Nitroplus Blasterz: Heroines Infinite Duel/Ein

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Ein
I'm only kept alive to kill people.

Profile

Name: Ein, a.k.a. "Phantom"

Debuted in: Phantom - PHANTOM OF INFERNO

Voice Actor: Ayahi Takagaki (高垣彩陽)

Introduction: A girl codenamed "Phantom". She was the strongest assassin for the secret organization known as Inferno. A cold-blooded killer with no known past, she changed when she met her partner. Together with him, she escaped the organization, and the two of them are now on the run.

Summary

Ein has normals with great startup, reach and hitboxes, as well as having the fastest mobility of any character. With extremely fast projectiles that can quickly create a gap and a command grab, she’s a character who can fight well at any range and positioning. To balance those strengths out, she has the lowest health of any character and weak reversal options, so when an opponent gets in or she makes a mistake in movement, it’s not uncommon for her to just lose. Ein is tough to use for beginners to fighting games, but capable in the hands of an intermediate or higher level player.

Command List

If you are having trouble reading inputs, check out the Notation section!


Movement

As mentioned above, Ein is top of the class in terms of mobility, largely due to her run, which is extremely fast (in contrast to her rather small 5D), and her forward airdash covers more space than anyone else's

Normals

5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.


5A
NPB Ein 5A.png
Damage Guard Startup Active Recovery Frame Adv
500 L 6 - - -

Standing low kick. Has short reach, so you might want to do it from a dash if you’re doing it on the opponent’s wakeup to make sure it hits. Has a higher hitbox than it looks, so it’s an option when juggling the opponent

  • Cancellable to escape, jump, and specials
6A
NPB Ein 6A.png
Damage Guard Startup Active Recovery Frame Adv
1000 HLA 8 - - -

Upward palm attack with upper-body invulnerability. Reaches very far vertically and not so far horizontally

  • Using it as an anti-air while dashing helps with its horizontal reach
  • Doesn’t launch on ground hit, so can be used as a combo part in ground chains
  • Jump cancellable
c.5B
NPB Ein 5B C.png
Damage Guard Startup Active Recovery Frame Adv
800 HLA 7 - - -

Elbow to the solar plexus. Starts up quickly and has short range

  • Additional chain into 6A
  • Mostly sees use as combo filler, and since it doesn’t float very high on air hit, can be used to connect to a 2C or 2E in juggles low to the ground
  • Jump cancellable
f.5B
NPB Ein 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA 8 - - -

High kick. An excellent normal in terms of startup, hitbox, reach, priority, and even as a combo filler

  • Jump cancellable
5C
NPB Ein 5C.png
Damage Guard Startup Active Recovery Frame Adv
1600 HLA 7 - - -

Knife slash to the head. Fast, but has exceptionally short reach. Works well as an anti-air because of its hitbox, but tough to use in combos otherwise. Still useful as a grounded hit, as its hitstun is long enough to connect 5E after.

  • Limited Chain: Does not chain into 2C
  • Has a special effect similar to a guard crush when it clashes with an opponent’s attack. Can even be used to fight against attacks with long range (especially against Ignis or Saya) instead of vanishing guard
5E / 5[E]
NPB Ein 5E.png
Damage Guard Startup Active Recovery Frame Adv
2000 (2800) HLA 23 (35) - - -

Roundhouse kick. Long startup, but long reach to boot. Combos from 5C or from a counterhit. Guard crushes when fully charged, and using an escape cancel you can easily convert to a combo

  • Wallslams the opponent on hit, so you can continue a combo by cancelling it to a special or super, or using 6A if you’re close to the corner
2A
NPB Ein 2A.png
Damage Guard Startup Active Recovery Frame Adv
400 HLA 6 - - -

Elbow to the foot. Ein’s fastest normal, which makes it best suited for mashing out of disadvantage. Mid, so use 5A instead to hit low

  • Chainable into itself
2B
NPB Ein 2B.png
Damage Guard Startup Active Recovery Frame Adv
1000 L 9 - - -

Crouching kick. Startup, hitbox, reach and priority make it a top class low-hitting normal

  • Can be used as a faux slide by using it immediately out of a microdash
2C
NPB Ein 2C.png
Damage Guard Startup Active Recovery Frame Adv
1400 L 9 - - -

Knife stab to the feet. Has the longest reach of Ein’s grounded normals, and has a great hitbox as well thanks to the knife. Its speed compared to similar normals makes it one of her go-to tools at neutral. It can even be used as an anti-air against a landing opponent

