BBTag/Nu-13

From Dustloop Wiki
Overview
Overview

Nu-13 is a zoning character. By using her Sword Summoner Drive, she excels at controlling space. She can attack her opponents from far away and is even able to combo them on hit at these distances or force them into a mixup. The threat of her long range attacks allows her to control the pace of a match.

Although Nu-13 excels at attacking from long ranges and controlling space, she has very few tools in her arsenal for fighting an opponent up close. On top of this, her zoning tools are very committal, leaving you very vulnerable on whiff. In order to play Nu-13, you'll need learn how to properly anticipate your opponent's movements and how to use your movement options to create space.

 Nu-13  Nu-13

Pros
Cons
  • Exceptional zoning tools.
  • Strong Neutral game.
  • Strong mix-ups.
  • Act Parser.
  • Can shoot 2B or j.5B to clash with some Distortions.
  • Most combos end in a knockdown, leading to a strong Okizeme game.
  • Can convert any hit into a full combo from any range.
  • Limited offense up close due to the “B” button having a minimum range.
  • Struggles to deal with heavy pressure.
  • Lowest HP in the game at 16k.
  • No fast options to mash out of pressure.
  • Very situational meterless launcher combos.
  • Has to work for her damage and has lengthy combos, allowing a longer window to Burst out.
Nu's drive allows her to summon swords from portals. These swords take many forms and can be used in many ways, allowing her to control space on the screen very effectively. Her old drive normals from the original BlazBlue series are now mapped to Nu's B buttons in BlazBlue Cross Tag Battle.
Nu-13
BBTag Nu Portrait.png
Health
16,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Act Parcer
Fastest Attack
Reversals

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 9 5 15 -3 B
5AA 280×8 All 14 4(2)4×7 Total: 71 -8 P1
5AAA 300×8 All 17 1×8 24 -6 B
5AAAA 1700 All 16 Total: 51 P1

  • Fastest normal (tied with 2A)
  • Jump cancellable on block

In most practical situations 5A leads to the most damaging combos as it has significantly better proration than 2A or any of the B normals. The only starter that can lead to more damage is jC, but that starter requires an assist and cross combo to get optimal damage.


  • All hits are jump cancellable on block
  • Act Parser (66 or 44) cancellable

5AA is relatively safe to use this to hit confirm as it is cancellable at any point, allowing you to chain into B normals or jump cancel if the opponent pushblocks. However if the opponent pushblocks the 5A itself, the first hit of 5AA will whiff, which will leave Nu-13 very vulnerable. 5A 2A is another option for hit confirming which is safer against pushblock.


  • Act Parser (66 or 44) cancellable

5AAA should not be used for blockstrings as it is very whiff punishable if pushblocked. Note that unlike 5AA, 5AAA is not jump cancellable even on hit, so don't go this far into the string if you're looking to bait a burst.


5AAAA Should never be used under any circumstances, as 5AAA combos into 5B which leads to better damage and setups.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1000 All 13 13 Total: 41 -5 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

  • first thorough forth hits are Act Parser (66 or 44) cancellable

Travels nearly full screen (against larger characters it will connect even from full screen). Nu-13's primary tool to zone an opponent on the ground. If close enough, 5BBBB can be converted into a combo using 236C. From further away, only certain assists can be used to convert. While relatively safe to use from far away in most situations, be careful as the startup is reactable and many characters have a super that will punish it on reaction.

Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox. At neutral, be careful of using 5B while too close to the opponent as the dead zone may cause it to whiff. For blockstrings, only use 5B if you're sure you're far enough away that the opponent will not be in the dead zone. One blockstring that consistently works even from point blank is 2A 5AA 2A 5B.

If input as 5BB2B, this hit has a vacuum effect, which can be used to pull the opponent out of the corner to set up active change mixups or to pull them in range of 236B or your assist. If input this way, the fourth hit will not have a vacuum effect.

The fourth hit has a vacuum effect (unless, as stated above, you input the string as 5BB2BB to use the vacuum on the third hit).

Final hit knocks the opponent full screen away on hit, leaving Nu in a good position for more zoning.

4B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 High 22 3 24 -10 B

Crush Trigger overhead. Really punishable on block, but might get lucky if spaced properly... However, like most 5Cs, risking this in neutral is extremely inadvsed.

Nu-13 is among the rarest characters in the game to be capable of (true) comboing into 5C, but the routes are limited to:

5A 5AA 5AAA 5C (optimal) or 5A 2A 5A 5AA 5AAA 5C.

If not at all, then use this sparingly since there are a multitude of better ways to deal unburstable damage. This being an unorthodox, meter pay-out method.

2A

2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1000 All 9 15 Total: 38 -6 P1
xBB 1000 All 11 6 Total: 46 -12 P1
xBBB 1000 All 11 6 Total: 46 -12 P1
xBBBB 1000 All 11 6 Total: 48 -14 P1
xBBBBB 1700 All 16 Until Hit Total: 51 -12 P1

  • First through 4th hits are Act Parser (66 or 44) cancellable

Fires upwards at an angle. Good anti air against regular jumps. The sword reaches high enough to even reach characters who are super jumping and/or double jumping. Can be confirmed into a full combo by jump cancelling any of the hits of this string (other than the last hit) and continuing with j.B. Note that while this is a good anti air against jumping opponents, it is less effective against instant air dash approaches. 4A is better suited for that.

Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox. If the opponent is too close to anti air with 2B, 4A or Supra Rage (A+D) should be used instead.

