BBCT/Nu-13: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{#lst:{{PAGENAME}}/Data|Links}}
{{Overview
<div id="home-content" class="home-grid">
|overview=
{{card|width=4
|voice_actor= Kondo Kaneko
|header=Overview
|quote="Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!"
|content= On paper, Nu shouldn't be the monster that she is. A combination of poorly-thought-out game design, poor balancing, and an overblown kit all make Nu into one of the best characters in Calamity Trigger, and arguably the easiest of the Top 3 to play.
|summary= Nu is a highly mobile zoner who hits like a truck and easily abuses the game's mechanics to win.  
 
Nu's best feature is her zoning, which is primarily performed through her Drive. Every time Nu presses the Drive button, she summons extremely fast swords that home in on the opponents location. These swords are a total nightmare for the majority of the cast to deal with, making Nu into a menace in many matchups. Outside of this, she has excellent return on her gameplan. Her combos are easy and high damage, with hard knockdown enders (''extremely'' rare in CT) and huge meter gain. The Guard Libra mechanic punishes characters for blocking against her, and she can easily force the opponent into endless blockstrings to Guard Crush them and reap even higher rewards. If you can somehow swim through the ocean of projectiles coming your way, then Nu can be easy to open up, but good luck getting to that point.
 
Nu is here to remind you what a top tier zoner really looks like, and also to remind you why everyone moved on to CS the second that game came out.
}}
{{BBCT/infobox
|fastestAttack = {{clr|A|5A}} (6F)
|reversal = {{clr|D|632146D}} (24f)
}}
{{ProsAndCons
|intro= is a highly mobile zoner who hits like a truck and breaks the game's mechanics to win.  
|pros=
|pros=
* '''Ya Like Swords?:''' Nu is the best zoner in the game and abuses system mechanics like no other. Her drives cover multiple angles, have less recovery than later games, and are easily spammable.  
* '''Super Spammy Swords :''' Nu's grounded Drive normals come out fast, cover several angles, and have terrifyingly low recovery. It's a nightmare for just about anyone to get a hold of Nu, and if she can manage to get Gravity Shield up, it becomes nearly impossible for slower characters like  {{Character Label|BBCT|Tager}} and  {{Character Label|BBCT|Hakumen}} to approach at all. Her ability to keep running away is bolstered by having the most Negative Penalty resistance in the game.
* '''Setplay Abuse''': Gravity Ceed having unlimited uses and being able to Crescent Feint on block makes it near impossible for slower characters like  {{Character Label|BBCT|Tager}} and  {{Character Label|BBCT|Hakumen}} to approach Nu.  
* '''Aerial Control''': Nu comes armed with a suite of deadly antiairs: a {{clr|A|6A}} with an eternity's worth of head invulnerability, a lightning fast {{clr|C|2C}}, and her low-recovery projectiles {{clr|D|2D}} and {{clr|D|6D}}. All four offer immense reward, making any jump against Nu a dance with death itself.
* '''Scary Anti Air Game''': A fully invul {{clr|A|6A}}, a lightning fast {{clr|C|2C}} and a long range {{clr|D|2D}} with immense reward on all 3 makes it very dangerous to jump against Nu. It could easily cost you the game.  
* '''More Mix Than A Blender''': A fast standing overhead, one that appears from offscreen, crossups, {{keyword|IAS}} overheads from most buttons, and then further fake {{keyword|IAS}} overheads into lows — This character has it all.
* '''More Mix Than A Blender''': A fast standing overhead, one that appears from offscreen, crossups, TK overheads from most buttons, and then further fake TK overheads into lows — This character has it all.
* '''Cranks That Guard Libra''': Nu's zoning and blockstrings can safely lock the opponent in sword hell for an long time, while also raising the Guard Libra gauge greatly to force Guard Crushes. She has the ability to jump cancel Drives on block and then quickly ground herself with Crescent Feint, on top of having Libra-fueling moves such as her multi-hit {{clr|C|C}} buttons and Legacy Edge distortion.
* '''Cranks That Guard Libra''': CT's system mechanics punish the opponent for blocking too much and Nu's blockstrings are very long. Her multi-hit {{clr|C|C}} buttons and Legacy Edge will build a lot of Guard Libra so she can promptly kill the opponent after triggering a guard crush.  
* '''I Don't Care About That''': Nu-13's offensive strings function irrelevant of Barrier pushback, are spaced out enough to avoid reversals + Bursts + CAs, and sometimes even anti-zoning supers can't get to her.
* '''Obscene, Easy Damage''': Nu has access to some of the best combos in the game without meter, and can do them even off of stray hits at fullscreen. Getting hit by anything will give Nu a significant life-lead to reinforce her keepaway game.
* '''Obscene, Easy Damage''': Nu has access to some of the best combos in the game without meter, and can do them even off of stray hits at fullscreen. Getting hit by anything will give Nu a significant life-lead to reinforce her keepaway game.
* '''Consistent Knockdowns''': Scoring Knockdowns on both standing and air opponents is a privilege not many characters have in CT. Nu's KD routes happen to be high damage and also setup her strong neutral.   
* '''Consistent Knockdowns''': Scoring Knockdowns on both standing and air opponents is a privilege not many characters have in CT. Nu's KD routes happen to be high damage and also setup her strong neutral.   
* '''Can avoid Carl''': She dies if Carl touches her, but she is better equipped than most to run away from him.
|cons=
|cons=
*''''Tis But A Memory''': Messing around in CT is cool and all, but eventually you'll have to return to CF where Nu is <s>bottom 3</s> a humble low tier.
*'''Weak Under Pressure''': Nu's health is low and her reversal options are very slow. Needs to rely on the universal mechanics to escape pressure.
* '''You Probably Like Her''': [https://www.trueachievements.com/a141420/murakumo-awaken-achievement Sicko]
|fastestAttack =
|reversal =
|unique_mechanic1_name=
|unique_mechanic1=
 
