Nitroplus Blasterz: Heroines Infinite Duel/Saber: Difference between revisions
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[[ | [[File:NPB_Saber.png |<center><font size="4"><b>Saber</b></font><br/>''Let me ask you: Are you my master?''</center>|thumb|right]] | ||
{{TOClimit|2}} | |||
==Profile== | ==Profile== | ||
'''Name:''' Saber | '''Name:''' Saber | ||
'''Debuted in:''' [http://www.typemoon.com/products/fate/index.html Fate Stay/Night] although this version is based on her Fate Zero incarnation. | '''Debuted in:''' ''[http://www.typemoon.com/products/fate/index.html Fate Stay/Night]'', although this version is based on her ''Fate/Zero'' incarnation. | ||
'''Voice Actor:''' Ayako Kawasumi | '''Voice Actor:''' Ayako Kawasumi | ||
Line 11: | Line 12: | ||
==Summary== | ==Summary== | ||
Saber is a close-mid range character. Her attacks provide long reach with low risk. While her sword is invisible, normals provide chip damage. When the sword is visible, normals lose their chip damage, but they provide more damage on hit. | Saber is a close-mid range character. Her attacks provide long reach with low risk. While her sword is invisible, normals provide chip damage. When the sword is visible, normals lose their chip damage, but they provide more damage on hit. An easy to use character for beginners, but her strengths are also reliable for advanced users. Since her long range ability is lacking, she must make good use of her partners to cover more range. | ||
==Command List== | ==Command List== | ||
{{NPB_inputs}} | {{NPB_inputs}} | ||
===Normals=== | ===Normals=== | ||
{{NPB_chains}} | {{NPB_chains}} | ||
{{MoveData | |||
|image=NPB Saber 5A.png | |||
|caption= | |||
|name= | |||
|input=5A | |||
|data= | |||
{{AttackData-NPB | |||
|damage=600 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Horizontal slash. Although it is not good to mash this move, it is not likely to be punished on block, even if Vanishing Guarded. Has a little more range than 2A. | |||
* Jump cancellable | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 6A.png | |||
|caption= | |||
|name= | |||
|input=6A | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1100 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Upwards cut with upper body invincibility | |||
* Jump cancellable | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 5B C.png | |||
|caption= | |||
|name= | |||
|input=c.5B | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1200 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Downwards slash. Be careful, as the upper hitbox is actually smaller than it looks | |||
* Jump cancellable | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 5B F.png | |||
|caption= | |||
|name= | |||
|input=f.5B | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1200 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Long range thrust. Your main poke | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 5C.png | |||
|caption= | |||
|name= | |||
|input=5C | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1700 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Large downward slash. Has the best reach out of all of your normals. Will combo from f.5B or 2B from any range | |||
* Not a suitable combo starter due to heavy proration | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 5E.png | |||
|caption= | |||
|name= | |||
|input=5E / 5[E] | |||
|data= | |||
{{AttackData-NPB | |||
|damage=2000 (3000) | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Rising slash attack that launches on hit. Grants a guard crush when fully charged. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 2A.png | |||
|caption= | |||
|name= | |||
|input=2A | |||
|data= | |||
{{AttackData-NPB | |||
|damage=500 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A long reaching sideways cut that hits mid | |||
* Jump cancellable | |||
* Chains into itself | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 2B.png | |||
|caption= | |||
|name= | |||
|input=2B | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1100 | |||
|guard=L | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fastest low attack. Reach is slightly shorter than f.5B | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 2C.png | |||
|caption= | |||
|name= | |||
|input=2C | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1500 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Upward swing. Has a higher upwards hitbox than 6A, so it’s a good anti-air. Easy to use for starting anti-air combos | |||
