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Melty Blood/MBTL/Saber

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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
  • Strong Normals with some fast midrange pokes, the best rapid beat in the game, and some dominating air normals
  • Powerful Air Presence with top notch air normals for approaching opponents in the air and ground, as well the best divekick series in the game
  • Consistent Okizeme off all her combo enders anywhere on screen with one of the best safejumps in the game
  • Varied special cancel options, with a solid rekka and a lot of gimmicky resets with her 214X and 623x series to cover many potential responses
  • Strong EX options like 22C, having the ability to easily push and maintain advantage with meter
  • Avalon is a powerful counter that can successfully parry anything in the game, being the strongest reversal option in the game and invalidating all potential okizeme at the cost of 3 bars
  • Resource intensive, demanding meter for some of her strongest tools and struggles to enforce her presence during defense and neutral without it
  • Reliant on strike throw to open up the opponent due to a lack of setplay and strong mixup options
  • Mediocre shield crush options, having to squeeze out the potential of her close up strike throw to discourage it
  • Lacks long range presence in a cast that is largely comprised of characters with polarizing neutral
HP Value: 12,000

Backdash: -

Movement Speed: -

Additional Resources

Saber Match Video Database Combo & Tech Document Saber Discord Saber Guide by GO1

Character Summary

Move list

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]
Stats & vitals

Dash startup: 7

Dash actionable: 9

Jump startup: 4

Jump airtime: 38

Quick combo reference

Coming soon.

MBTL Saber Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Saber 5A.png
MBTL Saber 5A hb.png
Hitboxes Off
Hitboxes On
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 starting on frame 10.
Very short range. Used mainly for rebeats and anti-airing IADs.
5B
5B
5B
MBTL Saber 5B.png
MBTL Saber 5B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 HL (N), (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
8 3 19 29 -8 -
Relatively fast and long poke. Hitbox is tall enough to catch IAD approaches.
5C
5C
5C
MBTL Saber 5C.png
MBTL Saber 5C hb.png
MBTL Saber 5C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 HL (N), (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
10 4 27 40 -14 -
  • Longest normal that isn't a charged or command normal.

Serves mainly as blockstring and combo filler. High commitment poke that can incidentally anti-air IADs. Pulls back during recovery and advances forwards if rebeated from.

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.
Staple combo filler and frame traps from 2C. 2C 5[C] beats normals active on frame 6 and trades or clashes with normals active on frame 5.

Crouching Normals

2A
2A
2+A
MBTL Saber 2A.png
MBTL Saber 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L - - - -
First Active Active Recovery Overall Advantage Invul
6 2 11 18 -1 -
  • Whiff cancels starting on frame 11.
Longer than average 2A. Strong pressure and mixup tool.
2B
2B
2+B
MBTL Saber 2B.png
MBTL Saber 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
8 4 20 31 -9 -
A less committal low poke than 2C due to its lower startup and recovery. Slightly taller hitbox makes it a bit more forgiving in juggles and for catching fuzzy jump.
2C
2C
2+C
MBTL Saber 2C.png
MBTL Saber 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L - - - -
First Active Active Recovery Overall Advantage Invul
9 4 24 36 -11 -
  • Saber's longest low normal.
One of Saber's best combo starters. The large, disjointed hitbox makes it ideal for catching the landing recovery of whiffed jump normals and interrupting certain ground approaches. Long overall frames make it vulnerable to IAD.

Jumping Normals

j.A
j.A
Aerial A
MBTL Saber jA.png
MBTL Saber jA hb.png
MBTL Saber jA 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 HA (SE), (N), (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
6 4 - - - -
  • Very high rising anti-air.
  • Whiff cancels starting on frame 21.
Excellent air-to-air option for opponents above Saber. Must be delayed slightly or be the second hit of a normal chain to hit crouching opponents after IAD. 3rd and 4th active frame are smaller than the 1st and 2nd.
j.B
j.B
Aerial B
MBTL Saber jB.png
MBTL Saber jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA (N), (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
7 4 - - - -
Saber’s fastest hitting normal out of IAD against crouchers. Must be chained out of into either j.A or j.C to keep frame advantage if done as fast as possible during the IAD. Important for specific rejump combos with j.[C].
j.C
j.C
Aerial C
MBTL Saber jC.png
MBTL Saber jC hb.png
MBTL Saber jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA (N), (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
11 5 - - - -
Second fastest air button out of IAD. Can chain into j.B for more frame advantage out of IAD and doing so allows Saber to jump cancel on block to extend pressure.
Damage Guard Cancel Property Cost Attribute
900 HA (N), (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
20 6 - - - -
  • Big hitbox with clash frames.
  • Ground bounces on hit.
Saber’s staple jump-in. The clash frames make this move more difficult to contest. Important combo starter and combo filler.

