Nitroplus Blasterz: Heroines Infinite Duel/Ethica

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Kibanohara Ethica
My purpose in life is to kill corpses.


Name: Kibanohara Ethica

Debuted in: Tokyo Necro

Voice Actor: Aji Sanma

Introduction: A brash beauty who works with Nagaoka Souun as a Living Dead Stalker. She wields a wide array of weapons, including a chainsaw Rabbit Punch, a fully automatic shotgun (with a bayonet) and an assault rifle (with another bayonet), switching between them freely depending on the situation. Unlike her partner, Ethica tends to act impulsively, relying on her intuition more than on cold logic. She also happens to be a lesbian who is extremely fond of cute girls.


Ethica is the token grappler of the game, having a wide variety of close-range tools to make the opponent's life miserable. As it usually goes with Examu grapplers, her movement options are far from being as sluggish as you would expect: in fact, her rolls are some of the fastest and longest in the game (even if the ground one's recovery is high)! Couple that with the whole partner system, and it becomes trivial for Ethica to kill her opponents dead.

Command List

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


In addition to the aforementioned rolls, Ethica comes equipped with a moderately large step dash, a very wide arc on her superjump, and airdashes that travel and recover quicker than most of the cast. She also has a far-reaching slide in her 2E, giving her all sorts of ways to get into the ranges she wants to be at.


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.

NPB Ethica 5A.png
Damage Guard Startup Active Recovery Frame Adv
500 HLA 6 - - -

Somewhat slow jab, but also plus on block

  • Jump cancellable
  • Chains into itself on whiff (not on hit)
NPB Ethica 6A.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA 9 - - -

Upward kick with upper body invul

  • Jump cancellable
NPB Ethica 5B C.png
Damage Guard Startup Active Recovery Frame Adv
700 HLA 6 - - -

Small punch with a fair cancel window on it.

  • Jump cancellable
NPB Ethica 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1000 HLA 7 - - -

Kick that moves Ethica forward very slightly

  • Jump cancellable
NPB Ethica 5C.png
Damage Guard Startup Active Recovery Frame Adv
1300 HLA 9 - - -

Multi-hit chainsaw, reaching about as far as f.5B

5E / 5[E]
NPB Ethica 5E.png
Damage Guard Startup Active Recovery Frame Adv
1700 (2200) HLA 14 (33) - - -

Big sidewards kick that moves you forward. Fairly fast for a 5E, reasonable frame trap tool.

NPB Ethica 2A.png
Damage Guard Startup Active Recovery Frame Adv
400 HLA 6 - - -

Jab with a big cancel window on it

  • Jump cancellable
NPB Ethica 2B.png
Damage Guard Startup Active Recovery Frame Adv
800 L 7 - - -

Low kick, shorter than f.5B

NPB Ethica 2C.png
Damage Guard Startup Active Recovery Frame Adv
1000 L 14 - - -

Multi-hit chainsaw, and another low. Farthest-reaching non-sweep normal

NPB Ethica 2E.png
Damage Guard Startup Active Recovery Frame Adv
1200 L 11 - - -

Big slide that low profiles a ton of things, is plus if blocked late in, and knocks down on hit

NPB Ethica jA.png
Damage Guard Startup Active Recovery Frame Adv
600 HA 7 - - -

Aerial elbow. Active until you land, so it sees a lot of use in interrupting other airborne moves

NPB Ethica jB.png
Damage Guard Startup Active Recovery Frame Adv
800 HA 9 - - -

Reasonable air-to-air kick

  • Jump cancellable
NPB Ethica jC.png
Damage Guard Startup Active Recovery Frame Adv
1150 HA 10 - - -

More chainsaws! Very large downward reach, but also very easily vanishable due to it's number of hits

NPB Ethica jE.png
Damage Guard Startup Active Recovery Frame Adv
1900 HA 11 - - -

Very far reaching kick that wallbounces. The core of Ethica's resource-less combos

NPB Ethica Ground Throw.png
Ground Throw
Ground Throw
Damage Guard Startup Active Recovery Frame Adv
2000 UNB 4 - - -


NPB Ethica Air Throw.png
Air Throw
Air Throw
Damage Guard Startup Active Recovery Frame Adv
2000 UNB 4 - - -



Charging of the Dead
NPB Ethica 214X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 800 HLA 10 - - -

Charging tackle forward. Decent way of converting off confirms when not close enough, or for boosting damage in other confirm routs. All versions are minus on block. On counter-hit, you can link A version into 2A. In most situations, you will cancel into 236AB on hit.

