png
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.6D
BBCP_Nu_j6D.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=j.6D
|version=j.6D
|damage=480
|damage=480
Line 984: Line 1,121:
|frameAdv=
|frameAdv=
|hitbox=nu/j.6D
|hitbox=nu/j.6D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,002: Line 1,139:
|frameAdv=
|frameAdv=
|hitbox=nu/j.6DD
|hitbox=nu/j.6DD
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.6D (Overdrive)
|version=j.6D (Overdrive)
|damage=300*2
|damage=300×2
|cancel=SJR
|cancel=SJR
|p1=90
|p1=90
Line 1,015: Line 1,152:
|guard=all
|guard=all
|startup=13
|startup=13
|active=8*2
|active=8×2
|recovery=44+5LT
|recovery=44+5LT
|frameAdv=
|frameAdv=
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.6D
|hitbox=nu/j.6D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.6DD (Overdrive)
|version=j.6DD (Overdrive)
|damage=200*2
|damage=200×2
|cancel=S(J)R
|cancel=S(J)R
|p1=90
|p1=90
Line 1,033: Line 1,170:
|guard=all
|guard=all
|startup=4
|startup=4
|active=13*2
|active=13×2
|recovery=5L
|recovery=5L
|frameAdv=
|frameAdv=
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.6DD
|hitbox=nu/j.6DD
|description=
}}
|}
*Decent move at stopping people from air dashing towards you if you are in the air
*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
*Decent at stopping people from dashing towards you at further ranges
Line 1,045: Line 1,183:
**New move
**New move
**Goes at a -15 degree angle
**Goes at a -15 degree angle
}}
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Nu_Throw.png
<div class="attack-gallery">
|image2=BBCP_Nu_AThrow.png
<gallery widths="210px" heights="210px" mode="nolines">
|caption=Forward/Back
BBCP_Nu_Throw.png |Forward/Back
|caption2=Air
</gallery>
|name=Throw
</div>
|data=
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=Forward Throw
|version=Forward Throw
|damage=0,1400
|damage=0,1400
Line 1,072: Line 1,214:
|attribute=T
|attribute=T
|hitbox=nu/groundThrow
|hitbox=nu/groundThrow
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,090: Line 1,232:
|attribute=T
|attribute=T
|hitbox=nu/groundThrow
|hitbox=nu/groundThrow
|description=
}}
}}
|}
*Minimum 100% damage
*Ground grab is your typicall ground grab
**Ground grab is now special cancellable
</div>
</div>
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Nu_AThrow.png |Air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=Air Throw
|damage=0,1400
|damage=0,1400
|cancel=-, R
|cancel=-, R
Line 1,108: Line 1,266:
|attribute=T
|attribute=T
|hitbox=nu/airThrow
|hitbox=nu/airThrow
|description=
}}
|}
*Minimum 100% damage
*Minimum 100% damage
*Ground grab is your typicall ground grab
*Air grab has ridiculous range compared to other characters and shrinks Nu's hurtbox
*Air grab has ridiculous range compared to other characters and shrinks Nu's hurtbox
<br/>
</div>
*Changes from previous BB games
</div>
**Ground grab is now special cancellable
===<big>Counter Assault</big>===
}}
<span class="input-badge">'''6A+B during blockstun'''</span>
}}
<div class="attack-container">
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
<div class="attack-gallery">
{{MoveData
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBCP_Nu_6B.png
BBCP_Nu_6B.png |
|input=6A+B during blockstun
</gallery>
|caption=
</div>
|name=Counter Assault
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackData-BBCPE
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
  |damage=0
  |damage=0
  |cancel=R
  |cancel=R
Line 1,139: Line 1,300:
  |attribute=B
  |attribute=B
  |invul=1-20 All
  |invul=1-20 All
|description=
}}
|}
*Hitbox is the same as her 6B
*Hitbox is the same as her 6B
*Opponents can low profile it
*Opponents can low profile it
*Opponent air techs on normal hit and can emergency tech on CH
*Opponent air techs on normal hit and can emergency tech on CH
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
===<big>Crush Trigger</big>===
{{MoveData
<span class="input-badge">'''5A+B'''</span>
|image=BBCP_Nu_CT.png
<div class="attack-container">
|input=5A+B
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Crush Trigger
BBCF_Nu_5AB_1.png |
|data=
BBCP_Nu_CT_2.png |
{{AttackData-BBCPE
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
|header=no
|damage=1000
|damage=1000
|cancel=R
|cancel=R
Line 1,166: Line 1,335:
  |attribute=B
  |attribute=B
|hitbox=
|hitbox=
|description=
}}
|}
*Breaks guard like other CTs
*Breaks guard like other CTs
*Plus on block with decent pushback
*Plus on block with decent pushback
*Wall bounce airborne opponents
*Wall bounce airborne opponents
}}
</div>
}}
</div>
<br clear=all/>
<br clear=all/>