2E
NPB Ein 2E.png
Damage Guard Startup Active Recovery Frame Adv
1200 L 8 - - -

Sweep into standard knockdown. Its reach is shorter than 2C’s, so be prepared for situations where it’ll miss from a 2C. Combos reliably from A or B normals

jA
NPB Ein jA.png
Damage Guard Startup Active Recovery Frame Adv
600 HA 6 - - -

Flying knee. Short reach, but its fast startup makes it a useful air-to-air. Has a lot of active frames

  • Cannot chain into itself
  • Has a crossup hitbox
  • Double-jump cancellable
jB
NPB Ein jB.png
Damage Guard Startup Active Recovery Frame Adv
1100 HA 7 - - -

Downward-angled kick. Great against grounded and airborne opponents both

  • Double-jump cancellable
jC
NPB Ein jC.png
Damage Guard Startup Active Recovery Frame Adv
1400 HA 8 - - -

Horizontal knife stab. Large horizontal hitbox, so it mainly sees air-to-air use. Doesn’t have much of a downward hitbox, so be careful using it in combos

  • Double-jump cancellable
jE
NPB Ein jE.png
Damage Guard Startup Active Recovery Frame Adv
1600 HA 10 - - -

Kicks the opponent down to the floor. Ein protected her panties to the last. Similar to j.B, but with slower startup and a better hitbox. Mostly used to end air combos with a knockdown into okizeme, but has a ton of hitstun against grounded opponents as well

  • It’s possible to catch them before they hit the floor with another hit
  • If this counter hits, it'll ground bounce, which can lead to pretty huge numbers
BC
NPB Ein Ground Throw.png
Ground Throw
Ground Throw
Damage Guard Startup Active Recovery Frame Adv
800 + 1600 UNB 4 - - -

Fluff

jBC
NPB Ein Air Throw.png
Air Throw
Air Throw
Damage Guard Startup Active Recovery Frame Adv
800 + 1400 UNB 4 - - -

Fluff


Specials

Palm stroke
623A/B/C
NPB Ein 623X 1.png
NPB Ein 623X 2.png
Version Damage Guard Startup Active Recovery Frame Adv
A 1900 HLA 10 - - -

Launches the opponent with a dashing palm upper

  • Short dash distance
  • Upper body invul
  • Punishable on block, so be ready to cancel if need be
  • Startup looks like 41236X, so you can use this bait opponent into jumping and can follow up with an air unblockable
Version Damage Guard Startup Active Recovery Frame Adv
B 2000 HLA 13 - - -
  • Medium dash distance
Version Damage Guard Startup Active Recovery Frame Adv
C 2200 HLA 18 - - -
  • Long dash distance
Vz61 Scorpion
214A/B/C / j214A/B/C
NPB Ein 214A.png
A
A
NPB Ein 214B.png
B
B
NPB Ein 214C.png
C
C
Version Damage Guard Startup Active Recovery Frame Adv
A 1300 HLA 9 - - -

Jumps backward while firing forward and parallel to the ground. Goes airborne for the first half of the animation if used on the ground, so be careful when timing a super cancel. Has a quick startup befitting an A button attack, but keep its recovery in mind. If used in the air, Ein doesn’t recover until she hits the ground.

Version Damage Guard Startup Active Recovery Frame Adv
B 2000 HLA 9 - - -

Flips while firing bullets in a 90 degree angle diagonally upward. It's momentum changes a little between air and ground versions. Air version doesn’t recover until it hits the ground. It’s safe as long as they block even one bullet, so you can easily use it to cover the A and C versions’ blind spots. Carries momentum out of a dash if you don’t want to move as far backward or link 6A afterwards. Using it as a combo ender creates a huge gap between both characters. Don’t spam this move, but don’t forget you have it either

Version Damage Guard Startup Active Recovery Frame Adv
C 1300 HLA 9 - - -

Fires downward while moving upward. Wherever it’s used, Ein recovers in the air. Slower startup and a less useful angle than the other two, but since Ein recovers in the air and it doesn’t use a jump option, you can use it to go into air combos from a 2E

Chris Reeve's Edge
41236A/B/C
NPB Ein 41236X.png
Nani?!
Nani?!
Version Damage Guard Startup Active Recovery Frame Adv
A 2400 UNB 22 - - -

