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Revision as of 02:25, 19 August 2022
Story
Real name: Artoria Pendragon. A knight with braided blonde hair, shining blue and silver armor, and a somewhat cold attitude. She is well-known from the legends of King Arthur, wielder of the holy sword Excalibur who founded the Knights of the Round Table. Somehow, she has appeared in this world without the use of a summoning ritual. She now searches Souya for answers to this mystery.
Gameplay
Saber is a rushdown character centered around strike/throw mix-up and mobility-based whiff-punish game.
The original "Saberface" from Type-Moon's older work Fate/stay Night crossed over to Type Lumina for some reason, confounding both herself and the opponent. She sports great normal attacks for close to mid range both on the ground and in the air, but have no long range tools whatsoever. Instead, she relies on Elfin Dance (214X) dashes/backdashes to punish slow or whiffed moves, before blending the opponent with First Air (236X) rekka series, Wing Air (623X) multi-hit DP and Cross Air (236X) aerial sword dive. Smart usage of Moon resources allows Saber to seamlessly play strike/stagger and ground/air mix-up between her special moves, leaving opponent confused.
Outside of her sword range however, Saber only has universal mechanics and her Avalon (214BC) parry that requires meter as her defensive option. Her easy mix-up tools being gated behind 236X means Saber must commit to risky strike/stagger/throw offense to get anything done.
All of these make Saber a character for intermediate-level player at least despite her simple looks. But once you gain experience and learned to make good reads on opponent's defense habit, this gender-bend king will leave your foe stupefied.
Strengths | Weaknesses |
---|---|
|
|
Backdash: -
Movement Speed: -Additional Resources
Saber Match Video Database Combo & Tech Document Saber Discord Saber Guide by GO1
Character Summary
- Moon Skills
- 6B+C - First Air
- 3B+C - Wing Air
- 4B+C - Elfin Dance
- j.6B+C - Cross Air
- Special Attacks
- 236A/B/C (EX OK) - First Air: Advancing attack.
- > A/B/C - Second Air - Hold: Follow-up attack.
- > 4A/B/C - Second Air - Defeat: Low follow-up.
- > A/B/C - Second Air - Ground: Ending attack.
- > 4A/B/C - Second Air - Break: Overhead follow-up.
- 623A/B/C (EX OK) - Wing Air: Combo tool, anti-air.
- 214A/B/C (EX OK) - Elfin Dance: Evasive attack.
- 22C (EX-Only) - Strike Air: Pressure reset, anti-air.
- j.236A/B/C (EX OK) - Cross Air: Diving attack.
- Arc Drives
- 236B+C - The Sword of Promised Victory: High damage attack.
- 214B+C - Avalon: High damage counter attack.
- Last Arc
- A+B+C+D / D in Blood Heat - The Sword of Promised Victory - Sword Dance: Very high damage attack.
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- 5[C], j.[C], 214[A], 214[B]
Dash startup: 7
Dash actionable: 9
Jump startup: 4
Jump airtime: 38
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | HL | -SE-, -N-, -SP-, -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Saber's fastest button.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | HL | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 29 | -7 | - |
- Basic midrange poke.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | HL | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 27 | 40 | -14 | - |
- Advances forwards.
Blockstring and combo filler. Just a frame slower than 5B but can make a decent poke if used sparingly.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
990 | HL | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 5 | 26 | 51 | -14 | Clash 19-20 |
- Gains clash frames.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
- 6-frame button.
- Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 18 | 29 | -7 | - |
- Low commitment low poke and blockstring filler
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 24 | 36 | -11 | - |
- Saber's biggest low poke.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | (SE), (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11 | 20 | - | - |
- Very high rising anti-air.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | - | - | - | - |
- Low angle stab, great for pressure.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5 | - | - | - | - |
- Low slice, great for pressure.
Also used for IAD pressure. Either you'll be using IAD j.BC or IAD j.C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | - | - | - | Clash 16-19 |
- Big hitbox with clash frames.
- Ground bounces on hit.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | HL | (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Head: 5-12 |
- Debatable anti-air, but it exists. Buffer 623[x] when you press this to anti-air in case it clashes.
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | HL | (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 20 | 37 | -6 | - |
- Wallbounces airborne opponents.
- Does not chain into normals.
Universal Mechanics
Rapid Beat 2
- Huge vacuum effect make it good for stabilizing weird hits into combos.
Rapid Beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +54 | - |
- High advantage on hit.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
- Universal air combo ender.
Special Moves
First Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 21 | 32 | -6 | - |
- Rekka starter.
Saber's rekka starter. Unsafe on block but far safer than any of the follow-ups.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 2 | 23 | 36 | -8 | - |
- Rekka starter.