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Spike Chaser</font> ======
===<big>Spike Chaser</big>===
{{MoveData
<span class="input-badge">'''214D(~C)'''</span>
|image=BBCP_Nu_SpikeChaser.png
<div class="attack-container">
|input=214D(~C)
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Spike Chaser
BBCP_Nu_SpikeChaser.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=214D  
|version=214D  
|damage=1000
|damage=1000
Line 1,197: Line 1,373:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/214D
|hitbox=nu/214D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,214: Line 1,390:
|frameAdv=±0
|frameAdv=±0
|hitbox=nu/214[D]
|hitbox=nu/214[D]
|description=
}}
}}{{AttackData-BBCPE
|-
{{AttackData-BBCPE
|header=no
|header=no
|version=214[D]
|version=214[D]
Line 1,231: Line 1,408:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/214D
|hitbox=nu/214D
|description=
}}
|}
*Is a projectile
*Is a projectile
*Goes about 3/4 of the screen.
*Goes about 3/4 of the screen.
Line 1,246: Line 1,424:
**214[D] is the old 214D~C
**214[D] is the old 214D~C
**Can cancel into gravity well on hit
**Can cancel into gravity well on hit
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">Sickle Storm</font> ======
===<big>Sickle Storm</big>===
{{MoveData
<span class="input-badge">'''236D(~C)'''</span>
|image=BBCP_Nu_SickleStormDia.png
<div class="attack-container">
|caption=Combo tool
<div class="attack-gallery">
|image2=BBCP_Nu_SickleStormLuna.png
<gallery widths="210px" heights="210px" mode="nolines">
|caption2=Charged version is a Fatal Counter
BBCP_Nu_SickleStormDia.png |Combo tool
|input=236D(~C)
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter
|name=Sickle Storm
</gallery>
|data=
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=236D
|version=236D
|damage=900
|damage=900
Line 1,273: Line 1,456:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/236D
|hitbox=nu/236D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,291: Line 1,474:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/236D
|hitbox=nu/236D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,309: Line 1,492:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/236D
|hitbox=nu/236D
|description=
}}
|}
*Is a projectile
*Is a projectile
*Travels full screen
*Travels full screen
Line 1,323: Line 1,507:
**New move: 236[D]. Slower start-up version of 236D that is plus on block and needs no resources to combo after
**New move: 236[D]. Slower start-up version of 236D that is plus on block and needs no resources to combo after
**Can cancel into gravity well on hit
**Can cancel into gravity well on hit
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">Crescent Saber</font> ======
===<big>Crescent Saber</big>===
{{MoveData
<span class="input-badge">'''j.214D(~C)'''</span>
|image=BBCP_Nu_CrescentSaber.png
<div class="attack-container">
|input=j.214D(~C)
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Crescent Saber
BBCP_Nu_CrescentSaber.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=j.214D
|version=j.214D
|damage=1000
|damage=1000
Line 1,348: Line 1,538:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/j.214D
|hitbox=nu/j.214D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,367: Line 1,557:
|hitbox=nu/j.214D
|hitbox=nu/j.214D
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,383: Line 1,574:
|attribute=HBFP*
|attribute=HBFP*
|hitbox=nu/j.214D
|hitbox=nu/j.214D
|description=
}}
|}
*Is a projectile
*Is a projectile
*If C is pressed during startup, will not release the saber and recovers faster
*If C is pressed during startup, will not release the saber and recovers faster
Line 1,396: Line 1,588:
**New move: j.214[D]. Slower start-up version of j.214D that is plus on block and needs no resources to combo after
**New move: j.214[D]. Slower start-up version of j.214D that is plus on block and needs no resources to combo after
**Cannot air dash after j214D~C
**Cannot air dash after j214D~C
}}
</div>
}}
</div>
====== <font style="visibility:hidden" size="0">Act Parser</font> ======
===<big>Act Parser</big>===
{{MoveData
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span>
|image=BBCP_Nu_ActParser.png
<div class="attack-container">
|input=66/44 after certain moves (Air OK)
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Act Parser
BBCP_Nu_ActParser.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=66  
|version=66  
|damage=
|damage=
Line 1,419: Line 1,617:
|frameAdv=
|frameAdv=
|hitbox=nu/ActParser
|hitbox=nu/ActParser
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,436: Line 1,634:
|frameAdv=
|frameAdv=
