This may not affect many here to be perfectly honest. I play on PS4 and her effectiveness may vary significantly on PC compared to console. But I achieved Diamond 1 with Nuxia and Hitokiri. But I feel as though I want to make a comment on Nuxia (yet again), now that I feel as though I am getting more used to using her and can make more...educated words about her. Take note as I also mostly play 4's rather than duels, so take my opinions with a bit more of a grain of salt, but I will try to make it fair for both modes. Now, as a header, by no means do I mean everything should be added. I just am making suggestions that can be here or not. I just want Nuxia to feel...like she is in For Honor. She is, in my opinion, worse than Shinobi, and is forgotten as a character in comparison to him. So I just wanted to show some love for my secondary main.

Nuxia:
Overall the character in concept and through some playing is really fun. Her traps are unique and can be very punishing in both single and ganking situations, like being able to lock an opponent turtling just a little too much for your liking.. Her zone can also trap for a nasty bit of damage too if you can pull it off. Her deflect too can do quite a bit of damage. However, from my experience playing with her, a lot of her stuff just feels like it can't do anything as a lot fails. She has no opening move that can really work consistently - her traps can be the case, but after the first time you may hardly if at all get it once again.


Crescent Jab and Crescent Step:
These dodge attacks are rather...disappointing. They are slow and are just easily baitable. While they can in fact count as a chain starter. The fact they are rather slow and do little for the Nuxia player is depressing. Crescent Jab is only good for roll catching, which is sad as it can do a good 16 damage, but if that is its only purpose, and for it being long and considered a light should not really be needed.

For changes I would propose for this are a few, and not all of them at once:

  • Crescent Jab and Crescent Step count as unblockable
  • Crescent Step counts as an undodgeable
  • Crescent jab and Crescent Step have more of a variable timing.


For me, having something to improve these moves just a tiny bit will make them far better. Making these two moves unblockable may be a little far, but it would make them far more usable. Making her side dodge light attacks undodgeable, like Orochi's. While not a lot yet again, it is the little improvements that can just improve it just ever so slightly. However, compared to those two, giving her a more variable timing on her dodge attacks will probably be the best solution to this problem. Since you have to press attack next to immediately after you dodge is a problem as it is very predictable. Giving her just that slight variation on timing could mean the world for her.


*NEW* "Crescent Swirl" (not the best name):
(If someone has already made this suggestion, link their post in the comments and I will edit this post to credit them as soon as I can) Maybe the solution to her dodge attack problem is not as complicated as trying to adjust her light attack. But maybe adding a whole new dodge and make them heavies (along with her lights), would be a better alternative. Here is what I propose for this attack:


  • Crescent Swirl has a time of 600ms
  • Crescent Swirl only accessible through side dodges
  • Crescent Swirl does 14 Damage
  • Crescent Swirl has the same properties as her heavy finishers, and can move your opponent. Left Crescent Swirl moves to the right and Right Crescent Swirl moves to the left.
  • Crescent Swirl can be feinted
  • Crescent Swirl costs 12 Stamina



I believe giving her another option to use her heavy manipulation to be a nice alternative for her moveset, and can set up nice ganking opportunities too, not to mention what opportunities wall splat can truly do for the Nuxia. The animation can be as simple as a dodge and an adjustment of her heavy finisher animation to do the job for her.


*NEW* Dragon's Jab and Dragon's Fist (bad names I know)

Now, onto one of Nuxia's biggest weaknesses. The lack of an opener. And what better way to do that than with a bash? This attack would be Nuxia jabbing with the crescent blade that acts as a handguard and can be accessed from both neutral and dodge. Here is how it an work:


  • Dragon's Jab can be used from neutral stance and is accesses by moving back and using guardbreak at the same time.
  • Dragon's Jab is 500ms
  • Dragon's Jab deals 5 damage
  • Can be 10, but I thought 5 was pushing it a little bit too
  • Dragon's Fist accesses from dodging forward, left or right.
  • Dragon's Fist is 500ms
  • Dragon's Fist deals 5 damage
  • Can be 10, but thought 5 was pushing it a little bit too
  • Dragon's Jab and Dragon's Fist both count as a Starter Attack
  • Dragon's Jab and Dragon's Fist both use 20 Stamina




Now, giving her a bash on both neutral and dodge attack may seem a little bit too much for her. But I thought of a way to use her crescent bladed guard and a way to solve her issue of having nothing as an opener. By giving her a bash attack, a lot of matchups for her can be more evened out, and can give her something effective to use after a feint if you really need it. Having only lights or heavies as an opener is not exactly fun, especially when someone like Berzerker can use hyper armour as a trade after a parry, or Peacekeeper being able to soft feint her heavies into a light, guardbreak or a dodge.