Command grab from a quick dash forward

  • Short dash forward
  • Ein is either invincible or at least very hard to hit when she goes invisible during the dash, so you can use it to catch the opponent mashing out as well
    • Use 623X or f.5B to keep people afraid of jumping out and condition them into getting caught by this move
Version Damage Guard Startup Active Recovery Frame Adv
B 2400 UNB 25 - - -
  • Medium dash forward
Version Damage Guard Startup Active Recovery Frame Adv
C 2400 UNB 28 - - -
  • Long dash forward

Supers

Palm stroke Combo
623AB
NPB Ein 623X 1.png
NPB Ein 623X 2.png
Damage Guard Startup Active Recovery Frame Adv
4500 HLA 6 + 18 - - -

Super version of 623X. Dashes into an elbow before launching the opponent with a palm strike

  • Frame 1 invul
  • Combos from: 2C, 623X, 41236X
  • Combos into: Air combo / Assist
  • Can cancel first elbow hit into Assist / Blast
Colt Python
236AB
NPB Ein 236AB.png
Damage Guard Startup Active Recovery Frame Adv
4400 HLA 6 + 12 - - -

Fires repeatedly with a Colt Python. Can use to confirm from a grounded A version 214X and potentially into a high damage combo

  • Has invincibility until the first hit, so you can use it as an anti-air or as a reversal
.44 Automag
j214AB
NPB Ein j214AB.png
Damage Guard Startup Active Recovery Frame Adv
3600 HLA TODO - - -

Shoots a projectile at a downward angle, ground bouncing the opponent. Very fast for the distance it travels, can snipe people (although you already have 214X for that)

  • Most air combos will end with you high enough relative to the opponent to end with this, and it'll also combo from 214A. Can be followed up with Python or an Assist cancel into VR

Variable Rush

All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.

Depending on what combination of buttons you use, you can come up with some useful strings.


CE
NPB Ein CE.png
Damage Guard Startup Active Recovery Frame Adv
Varies HLA 1 + 5 - - -

Throw knife that hits mid

  • A route - shoots projectiles like 236AB and ends with 41236X. Highest damaging ender
  • B route - ends in launcher
  • C route - spray of bullets across screen. Highest raw damage

Lethal Blaze

GEPARD-M1
236236BC
NPB Ein 236236BC.png
Damage Guard Startup Active Recovery Frame Adv
9500 UNB 1 + 30 - - -

Leave the screen and begin to aim rifle using directional inputs. Press any button to fire a single, unblockable bullet

  • Hard to land, even in combination with using big blockstun / hitstun assist
    • Can combo into, but damage difference is minimal when compared to more practical metered routes like 214AB > Assist > VR

Combos

Please check out the Notation section, for help on understanding how to read and write combos!

Meterless

2A 2B 2E 214C > j.B dj9.B E

2A 2B 2E 214C > j.B dj9.B C 214AB

2A 2B 2E 214C > (delay) j.C > (land) 66 214B > 6A > j9.B > dj9.B E

  • Meterless combos from a sweep. You need to be close enough for C Scorpion to juggle, so don’t expect this to work from long range, but it’ll do higher damage than longer ranged confirms. Rather than fishing for this route at neutral, expect to hit this from okizeme or from a jump-in. Tack on a .44 Auto Magnum for extra damage if it’ll kill.

(corner) ...2C>623C, dash 5A>6A>214B, 6A>j.B>j.C>j.214C, j.B>j.C>j.B>j.E

Standard corner route. The dash on the 5A needs to be very deep, make sure to buffer it. The second 6A will also drop if the confirm string contains 3 or more A moves or 2 or more Bs, so do something different in that situation.

(corner) ...2C>623C, dash 5A>6A, j.A>j.B>j.C>jc>j.C>j.E.

For when you have too much proration on your string to do the previous combo, or just don't feel confident that you'll hit it.

(near corner) 5A>5C>5E>623C, dash 5A>6A>j.A>j.B>j.C>j.C>j.E.

(corner) 5A>5C>5E>5D, 5A>6A>j.B>j.E>j.214C, j.B>j.C>j.B>j.E.

For when you get the rare 5C confirm. If you input the 5C as B+C, you’ll option select a throw break against an opponent’s vanishing guard.

6A>j.A>j.B>j.C>j.B>j.E

Standard anti-air confirm with a knockdown.

(corner) dash 6A>214B, 5C>623C, dash 5A>6A>j.B>j.C>j.B>j.E.