* Jump cancellable | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 2E.png | |||
|caption=Black line shows arc of attack | |||
|name= | |||
|input=2E | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1500 | |||
|guard=L | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Long range sweep. Because the reach is very long and it is not too slow, it is a good low poke | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber jA.png | |||
|caption= | |||
|name= | |||
|input=jA | |||
|data= | |||
{{AttackData-NPB | |||
|damage=700 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A sideways cut similar to 5A. Fast startup and long horizontal hitbox, so it is a good air to air | |||
* Jump cancellable | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber jB.png | |||
|caption= | |||
|name= | |||
|input=jB | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1300 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Diagonal downward slash. Can be used for jump-ins. Crosses up | |||
}} | |||
}} | |||
A sword swing with wide range and high priority. | {{MoveData | ||
|image=NPB Saber jC.png | |||
|caption= | |||
|name= | |||
|input=jC | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1600 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A sword swing with wide range and high priority. Easy to use and very important in air to air battles | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber jE.png | |||
|caption= | |||
|name= | |||
|input=jE | |||
|data= | |||
{{AttackData-NPB | |||
|damage=1700 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A slashing attack. On hit, causes a knockdown. On counter-hit, it results in a ground bounce. Often used as an air combo ender | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber Ground Throw.png | |||
|caption=Ground Throw | |||
|name= | |||
|input=BC | |||
|data= | |||
{{AttackData-NPB | |||
|damage=2800 | |||
|guard=UNB | |||
|startup=4 | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A two part grab where you jump above the ground, then cut downwards. The first part can be canceled with D | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber Air Throw.png | |||
|caption=Air Throw | |||
|name= | |||
|input=jBC | |||
|data= | |||
Results in continuous strikes in the air, then the opponent hits the ground. | {{AttackData-NPB | ||
|damage=2800 | |||
|guard=UNB | |||
|startup=4 | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Results in continuous strikes in the air, then the opponent hits the ground. It can be followed up with 236AB, but it is generally difficult to convert off of | |||
}} | |||
}} | |||
===Specials=== | ===Specials=== | ||
{{MoveData | |||
|image=NPB Saber 623X.png | |||
|caption= | |||
|name=Rising Slash | |||
|input=623A/B/C | |||
|data= | |||
{{AttackData-NPB | |||
|version=A | |||
|damage=2200 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=DP. All versions are invincible to throws on startup. Sends you flying into the air. Can easily combo into A or B version from 5C | |||
* All versions are invul to throws on startup | |||
* Not hit invul | |||
}} | |||
{{AttackData-NPB | |||
|version=B | |||
|damage=2400 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description= | |||
* Hit invul | |||
}} | |||
{{AttackData-NPB | |||
|version=C | |||
|damage=2650 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description= | |||
* Hit invul | |||
}} | |||
}} | |||
A | {{MoveData | ||
|image=NPB Saber 236X.png | |||
|caption= | |||
|name=Mana burst Charging | |||
|input=236A/B/C | |||
|data= | |||
{{AttackData-NPB | |||
|version=A | |||
|damage=2200 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Dash forward, then slash the opponent | |||
* Send opponent into air | |||
}} | |||
{{AttackData-NPB | |||
|version=B | |||
|damage=2500 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description= | |||
* Send opponent into air | |||
* Ground bounce airborne opponents | |||
}} | |||
{{AttackData-NPB | |||
|version=C | |||
|damage=2800 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description= | |||
* Moves full screen and knocks the opponent down | |||
* Ground bounce airborne opponents | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber 214X.png | |||
|caption= | |||
|name=Mana burst Sweeping | |||
|input=214A/B/C | |||
|data= | |||