  • Plus on hit
Version Damage Guard Startup Active Recovery Frame Adv
B 1000 HLA 13 - - -
  • Plus on hit
  • Has some invul
Version Damage Guard Startup Active Recovery Frame Adv
C 1200 HLA 20 - - -

Startup is both projectile and upper body invincible

  • Plus on hit
  • Blows back on hit
Assaulting of the Dead
41236A/B/C after 214X
NPB Ethica 214X 41236X.png
Version Damage Guard Startup Active Recovery Frame Adv
All 1600 HLA TODO - - -

Followup to 214X; knocks down. It is not necessary to use this all the time unless you’re trying to connect a metered move or perform a frame trap. You don’t actually have to start this as a 41236. Can do just the 236 motion and get the move.

Brandishing of the Dead
NPB Ethica 41236X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 3000 UNB 4 - - -

The quicker of Ethica's two command grabs; can be canceled into 236AB for more damage and very large corner carry. You can combo into this grab.

Version Damage Guard Startup Active Recovery Frame Adv
B 3500 UNB 4 - - -
  • Side switches
Version Damage Guard Startup Active Recovery Frame Adv
C 4000 UNB 4 - - -

Shortest range and highest damage output of the 3 versions.

Screwing of the Dead
NPB Ethica 41236X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 3000 UNB 8 - - -

Slower command grab than 632146X, but also has better damage and midscreen positioning if it connects. Side switches. Hit invincibility on startup. You can combo into this grab. Be warned that no version of this command grab is throw invincible, so you can be thrown during the startup.

Version Damage Guard Startup Active Recovery Frame Adv
B 3000 UNB 12 - - -

More invincibility than A version.

Version Damage Guard Startup Active Recovery Frame Adv
C 3000 UNB 16 - - -

More invincibility than B version.

Stinging of the Dead
NPB Ethica 623X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2500 HLA 8 - - -

Big bayonet puncture upward. Is not a grab; generally a combo ender.

  • Launches
Version Damage Guard Startup Active Recovery Frame Adv
B 1900 HLA 8 - - -
  • Knocks down
  • Side switches
Version Damage Guard Startup Active Recovery Frame Adv
C 2500 HLA 16 - - -
  • Knocks down
  • Side switches


Orgy of the Dead
63214 63214AB
NPB Ethica 63214 63214AB.png
Damage Guard Startup Active Recovery Frame Adv
7000 UNB 4 - - -

Very fast, large, and damaging invulnerable grab, very important tool for Ethica's offense. Completely invincible startup. Cannot be avoided by jumping after the super flash. (6 frames of startup before super flash + 0 frame activation upon the super flash). The move has a long range, roughly 1 character length. Cannot be followed up with a blast or assist cancel, but the throw itself gives high enough damage. Around 7000 if done raw. You can combo into this throw. Try doing it after a j.C, 214A, or 214B.

Dead of the Dead
NPB Ethica 236AB.png
Damage Guard Startup Active Recovery Frame Adv
3100 UNB 20 - - -

Fullscreen leaping grab, will hit crouchers, but not airborne opponents. Has some invulnerability on it, and is very fast for its range, so it has utility in punishing projectile use. An important source of damage, as it has homing properties and will combo whether the opponent is grounded or airborne. You can even combo into it off of something like 2A > 2B. Projectile invincible. Travels full screen (though the opponent can jump or backdash to avoid it.) Furthermore, it leads to a good situation, as even if you don’t cancel it into the followup grabs, it still results in a knockdown. Cannot be canceled into a blast or an assist.

Dead of the Dead of the Dead
236AB after 236AB
NPB Ethica 2C.png
Damage Guard Startup Active Recovery Frame Adv
3150 UNB TODO - - -

Followup to 236AB, solely used to squeeze out more damage. You input this right before the falling tackle of Dead of the Dead hits the ground. Cannot be canceled into a blast or an assist.

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.

C+E>CCCCC BABABABABA Max damage route. Grants about 7832 damage.

C+E>A>A>A>A>A>A(8hit)>A Route with the highest guaranteed damage regardless of scaling. Grants about 7000 damage raw.

NPB Ethica CE.png
Damage Guard Startup Active Recovery Frame Adv
Varies HLA 13 - - -

Rushing horizontal tackle

  • A route finishes with an assault; highest raw damage
  • B route ends in a launcher
  • C route ends in the equivalent of a jE

Lethal Blaze

Dead of the Dead of the Dead of the Dead
236236BC after 236AB after 236AB
NPB Ethica 236236BC.png
Damage Guard Startup Active Recovery Frame Adv
4250 (10500 in total) UNB TODO - - -

Yet another followup to 236AB following up on 236AB; good round ender. You input this while the opponent is being hit with the chainsaw. Impressive damage, but it scales poorly and the lowest guaranteed damage value is pretty low. The number of hits is extremely high, about 200, and the opponent’s meter completely fills up if they are hit by this.


