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===<big>Sword | ===<big>Calamity Sword</big>=== | ||
{{InputBadge|{{clr|D|632146D}} (Air OK)}} | {{InputBadge|{{clr|D|632146D}} (Air OK)}} | ||
{{BBCT Move Card | {{BBCT Move Card | ||
|input=632146D, j.632146D | |input=632146D, j.632146D | ||
|versioned=input | |||
|description= | |description= | ||
Revision as of 06:01, 26 November 2022
Normal Moves
5A
5B
5C
- hitstop 6F
- 19~28 can transition into additional move
- hitstop 6F
- 7~16 can transition into additional move
2A
2B
2C
- Recovery 24F on standing hit
- launches on counter hit
- hitstop 2F
6A
6B
4B
- 6F recovery on standing hit (first hit)
- launches on 2nd hit
- vacuum effect on hit.
6C
One of Nu's non-drive normals that cancel into Act Pulsar, allowing her to safely back off from the opponent.
- Builds a ton of guard libra
- Wallbounces midscreen
- hitstop 2F
3C
- Knocks down on hit, hitstop 3F
j.A
j.B
j.C
- hitstop 3F
Drive Moves
5D
5D:
- Launches on hit
- hitstop 10F
- can transition into additional move on hit or guard up to 27F
- Even though they are projectile, hitstop affects v-13 also
5DD:
- Staggers on hit (37)
- can transition into additional move on hit or guard up to 23F
2D
2D:
- hitstop 10F
- can transition into additional move on hit or guard up to 19F
- Even though they are projectile, hitstop affects v-13 also
2DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 26F
- Even though they are projectile, hitstop affects v-13 also
6D
6D:
- hitstop 10F
- can transition into additional move on hit or guard up to 24F
- Even though they are projectile, hitstop affects v-13 also
6DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 27F
- Even though they are projectile, hitstop affects v-13 also
4D
4D:
- hitstop 10F
- can transition into additional move on hit or guard up to 22F
- Even though they are projectile, hitstop affects v-13 also
4DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 17F
- Even though they are projectile, hitstop affects v-13 also
j.D
j.D:
- Recovery 22F on standing hit
- projectile property, hitstop 10F
j.DD:
- Hitstop 4F
- 2nd hit's guard is HA
j.2D
j.2D:
- hitstop 10F
- can transition into additional move on hit or guard up to 42F
- Even though they are projectile, hitstop affects v-13 also
j.2DD:
- hitstop 10F
- can transition into additional move on hit or guard up to 22F
- Even though they are projectile, hitstop affects v-13 also
Universal Mechanics
Throw
4/5/6B+C
- 4B+C throws opponent backwards.
- Launches on hit
Air Throw
j.B+C
- Unholy reach.
- Has a flat knockdown.
Counter Assault
6A+B while blocking
Special Moves
Sickle Storm
236D
- 236D
- 236D~C
236D:
- Knocks down on hit, press C button to change attack property before 13F
236D~C:
- Knocks down on hit
Spike Chaser
214D
- 214D
- 214D~C
214D:
- Launches on hit, hitstop 15F, guaranteed start up after 34F, press C button to change attack property before 31F
214D~C:
- Launches on hit, hitstop 15F, guaranteed start up after 62F
Crescent Saber
j.214D
- j.214D
- j.214D~C
j.214D:
- Knocks down on hit, untechable, press C button to change attack property before 12F
j.214D~C:
- Can cancel from frame 18 with anything but guard (can cancel with barrier guard), once per jump.
Gravity Shield
214A/B/C
214X:
- On air hit fall speed slows down
Field:
- Movement slows down to 1/4, can continue after 180F if touched by gravity field
Act Parser
66 or 44 during 6C, 2C, and D normals
~66:
- can cancel to attack after 27F, can cancel from 6C, 2C, and drive attacks on the ground
~44:
- can cancel from 6C, 2C, and drive attacks on the ground
Distortion Drives
Legacy Edge
236236D
- Wall bounce on hit, hitstop 2F, guaranteed start up after super freeze, static difference is measured by Ragna crouch blocking
Calamity Sword
632146D (Air OK)
632146D:
- floor bounce on hit, guaranteed start up after super freeze
j.632146D:
- Floor bounce on hit, guaranteed start up after super freeze
Astral Heat
Hug.exe
222D when Astral conditions are met
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State