Melty Blood/MBTL/Saber
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Gameplay
Saber is a defensive footsies character focused on controlling her own space, whiff punishing and looking for opportunities to get in and start her excellent pressure game with long normals and rekkas.
Coming over from Fate/Stay Night visual novel, Saber brings a variety of tools to outplay her opponents in neutral. She has relatively fast normals with great reach for midrange poking game on the ground in 5B, 2B and 2C, and few of the best air normals in j.A, j.B and j.C that let her control air space around her with ease. Her 236X rekka series also augments her midrange game by bringing an option with more range and whiff cancels to the table, while j.236X divekick series allows her to threaten whiff punish or counterpoke against almost any grounded normal or special in neutral for great reward on hit. She also has a big charged jump-in button in j.[C] that hits cross-up and big anti-air swings in 623X series, both being very strong aggressive approach options whenever an opening presents itself. In matchups against characters that can zone her out however, she struggles to utilise this advantage and has to patiently path her way in while not being able to play her standard reactive footsies game.
Once Saber gets to run her pressure, she gets to run strike/throw with a lot of ways to mix it up and bait her opponent into overextending or whiffing their reversal options. Rekkas push this even further with dash cancels that themselves can be cancelled into last rekka hit and allow for tricky to block high/low mixups and even more throws or pressure resets, while 22C ties this all together as a safe metered pressure reset.
If you're looking for a character that wants to play a more defensive take on traditional Melty Blood neutral and has a very oppressive pressure game with rekkas, Saber is the right choice.
Pick if you like | Avoid if you dislike |
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Summoned from a parallel world, the "King of Knights" should not even be here
Real name: Altria Pendragon
A knight with braided blond 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.
(King Arthur is believed to be a man because she lied about her gender when she was alive.)
After her death, she was sent to the Throne of Heroic Spirits, becoming a "servant". Somehow, she has appeared in this world without the use of a summoning ritual.
She now searches Souya for answers to this mystery.
Her innate magical powers have boosted her physical abilities to many times higher than normal. She also possesses a sheath that can conceal her sword with invisible Air, and Excalibur, the Promised Blade, which can focus her magic into a deadly slash of light.
Main Weapon/Skill
Holy sword (Excalibur)
Basic Info
Height: 154cm
Weight: 42kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Ayako Kawasumi
Mana Burst
During the duration of Heat/Blood Heat, Excalibur is revealed from Saber's invisible winds, and all of Saber's normals involving the use of Excalibur gain Chip Damage properties in addition to gaining 5% more damage than the rest of the cast. This provides her another threat during the already powerful heat state alongside her other powerful metered options.
Additional Resources
Saber Match Video Database Combo & Tech Document
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]
HP Value: 12,000 (High)
Backdash:
- 1-10 Full Invul - 1-13 Strike Invul - 14-18 Projectile/Air Invul - 6-22 Airborne - 30 Total
Dash startup: 6
Dash actionable: 5
Jump startup: 4
Jump airtime: 38
}}
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 | - |
Quick high hitting jab
- Saber's fastest normal
- Very short range. Ideal for rebeats and anti-airing IADs.
- Core to her strike/throw and will be used often for tick throws
- Whiff cancels available from frame 10 onwards
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | HL | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 29 | -7 | - |
Fast and wide sword slash
- A powerful normal poke with great startup and recovery, covers a shocking amount of space
- Can be chained into 5C even at max range on hit and block making it an excellent way to start offense
- The hitbox is tall enough to catch IAD approaches and fast enough to check greedy pressure resets
- Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | HL | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 27 | 40 | -14 | - |
A large swordslam
- 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.
- Can be half charged to create frametraps from B normals
- Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move
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 |
Even larger swordslam (now featuring clash frames)
- Gains clash frames that can power through some of the opponent's attempts to retaliate
- Launches the opponent on hit, meaning it will always trade favorably against most attempts to stuff it
- Staple combo filler as well as your primary way to crush attempts to crouch shield
- 2C 5[C] beats normals active on frame 6 and trades or clashes with normals active on frame 5.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
A quick, crouching low sword swipe
- Slower than most 2A's making it less ideal as a defensive option in some scenarios
- Has the longest horizontal reach of any normal with its speed, letting Saber punish things most characters can't
- Pressure staple for her strike throw gameplan
- Whiff cancels available from frame 10 onwards
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 18 | 29 | -7 | - |
Saber performs a quick defensive sword poke
- 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 over 2A and 2C.
