Nu-13/Move List

Overview
Nu is a character with low health and defense, so against most characters you want to create distance and generally keep it. Use your ranged drive combos to punish any approach attempts. Learn your opponents habits and catch them with 6DD combos from air dashes, or 5DD ground combos from low approaches. You can actually put out quite a bit of damage in melee if you do not want to stay ranged at all times, but if you are face to face, you want it to be on your terms, not theirs. Use Act Pulsar to get in and out of range as you need to, just don't get predictable with it. Turn a single sword connect into a nasty combo every time. Remember, your opponent has to approach you, not the other way around. Burst intelligently, and don't be afraid to use it if you're in a bad situation (i.e., a corner combo). This one will vary from opponent to opponent.

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 pulsar > 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 reccomended, 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!