Saber Alter
|
|
Health |
11,500
|
Prejump |
4
|
Backdash |
25F (Invulnerable 1-15)
|
Weight |
Heavy
|
Introduction
Saber Alter is a slow high damage dealing character. Similar to Leysritt she abuses armour on one of her launchers (6C). Her access to high damage with relatively easy execution means that she needs relatively few neutral wins to take a round which is partly why her tools tend to be commital.
Normals
5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
280
|
All
|
N, S, R, A
|
7
|
34
|
25
|
-1
|
Alter performs a quick 1 handed slash.
|
|
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
250
|
Low
|
N, S, R, A
|
10
|
39
|
22
|
-6
|
Same as 5A but crouching.
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
425
|
All
|
N, S, R, A
|
13
|
43
|
20
|
-7
|
A long reaching vertical slash.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
499
|
All
|
N, S, R, A
|
15
|
46
|
21
|
-8
|
A crouching slice that moves forward slightly.
|
|
6B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
400
|
All
|
N, S, R, A
|
15
|
46
|
20
|
-10
|
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
570
|
All
|
N, S, R, A
|
18
|
46
|
19
|
-7
|
A very long reaching stab.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
627
|
Low
|
N, S, R, A
|
18
|
51
|
21
|
-10
|
|
|
6C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
760
|
All
|
J, R, A
|
20
|
51
|
15
|
-14
|
Alter launches the opponent with a vertical attack that starts from the ground.
This attack has armor starting on frame 6 on startup.
|
|
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
-
|
High
|
J*, N, S, A
|
10
|
-
|
13
|
-
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
-
|
High
|
J*, N, S, A
|
14
|
-
|
17
|
-
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
-
|
High
|
A
|
23
|
-
|
27
|
-
|
|
6A+B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
500
|
None
|
A
|
4
|
51
|
-
|
-
|
Alter slashes at her opponent and leaves them in a vulnerable crumple state that can easily start a combo.
|
|
Specials
236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
236A
|
500
|
All
|
R, A
|
15
|
51
|
63
|
-9
|
A quick grounded fireball that hits once.
|
236B
|
1111
|
All
|
R, A
|
20
|
56
|
73
|
2
|
A multihitting fireball that allows Alter to reset pressure.
|
236C
|
1350
|
All
|
R, A
|
27
|
61
|
77
|
-1
|
Alter creates a wall of fire in front of herself that functions as an anti-air, prevents approaches and deals considerable chip damage.
|
|
623X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
623A
|
842
|
All
|
J, R, A
|
10
|
61
|
34
|
-13
|
Alter launches the opponent with a vertical attack that starts from the ground. Good during combos, bad otherwise.
|
623B
|
947
|
All
|
R*, A
|
15
|
76
|
34
|
-23
|
Alter launches the opponent with a jumping attack.
|
623C
|
1125
|
All
|
R*, A
|
7
|
86
|
33
|
-31
|
Alter launches the opponent before following them into the sky. You can combo out of this by activating midair or rapid guarding before leaving the ground.
Startup on this move is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
|
|
j.236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
j.236A
|
600
|
High
|
R*, A
|
22
|
27
|
21
|
17
|
Alter rushes towards the ground with an overhead attack.
|
j.236B
|
850
|
High, Low
|
R*, A
|
22
|
67
|
21
|
-18
|
Alter rushes towards the ground with an overhead attack followed by a low shockwave.
|
j.236C
|
300, 850
|
High, Low
|
R*, A
|
18
|
89
|
21
|
-18
|
Alter hits the opponent higher in the air before performing the B version of this attack.
|
|
214X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
214A
|
758
|
All
|
R, A
|
15
|
55
|
38
|
1
|
214B
|
894
|
All
|
R, A
|
20
|
61
|
29
|
-10
|
214C
|
1327
|
All
|
R, A
|
20
|
66
|
23
|
-16
|
Alter rushes towards her opponent sword-first.
The A version travels the shortest distance.
The B version crosses up your opponent.
The C version performs a cinematic on hit that causes hard knockdown. The C version is invulnerable to projectile attacks.
|
|
421X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
421A
|
600
|
All
|
R, A
|
14
|
61
|
42
|
-4
|
Alter performs a cinematic attack on hit that causes hard knockdown.
|
421B
|
800
|
None
|
R, A
|
15
|
61
|
-
|
-
|
Alter performs an anti-air grab that causes a hard knockdown.
|
421C
|
1200
|
None
|
A
|
30
|
62
|
-
|
-
|
Alter performs a far reaching command grab. This can start a combo.
|
|
Supers (WIP)
236236A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
2500
|
All
|
-
|
9 + 12
|
61
|
-
|
-25
|
Alter shoots a beam of dark energy at her opponent.