}}
}}
</div>


==Normal Moves==
==Normal Moves==
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|input=6B
|input=6B
|description=
|description=
Nu's classic {{clr|B|6B}}. If this lands on the opponent it signifies their imininent death with how insane the scaling is.
}}
}}


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|input=4B
|input=4B
|description=
|description=
Lambda's {{clr|B|6B}} in later games. A multi-hit overhead with very fast startup that cancels from all of her {{clr|A|A}}/{{clr|B|B}} buttons and {{clr|C|5C}}, the catch is that the first hit is a mid. The trick is to space it where the first hit will whiff which makes {{clr|B|4B}} an absurdly fast 17f overhead, metre can also be spent on {{clr|B|4B}}(1) → {{clr|B|2B}} for 50/50s.
A multi-hit attack that hits mid, then overhead. Cancels from all of her {{clr|A|A}}/{{clr|B|B}} buttons and {{clr|C|5C}}. The trick is to space it where the first hit will whiff which makes {{clr|B|4B}} an absurdly fast 17F overhead, and meter can also be spent on {{clr|B|4B}}(1) → {{clr|B|2B}} for 50/50s.


It launches the opponent high on hit and is confirmed with normal staircase combos which is great damage on its own, but if RC'd after Crescent the damage off this button is just ludicrous, easily scoring 5k+ combos. However, it's not safe on block and Nu will die if the opponent manages to block correctly.  
It launches the opponent high on hit and is confirmed with normal staircase combos which is great on its own, but if RC'd after Crescent the damage off this button is just ludicrous, easily scoring 5k+ combos.  
 
Be warned it's not safe on block and Nu dies if the opponent reacts correctly.  


*28f overhead if first hid lands
*28f overhead if first hid lands
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|input=2D, 2DD
|input=2D, 2DD
|versioned=input
|versioned=input
|description=
|description= A great crouching anti-air that keeps Nu low to the ground while being fully disjointed.
 
On hit it vacuums the opponent in to go into TK. Crescent or {{clr|C|6C}} loops for high damage. On block it can go into Act Pulsar or be jump-cancelled to back off safely.