{{AttackData-NPB | |||
|version=A | |||
|damage=2200 | |||
|guard=L | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A low hitting cut after a dash forward. Works like 236X, but because the opponent is juggled for a short time, it is possible to cancel into a partner or other move to extend combos further | |||
}} | |||
{{AttackData-NPB | |||
|version=B | |||
|damage=2200 | |||
|guard=L | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fluff | |||
}} | |||
{{AttackData-NPB | |||
|version=C | |||
|damage=2200 | |||
|guard=L | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fluff | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber j214X 1.png | |||
|caption= | |||
|image2=NPB Saber j214X 2.png | |||
|caption2= | |||
|name=Mana burst Aerial Charging | |||
|input=j214A/B/C | |||
|data= | |||
{{AttackData-NPB | |||
|version=A | |||
|damage=2000 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Hits overhead. Depending on the position of the opponent, it can cross up and grants a knockdown. Keep in mind that the opponent can guard your crossup with vanishing guard, so you may need to cancel with partners or combo blast to make it safe. Be careful with using a partner for this, however, as there is a slight gap between the activation and you being allowed to move and that you can be hit by a blow or throw at this time | |||
}} | |||
{{AttackData-NPB | |||
|version=B | |||
|damage=2000 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fluff | |||
}} | |||
{{AttackData-NPB | |||
|version=C | |||
|damage=2000 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fluff | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber j22X.png | |||
|caption= | |||
|name=Crashing Helm | |||
|input=j22A/B/C | |||
|data= | |||
{{AttackData-NPB | |||
|version=A | |||
|damage=2500 | |||
|guard=HA | |||
A diving slash | |startup=TODO | ||
If | |active=- | ||
|recovery=- | |||
|frameAdv=- | |||
|description=A diving slash that hits overhead. Useful for punishing the opponent’s anti-air attempt. If blocked, cancel into a partner or super to make this safe | |||
}} | |||
{{AttackData-NPB | |||
|version=B | |||
|damage=2500 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fluff | |||
}} | |||
{{AttackData-NPB | |||
|version=C | |||
|damage=2500 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Fluff | |||
}} | |||
}} | |||
===Supers=== | ===Supers=== | ||
{{MoveData | |||
|image=NPB Saber 236AB Buff.png | |||
|caption= | |||
|name=Invisible Air | |||
* | |input=236AB when sword is visible | ||
|data= | |||
* Using the C series of your Variable Rush | {{AttackData-NPB | ||
|damage=0 | |||
|guard=N/A | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Turn sword invisible. Has invincible startup and fast recovery, so can be used to extend certain combos by canceling into it | |||
* Invisibility lasts until you perform one of the following | |||
** Use Strike Air (236AB) | |||
** Using the C series of your Variable Rush | |||
** Using Excalibur (236236BC) | |||
* Round start: sword starts in invisible state | |||
}} | |||
}} | |||
* | {{MoveData | ||
|image=NPB Saber 236AB Attack.png | |||
|caption= | |||
|name=Strike Air | |||
|input=236AB when sword is invisible | |||
|data= | |||
{{AttackData-NPB | |||
|damage=5600 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Summons a large gust of wind from your sword that carries the enemy to the edge of the screen. Fast, invincible launcher. Grants a ground knockdown | |||
* Can only use when sword is invisible | |||
* After using this, your sword is visible again and your normals lose their chip damage, but their attack power is increased by 11% | |||
}} | |||
}} | |||
{{MoveData | |||
|image=NPB Saber j214X 1.png | |||
|caption= | |||
|image2=NPB Saber j214X 2.png | |||
|caption2= | |||
|name=Combination Air | |||
|input=j214AB | |||
|data= | |||
A 3 hit attack that looks similar to | {{AttackData-NPB | ||
|damage=4750 | |||
|guard=HA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=A 3 hit attack that looks similar to j214X. Results in a hard knockdown that you can follow up with various forms of oki | |||
}} | |||
}} | |||
===Variable Rush=== | ===Variable Rush=== | ||
{{NPB_VR_blurb}} | |||
{{MoveData | |||
|image=NPB Saber 236X.png | |||
|caption= | |||
|name= | |||
|input=CE | |||
|data= | |||
{{AttackData-NPB | |||