*NEW* Mirror Dance

This would be a heavy attack move used right after a parry. I think another way to access her heavy manipulation finisher or have an easier access would increase her effectiveness in both 1v1 and in 4v4 - however, this can also count as a second chain heavy and keep its damage property, but allowing a much quicker route to her finisher attacks. Here is how I can see it happening:


  • Mirror Dance does 20 damage
  • If Mirror Dance acts as a second chain heavy, then the damage stays the same as the regular second chain heavy
  • Mirror Dance acts as a Heavy Finisher and can move opponents
  • Mirror Dance acts as a second chain heavy attack
  • Mirror Dance only guaranteed from light parry
  • Mirror Dance cannot be feinted.
  • Mirror Dance costs 12 stamina



Having Nuxia have multiple ways of punishing people would be a nice change for her, especially if associated with isolating people in a fight or just in a 1v1. While it may be guaranteed from a light parry, it has less damage than your normal attack. However, taking away a rather meaty 24 damage heavy attack with no added effects may be a little wrong. So I made sure to put down that it can also count as a second chain heavy. Overall - I am curious as to see how people would think about this as a heavy parry punish, in both forms, either acting as a Second Chain Heavy or as a Heavy Finisher.


Heavy Attack and Heavy Finisher
I have no issues with either of these moves, maybe a slight adjustment to them may be a good little thing for her and giving them something else would be better. Here are my suggestions:

  • Heavy Attack Startup can be canceled by a Dodge or a Guardbreak
  • Heavy Finisher Startup can be canceled by a Dodge or a Guardbreak


Having the heavies of Nuxia be cancelled by dodging or guardbreaking could be really effective, and by cancelling with a dodge, maybe Crescent Step or Jab could be more effective and can hit targets, like how with Peacekeeper can with her Sidestep Strike or Dashing Thrust.

Glass Waltz and Jade Bullet
Now...the Trap attacks. I love the concept of them as I have mentioned already. But there are some peculiarities that I wish to address. I have found out the reason as to why nearly 70% of my traps absolutely fail. Here are my changes to the traps now that I have a clear understanding of how they work (by trying to use them in Training to get my numbers right for a point that no longer has rights to be here):

  • Glass Waltz and Jade Bullet can be used even if guard direction does not match
  • Glass Waltz Damage reduced to 20 (from 22)
  • Jade Bullet Damage reduced to 30



Now, I know this is probably the most stupid thing on earth. Since traps can only work on the guard direction the opponent is on, I figured this will be the thing to make them better than what they are. While I can't speak for the highest tiers of players, I can imaging that, with their reaction time, they can change guard before a Nuxia can use her trap, and thus invalidate it. Even with this change, I still think there will be ample ways to counter it - such as assassins being able to use their degenerating guard status to dodge it or by attacking before the zone comes out, be it a heavy or light, depending on timing. Just the change to let the Nuxia punish those for just sitting too long from any direction would be the only improvement to make her traps one of the best unique things in the game.

Zone Attack

While the zone attack can access her traps, there is only one issue I have with this attack. With it being a whole 1000ms to use fully. It is one of the slowest zones in the game. 28 damage? Fine. Can soft feint into Fade Bullet? Fine. Speed is too much. One simple suggestion that needs absolutely no explanation:

  • Zone attack duration reduced to 800ms (was 1000ms)


THIS NEXT IDEA WAS SOMETHING I THOUGHT OF - BUT I AM SEPERATING IT FROM THE REST OF THE PACK AS IT IS DEFINITELY SOMETHING TO DISCUSS. TIER 4 FEAT OF NUXIA IS AWKWARD TO TRY AND GET SOMETHING DOWN.


*NEW* Feat 4 replacing Infection: Propelling Snare

Honestly, since the addition of Warmonger, Nuxia does not need Infection anymore. A Tier 4 that can do the same as a Tier 1 on another character, whatever the case is - Nuxia really needs another Unique feat that replaces her no-longer-unique feat of Infection. For lack of any creative names off the top of my head, I just called it Propelling Snare. And it is a simple feat:

  • If Glass Waltz lands, knocks the opponent down.


Honestly, I am not too sure about this one. At first, I thought a feat that would increase the damage of her traps would be nice. But then I remembered Deadly Duet can already does that, and Slip Through can do it if you can get the timings all down pat. My thought process was to do something with her traps, as you can tell. Then it hit me, why not make the traps more deadly by being able to confirm a second hit chain heavy? Now, she does have Takedown as a feat - but if I was to be perfectly real, anyone would use Slip Through or even Thread of Fate over it, so I am just going to ignore that Takedown exists for this. This feat would be nice for a Nuxia to get a guaranteed parry punish combo off of an opponent if she can use that trap. It can also set up characters like Centurion and Jormungandr by allowing their knockdown punishes on the opponent too. But once again. I am not too sure about making a whole new unique tier 4 for Nuxia that ties well into her kit.