|hitbox=nu/ActParser
|hitbox=nu/ActParser
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,453: Line 1,651:
|frameAdv=
|frameAdv=
|hitbox=nu/ActParser
|hitbox=nu/ActParser
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,470: Line 1,668:
|frameAdv=
|frameAdv=
|hitbox=nu/ActParser
|hitbox=nu/ActParser
|description=
}}
|}
*Forward parser is useful for escaping the corner as well as cross up and throw mix ups
*Forward parser is useful for escaping the corner as well as cross up and throw mix ups
*Other ones aren't that useful
*Other ones aren't that useful
Line 1,476: Line 1,675:
*Changes from previous BB games
*Changes from previous BB games
**Back ground parser puts you in the air now
**Back ground parser puts you in the air now
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">Gravity Seed</font> ======
===<big>Gravity Seed</big>===
{{MoveData
<span class="input-badge">'''214A/B/C'''</span>
|image=BBCP_Nu_GravitySeed.png
<div class="attack-container">
|input=214A/B/C
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Gravity Seed
BBCP_Nu_GravitySeed.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=Gravity Seed  
|version=Gravity Seed  
|damage=
|damage=
Line 1,500: Line 1,705:
|frameAdv=
|frameAdv=
|hitbox=nu/214A
|hitbox=nu/214A
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,517: Line 1,722:
|frameAdv=
|frameAdv=
|hitbox=nu/214A
|hitbox=nu/214A
|description=
}}
|}
*Staple move for pressure, combos and zoning
*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 normal or drive on hit or block for pressure and zoning
Line 1,528: Line 1,734:
**Can be cancelled from significantly faster now
**Can be cancelled from significantly faster now
**Can be cancelled into from special moves on hit now
**Can be cancelled into from special moves on hit now
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">Supra Rage</font> ======
===<big>Supra Rage</big>===
{{MoveData
<span class="input-badge">'''623C/j.623C'''</span>
|image=BBCP_Nu_SupraRage.png
<div class="attack-container">
|input=623C/j.623C
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Supra Rage
BBCP_Nu_SupraRage.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=623C
|version=623C
|damage=140*8
|damage=140×8
|cancel=R
|cancel=R
|p1=90
|p1=90
Line 1,548: Line 1,760:
|guard=HL
|guard=HL
|startup=12
|startup=12
|active=1*8
|active=1×8
|recovery=37
|recovery=37
|frameAdv=-21
|frameAdv=-21
Line 1,554: Line 1,766:
|invul=4-19H
|invul=4-19H
|hitbox=nu/623C
|hitbox=nu/623C
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.623C
|version=j.623C
|damage=140*8
|damage=140×8
|cancel=R
|cancel=R
|p1=90
|p1=90
Line 1,567: Line 1,779:
|guard=HL
|guard=HL
|startup=12
|startup=12
|active=1*8
|active=1×8
|recovery=32
|recovery=32
|frameAdv=-16
|frameAdv=-16
Line 1,573: Line 1,785:
|attribute=B
|attribute=B
|invul=
|invul=
|description=
}}
|}
*One of the best AAs in the game
*One of the best AAs in the game
*Head invul starts fairly early in the move (estimated to start from 1~2f)
*Head invul starts fairly early in the move (estimated to start from 1~2f)
Line 1,582: Line 1,795:
**Can be cancelled with gravity well for easy combos on non-CH
**Can be cancelled with gravity well for easy combos on non-CH
**No longer Fatal Counters
**No longer Fatal Counters
}}
</div>
}}
</div>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Legacy Edge</font> ======
===<big>Legacy Edge</big>===
{{MoveData
<span class="input-badge">'''236236D'''</span>
|image=BBCP_Nu_LegacyEdge.png
<div class="attack-container">
|input=236236D
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Legacy Edge
BBCP_Nu_LegacyEdge.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=236236D
|version=236236D
|damage=93*23
|damage=93×23
|cancel=R
|cancel=R
|p1=100
|p1=100
Line 1,608: Line 1,827:
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/236236D
|hitbox=nu/236236D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=236236D (Overdrive)
|version=236236D (Overdrive)
|damage=93*37
|damage=93×37
|cancel=R
|cancel=R
|p1=100
|p1=100
Line 1,626: Line 1,845:
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/236236D
|hitbox=nu/236236D
|description=
}}
|}
*Is a projectile
*Is a projectile
*Goes full screen with a dead spot in front of Nu
*Goes full screen with a dead spot in front of Nu
Line 1,634: Line 1,854:
*If it is blocked, you have enough time to do some mix-up or just force more chip damage with your drives
*If it is blocked, you have enough time to do some mix-up or just force more chip damage with your drives
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus
}}
</div>
}}
</div>


