Nu-13/Combo List

Ground Combos
6B > 5C[4] > 2C > 6C > 236D
 * 3547 damage
 * Use when close to the opponent
 * Can start from 5A, 2A, 2B, or 5B, but does substantially less damage

5DD > 4DD > 236D
 * 1854 damage
 * Use when far away from the opponent

6B > 5C[4] > 2C > 6C > 236D > [RC] > Dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D
 * 5646 damage
 * Use when close to the opponent
 * Can start from 5A, 2A, 2B, or 5B, but does substantially less damage

5DD > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 3626 damage
 * Use when poking far away from the opponent

5DD > 4DD > Instant air-dash > j.2DD > 214D
 * 2301 damage
 * Use when poking far away from the opponent with no meter

5DD > Act Parcer > 2C > 6C > 236D > [RC] > Dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D
 * 4915 damage
 * Use for punishing when far away
 * Crosses up ambiguously after the 5DD

3C > 214A > 2C > j.C > j.2C > 214D > land > > dash > 3C > 214A > 6A > j.DD > 214D > land > dash > 3C > 236D
 * 4691 damage
 * Use from very close range only

5DD > 4DD > Instant air-dash > j.B > j.C > land > 2C > 6C > 236D
 * 3115 damage
 * Use when poking far away from the opponent with no meter

Anti-air Combos
6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D
 * 3562 damage
 * Can leave out the 6A at the beginning, and anti-air directly with 2C instead
 * If you hit the opponent too high, you may need to perform a high jump instead of a regular jump to continue the combo correctly.

6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D
 * 3350 damage
 * Followup with j.C works on everyone, and is substantially better damage than juggling with additional drive attacks
 * If you hit the opponent very high up in the air, skip the first jump C, and start with jump 2C instsead.
 * Can also be done straight off of 2DD.

6A > 2C > j.C > j.2C > 214D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 4701 damage
 * Can leave out the 6A at the beginning, and anti-air directly with 2C instead

6DD > 2DD > j.C > j.2C > 214D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 4200 damage
 * If the opponent is hit high or from far away, omit the first j.C and do j.2C > 214D instead

6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D
 * 5639 damage
 * Can leave out the 6A at the beginning, and anti-air directly with 2C instead
 * Omitting the first double jump, and doing j.C > j.2C > 214D > [RC]… makes the combo vastly easier, and much more practical, at only a small sacrifice in damage

6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D
 * 4921 damage
 * Omitting the first double jump, and doing j.C > j.2C > 214D > [RC]… makes the combo vastly easier, and much more *practical, at only a small sacrifice in damage
 * If the opponent is hit very high in the air, omit the first j.C, and start the air juggle with j.2C instead
 * Can also start directly off of 2DD

6A > 2C > j.C > j.2C > 214D > land > 2B > 2C > j.C > j.2C > 214D > 3C > 214A > 2C > act pulsar backwards
 * 4500 damage
 * Can leave out the 6A at the beginning, and anti-air directly with 2C instead
 * Use when connecting with an anti air or counter-hit 2C near the corner

Throw Combos
Throw > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 3333 damage
 * Mostly burst-safe
 * Against some opponents, such as Arakune, start with 6DD rather than 5DD

Throw > Dash > 2C > 6C > 6DD > 2DD > j.DD > dj.DD > 214D
 * 3881 damage
 * Timing on dash is a little tricky, but worth it for the damage

Throw > dash > 2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 5014 damage
 * Near the corner, can tack on an additional 3C > 236D

High and Low Combos
5DD [blocked] > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 3549 damage
 * Hits high
 * Use when far away from the opponent

5DD [blocked] > 236D~C > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D
 * 3485 damage
 * Hits low
 * Use when far away from the opponent

2C [blocked] > 2147D > [RC] > dash > 2B > 2C > j.C > j.2C > 214D > land > dash > 3C > 236D
 * 3741 damage
 * Hits high
 * Use when close to the opponent

2C [blocked] > 3C > 236D > [RC] > dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D
 * 4052 damage
 * Hits low
 * Use when close to the opponent

5DD [blocked] > 4DD > 236236D > 4D > act pulsar > 6C > 6DD > 2DD > j.DD > dj.DD > 214D
 * 4743 damage
 * Hits high

5DD [blocked] > 236D~C > 6 + [RC] > 6~C > 6DD > 2DD > j.2C > dj.C > dj.2C > 214D
 * 4514 damage
 * Hits low
 * (6 + [RC] > 6~C) results in dashing and immediately doing 6C

Relauches from corner Combos
…214D > land > 3C > 214A > 6A > j.DD > 214D > land > 3C > 236D
 * Meterless extra damage in corner
 * Works after moderate length combos

…214D > land > 3C > 214A > [RC] > backdash > 6DD > 2DD > j.DD > dj.DD > 214D > land > 3C > 236D
 * Requires 50% tension
 * Almost always works

…214D > land > 3C > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D > land > 3C > 236D
 * Requires 50% tension
 * Only works if you land slightly out of the corner

Tips

 * Omitting the double jump in the anti-air combos above makes the combos much easier, and is highly recommended, as the damage differential is relatively slight.
 * When in the corner, choose your enders from the list above wisely. It takes time to develop a good feeling for what times which ender will work.
 * 5DD > act pulsar crosses up very ambiguously, and can also be a good set up for a throw.
 * If you connect with Spike Chaser (214D), you can follow up with the first anti air combo listed for over 7300 damage!
 * If you combo into j.214D near the corner, you can land, and then continue comboing with 3C.
 * Any of the combos above that end with 214D can be ended with Legacy Edge (632146D) instead for additional damage, at the cost of 50% meter.
 * If you connect with Spike Chaser (214D), you can follow up with either of the two anti air combos listed for 4500+ damage!
 * Tager and Rachel can be picked up off the ground with 5D after a knockdown. This allows for special combos against them, and also allows you to relaunch them for big damage if they do not tech quickly enough.
 * 2C, and other multi-hit moves, can be hit confirmed. If the enemy is hit in the air, or you score a counter hit, jump up for an air combo. Otherwise, continue with a ground combo.
 * Instead of j.DD > dj.DD, you can also do j.DD > dj.2DD. Which is better depends on distance and height; dj.2DD is better at long distances, while dj.DD is better close up.
 * Do not just run up and do 2C to your opponents in the hope of using the above close-range mixups. If the opponent instant blocks, you will miss with the 2147D. Instead, gatling into 5C first, and then proceed to 2C after a random number of hits.
 * The combo off of 2147D can also be done off of other low to the ground 2147D hits, such as off of instant air-dash j.2DD > 214D.
 * If you connect with Spike Chaser (214D), you can follow up with either of the two anti air combos listed for 5400+ damage!