|damage=Varies | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=Rushing attack (looks like 214X) into opponent. Cannot cancel into your partner if the first hit is vanishing guarded | |||
* A route lets you analyze the situation and you can combo into another variable rush route after these initial 3 hits | |||
* B route ends in a launcher | |||
* C route ends with Strike Air or Invisible Air (236AB; move depends on if sword is visible or invisible) | |||
}} | |||
}} | |||
===Lethal Blaze=== | ===Lethal Blaze=== | ||
' | {{MoveData | ||
|image=NPB Saber 236236BC.png | |||
When activated close to the opponent, it results in a total of 50 high powered hits. Even if you move back a small amount, the initial sword hit does not occur and the technique gives you less damage. | |caption=Imma Firin' Mah Lazer | ||
|name=Excalibur | |||
|input=236236BC | |||
|data= | |||
{{AttackData-NPB | |||
|damage=3050 + 7450 | |||
|guard=HLA | |||
|startup=TODO | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|description=When activated close to the opponent, it results in a total of 50 high powered hits. Even if you move back a small amount, the initial sword hit does not occur and the technique gives you less damage. Invincible startup. as a high amount of guaranteed damage regardless of proration (Around 5000?) so it is a good combo ender. Using it makes your sword turn visible. | |||
}} | |||
}} | |||
==Combos== | ==Combos== | ||
Line 165: | Line 617: | ||
*3183 damage. Your Basic ground combo. Even if guarded, it grants a good amount of chip damage. | *3183 damage. Your Basic ground combo. Even if guarded, it grants a good amount of chip damage. | ||
Depending on your distance from the opponent, you can add in a cl.B and 2B for more damage. (2A > cl.B > f. | Depending on your distance from the opponent, you can add in a cl.B and 2B for more damage. (2A > cl.B > f.5B > 2B > 5C > 236C) | ||
2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E | 2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E | ||
Line 272: | Line 724: | ||
214+A/B/C > 236236BC | 214+A/B/C > 236236BC | ||
* 8228 damage. | |||
* | B+C (2 hits) > 236236BC | ||
* 8008 damage. Opponent cannot escape blast. | |||
CE~BCAABCAAA | |||
* Emphasis on damage. Combo ender that results in the opponent flying in the air. | |||
* | CE~BCCCABCC | ||
* Emphasis on max damage. Your sword becomes visible after this, assuming you executed the Variable Rush with Invisible Air acviated. | |||
===Blast=== | ===Blast=== | ||
Line 298: | Line 754: | ||
*9058 damage (Variable Rush ending) or 11001 damage (Lethal Blaze ending). Opponent cannot escape blast after your combo blast. | *9058 damage (Variable Rush ending) or 11001 damage (Lethal Blaze ending). Opponent cannot escape blast after your combo blast. | ||
(corner) cl.B > f. | (corner) cl.B > f.5B > 214A > combo blast > 5E > 623B > j.D > 236B > 5D > 6A > 2C > 623A > j.D > 236C > 5D > 6A > 2C > 9j.B > j.E | ||
*7126 damage. | *7126 damage. | ||
Line 311: | Line 767: | ||
*A simple route that grants 11000 damage | *A simple route that grants 11000 damage | ||
cl.B > f. | cl.B > f.5B > 214A > combo blast > 236B > 5D > 623B > j.D > 623A > j.D > 236C > 2D > j.22A > 236AB > Althea > 5[E] > 236C > Variable Rush (ACBAA) | ||
*14000 damage. | *14000 damage. | ||
Line 331: | Line 787: | ||
(corner) ...236AB > combo blast > 623A > D > 5C > 5E > 623B > D > 5C > 236C > 623C (2 hits) > Althea > Dragon > 5C > j.22C > 236236BC | (corner) ...236AB > combo blast > 623A > D > 5C > 5E > 623B > D > 5C > 236C > 623C (2 hits) > Althea > Dragon > 5C > j.22C > 236236BC | ||
(corner) cl.B > f. | (corner) cl.B > f.5B > 214A > combo blast > 5E > 623B > D > 236B > D > 6A > 2C > 623A > D > 236C > D > 6A > 2C > sj9.B > j.C > Althea > opponent hits the corner > 236C > 236236BC | ||
*The strongest route of all. 14000 damage. | *The strongest route of all. 14000 damage. | ||
Line 391: | Line 847: | ||
It is easy for you to move around in this situation. | It is easy for you to move around in this situation. | ||
f. | f.5B has good reach to keep opponents in check. | ||
If attacked from the air, intercept with 6A or Rising Slash. | If attacked from the air, intercept with 6A or Rising Slash. | ||
Jump vertically, and if the opponent does not act, begin your air assault. | Jump vertically, and if the opponent does not act, begin your air assault. | ||
Line 426: | Line 882: | ||