Slightly slower and worse frame advantage with no real upside. Stick to the A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 23 | 38 | -5 | - |
- Rekka extender.
- Hits mid.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | L | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 24 | 39 | -6 | - |
- Rekka extender.
- Hits low.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 25 | 40 | -9 | - |
- Rekka ender.
- Hits mid.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | H | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 23 | 46 | -9 | - |
- Rekka ender.
- Hits high.
This is not a mixup. Block high after the second rekka.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
530*4 (1870) | HL | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 2 (10) 2 (14) 2 (14) 3 | 21 | 78 | -7 | - |
- Rekka super.
- Launches if 3C has not been used in the combo.
Wing Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HL | -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 20 | 34 | -7 | - |
- One hit.
- Jump cancelable on hit.
Less damage and slower than the B version. Not very useful.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | HL | -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 (4) 4 | 23 | 46 | -11 | - |
- Two hits.
- Jump cancelable on hit.
You'll be using this a lot in combos. Great hitstun and benefits highly from Skill Bonus.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*6 (1841) | HL | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 + 3 | 3 (4) 8 | 30 | 51 | -17 | All: 1-16 |
- Two swings, 6 hits total.
- Saber's invincible reversal.
Elfin Dance
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 2 | 23 | 51 | +5 (ground), -1 (air) | - |
- Knocks opponents into the air on block.
Saber dashes backwards before running forward and slashing the opponent. Even though this is +5, it knocks opponent into the air and gives them air options. It's really hard to capitalize on this move's frame advantage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | Clash 19-26 |
- 214A fakeout, but has clash frames. Saber runs forward but doesn't perform the slash, giving you a chance to throw the opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | L | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 2 | 19 | 42 | -4 | - |
- Advancing low.
Saber dashes forward before slashing the opponent at their toes. Useful in some combos and safe on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | Clash 14-22 |
- 214B fakeout, but has clash frames. Works similarly to 214[A].
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1900 [Min: 456] |
HL | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | 3 | 25 | 38 | 0 | - |
Strike Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*5 (1602) | HL | (AD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 20 | 15 | 45 | +8 | - |
- Projectile persists if Moon Drive Cancelled, allowing for safe mixups.
- Excellent combo extension and pressure reset tool.
- Great anti-air due to being air unblockable and having a giant hitbox.
Cross Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
340, 470*2 (1153) | HLA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | until landing | 18L | - | -3 (TK) | - |
- Saber's divekick series
Saber lunges downward with her sword, if it hits a quick cinematic will play. Relatively fast.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
360*4 (1287) | HLA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | until landing | 15L | - | -1 (TK) | - |
This version has longer startup however perform a longer cinematic and does more damage, also side switches. Opponent can tech afterwards. It has good frame advantage if tk'ed as well.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 500*5 (2590) | HLA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | until landing | 15L | - | 0 (TK) | - |
Moon Skills
First Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750*2 (1357) | HL | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 2 (8) 4 | 17 | 46 | -4 | Clash 1-11 (MD) |
- Hits low
Wing Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1409) | HL | (EX), (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 7 (4) 4 (4) 4 | 18 | 54 | -4 | Clash 1-11 (MD) |
- The Moondrive Moonskill mash. The first hit comes out right after the startup clashing, hitting people trying to hold up on the first clash.
Elfin Dance
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HA | EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 3 | 17 | 46 | -2 | Clash 1-11 (MD), Airborne 18-41 |
- Overhead
Cross Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*4 (1359) | HLA | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | until landing | 17L | - | -3 (TK) | - |
Arc Drives
The Sword of Promised Victory
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | HL | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+13 | 58 | 46 | 117 | -26 | All 1-71 |
- Hits fullscreen in front of Saber.
Avalon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3400 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+0 | 35 | 23 | 58 | - | All 1-35 |
- Counters all attacks, including throws, projectiles, and Heat.
Last Arc
The Sword of Promised Victory - Sword Dance
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | - | - | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 26 | 52 | -14 | 1-25 All |
- Usable with 4 full Magic Circuit gauges, at any time while in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
- Uses 236A if done manually.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A | -3 |
5B/2B | 2A | -4 |
5C/2C | 5A | -1 |
5C/2C | 2A | -2 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Saber Wiki Roadmap
55% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
New general description and pros&cons, full set of frame data, most move descriptions. |
Continue updating move descriptions. |
20/25 | |
Strategy |
Added a very basic explanation of Saber's gameplan in a form of bullet points. Added okizeme breakdown. |
Add basic explanation of pressure and defensive options, start expanding on neutral section. |
12/25 |
Combos |
All relevant routes added. Editing done |
Create beginner combos sub-section. Add video examples to each route. |
23/25 |
Matchups |
Nothing |
Start with simple neutral tips applicable to Saber. |
0/25 |