====== <font style="visibility:hidden" size="0">Calamity Sword</font> ======
===<big>Calamity Sword</big>===
{{MoveData
<span class="input-badge">'''632146D/j.632146D'''</span>
|image=BBCP_Nu_CalamitySword.png
<div class="attack-container">
|input=632146D/j.632146D
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Calamity Sword
BBCP_Nu_CalamitySword.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE|version=yes}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|version=632146D  
|version=632146D  
|damage=2000
|damage=2000
Line 1,660: Line 1,886:
|invul=1-11 All
|invul=1-11 All
|hitbox=nu/632146D
|hitbox=nu/632146D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=632146D (Overdrive)
|version=632146D (Overdrive)
|damage=1250*4
|damage=1250×4
|cancel=R
|cancel=R
|p1=70
|p1=70
|p2=92*4
|p2=92×4
|smp=
|smp=
|starter=N
|starter=N
Line 1,679: Line 1,905:
|invul=1-11 All
|invul=1-11 All
|hitbox=nu/632146D
|hitbox=nu/632146D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
Line 1,697: Line 1,923:
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.632146D
|hitbox=nu/j.632146D
|description=
}}
}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|header=no
|version=j.632146D (Overdrive)
|version=j.632146D (Overdrive)
|damage=1250*4
|damage=1250×4
|cancel=R
|cancel=R
|p1=70
|p1=70
|p2=92*4
|p2=92×4
|smp=
|smp=
|starter=N
|starter=N
Line 1,715: Line 1,941:
|attribute=HBFP*(2)
|attribute=HBFP*(2)
|hitbox=nu/j.632146D
|hitbox=nu/j.632146D
|description=
}}
|}
*Is a projectile
*Is a projectile
*Main use is at the end of air combos to add damage (adds 1K minimum)
*Main use is at the end of air combos to add damage (adds 1K minimum)
Line 1,724: Line 1,951:
**No longer hits directly in front of Nu so it is not a reversal anymore outside of OD
**No longer hits directly in front of Nu so it is not a reversal anymore outside of OD
**OD version now hits overhead
**OD version now hits overhead
}}
</div>
}}
</div>
<br clear=all/>
<br clear=all/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Sword of Destruction</big>===
|image=BBCP_Nu_SwordofDestruction.png
<span class="input-badge">'''214214D'''</span>
|image2=BBCP_Nu_SwordofDestruction2.png
<div class="attack-container">
|input=214214D
<div class="attack-gallery">
|caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Sword of Destruction
BBCP_Nu_SwordofDestruction.png |
|data=
BBCP_Nu_SwordofDestruction2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCPE}}
|-
{{AttackData-BBCPE
{{AttackData-BBCPE
|header=no
|damage=Death
|damage=Death
|cancel=
|cancel=
Line 1,751: Line 1,985:
|invul=13-20 All
|invul=13-20 All
|hitbox=nu/214214D
|hitbox=nu/214214D
|description=
}}
|}
*Changes from previous BB games
*Changes from previous BB games
**Considered a strike instead of a throw.
**Considered a strike instead of a throw.
}}
</div>
}}
</div>
<br clear=all/>
<br clear=all/>