For when you absolutely know they're going to try to jump out of your corner game and need to tell them to sit down, although j.C is pretty good at that too.

j.C air-to-air>j.D > j.C 214A

(j.C air-to-air>j.D > j.C 214C > j.B 214B

j.C air-to-air counter hit>j.D, delay j.C, dash 6A> j.A>air combo to j.E

(near corner) j.C air-to-air counter hit>j.D, delay j.C, dash 6A>214B, (dash) 5C>623C, dash 5A>6A>air combo.

(corner) j.C air-to-air counter hit>j.D, delay j.C, dash 6A>j.214B, dash 6A>214B, c.B>6A>air combo.

j.C on regular hit doesn't give you much, but on counter hit it really, really hurts for how many situations you can get the confirm in, especially in the corner.

j.E air CH, dash 6A>214B, dash 6A>air combo.

(corner) j.E CH, dash 6A>j.214B, dash 6A>214B, 5C>623C, dash 5A>6A>air combo.

j.E has a very good box for people below you, and if you score that corner counter hit they basically just die, so don't be afraid to try it instead of j.C.

Throw(1)>j.D, delay j.C, dash 214B, dash 6A>air combo.

(in or near corner) Throw(1)>j.D, delay j.C, dash 214B, dash 5C>623C, dash 5A>6A>air combo.

Confirms for throw. Also doable from airthrow, which also needs less distance from the corner for the second to work. The midscreen variant, meanwhile, has almost full corner carry, which is nice.

Meter Extensions

...2C>623AB, dash 6A> air combo.

For when you only have one stock and need to squeeze out a little more damage for the kill. Also works from Chris Reeve.

Any air combo>j.214A>j.214AB, 236AB/>Assist cancel, (delay) Variable Rush.

Generally what you end rounds with. The Variable Rush can be extended long enough using the A ender to combo into slow, damaging assists like Carol, so it can be worth choosing those. This is also possible from 214B, though that only really pops up in Extend Blast sequences.

  • 2B 2E blast 214B 6D 66214B 66 5B 6A air combo

Assist Extensions

Most reasonably fast assists (Henri, Franco etc.) can be combo'd similarly to the sequences shown in the above sections. This one is just going to detail where you can squeeze out more damage through less orthodox ones.

  • (near corner) 5/2B>2C>623B>Amy, dash 6A(Amy hits)>delay j.214B, dash 6A>214B, 5C>623C, dash 5A>6A>air combo.

Actually monstrous damage for a confirm that regular. Amy is also good at restricting movement, which is something Ein wants, so she's a reasonable choice.

  • j.C air hit>j.D, j.C>Amy, j.214B (Amy Hit), dash 6A>214B, dash 6A>air combo/dash 5C>623C etc.

She also makes your non-CH j.C hits significantly more rewarding. What a good, good girl.

Blocked move>Sakura, B Chris Reeve, 2A>5C>623C, dash 5A>6A>air combo.

For reasons seemingly unrevealed, canceling into Sakura specifically from a close enough move, then landing a Chris Reeve immediately after won't switch sides, and the B version has little enough recovery to combo after. Sakura is probably better used for oki, and it's not too much damage, but if you think the mixup will work (or just want to make people ask what exactly happened there), then go for it.

  • 214A>Miyuki>dash~214B>dash 6A>air combo.

This doesn't exactly fit the stipulation of "less orthodox", but its included because its one of the best ways of converting A Scorpion, turning it from a nuisance to an actual threat without the need for meter. If they're nearer to the corner, you can do dash 5C>623C etc. instead of the 6A, although you have to hit the 5C kind of lower than usual to make the 623C hit.

  • 214A>Akane, j.214B, dash 6A>air combo/5C>623C etc.

Another assist that lets you convert well off A Scorpion. You can push them forward with the dash for a good amount of time and still be able to follow up, so the corner carry is good.

  • (air combo starter)> jB>jC>j(214B)>j214A+B > dragon > 214A > (double jump 214A+B or 214B after dragon hits)
  • (corner) 2B>2C>623x>Akane>Dargon>236236B+C

A corner only way to combo into level 3, may take practice to get aim right

  • 41236x>Henri/Franco>Dragon>236236B+C>aim

harder to aim midscreen

  • 2B>2C>(corner 623x)>Franco>Dragon>236236B+C

Extend Blast Confirms

1/2 Hit string>EB, dash 5B>6A>5C>2E>214A>j.D, delay j.C, dash 214B, 5C>623C>5D, 5A>6A>air combo>j.214AB, 236B/>Assist cancel, Variable A ender.