- Hits low and makes for a strong combo starter, so you'll be throwing this out a fair amount
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 24 | 36 | -11 | - |
Saber lunges forward with a massive sword sweep
- Saber's longest low normal that's often used as a committal poke for catching opponents off guard
- The large, disjointed hitbox makes it ideal for catching the landing recovery of whiffed jump normals and interrupting certain ground approaches
- One of her best combo starters and can catch backdashes, making it a staple for all aspects of her offense
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 | - | - |
A massive sword swipe in the air
- Very high rising anti-air
- Great air-to-air that allows Saber to control air space above her with safety and great reward on counterhit
- Must be delayed slightly or be the second hit of a normal chain to hit crouching opponents after IAD
- 3rd and 4th active frames are smaller than the 1st and 2nd
- Whiff cancels starting on frame 21 onwards
- Adds 2 frames to landing recovery on whiff
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | - | - | - | - |
A quick poke towards the floor
- Saber’s fastest hitting normal out of IAD against crouchers
- Can be used defensively as a faster way to cover opponents under Saber in air to air interactions
- 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
- Staple combo filler due to its use in rejump routes
- Adds 2 frames to landing recovery on whiff
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5 | - | - | - | - |
Saber performs another massive sword sweep towards the floor
- 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.
- Saber's primary safejump option off airthrows due to its range
- Adds 2 frames to landing recovery on whiff
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | - | - | - | Clash 16-19 |
Infamous Jump-In
- Massive hitbox that covers both sides making it excellent for defensive retreats and aggressive jump ins
- Good combo starter. Staple combo tool
- Adds 6 frames to landing recovery on whiff
- Can be hard to contest from the ground, but really punishable on whiff otherwise
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | HL | (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 20 | 37 | -6 | - |
Quick sword lunge
- Wallbounces airborne opponents.
- Does not chain into other normals
- Moves Saber forward a large distance
- Can be delayed to use as a frame trap, but not a particularly strong option
- Primarily important combo filler due to its properties on hit
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
120*4 (408) | HL | (SP), (EX), | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 (6) 2 (8) 2 (10) 3 | 23 | 64 | -10 | - |
A flurry of quick sword strikes covering the screen
- A strong rapid beat with a surprising amount of applications
- 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.
- Due to its erratic movement it can often run through some reversals and lead to some other odd interactions
- Can only be special cancelled on block.
3C / Rapid Beat 2
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 |
Saber swings to the skies
- Dedicated launcher and anti-air
- Launches the oppponent with a built in jump followup
- Moves Saber forward slightly during the startup
- A decent anti air tool due to head invul starting frame 5, but is liable to clash due to the lack of a proper low profile during startup
- Being a command normal, ground-to-air clashes with it can net volatile results if you're not ready to jump cancel, as rebeating into 5A is not possible
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +54 | - |
Saber throws you down delivering several blows to the chest
- High advantage on hit.
- Great corner carry
- Can run all kinds of okizeme due to the long knockdown
- The core of her offensive gameplan as a strike/throw character
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
Saber grabs you by the neck and slashes you to the ground
- Her primary combo ender as it leads to a consistently powerful safejump that works everywhere on screen
- Universal air combo ender.
Special Moves
First Air
The signature rekka of the game's premiere rekka character, a strong move with broad applications. First air's deceptively fast movement makes it a strong advancing poke in neutral, and its variety of followups and cancel options once the opponent is blocking makes it Saber's most important offensive tool. The entire rekka, outside of dash cancels and overhead followup, can be a true blockstring
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 21 | 32 | -6 | - |
Saber steps forward and quickly slashes the space in front of her
- Rekka starter.
- Saber can dash cancel her rekka and all its followups, excluding the final hit.
- Saber's most important special in regards to offense due to its branching options and difficult counterplay
- Safe on block at most ranges and extremely difficult to contest when spaced
- Can only be punished point blank by specific EX reversals and Saber's own 2A in the mirror match
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 than the A Version
- Moves Saber a farther distance than the A version so it can start offense from even further away
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 23 | 38 | -5 | - |
- Rekka extender.
- Hits mid.
- Moves Saber further in and keeps her close on block and hit
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.
- Spaces Saber farther away on block and pulls her hurtbox down.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 12 | 6 | 29 | - | - |
- Dash cancel. Usable after both first and second rekkas.
- Cancellable into rekka 3, or left uncancelled to reset pressure or go for a throw.
- Can create a very hard to block high/low mixup by delay cancelling into 236XX~4X or no-cancelling into 2a.
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.
- Often paired with 22C on block with its forward momentum to restart her offense
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.
- A decent mixup tool enforced by dash cancels
- Vulnerable to reversals as it cannot be made gapless from other followups
- Can low crush due to its aerial startup
- Unsafe on block but can easily be made safe with 22C
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 | - |
Saber launches a flurry of slashes then launches you to the skies
- Rekka super.
- Launches if 3C has not been used in the combo.