[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}
}}
}}


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|description=
|description=
;{{clr|D|236D}}
;{{clr|D|236D}}
 
Creates a spinning blade that travels along the ground in front of Nu. Quick and a low hit. This move can lead into RC combos by RCing and immediately following with 6DD into an air combo. Note that this will not hit directly in front of Nu, but will start hitting about a character's width away.
----
----
;{{clr|D|236D}}~{{clr|C|C}}
;{{clr|D|236D}}~{{clr|C|C}}
 
Hitting C immediately after the D will cause the blade to instead spawn behind the opponent and travel towards Nu. Useful if the opponent is far away from you. Will not hit an opponent a full screen's distance away.
}}
}}


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|description=
|description=
;{{clr|D|214D}}
;{{clr|D|214D}}
 
Nu charges up for a moment and then unleashes a wave of swords spawning from the ground. Limited range, but can be useful to force your opponent to approach you from the air, resulting in a 6DD chain. If they block you can dash in relatively safely, and if they take the hit you can 6DD combo them out of it.
----
----
;{{clr|D|214D}}~{{clr|C|C}}
;{{clr|D|214D}}~{{clr|C|C}}
 
Hitting C immediately after the D will cause Nu to spend more time charging up, but the wave will continue forward until it's off the stage or it hits something. Can be useful as a full screen approach tool, forcing the opponent into a situation as above.
}}
}}


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|description=
|description=
;{{clr|D|j.214D}}
;{{clr|D|j.214D}}
 
Nu does a quarter circle sword from above her to in front of her. Fast and hits fairly hard, and is a great way to end nearly any air combo. TK it for a quick overhead as a mixup. Will not hit directly in front of her, but doesn't need much range, especially compared to her drives.
----
----
;{{clr|D|j.214D}}~{{clr|C|C}}
;{{clr|D|j.214D}}~{{clr|C|C}}
 
Hitting C immediately after the D will cancel this move instantly. This can be used in advanced combos and pressure strings by following it with additional j.DDs.
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
 
Nu creates a gravity field in front of her. The A version is directly in front of her, B is another length away, and C is another length away from that. Slows down all movements, even Taokaka's drives or Jin's car. Good for keeping opponents away and limiting their approach options, but has a slow startup. Can be used in certain combos.
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
 
Can be used after certain moves to teleport forward or back. Great for getting out of tight places or for an unexpected approach. Input this move after 2C, 3C, or any ground D move to activate. For fun, try a 5DD > 66 > Throw on an unsuspecting opponent that's used to your usual mixup.
}}
}}


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{{BBCT Move Card
{{BBCT Move Card
|input=222D
|input=222D
|description=
|description=Go on
 
Give your little sis a hug


}}
}}


==Navigation==
==Navigation==
<center>{{Character Label|BBCT|Nu-13|42px}}</center>
<center>{{Character Label|BBCT|Nu-13|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:BBCT/Navigation}}
{{#lst:BBCT/Navigation}}
[[Category:BBCT Character]]

Latest revision as of 22:47, 18 March 2024

Overview

Overview

On paper, Nu shouldn't be the monster that she is. A combination of poorly-thought-out game design, poor balancing, and an overblown kit all make Nu into one of the best characters in Calamity Trigger, and arguably the easiest of the Top 3 to play.

Nu's best feature is her zoning, which is primarily performed through her Drive. Every time Nu presses the Drive button, she summons extremely fast swords that home in on the opponents location. These swords are a total nightmare for the majority of the cast to deal with, making Nu into a menace in many matchups. Outside of this, she has excellent return on her gameplan. Her combos are easy and high damage, with hard knockdown enders (extremely rare in CT) and huge meter gain. The Guard Libra mechanic punishes characters for blocking against her, and she can easily force the opponent into endless blockstrings to Guard Crush them and reap even higher rewards. If you can somehow swim through the ocean of projectiles coming your way, then Nu can be easy to open up, but good luck getting to that point.

Nu is here to remind you what a top tier zoner really looks like, and also to remind you why everyone moved on to CS the second that game came out.
Nu-13
BBCT Nu-13 Portrait.png
Health
10,000
Prejump
4f
Backdash
24F (1~6F Inv All)
Combo Rate
90%
Heat Gain Rate
70%
Guard Libra Rate:How resistant this character is to Guard Libra drain.
100%
Fastest Abare Option:This character's fastest attacks for mashing or scrambles. Excludes universal throws.
5A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.
632146D (24f)

 Nu-13 is a highly mobile zoner who hits like a truck and breaks the game's mechanics to win.