Big numbers if you have all the resources plus a Carol. If you want to make this more burst safe, or just don't have an assist, you can do 623B>5D 214B then super instead of the 623C and land quick enough to connect Variable after.

(corner) Chris Reeve>EB, back throw>j.D, j.C>delay j.214B, 623C>5D, c.B>6A>air combo(>super extension).

Strategy

Neutral

Using Scorpion

Ein’s Scorpion is strong not only because of its movement and startup speed, but also because she doesn’t have to care if it hits or is blocked, only if it misses. Aim for making contact with the opponent rather than hitting them. 1 – C Scorpion is the version you’ll use the most. 2 – A Scorpion will miss if the opponent ducks, so you can’t just do it constantly, but you can mitigate that by using the ground version to catch a landing opponent and force them to take some chip, or as a counter to an opponent’s standing moves. 3 – B Scorpion is best for poking at an opponent above and far away from Ein. It’s safe as long as even one bullet touches the opponent, and sets up for using C or A Scorpion while the opponent falls after blocking.

Meeting Approaches

When your opponent has a life deficit, it’s easy to make them hang themselves on your normals. Keep these in mind as your main strategy in those situations. 1. 2B and 2C as your main ground pokes 2. 6A and trip guard 2C as your main anti-airs, as well as jC and airthrow as your main air-to-airs 3. Keep forward jumps, airdashes and Escape in mind as varied angles the opponent could approach from

Each of these options can be hitconfirmed into combos. Ending that combo with a j.E and using Ein’s okizeme to score a stronger hit is the best plan.

Okizeme

Jump-in or Late Airdash

This is the basic oki that can be used following a j.E combo ender or a Chris Reeve. Easy to set up a safejump by just holding up-forward after j.E, from which you have a few options. Jump-in A or B, empty jump followed by a low with 5A or a throw. When going for a late airdash, use j.A j.B then land with 5A. If you manage to jump over the opponent, j.A and j.B both have crossup hitboxes, so you can also air backdash into them with that same chain.

Mixups

5A

Ein’s 5A is likely the best standing low in the game. It’s also jump cancellable, so you can easily move into an overhead from it. It’s great as a meaty, as well as being very strong against air Vanishing Guard because it doesn’t hit an opponent in the air very easily. Blasterz has slow jabs in general, so it’s still a relatively weak option in some mixups against an opponent mashing their own jab or a throw.

j.C Whiff

Ein’s j.C is really hard to hit a grounded opponent with, so it’s good as a whiff to throw off the opponent. On landing, you can go for 5A or throw. Since it’s such a good air-to-air it’ll also catch an opponent trying to jump out. Like 5A, this is also weak to an opponent mashing jabs or throw out of your pressure.

Crossups

Ein has multiple jump attacks with great crossup hitboxes (jA, jB and jE). jB is a great standard crossup when you jump over the enemy. jA is useful on the opponent’s wakeup because of its long active frames. Crossup into air backdash crossup jB, jD to crossup the opponent, air-turning jA, meaty short-hop jA crossups, etc. Ein’s got a lot of wiggle room to make her crossups difficult to see, but you also need to worry about Vanishing Guard. It blocks on both sides, so pair her crossup ability with a Partner Blitz to force the opponent into guessing.

Chris Reeve

Ein’s command grab is a constant threat during all of her other mixups. It’s effective even when she throws it out from mid-range. Since you can cancel normals into it, it’s also a strong option to beat an opponent’s attempts to mash out. Cover an opponent’s attempts to jump out of it with Palm Strike, 6A, dashing 5B, or jC.

Links

JP: Ein page on the Japanese NPB wiki

Ein trial combo collection

Colors

Click the pictures to see the full resolution.

Ein1.png
Ein2.png
Ein3.png
Ein4.png
Ein5.png
Ein6.png
Ein7.png
Ein8.png
Ein9.png
Ein10.png
Ein11.png
Ein12.png
Ein13.png
Ein14.png
Ein15.png
Ein16.png
Ein17.png
Ein18.png
Ein19.png
Ein20.png
Ein21.png




General
Controls
Notation
HUD
System
FAQ
Characters
Ein
Al Azif
Mora
Ruili
Anna
Saya
Ignis
Muramasa
Ethica
Saber
Ouka
Sonico
Heart
Homura
Partners
Natsumi
Henri
Dragon
Kaigen
Another Blood
Miyuki
Aoi
Yoishi
Mugen
Amy
Angela
Yuki
Akane
Franco
Sakura
Alushia
Spica
Carol
Sonico
Iria