Line 1,767: Line 2,002:


<br clear=all/>
<br clear=all/>
----
==Navigation==
{{CharLinks  
{{CharLinks  
|charMainPage=BBCPE/Nu-13
|charMainPage=BBCPE/Nu-13
Line 1,774: Line 2,009:
}}
}}
{{Navbar-BBCPE}}
{{Navbar-BBCPE}}
<templatestyles src="Template:Move Card/shared/styles.css" />

Latest revision as of 07:55, 28 December 2023

Overview

After the events in Calamity Trigger following her battle with Ragna the Bloodedge, she was thought to have perished in the Cauldron alone. Nu is later revived by her own will to fuse with Ragna in a form referred to by Hazama as the “Sword of Hades”; though she retains her appearence and personality from the previous games. She is re-tuned by

Hazama to stand in Ragna’s way once again.
Nu-13

BBCP Nu Portrait.png

Health: 10,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1-5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Movement Options
Double Jump, 1 Airdash, Dash type: Run, Situational teleports
Drive: Sword Summoner

Nu manifests sword-like projectiles which she can shoot off at different angles. 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 Parser.
Overdrive: Unlimited Drive
  • All Drive moves, including their follow-ups, summon two swords instead of one
  • 4D's minimum distance requirement is removed
  • Crescent Saber groundbounces
  • Gravity Seed recharge rate is faster
  • The default version of Spike Chaser reaches full screen, while the C version summons 4 spikes instead of 2
  • Can cancel all her Special Moves into Act Parser on hit, block or whiff
  • Legacy Edge lasts longer and does more hits
  • Calamity Sword summons 4 swords in a wave motion instead of just one

 Nu-13

Pros
Cons
  • Extremely strong zoning game gives her an amazing neutral game very few characters can challenge
  • Amazing backdash
  • Combos featuring her Drive moves are typically tough to burst properly. If someone bursts during the wrong time, Nu can easily pick up another combo
  • Low health
  • Reliant on system mechanics to escape pressure
  • Needs match-up experience to know how to zone many characters and her gameplan is completely dependent on whichever character she is facing


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 420F 480F 540F 600F 720F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 6 9 -3 B -
  • Good anti-air due to its lengthy active frames.
  • Useful for poking out of pressure
  • Whiffs on some crouching opponents.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
410 SOJR HL 8 1 14 -1 B -
  • Good for pressure and has a lot of options off of it
  • Great OTG for combos.
  • Jump Cancelable on hit and block

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125×8 SOR all 16 4(1),4×7 Total 72 -8 BP -
  • Is considered a projectile
  • Mainly used as combo filler or to punish DPs and DDs

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 4 12 -4 F -
  • Nothing too great or special about this move
  • Used to poke out of pressure that 5A can't or to hitconfirm jump-ins