When the shadow hits the opponent, they cannot jump, so it becomes easier to assault them from the air. | When the shadow hits the opponent, they cannot jump, so it becomes easier to assault them from the air. | ||
=Links= | ==Links== | ||
[[https://www.nicovideo.jp/watch/sm26621476 Video of various combos | [https://seesaawiki.jp/npbz/d/%a5%bb%a5%a4%a5%d0%a1%bc JP: Saber page on the Japanese NPB wiki] | ||
[https://www.nicovideo.jp/watch/sm26621476 Video of various combos] | |||
[https://www.youtube.com/watch?v=uH1B6PKU1t0 Saber trial combo collection] | |||
=Colors= | ==Colors== | ||
{{NPBColors | |||
|Character=NPB Saber Color_ | |||
|Color1= 1 | |||
|Color2= 2 | |||
|Color3= 3 | |||
|Color4= 4 | |||
|Color5= 5 | |||
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}} | |||
{{NPB}} | {{NPB}} | ||
[[Category:Nitroplus Blasterz: Heroines Infinite Duel]] | [[Category:Nitroplus Blasterz: Heroines Infinite Duel]] | ||
[[Category:Saber]] |
Latest revision as of 21:34, 14 June 2020
Profile
Name: Saber
Debuted in: Fate Stay/Night, although this version is based on her Fate/Zero incarnation.
Voice Actor: Ayako Kawasumi
Introduction: Even though her appearance is a girl, she is a Servant who was once a legendary swordsman. Her Noble Phantasm converts her mana into her holy sword and can project slashes of "light".
Summary
Saber is a close-mid range character. Her attacks provide long reach with low risk. While her sword is invisible, normals provide chip damage. When the sword is visible, normals lose their chip damage, but they provide more damage on hit. An easy to use character for beginners, but her strengths are also reliable for advanced users. Since her long range ability is lacking, she must make good use of her partners to cover more range.
Command List
If you are having trouble reading inputs, check out the Notation section!
Normals
5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.
5A
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6A
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c.5B
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f.5B
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5C
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5E / 5[E]
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2A
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2B
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2C
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2E Black line shows arc of attack Black line shows arc of attack
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jA
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jB
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jC
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jE
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BC Ground Throw Ground Throw
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jBC Air Throw Air Throw
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Specials
Rising Slash
623A/B/C |
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Mana burst Charging
236A/B/C |
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Mana burst Sweeping
214A/B/C |
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Mana burst Aerial Charging
j214A/B/C |
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Crashing Helm
j22A/B/C |
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Supers
Invisible Air
236AB when sword is visible |
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Strike Air
236AB when sword is invisible |
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Combination Air
j214AB |
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Variable Rush
All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.
Depending on what combination of buttons you use, you can come up with some useful strings.
CE
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Lethal Blaze
Excalibur 236236BC Imma Firin' Mah Lazer Imma Firin' Mah Lazer
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Combos
Please check out the Notation section, for help on understanding how to read and write combos!
Meterless, Midscreen
2A > 5B > 5C > 236C
- 3183 damage. Your Basic ground combo. Even if guarded, it grants a good amount of chip damage.
Depending on your distance from the opponent, you can add in a cl.B and 2B for more damage. (2A > cl.B > f.5B > 2B > 5C > 236C)
2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E
- 4047 damage. 5C > 5E will only connect on crouching opponents. This combo is more stable if j.B is delayed.