Pros
Cons
  • Super Spammy Swords : Nu's grounded Drive normals come out fast, cover several angles, and have terrifyingly low recovery. It's a nightmare for just about anyone to get a hold of Nu, and if she can manage to get Gravity Shield up, it becomes nearly impossible for slower characters like  Tager and  Hakumen to approach at all. Her ability to keep running away is bolstered by having the most Negative Penalty resistance in the game.
  • Aerial Control: Nu comes armed with a suite of deadly antiairs: a 6A with an eternity's worth of head invulnerability, a lightning fast 2C, and her low-recovery projectiles 2D and 6D. All four offer immense reward, making any jump against Nu a dance with death itself.
  • More Mix Than A Blender: A fast standing overhead, one that appears from offscreen, crossups, IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    overheads from most buttons, and then further fake IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    overheads into lows — This character has it all.
  • Cranks That Guard Libra: Nu's zoning and blockstrings can safely lock the opponent in sword hell for an long time, while also raising the Guard Libra gauge greatly to force Guard Crushes. She has the ability to jump cancel Drives on block and then quickly ground herself with Crescent Feint, on top of having Libra-fueling moves such as her multi-hit C buttons and Legacy Edge distortion.
  • I Don't Care About That: Nu-13's offensive strings function irrelevant of Barrier pushback, are spaced out enough to avoid reversals + Bursts + CAs, and sometimes even anti-zoning supers can't get to her.
  • Obscene, Easy Damage: Nu has access to some of the best combos in the game without meter, and can do them even off of stray hits at fullscreen. Getting hit by anything will give Nu a significant life-lead to reinforce her keepaway game.
  • Consistent Knockdowns: Scoring Knockdowns on both standing and air opponents is a privilege not many characters have in CT. Nu's KD routes happen to be high damage and also setup her strong neutral.
  • Weak Under Pressure: Nu's health is low and her reversal options are very slow. Needs to rely on the universal mechanics to escape pressure.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
130 HLA 6 6 9 -5 HB

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
410 HLA 8 1 14 -1 HB

5C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
5C 160 HLA 14 6 29 -11 P
5C 160 HLA 8 6 23 -5 P

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
110 HLA 8 4 12 -6 F

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
230 L 9 4 10 -2 F

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
140×8 HL×4, HLA×4 10 1×4,2×4 21 -6 HB

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
620 HL 11 3 20 -6 HB 5~13 Head

Nu's primary anti air with fast invul for reactionary use and low recovery to prevent her getting punished on whiff. The hitbox is nothing special but unlike later iterations of this button, it is fully invul during its active frames for the opponent to take their time to fall into it.

Unlike other anti airs, Nu's 6A can gatling into her B normals, giving her extended pressure on block and great reward on hit. Go nuts pressing this.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
680 HLA 11 3 20 -6 HB

Nu's classic 6B. If this lands on the opponent it signifies their imininent death with how insane the scaling is.

4B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300,880 HLA, HA 9 2(6)2 30 -15 HB 3~16 F, 23~42 Airborne

A multi-hit attack that hits mid, then overhead. Cancels from all of her A/B buttons and 5C. The trick is to space it where the first hit will whiff which makes 4B an absurdly fast 17F overhead, and meter can also be spent on 4B(1) → 2B for 50/50s.

It launches the opponent high on hit and is confirmed with normal staircase combos which is great on its own, but if RC'd after Crescent the damage off this button is just ludicrous, easily scoring 5k+ combos.

Be warned it's not safe on block and Nu dies if the opponent reacts correctly.

  • 28f overhead if first hid lands

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
180×8 HLA 22 1×8 24 -6 HBF

A slow, yet highly damaging normal. On airborne opponents it has a wallbounce effect to setup easy loops in combos similar to Lambda's Cavalier in later games.

It has a huge amount of pushback for returning to neutral and can cancel into Act Pulsar making it even more safe as a pressure ender.

  • Builds a ton of guard libra
  • Wallbounces midscreen

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
120×8 LA 9 1×7,2 18 -3 F

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
110 HA 8 2 18 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
340 HA 9 4 12 H

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
140×8 HA 11 1×2,2×6 25 H

Drive Moves

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
5D 600 HLA 13 12 15 -10 HBP
5DD 250 HLA 7 13 33 -19 HBP

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
2D 600 HLA 11 15 11 -9 HBP
2DD 250 HLA 4 13 22 -18 HBP

A great crouching anti-air that keeps Nu low to the ground while being fully disjointed.

On hit it vacuums the opponent in to go into TK. Crescent or 6C loops for high damage. On block it can go into Act Pulsar or be jump-cancelled to back off safely.