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
380 SOR L 9 4 10 ±0 F -
  • Great poke with great range for its start-up and recovery
  • Can be used to low profile pokes like Tsubaki's 5B
  • Even on block with lots of gatlings so it can be used to reset pressure
  • Can be used to punish rolls

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
112×8 SOJR HLx2,Ax6 14 1×6,2×2 24 -9 B 11-17H
  • Decent AA
  • The head invul comes out late 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

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 11 3 20 -6 B 5-13H
  • Main close range AA
  • Invul comes early so it is easier to cleanly AA someone compared to her other

options

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOJR HL 10 3 17 -3 B -
  • One of the best combo starters and the main punish move
  • Decent for pressure

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
125×8 SOR HLx2,Ax6 22 1×8 24 -3 B -
  • Fatal Counter
  • Has SMP
  • Mainly used as combo filler
  • Can be used to push people away and cancel into 214X to start the drive pressure

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
96×8 SOR Lx3,Ax5 11 1×7,2 25 -10 F -
  • Great range
  • Can be used to low profile pokes like Hakumen's 4C or Ragna's 5B
  • Avoid in close range as its cancel options are poor and can be punished or stuffed

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR HA 8 2 15 - H -
  • Fastest air to air move Nu has
  • Can set up TRM situations with it against air opponents

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 9 4 12 - H -
  • 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 like Rachel's 6A

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
112×8 SOJR HA 11 1×2, 2×6 25 - H -
  • Good horizontal range
  • Hits behind Nu
  • Not a good jump-in due to short vertical range

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
120×8 SOJR HAx2,Ax6 15 1×8 10 - H -
  • Massive vertical hitbox
  • Horizontal hitbox is small though
  • Extremely easy to hitconfirm


Drive Moves

  • All of Nu's drive moves are projectiles
  • All of Nu's drive moves cause chip damage
  • All of Nu's drive moves cannot be jump cancelled on block
  • All of Nu's drive moves start at projectile level 1 and changes to level 2 after an unknown amount of active frames
  • All of Nu's drive moves had a dead spot in front of Nu where they have no hitbox
  • The ground drive moves (5D, 6D, 2D and 4D) can be chained up to 4 in a row
  • For example 6DD > 5DD > 4DD > 5DD works fine but if you tried 6DD > 5DD > 4DD > 5DD > 4DD , the 4D would not come out
  • This includes gravity cancels so while 4DD > 5DD > 4DD > 5DD works, 4DD > 214B > 4DD > 5DD > 4DD > 5DD will make 5D not come out.
  • The air drive moves (j.D, j.6D and j.2D) can be chained up to 3 in a row

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D 480 SOJR [SOR] all 15 12 48T -17 HBFP* [HBFP*(2)] -
5DD 200 SOR all 13 13 48T -12 HBFP* [HBFP*(2)] -
5D (Overdrive) 300×2 SJR [SR] all 15 12×2 48T -11 HBFP*(2) -
5DD (Overdrive) 200×2 SR all 13 13×2 48T -15 HBFP*(2) -
  • Great ground poke
  • Goes full screen


  • Changes from previous BB games
    • Now goes full screen
    • 5D is no longer jump cancellable on block

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D 480 SJOR all 11 15 45T -18 HBFP* [HBFP*(2)] -
2DD 200 SOJR all 4 13 48T -18 HBFP* [HBFP*(2)] -
2D (Overdrive) 300×2 SJR all 11 15×2 45T -16 HBFP*(2) -
2DD (Overdrive) 200×2 SJR all 4 13×2 48T -13 HBFP*(2) -
  • Great AA for stopping people who double jump


  • Changes from previous BB games
    • Can no longer be jump cancelled on block

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D 480 SOJR all 13 9 45T -16 HBFP* [HBFP*(2)] -
6DD 200 SOJR all 6 13 60T -28 HBFP* [HBFP*(2)] -
6D (Overdrive) 300×2 SJR all 13 9×2 45T -10 HBFP*(2) -
6DD (Overdrive) 200×2 SJR all 6 13×2 60T -30 HBFP*(2) -
  • Great AA against people who like to IAD
  • Can hit taller characters like Azrael, Tager and Hakumen while they are standing
  • Will whiff on shorter characters standing