Command Normals

3C
3C
3+C
MBTL Saber 3C.png
MBTL Saber 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 HL (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
10 3 26 38 -12 Head: 5-12
  • Debatable anti-air, but it exists. Buffer 623[x] when you press this to anti-air in case it clashes.
6C
6C
6+C
MBTL Saber 6C.png
MBTL Saber 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 HL (SP), (EX) - - -
First Active Active Recovery Overall Advantage Invul
16 3 23 41 -9 -
  • Wallbounces airborne opponents.
  • Does not chain into normals.
Can be delayed to use as a frame trap, but you'll generally be using this in combos.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
MBTL Saber rapid2 1.png
MBTL Saber rapid2 2.png
MBTL Saber rapid2 3.png
MBTL Saber rapid2 4.png
MBTL Saber rapid2 1 hb.png
MBTL Saber rapid2 2 hb.png
MBTL Saber rapid2 3 hb.png
MBTL Saber rapid2 4 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
120*4 (408) HL (SP), (EX), - - -
First Active Active Recovery Overall Advantage Invul
- - - - -10 -
  • Huge vacuum effect make it good for stabilizing weird hits into combos.
Hits about 3/4 in front of the screen. This move is huge AND air unblockable but highly unsafe on whiff. Remember to special cancel it on block.
Rapid Beat 3
Rapid Beat 3
X>X>X
MBTL Saber 3C.png
MBTL Saber 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - -12 -
  • Same animation as 3C
Ground Throw
throw
4/6+A+D
MBTL Saber throw.png
MBTL Saber throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 - - - - -
First Active Active Recovery Overall Advantage Invul
4 - - - - -
  • High advantage on hit.
Saber can safejump after her throw with 5Aw > j.[C].
Air Throw
airthrow
Aerial 4/6+A+D
MBTL Saber airthrow.png
MBTL Saber airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Universal air combo ender.
Keeping her double jump gives Saber a safejump that she can land with on either side. It's not too hard to block when you know the matchup but it's still useful to keep opponents on their toes. After airthrow, 8j.[C] will stay same side and 9j.[C] will land on the other side (however it can still be blocked same side high, but if you leave a 1f gap after it and land or triple jump they have to switch their blocking side for the next attack). You can make this more ambiguous with air drift. It's also possible to fake the j.[C] and go left/right ambiguously low, but this loses to mashing.

Special Moves

First Air
First Air
236+X
MBTL Saber 236A.png
236A
MBTL Saber 236A.png
236B
MBTL Saber 236XX.png
236X~X: Second Air-Hold
MBTL Saber 236X4X.png
236X~4X: Second Air-Defeat
MBTL Saber 236XXX.png
236X~X~X: Third Air-Ground
MBTL Saber 236XX4X.png
236X~X~4X: Third Air-Break
MBTL Saber 236C 1.png
236C
MBTL Saber 236A hb.png
MBTL Saber 236B hb.png
MBTL Saber 236XX hb.png
MBTL Saber 236X4X hb.png
MBTL Saber 236XXX hb.png
MBTL Saber 236XX4X hb.png
MBTL Saber 236C 1 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 HL -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 2 21 32 -6 -
  • Rekka starter.
  • As of the new patch, Saber can now dash cancel her rekka, excluding the final hit(?).