Gatling Options: 6C

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
6D 600 HLA 13 9 18 -10 HBP
6DD 250 HLA 4 13 44 -30 HBP

4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
4D 600 HA 30 2 26 -11 HBP
4DD 250 HLA 4 13 42 -26 HBP

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
j.D 600 HLA 13 8 27 HBP
j.DD 250 HLA 4 11 Until Landing+5 HBP

j.2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
j.2D 600 HLA 13 8 27 HBP
j.2DD 250 HLA 4 13 Until Landing+5 HBP

Universal Mechanics

Throw

4/5/6B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0,1500 Throw (80) 7 3 19
  • 4B+C throws opponent backwards.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0,2000 Throw (160) 7 3 18

Nu's air throw is tied with Hakumen's for the highest base damage in the game, she needs RC to combo off hers as opposed to others though. The knockdown leaves Nu in a good position to catch backrolls with her 2B which also recovers in time to meaty opponents if they did forward roll instead, giving her good okizeme.

If you choose to RC, she can score around 4.7k combos with Gravity loops or sword staircase.

  • Nu remains on the ground if RC'd fast enough.
  • Unholy reach.

Counter Assault

6A+B while blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0 HLA 9 3 27 -20 HBP

Special Moves

Sickle Storm

236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
236D 900 LA 15 Total 62 -18 FP
236D~C 980 LA 13+8 Total 62 -12 FP
236D

Creates a spinning blade that travels along the ground in front of Nu. Quick and a low hit. This move can lead into RC combos by RCing and immediately following with 6DD into an air combo. Note that this will not hit directly in front of Nu, but will start hitting about a character's width away.


236D~C

Hitting C immediately after the D will cause the blade to instead spawn behind the opponent and travel towards Nu. Useful if the opponent is far away from you. Will not hit an opponent a full screen's distance away.

Spike Chaser

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
214D 1200 HLA 35 44 Total 71 -3 HBP
214D~C 1200 HLA 31+32 44 Total 76 +20 HBP
214D

Nu charges up for a moment and then unleashes a wave of swords spawning from the ground. Limited range, but can be useful to force your opponent to approach you from the air, resulting in a 6DD chain. If they block you can dash in relatively safely, and if they take the hit you can 6DD combo them out of it.


214D~C

Hitting C immediately after the D will cause Nu to spend more time charging up, but the wave will continue forward until it's off the stage or it hits something. Can be useful as a full screen approach tool, forcing the opponent into a situation as above.

Crescent Saber

j.214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
j.214D 1200 HA 17 4 Total 57+9L -8 (lowest possible) HBP
j.214D~C Total 33
j.214D

Nu does a quarter circle sword from above her to in front of her. Fast and hits fairly hard, and is a great way to end nearly any air combo. TK it for a quick overhead as a mixup. Will not hit directly in front of her, but doesn't need much range, especially compared to her drives.


j.214D~C

Hitting C immediately after the D will cancel this move instantly. This can be used in advanced combos and pressure strings by following it with additional j.DDs.

Gravity Shield

214A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
214X 100 HLA 19 3 31 -24 HB
Field 41 30

Nu creates a gravity field in front of her. The A version is directly in front of her, B is another length away, and C is another length away from that. Slows down all movements, even Taokaka's drives or Jin's car. Good for keeping opponents away and limiting their approach options, but has a slow startup. Can be used in certain combos.

Act Parser

66 or 44 during 6C, 2C, and D normals

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
~66 Total 41 4~20 HBPT
~44 Total 33 1~5 All

Can be used after certain moves to teleport forward or back. Great for getting out of tight places or for an unexpected approach. Input this move after 2C, 3C, or any ground D move to activate. For fun, try a 5DD > 66 > Throw on an unsuspecting opponent that's used to your usual mixup.

Distortion Drives

Legacy Edge

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
170×22 HLA 16+10 Total 58 +72 HB

Calamity Sword

632146D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
632146D 2800 HA 11+13 5 45 -21 HBP 1~14 All
j.632146D 2800 HA 9+10 5 Until Landing+5 HBP

Astral Heat

Hug.exe

222D when Astral conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
Death 40000 13+0 8 25 1~20 All

Go on

Give your little sis a hug

Navigation

 Nu-13
To edit frame data, edit values in BBCT/Nu-13/Data.