  • Changes from previous BB games
    • Can no longer be jump cancelled on block

4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4D 480 SOR HA 30 2 57T -11 HBFP* [HBFP*(2)] -
4DD 200 SOR all 9 13 50T -18 HBFP* [HBFP*(2)] -
4D (Overdrive) 300×2 SJR HA 30 2×2 57T -6 HBFP*(2) -
4DD (Overdrive) 200×2 SJR all 9 13×2 50T -20 HBFP*(2) -
  • Overhead
  • Appears where ever the opponent was when you inputted in the command
  • Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)


  • Changes from previous BB games
    • Significantly faster now (24 frame start-up)
    • Gatlings into 5D now

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D 480 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.DD 200 SO(J)R all 4 13 5L - HBFP* [HBFP*(2)] -
j.D (Overdrive) 300×2 SJR all 13 8×2 44+5LT - HBFP*(2) -
j.DD (Overdrive) 200×2 S(J)R all 4 13×2 5L - HBFP*(2) -
  • Decent move at stopping people from air dashing towards you if you are in the air


  • Changes from previous BB games
    • Increased landing recovery

j.2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2D 480 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.2DD 200 SO(J)R all 4 13 5L - HBFP* [HBFP*(2)] -
j.2D (Overdrive) 300×2 SR all 13 8×2 44+5LT - HBFP*(2) -
j.2DD (Overdrive) 200×2 S(J)R all 4 13×2 5L - HBFP*(2) -
  • Decent move to prevent people from running towards you
  • Can be used to bait AAs


  • Changes from previous BB games
    • The angle is now -45 degrees so the range is considerable shorter
    • Increased landing recovery

j.6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6D 480 SOR all 13 8 44+5LT - HBFP* [HBFP*(2)] -
j.DD 200 SO(J)R all 4 13 5L - HBFP* [HBFP*(2)] -
j.6D (Overdrive) 300×2 SJR all 13 8×2 44+5LT - HBFP*(2) -
j.6DD (Overdrive) 200×2 S(J)R all 4 13×2 5L - HBFP*(2) -
  • 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


  • Changes from previous BB games
    • New move
    • Goes at a -15 degree angle

Universal Mechanics

Ground Throw

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Forward Throw 0,1400 - T (70) 7 3 26 - T -
Back Throw 0,1400 - T (70) 7 3 26 - T -
  • Minimum 100% damage
  • Ground grab is your typicall ground grab
    • Ground grab is now special cancellable

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1400 -, R T (120) 7 3 18+3L - T -
  • Minimum 100% damage
  • Air grab has ridiculous range compared to other characters and shrinks Nu's hurtbox

Counter Assault

6A+B during blockstun

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 2 32 -15 B 1-20 All
  • 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 25 +2 B -
  • Breaks guard like other CTs
  • Plus on block with decent pushback
  • Wall bounce airborne opponents


Specials

Spike Chaser

214D(~C)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
214D 1000 R all 35 45 75T -7 HBFP* -
214D~C 800 R all 31+32 - 76T ±0 - -
214[D] 1200 R all 35 45 75T +20 HBFP* -
  • Is a projectile
  • Goes about 3/4 of the screen.
  • If C is pressed during startup, only 2 spikes will rise from the ground and has less range
  • Can be charged by holding D. If charged, goes full screen.
  • Each version has its own SMP


  • Great at controlling the ground in front of Nu
  • 214D~C can trade with people who IAD for an easy combo
  • Easy to hitconfirm


  • Changes from previous BB games
    • New move: 214D~C. Is now a shorter version of the move.
    • 214[D] is the old 214D~C
    • Can cancel into gravity well on hit

Sickle Storm

236D(~C)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
236D 900 R LA 17 - 62T -18 HBFP* -
236D~C 980 R LA 15+8 - 62T -12 HBFP* -
236[D] 980 R all 36 6(2)*5 54T +50 HBFP* -
  • Is a projectile
  • Travels full screen
  • 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 wall sticks opponent on hit.
  • Each version has its own SMP
  • 236[D] is a Fatal Counter