B+C (1 hit) > j.D > j.C > (land) > 7j.A > j.B > 9j.C > j.E
- 3484 damage.
6A > 2C > 9j.B > 9j.C > j.E
- 3880 damage. Basic anti-air combo.
j.A > j.B > 9j.C > j.E
- 3048 Damage. Basic air-to-air combo.
2A > cl.B > 5C > 5E > 5D > 623A > 5C > 236B
- 4225 damage. Only works on crouching opponents.
2B > 2C > 9j.B > j.E > 2A > 2C > 9j.B > j.E > 2A > 5B > 5C > 236C
- 5200 damage. Ignis and Ouka only. Only works when the characters in question are standing.
B+C (1 hit) > j.D > j.C > microdash 6A > 623A > 5B > 236A
- 3829 damage.
B+C (1 hit) > j.D > j.C > 236C > cl.B > 6A > 2C > sj9.B > j.C > j.E
- 4412 damage. Delay the first j.C so it hits low to the ground. Does not work on Mora, Al, or Saya.
Meterless, Corner
B+C (1 hit) > j.D > 6A > 623A > cl.B > 2C > 9j.B > 9j.C > j.E
- 4371 damage.
B+C (1 hit) > j.D > delayed j.C > 236C > 5B > 2C > j.B > 9j.A > j.C > j.E
- 4387 damage.
B+C (1 hit) > j.D > immediate j.C > 623A > 2B > 2C > 9j.B > 9j.C > j.E
- 4229 damage.
Metered
2A > 5B > 5C > 236C > 236AB
- 5319 damage.
2A > 5B > 5C > 214A > 236AB (Invisible Air) > 2A > 2C > 9j.B > 9j.C > j.E
- 4742 damage.
22+A/B/C > 236AB
- 5946 damage. Use after a knockdown from j.214AB.
2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E > j.214AB
- 4925 damage. Only works on crouching opponents.
B+C (1 hit) > j.D > j.C > land > 7j.A > j.B > 9j.C > j.E > 214AB
- 4416 damage.
j.214+A/B/C > 236AB
- 5776 damage. Crossup combo.
6A > 2C > 9j.B > 9j.C > j.E > j.214AB
- 5208 damage. Anti-air combo.
j.A > j.B > 9j.C > j.E > 214AB
- 4659 damage. Air-to-air combo. Delaying 9j.C or j.E depending on the opponent’s position makes them easier to connect.
623C (2 hits) > j.214AB
- 4631 damage. Combo from invincible reversal.
Variable Rush (BCCCABCC)
- 8123 damage.
2A > 5B > 5C > 214A > Variable Rush (BCAABCAAA)
- 7234 damage.
2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E > j.214AB > 236AB
- 7025 damage. j.214AB has to be immediately canceled into 236AB on hit.
B+C (1 hit) > j.D > j.C > land > 7j.A > j.B > 9j.C > j.E > j.214AB > 236AB
- 6516 damage.
2A > 5B > 5C > 236C > 236236BC
- 8519 damage.
214+A/B/C > 236236BC
- 8228 damage.
B+C (2 hits) > 236236BC
- 8008 damage. Opponent cannot escape blast.
CE~BCAABCAAA
- Emphasis on damage. Combo ender that results in the opponent flying in the air.
CE~BCCCABCC
- Emphasis on max damage. Your sword becomes visible after this, assuming you executed the Variable Rush with Invisible Air acviated.
Blast
2A > 5B > combo blast > 623B > j.D > cl.B > 236C > 5D > 236B > 5D > 623C > j.D > 623A > j.D > 236C > Variable Rush (BCAABCAAA) or 236236BC
- 7984 damage (Variable Rush ending) or 10039 damage (Lethal Blaze ending). Opponent cannot escape blast after your combo blast.
2A > cl.B > 236A > combo blast > 236B > 5D > 623C > j.D > 623B > j.D > 623A > j.D > 236C > 5D > 6A > 2C > 9j.B > 9j.C > j.E
- 5753 damage.