If close enough to the opponent, it is possible to combo 2BBBB into 5C, which allows for a safe jump with j.A. If the combo is heavily scaled, this may be a better option than attempting a longer combo.

Final hit knocks the opponent away, allowing Nu to continue zoning. While it's generally better to jump cancel before the final hit of the string for a more damaging combo and a better setup, there are times where 2B hits an opponent who is both very high and very far away. In these cases it is not always possible to jump cancel and combo into j.B, so finishing the string is the best option.

2C

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 380×8 High 11 1×2,2×6 25 H
j.AA 300×8 High 9 1×8 10 H

j.A has a pretty large horizontal hitbox and a lot of active frames, so it's a decent air to air. It can also be used while retreating with air backdashes to punish an opponent who is too eager to chase Nu down. j.A has a poor vertical hitbox so it is not especially good as an air to ground; that said, it is the only air normal she has that does not halt her air momentum, which makes it more useful as an air to ground than her other options. It also has hitbox behind Nu at the later portion of the attack, can be used as tricky cross-up option.

The hitbox on j.AA is not as large as j.A so it can whiff if you're not close enough to the opponent after j.A connects. Chaining into j.B from j.A is more consistent than trying to use j.AA.

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1

  • First through fourth hits are Act Parser (66 or 44) cancellable

Fires a sword down at an angle. j.B is useful for catching an opponent who is dashing in at you as you're trying to retreat. Like all Nu-13's drive normals, there is a dead zone in front of her where the move has no hitbox.

The final hit knocks the opponent away on hit. jC is the usual combo ender as it does more damage and is super cancellable, but jBBBBB may be used instead if the opponent is too far away for jC to connect, or if you prefer to sacrifice damage to send the opponent further away from you.

j.C

j.2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1000 All 11 13 Total: 59+5L P1
j.xBB 1000 All 11 13 Total: 38 P1
j.xBBB 1000 All 11 13 Total: 43+5L P1
j.xBBBB 1000 All 11 13 Total: 31 P1
j.xBBBBB 1700 All 15 Total: 50+5L P1

  • Act Parser (66 or 44) cancellable

Fires downward at a steeper angle than j.B. This can be used in the same kinds of situations where j.B would be useful, but when the opponent is not at the right angle for j.B to hit. In particular, this is useful for meterless conversions off 5B, since on crouching opponents 5BBBB jump cancel j.B tends to whiff.

On hit or block this can be chained into the jBBBBB series.


Universal Mechanics

Ground Throw

5B+C

Supra Rage

5A+D (Air OK)



Special Moves

Sickle Storm

236A/B

Spike Chaser

214A/B

Act Parser

66 or 44 during certain moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
66 41
j.66 37
44 30
j.44 33

  • Teleports Nu-13 a set distance forward

The distance Nu teleports is always the same, so depending on how close you were when you started, you may end up close to the opponent, far away from them, on the other side or on the same side. Experiment with cancels into Act Parser in training mode to get a sense of the spacing.

When combined with an assist, cancels into Act Parser can be useful for mixups. It can be used to set up left/right mixups by having the assist hit just before or just after Nu switches sides, or simply to safely get close enough for a high/low mixup with jC or 2A/2C.

Note that all cancels into this version of Act Parser are negative on block, so without the aid of an assist Nu can't use Act Parser to get a guaranteed mixup (although sometimes you can catch people sleeping and cancel a random 5B into Act Parser then throw). The one exception to this is an anti air normal (usually 2B or its followups) cancelled into forward Act Parser; in this scenario, even though the opponent recovers before you, they may not be able to land and press a fast grounded normal faster than Nu-13 can press 5A.


  • Teleports Nu-13 a set distance backwards
  • Puts Nu in the air

Since Nu is airborne after this move, she can follow it up with air moves such as j.B. Note that there is no true blockstring into backwards Act Parser into any normal, so be careful of characters who can use a reversal to punish the gap in blockstun.


  • The air versions teleports Nu-13 set distance forwards/backwards

This counts as Nu-13's air action, so it cannot be performed if she has already done a double jump or air dash.


Extra Skills

EX Sickle Storm

236C

EX Spike Chaser

214C


Partner Skills

5P

True Impreza

6P

Spike Chaser

4P

Gravity Seed


Distortion Skills

Legacy Edge

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
360×24 [330×32] All 16+(41 Flash)+10 P{(4)P}×23,P
[P{(4)P}×31]
Total: 69
[Total: 57]
+67 [+111] P2 1~19 All

  • No longer stays active if Nu gets hit like it does in CF
  • Can setup into Supra Rage on air blocking opponents
  • So positive that she's probably going to run up and start mixup during it
  • Remains active if you tag out
  • Values in [] are for Enhanced version • Minimum damage: 18×24 (432) [33×32 (1056)]

It is possible to combo into this super using 2C. Combos using Legacy Edge don't do significantly more damage than combos using EX Sickle Storm, but they do have more corner carry.

At high resonance levels this can deal extremely high chip damage, leading into a blockstring that builds more meter for another Legacy Edge. Outside of resonance there are no true blockstrings into Legacy Edge so the opponent can always input their own super post flash. In resonance, however, any version of Sickle Storm can be cancelled into Legacy Edge, which IS a true blockstring if input correctly. This allows the Nu-13 player to do true blockstrings using as many Legacy Edges as they can afford. There are also some characters, such as Waldstein, who simply have no answer to a long range 5B cancelled into Legacy Edge other than to block it.

Calamity Sword

214B+C (Air OK)


Distortion Skill Duo

Calamity Sword

P during Partner's Distortion Skill


Astral Heat

Sword of Destruction

222B+C


External References

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