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
700 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 27 42 -11 -
  • Rekka ender.
  • Hits mid.
Damage Guard Cancel Property Cost Attribute
900 H -EX- - - -
First Active Active Recovery Overall Advantage Invul
22 3 23 47 -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
11 - 21 78 -7 -
  • Rekka super.
  • Launches if 3C has not been used in the combo.
Somewhat redundant due to 22C being a combo super that doesn't need 3C launch, but nice to have regardless.
Wing Air
Wing Air
623+X
MBTL Saber 623A.png
623A
MBTL Saber 623B 1.png
623B (1)
MBTL Saber 623B 2.png
623B (2)
MBTL Saber 623C 1.png
623C (1)
MBTL Saber 623C 2.png
623C (2)
MBTL Saber 623A hb.png
MBTL Saber 623B 1 hb.png
623B (1)
MBTL Saber 623B 2 hb.png
623B (2)
MBTL Saber 623C 1 hb.png
623C (1)
MBTL Saber 623C 2 hb.png
623C (2)
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 HL -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
11 3 23 36 -9 -
  • 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 2 (8) 3 25 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 + 4 3 (4) 8 30 52 -17 All: 1-16
  • Two swings, 6 hits total.
  • Saber's invincible reversal.
Looks like it should launch like 3C, but it doesn't. Instead, this is your reversal super. Pretty good at what it does but pretty bad on block or whiff due to the multihits.
Elfin Dance
Elfin Dance
214+X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 HL -EX- - - -
First Active Active Recovery Overall Advantage Invul
27 2 23 51 +5 -
  • 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
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - 35 - -
  • 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
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - 35 - -
  • 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
11 3 25 38 0 -
Saber dashes forward after the super flash and cuts at the opponent toes, cause HKD. The 0 on block looks good until you realize 22C has the same startup and is +8.
Strike Air
Strike Air
22+C
MBTL Saber 22C.png
Pretend you're Wagner
MBTL Saber 22C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
430*5 (1602) HL (AD) - - -
First Active Active Recovery Overall Advantage Invul
11 19 12 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.
This is the move that ties Saber's kit together. If one of your unsafe special moves is blocked, cancel into this or Moon Drive to keep your turn. It's also useful if any of them hit as it can be comboed out of fairly easily.
Cross Air
Cross Air
Aerial 236+X
MBTL Saber j236A.png
Hits once
MBTL Saber j236B.png
Hits twice
MBTL Saber j236B be.png
MBTL Saber j236C.png
Hits thrice
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
340, 470*2 (1153) HLA -EX- - - -
First Active Active Recovery Overall Advantage Invul
11 - - - -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
340*4 (1216) HLA -EX- - - -
First Active Active Recovery Overall Advantage Invul
15 - - - -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
- H EX - - -
First Active Active Recovery Overall Advantage Invul
23 - - - -1 (tk) -

Overhead.

Damage Guard Cancel Property Cost Attribute
600, 500*5 (2590) HLA - - - -
First Active Active Recovery Overall Advantage Invul
4+6 - - - 0 (TK) -
Saber lunges quickly to the ground, performs a even longer cinematic and does not side switch. Also give HKD. 0 on block when tk'ed.

Moon Skills

First Air
First Air
6+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
750*2 (1357) HL (EX) - - -
First Active Active Recovery Overall Advantage Invul
16 - - - -4 -
  • Hits low
Saber lunges at her opponent swinging her sword twice. This move covers a lot of distance and also has clash frames, making it a good tool for blowing through things in neutral
Wing Air
Wing Air
3+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520*3 (1409) HL (EX), (J) - - -
First Active Active Recovery Overall Advantage Invul
13 - - - -6 -
  • 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
Elfin Dance
4+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 HA EX, J - - -
First Active Active Recovery Overall Advantage Invul
32 - - - -3 -
  • Overhead
Similarly to 214A, Saber runs backward however this time saber leaps into the air performing her j.C. It can be a useful can opener and is also relatively safe on block. Keep in mind however that this overhead is not as ambiguous as it looks as Saber flashes blue while doing this, which allows it to be differentiated from the 214A or 214[A].
Cross Air
Cross Air
Aerial 6+B+C
MBTL Saber j6BC.png
MBTL Saber j6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380*4 (1359) HLA (EX) - - -
First Active Active Recovery Overall Advantage Invul
13 - - - -3 (TK) -
Has the same start-up as her A divekick however performs the same cinematic as her B divekick. Does more than her A and B divekicks by a bit and also has clash frames.

Arc Drives

The Sword of Promised Victory
The Sword of Promised Victory
236+B+C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 HL - - - -
First Active Active Recovery Overall Advantage Invul
14 - - - - -
  • Hits fullscreen in front of Saber.
Avalon
Avalon
214+B+C
MBTL Saber 214BC.png
Jiren
175px
Jiren
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3400 - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Counters all attacks, including throws, projectiles, and Heat.
Saber's "get off me" button. Having this available changes neutral entirely. Once activated, it hits the opponent no matter what. Especially useful to turn the tables against characters that like to throw projectiles or meaty with them.

Last Arc

The Sword of Promised Victory - Sword Dance
The Sword of Promised Victory - Sword Dance
A+B+C+D
MBTL Saber ABCD.png
MBTL Saber ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 [4800~6960 in BH] LH - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • 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

Rebeat Table
Attack Chain Advantage
5B/2B 5A -3
5B/2B 2A -4
5C/2C 5A -1
5C/2C 2A -2
Gap Table
Attack Chain Frame Gap
2C 5[C] 4
5B/2B 5[C] 6

Customization

Palette options

Color 1
Color 2 (Saber Alter)
Color 3 (Nero Saber)
Color 4 (Saber Lily)
Color 5 (Sakura Saber)
Color 6
Color 7
Color 8 (Asuna, Alfheim Online)
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15


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MBTL Navigation

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