(OTG) > combo blast > 623A > 5D > 5B > 236B > 5D > 623C > j.D > 623B > j.D > 236C > 236B > Variable Rush (BCAABCAAA) or 236236BC
B+C > combo blast > j.C > j.D > j.C > 623B > 5D > 623A > 5D > 5C > 236C > 5D > 236B > Variable Rush (BCAABCAAA) or 236236BC
- 6876 damage (Variable Rush ending) or 9070 damage (Lethal Blaze ending). Opponent cannot escape blast.
j.214+A/B/C > combo blast > 236C > 5D > 236B > 5D > 623C > j.D > 623B > j.D > 623A > j.D > 236C > Variable Rush (BCAABCAAA) or 236236BC
- 9058 damage (Variable Rush ending) or 11001 damage (Lethal Blaze ending). Opponent cannot escape blast after your combo blast.
(corner) cl.B > f.5B > 214A > combo blast > 5E > 623B > j.D > 236B > 5D > 6A > 2C > 623A > j.D > 236C > 5D > 6A > 2C > 9j.B > j.E
- 7126 damage.
Partners
Althea
(filler) > cl.B > 214A > combo blast > 236B > 5D > 623B > 5D > 623A > 5D > j.E > land > 236C > 5D > 6A > 2C > sj9.B > j.C > Althea > 22A > land > Althea (3rd hit) > 236C > 236236BC
(filler) > 214A > combo blast > 5E > slightly delayed 623A > C > 236C > D > 236B > D > 6A > 2C > sj9.B > j.C > Althea > j.22A > opponent hits the corner > 236C > 236236BC
- A simple route that grants 11000 damage
cl.B > f.5B > 214A > combo blast > 236B > 5D > 623B > j.D > 623A > j.D > 236C > 2D > j.22A > 236AB > Althea > 5[E] > 236C > Variable Rush (ACBAA)
- 14000 damage.
(filler) > 214C > Combo Blast > 5C > 236B > 2D > delayed j.C > land > 236C > 5D > 6A > 9j.B > 9j.B > j.C > Althea > Angela > 236236BC > 236A
- 14000 damage.
5B > 5C > 214C > combo blast > 2C > 5E > 623B > j.D > 2C > 623A > j.D > delayed 5C > 236C > 5D > slightly delayed 236A > 236AB > Althea > 5[E] > 236B > Variable Rush
- 11000 damage.
5B > 214A > combo blast > 236B > 5D > 623C > j.D > 623B > j.D > 623A > j.D > 236C > 2D > 22A > 236AB > Althea > opponent hits the corner > 5[E] > Althea (4th hit) > 214C > Variable Rush (ABCBCBAA)
5B > 5C > combo blast > 623C > 5D > 2C > 623A > j.D > delayed 5C > 236B > 5D > 5B > 236C > 5D > slightly delayed 236A > 236AB > Althea > 5[E] > 214A > Variable Rush
- 11000 damage. For corner carry.
(corner) ...236AB > combo blast > 623A > D > 5C > 5E > 623B > D > 5C > 236C > 623C (2 hits) > Althea > Dragon > 5C > j.22C > 236236BC
(corner) cl.B > f.5B > 214A > combo blast > 5E > 623B > D > 236B > D > 6A > 2C > 623A > D > 236C > D > 6A > 2C > sj9.B > j.C > Althea > opponent hits the corner > 236C > 236236BC
- The strongest route of all. 14000 damage.
Angela
(Near the corner) 2A > B > C > 236C > Combo Blast > 5C > 236C > Angela > dash > 6A > 2C > 623B > Another Blood > Angela hits > delayed 236236BC
- After the Angela hit, time 236236BC to the opponent’s fall.
2A > 2B > cl.B > 6A > 5B > 2E > 623C > 5D > 623B > j.D > 623A > j.D > 5C > 236C > 5D >236B > 236AB > Angela > 236B >Variable Rush (A button series) > 236A > Another Blood
- 13500 damage.