This costs 100 meter.
|
|
236236B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
1000
|
All
|
-
|
10 + 4
|
55
|
-
|
-
|
Alter charges a powerful sword strike that emanates dark energy. Its range is close to full screen.
This costs 100 meter.
It does not scale, it always does 1000 damage on hit.
This can be followed up by up 2 followup super attacks with the same input that each cost 100 meter and deal 1000 damage and do not scale.
|
|
236236C (Grail Super)
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
4000
|
All
|
-
|
9 + 7
|
61
|
-
|
-51
|
Alter summons dark tentacles to assault her opponent before finishing them off with a powerful sword slash.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter. Requires to be close to opponent to connect hit.
This reduces your meter to 0.
|
|
Combos (WIP)
Normal chain order:
(between '>'s in the normal chain order are in either order)
5A > 2A > 5B, 2B > 6B > 5C, 2C > 6C
(note: while 2C can cancel into 5C it WILL drop the combo bc of 2C's knockdown)
"normals" shall refer to:
5A 2A 5B 2B 6B 5C
(you can and generally should if possible omit the A normals to reduce damage scaling)
Basic combo structure:
normals > (623A > tk 236A)x2 > extension/ender
(from here on, this portion will be known as "basic route")
(with Alter's basic route, you can on the 2nd 623A tk 236A loop, do (623A > jump > jB j236A) instead)
Modified basic route variations from tk 236A starter:
tk 236A > (623A tk 236A)x2 > extension/ender
tk 236A > microdash > 5B 2B 6B 5C > (623A tk 236A)x2
harder version, more damage
tk 236A > jump forward > jC > 6B 2B 6B 5C > (623A tk 236A)x2 > extension/ender
For throw combos: omit the normals and the first 623A > tk 236A loop.
Comboing off of 6C starter: you need to treat the 6C as if it's the 623A from the 2nd loop, and do jB j236A.
you can then do the enders from there as normal.
Comboing off of 2C starter: you need to go straight to the ender, and start the ender with its 623A.
meter damage ender needs wall, and if the ender does not have a 623A, you cannot do that ender.
Extensions and Enders:
Simple meter damage ender (50 meter damage)
> 623A > tk 236C > 623C
Harder meter damage ender (100 meter damage)
> 236C > 623C > 623C
(optionally do 236C > 623A 62369C > 623C, it helps for extending it further)
In any combo where you go for a 623C based extension or ender, you can sneak in before the 623C:
236C > (623A 2369C)xN where N is 3 or less, depending on how close you are to the wall, gravity etc. Usually N is 1 or 2.
HKD enders
(choose 421B or 214C based on stage position, depending on how close you are to the wall, if close: 214C, if far, 421B)
easy meterless hard-knockdown ender:
> 421B/214C
slightly harder meterless Hard-knockdown ender
> 623A > tk236C > 623A 42147A/2147C
Meter damage extension (200 meter damage, needs to reach wall)
> 236C > 623A 62369C > 623C > rc > 236C > 623A 62369C > 623C
METER DUMP/ACTIVATE/UNSCALE ENDERS
(airborne after a 623C, need near wall)
(623C) > act (midair) > j236B/C > land 236236B > 236B 236236A
(623C) > act (midair) > j236B/C > land 236236B~236236B(~236236B) > 214C
midscreen unscale
(623C) > act (midair) > j236B/C > land rc > 236B 236236A
(no 623C, needs wall)
(unscale)
basic route > (236C) > 623A tk 236C > activate > 236C 236236B(~236236B) > 236B 236236A
(hkd)
basic route > (opt 236C) > 623A tk 236C > activate > 236C 236236B~236236B(~236236B) > 214C
midscreen unscale
basic route > (opt 236C) > 623A tk 236C > activate > 236B 236236A
Grail combos
(easier, will not touch of death off of 5A, will off of tk 236A starter if you omit the normals and go straight to the 623A tk 236A loop)
basic route > 623A tk 236C > act > 236C 236236B > 236C 236236B > 236C 236236C
(harder, will do 9.9k-10k off of 5A)
basic route > 236C > 623A tk 236C > act > 236C > 623A tk 236C > 236236B > 236C 236236B > 236C 236236C
j.236A starter kill combo against Assassin, Caster, Luvia and Zero Lancer
• very hard to burst, there're only 2 opportunities to burst out: burst into 623C iframe, or burst into 236236B's beam and still take almost full damage (only Assassin may survive if he bursts)
Damage: 9596
(tk) j.236A > idj.C > 5B > 2B > 6B > 5C > 623A > tk j.236A > 623A > j.B > j.236A > [623A > 62369C]x2 > 623C > lands> 623C > rc(delay) > [623A > 2369C]x2 > 623A > 62369C(delay) > mid-air act. > j.236C > 236236B > 236B > 236236A