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 |
---|---|---|---|---|---|
1200 | HL | -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 20 | 34 | -7 | - |
Saber quickly strikes the sky
- One hit and jump cancelable on hit
- An important combo tool for Saber's longer routes
- Largely outclasses as a pressure tool by 623B
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 | - |
Saber swings twice towards the sky
- Two hits and jump cancelable on hit
- Great combo starter due to its high hitstun
- One of your main callout options for people attempting to jump out of Saber's corner offense
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 |
Saber fires a barrage of sword strikes
- Saber's primary invincible reversal
- Forward movement and lack of vertical range gives it a lot of blindspots
- Slower than average so its easier to cover on wakeup
- Its forward movement lets it punish a lot of spaced pressure options however
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1409) | HL | (EX), (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 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 |
---|---|---|---|---|---|
1500 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 2 | 23 | 51 | +5 (ground), -1 (air) | - |
Saber backsteps and comes back full force
- Launches upwards on hit
- Staple combo tool both midscreen and in the corner. Gives excellent damage
- Knocks opponents into the air on block, allowing them to act before landing. Makes it difficult to capitalise on frame advantage due to that
- Bad as a frametrap due to slow startup
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | Clash 19-26 |
Saber backsteps and rushes forth to do nothing
- 214A fakeout with clash frames to get through potential attempts to disrespect 214A
- Not very useful due to lack of threat after the feint
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | L | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 2 | 19 | 42 | -4 | - |
Saber rushes forward to slice the oppoent's feet
- Advancing low that goes approximately 1/2 the screen
- Launches on hit
- Staple combo tool midscreen
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | Clash 14-22 |
Saber rushes forward to do nothing
- 214B fakeout with clash frames to get through potential attempts of disrespect 214B
- Gives you the same forward movement of 214B without the slash leaving you in range of throw
- Can be occasionally useful to clash through projectiles, although it's still not very effective at that due to lack of cancel options outside of MD and EX specials
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1900 [Min: 456] |
HL | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 3 | 25 | 38 | 0 | - |
Saber dashes forward after the super flash and cuts at the opponent feet
- Launches on hit
- Travels extremely far very fast, covering almost 3/4ths of the screen in terms of distance
- Main metered combo ender. Also useful for certain confirms like from full rekka
- Can be useful to call out Vlov 22A, 22A~X and other moves that are -12 or worse on block at a distance
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
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 | - |
Saber summons a great gust of wind
- This is the move that ties Saber's kit together.
- 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.
- If one of your unsafe special moves is blocked, cancel into this to keep your turn. It's also useful if any of them hit as it can be comboed out of fairly easily.
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 lunges downward with her sword
- Saber's powerful divekick series
- If it hits a quick cinematic will play
- Grants a combo on hit
- Can be EX cancelled on whiffed landings into options such as 22C to cover her quick descent
- Used in guard break setups involving 22C due to its speed
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.
- Generally considered a weaker but higher reward option that's safer on block
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480, 360*3 (1379) | HA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | until landing | 15L | - | +4 (tk) | - |
- Saber delays her descent with a charge flash giving her divekick overhead properties
- Lacks any legitimate use as a mixup tool
- Can be up to +6 if the attack is as low to the ground as possible
- Can be used to delay her landing however and still retains all the EX cancel properties the other divekicks have
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) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*4 (1359) | HLA | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | until landing | 17L | - | -3 (TK) | - |
Saber descends at sonic speeds
- Saber's most important moonskill.
- Has the same start-up as her A divekick but performs same cinematic as her B divekick.
- Important for post moondrive scenarios and often used to bait throws defensively and offensively
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 |
The iconic noble phantasm strikes down its golden blast
- Saber's highest damage combo ender
- Hits fullscreen in front of Saber making it an extremely reliable confirm tool
- Air unblockable so it can stuff out some commital approaches in the air
- Does a lot of chip and is difficult to punish fullscreen so you'll see this used as a greedy hail mary (though its not encouraged)
Avalon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3400 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+0 | 35 | 23 | 58 | - | All 1-35 |
Saber pulls out Avalon to protect her from these game's top tiers
- Counters all attacks, including throws, projectiles, and Heat.
- Once activated is completely inescapable and guarantees a respectable chunk of damage
- The strongest reversal in the game due to all the listed properties above, making Saber's defense deceptively powerful with resources
- Difficult to whiff punish due to a lack of clarity of when she is punishable
- Notable in matchups involving zoners since it makes her a threat even when she's pushed away
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.
- Standard Last Arc, usually only seen as a particularly flashy combo ender, but there are stronger options
- If the opponent survives, both players are reset to the middle of the screen, with OK-ish okizeme for Saber
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 |
---|---|---|
2C | 5[C] | 4 |
5B/2B | 5[C] | 6 |
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 |