Aoi
2B > 2E > 214A > combo blast > 5C > 236C > 5D > 623C > D > 623B > j.D > 623A > j.D > j.22C > 236AB > Aoi > delayed 236B > Dragon > 236A > 236236BC
Carol
5B > 5C > 214B > Carol > 5A > 6A > 623C > Althea > 22C > 5C > 236C > 236236BC > Carol hits > 236C > j.E > j.E > 22C or 214C
5B > 2B > 5C > 214C > combo blast > dash > 5B > 6A > Carol > j.B > j.C > j.E > land > 2A > 5B > 236B > Dragon > 236B > 236AB > Dragon hits > 9j.C > j.214AB > Carol hit > 5B > 5C > 623A > j.214AB
- 15000 damage.
(filler) > 214B > Combo Blast > 5A > 6A > Carol > 623B > D > 623C > Althea > 5C > 236C > 236236BC > Carol hits > j.C > 22C > 623C
- 14000 damage.
Dragon
(filler) > 214A > combo blast > 623C > j.D > delayed 5C > 236C > delayed 5B > 236B > 5D > 6A > 9j.A > j.B > 9j.C > j.214AB > Dragon > 5C > 2E > 236AB (Dragon hits) > dash > sj.9C > j.214AB > Another Blood > 5C (Another Blood hits)
- 13000 damage.
j.C > j.E > j.214AB > Dragon > delayed 5C > 236AB > Dragon hits
- Air-to-Air combo.
Franco
214A > Franco > 5B > 5C > 5D > 5B > 2C > sj9.B > j.E
B+C (1 hit) > j.D > j.B > 623A > 5C > 214B > Franco > 236B > 236C
2A > 2B > combo blast > 623B > 5D > 5C > 236C > 5C > 236B > Franco > dash > 6A > 5B > 5C > 236A > 236AB > Aoi > 236C > 236236BC
- 12000 damage.
Strategy
Neutral
Close range
2A’s range makes it a very strong tool to utilize.
- 2A > microdash 2A allows you to keep attacking with lows
- 2A > microdash throw allows you to fish for an opponent’s vanishing guard
- 2A > 2C is used to fish for jumps.
When attacked, you can rely on your Rising Slash.
Mid range
It is easy for you to move around in this situation. f.5B has good reach to keep opponents in check. If attacked from the air, intercept with 6A or Rising Slash. Jump vertically, and if the opponent does not act, begin your air assault.
Long range
You do not have many options. You will need to calmly close the distance between you and your opponent. Some projectiles can be cleared away with Strike Air. It’s risky, but you can use 623A to build meter.
Recommended Partners
Saber works well with any support, as her solo performance is high.
Franco, Henri, Spica, Akane
Increase Saber’s low long ranged attacking power. If you cancel into one of these partners from 623+A/B/C or j.214+A/B/C, it will combo on hit and work as a followup for safety or continued pressure if guarded. The chance of success is high. It is easy to use these partners stably even in a drawn out battle.
Dragon, Carol, Angela
For high damage combos. Carol and Angela take a long time to use, so it is necessary to have a way to fight a drawn out battle.
Yuki
Attacks with zombies. If the opponent normal guards, you can cause a lot of chip damage with this move and specials. There are breaks between zombies near the middle and the end that can easily be Vanishing Guarded. Because it keeps the opponent locked down for a long time, it is a good way to stall until the other partner’s gauge recovers.
Sakura, Miyuki
Best used against characters that are strong from a long distance like Ein and Anna. When activated, Sakura can wipe out projectiles, so you can freely attack during this. Miyuki instantly locks onto the opponent from behind. You can limit their actions just by not using her and having the threat of her attacking from behind looming at all times.
Yoishi
Even if used from a distance, it makes it easier to get around because you can limit your opponent’s actions. When the shadow hits the opponent, they cannot jump, so it becomes easier to assault them from the air.
Links
JP: Saber page on the Japanese NPB wiki
Colors
Click the pictures to see the full resolution.