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Melty Blood/MBTL/Saber
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Under Construction
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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 resources allows Saber to seamlessly play strike/stagger and ground/air mix-up between her special moves, leaving opponents 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.
Coming soon |
Strengths | Weaknesses |
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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 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]
HP Value: 12,000 (High)
Backdash:
- 1-19 Throw Invul - 1-13 Strike(Includes Projectiles) Invul - 14-18 Projectile and Aerial Invul - 31 Total
Dash startup: 6
Dash actionable: 5
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 | - |
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 | -8 | - |
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 | 20 | 31 | -9 | - |
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 | - | - | - | - |
A massive sword swipe in the air
- Very high rising anti-air.
- Excellent air-to-air option for opponents above Saber that can lead to easy guard break setups
- 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
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
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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | (N), (SP), (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | - | - | - | - |
Infamous Jump-In
- Massive hitbox that covers both sides making it excellent for defensive retreats and aggressive jump ins
- Ground bounces on ground and air hit making it an important combo starter and combo filler
- -6 on whiff so it can be vulnerable against more patient players
- The primary reason why trying to directly contest Saber from below can be so daunting
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 |
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
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 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
120*4 (408) | HL | (SP), (EX), | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -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.
Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -11 | - |
- Same animation and properties as 3C. Special cancel if blocked.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | - | - | - | +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 |
- | - | - | - | - | - |
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 |
---|---|---|---|---|---|
700 | 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 |
---|---|---|---|---|---|
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 |
22 | 3 | 23 | 47 | -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 |
11 | - | 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.
Wing Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | HL | -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 21 | 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 | 2 (8) 3 | 25 | 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 + 4 | 3 (4) 8 | 30 | 52 | -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
Elfin Dance
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | HL | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
27 | 2 | 23 | 51 | +5 | - |
Saber backsteps and comes back full force
- Launches the opponent upwards on hit
- On block, lifts the opponent from the ground and blows them a bit away
- Difficult to capitalize on its +5 advantage due to the air options the opponent is left with combined with a severe lack of moves that hit directly above Saber
- Solid frametrap when spaced due to the backstep pulling her hurtbox back combined with its massive hitbox and forward movement
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | - |
Saber backsteps and rushes forth to do nothing
- 214A fakeout with clash frames to get through potential attempts of disrespect
- Leaves Saber in the same spacing she was before the backstep giving her an opportunity to avoid and observe attempts to disrespect her
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 very far.
- Launches the opponent on hit
- Useful in some combos and safe on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | - |
Saber rushes forward to do nothing
- 214B fakeout with clash frames to get through potential attempts of disrespect
- Gives you the same forward movement of 214B without the slash leaving you in range of throw
- Much less safe to utilize than 214A's feint due to how close it leaves you to the opponent
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 feet
- Leaves the opponent in a launchable state on hit
- Travels extremely far very fast, covering almost 3/4ths of the screen in terms of distance
- Its safety on block means you can use it as a risky callout option from far away but its not recommended
- An important combo tool and used in a majority of her corner combos
Strike Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*5 (1602) | HL | (AD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 19 | 12 | 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 | - | - | - | -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 |
---|---|---|---|---|---|
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.
- Generally considered a weaker but higher reward option that's safer on block
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | H | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | - | - | - | +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 | - | - | - | 0 (TK) | - |
Moon Skills
Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.
First Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750*2 (1357) | HL | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | - | - | - | -4 | - |
- Hits low
Wing Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1409) | HL | (EX), (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | - | - | - | -4 | - |
- 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 |
32 | - | - | - | -3 | - |
- Overhead
Cross Air
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*4 (1359) | HLA | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | - | - | - | -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 |
14 | - | - | - | - | - |
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 | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
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 |
22 | 4 | 26 | 52 | -14 | 0-25 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
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