  • Low
  • Used for Nu's full screen mix-up


  • Changes from previous BB games
    • New move: 236[D]. Slower start-up version of 236D that is plus on block and needs no resources to combo after
    • Can cancel into gravity well on hit

Crescent Saber

j.214D(~C)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.214D 1000 R HA 17 4 57T -10 HBFP* -
j.214D~C - - - - - 12+21T - HBFP* -
j.214[D] 1000 R HA 17 4 57T -10 HBFP* -
  • Is a projectile
  • If C is pressed during startup, will not release the saber and recovers faster
  • Can be charged by holding D. If charged, it comes out slower and is plus on block
  • Each version has its own SMP


  • Overhad
  • Has a dead spot in front of Nu
  • Both


  • Changes from previous BB games
    • New move: j.214[D]. Slower start-up version of j.214D that is plus on block and needs no resources to combo after
    • Cannot air dash after j214D~C

Act Parser

66/44 after certain moves (Air OK)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
66 - - - - - 41T - - -
44 - - - - - 33T - - -
j.66 - - - - - 37T - - -
j.44 - - - - - 37T - - -
  • Forward parser is useful for escaping the corner as well as cross up and throw mix ups
  • Other ones aren't that useful


  • Changes from previous BB games
    • Back ground parser puts you in the air now

Gravity Seed

214A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Gravity Seed - - - - - 33T - - -
Gravity Seed Field - - - 35 220 - - - -
  • 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
  • Allows you to reset drive pressure while locking down the opponent's movement
  • Opponent's will only travel 30% of their normal distance while in the field


  • Changes from previous BB games
    • Recovers significantly faster
    • Can be cancelled from significantly faster now
    • Can be cancelled into from special moves on hit now

Supra Rage

623C/j.623C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
623C 140×8 R HL 12 1×8 37 -21 B 4-19H
j.623C 140×8 R HL 12 1×8 32 -16 B -
  • One of the best AAs in the game
  • Head invul starts fairly early in the move (estimated to start from 1~2f)
  • Has a large hitbox that also covers behind Nu
  • Can easily combo from with CH or gravity cancel


  • Changes from previous BB games
    • Can be cancelled with gravity well for easy combos on non-CH
    • No longer Fatal Counters

Distortion Drives

Legacy Edge

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
236236D 93×23 R all 16+10 - 57T +73 HBFP*(2) -
236236D (Overdrive) 93×37 R all 16+10 - 57T +133 HBFP*(2) -
  • Is a projectile
  • Goes full screen with a dead spot in front of Nu
  • Hugely plus on hit or block
  • Has some projectile invul on startup
  • If it hits, you can dash towards the opponent to force them into the corner and end with a combo
  • If it is blocked, you have enough time to do some mix-up or just force more chip damage with your drives
  • Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus

Calamity Sword

632146D/j.632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
632146D 2000 R H 10+1 9 68T -27 HBFP*(2) 1-11 All
632146D (Overdrive) 1250×4 R H 10+1 9(6)*4 68T +7 HBFP*(2) 1-11 All
j.632146D 2600 R HA 8+5 9 till L+5 - HBFP*(2) -
j.632146D (Overdrive) 1250×4 R all 8+5 9(6)*4 till L+5 ±0 HBFP*(2) -
  • Is a projectile
  • Main use is at the end of air combos to add damage (adds 1K minimum)
  • Hits overhead
  • OD version is plus on block, hits overhead 4 times and can lead to an unblockable if you RC it.


  • Changes from previous BB games
    • No longer hits directly in front of Nu so it is not a reversal anymore outside of OD
    • OD version now hits overhead


Astral Heat

Sword of Destruction

214214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - c.T (40) 13+0 8 25 - T 13-20 All
  • Changes from previous BB games
    • Considered a strike instead of a throw.


External References



Navigation

BlazBlue: Chrono Phantasma Extende
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