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



...5E>delay 5D, c.B>j.A>j.B>j.E, superjump delay j.E, dash superjump j.B>j.E, 623B

6A>superjump j.B>j.E, superjump delay j.E, dash superjump j.B>j.E>623B

Throw>5D, 5B>j.B>j.E, superjump j.E, superjump j.B>j.E, 623A/B.

j.E wallbounces give Ethica the majority of her meterless damage, you will be doing them a lot. All of these specific sequences give full corner carry (you switch sides pre-623B). They also may drop if you're nearer to the corner, so transition into another route if you are.


...5C>5E>2D, j.E, 6A>superjump j.B>j.E, 623B.

The most standard corner route. As with the routes above, this sideswitches pre-623B, something you have more freedom to do nearer the corner.

6A>neutral jump j.E, neutral jump j.B>j.E, superjump j.B>j.E, 623B.

Throw>2D, j.E, f.B>6A>superjump j.E, 623B.

(air to air) j.B > jE > land > jE> land > jE > land 623x fun drop kick loops, may need air dashing jumping back, etc to get positioning.

(2A) > 2B > 2C > 2E (> 2E) or 214B > 236A

Your BnB. If 2E connects, you get a knockdown. If your 2E hits at the very tip of its range, you can follow up with another 2E.

(2A) > 2B > (5C) > 5E > 214C

Basic mid-screen corner carry. Grants a knockdown and leads straight to your okizeme.

(2A) > 2B > 2C > 214A

Unlike the above combos, this does not end in a knockdown. After executing it, you can use 2A or a command grab as a reset. 2A > 2B > 2C > 214A itself is a good blockstring. Keep in mind that you are at a bit less of a frame advantage if the opponent is not hit with the tip of 214A. Can trap the opponent with this technique if you use a command grab with enough invincibility like 41236C.

(Near the corner) (2A) > 2B > 5E > 2D > j.E > stepdash > 2A > 5B > j.A > j.B > j.E > 623A/B

A near-corner combo. It is better not to ad a 5C to this due to scaling. With B stinger, you may miss if you’re too close to the edge of the screen.

(Corner) (2A) > 2B > 5E > 2D > j.E > land > 6A > sj.B > j.E > 623B (reversed since the opponent will be behind you.)

A combo similar to the one listed above. Ends in an advantageous situation, so it’s important to learn this. You generally will have the opponent behind you around the end of this, so you would input Stinging of the Dead as a 421 motion.

5A or 2A or cl.B or j.C > 632146+A/B/C or 41236+A/B/C

Command grab combo. Can be used to hit confirm your command grabs.

6A > sj.B > j.E > (land > sj.E) x2 > land > 623B

A combo started from a 6A launcher. The second sj.E may not hit depending on your distance from the corner. Unlike the earlier corner combo, you don’t always have to adjust your 623B input for this one. You just need to adjust the distance you travel via a vertical or backwards super jump. You may need to reverse depending on your distance, however.

(midscreen) B+C > 5D during the last section of the throw > 214B/C > 236+A/B/C

Whether you use 214B or 214C depends on your distance from the corner.

(midscreen) B+C > 5D during the last section of the throw > 6A > j.E loop

(near the corner) B+C > 2D during the last section of the throw > j.E > stepdash > 2A > 5B > j.A > j.B > j.E > 623A/B

You must delay the first j.E a bit and then pick it up with 2A or 5A. Can be a bit troublesome since it’s a bit spacing dependent.

(corner) B+C > 2D during the last section of the throw > j.E > 6A > sj.B > j.E > 623B (reversed)

Like some of the previously mentioned combos, this requires you to input 623B as a 421 due to the side swap at the end.

j.B+C > 5D > j.B > 6A > j.E loop

The height and position don’t matter as much for this combo, so it is easy to use.

Metered and Partners

Both 632146X and any combo ending in 623B/C can be followed up with 236AB for more carry and damage. 632146X can also be followed up with Variable.

(filler) > 214+A/B/C > 41236+A/B/C > 236AB > 236AB > 236236BC

This is your basic recipe for meter use. An important source of damage using your lethal blaze. If you are worried about dropping the input, you can omit the 4123+A/B/C.

(filler) > 632146+A/B/C or 623+B/C > 236AB > 236AB > 236236BC

Super confirm from command grab or anti-air. Note that you cannot directly combo into 236AB from 41236+A/B/C.

(2A) > 2B > 5C > 214B > 6321463214AB

For when you want to do as much damage as possible with just 1 stock of meter.

214+A/B/C, 632146+A/B/C, or 623+B/C > C+E

You cannot combo into Variable Rush from 41236+A/B/C.

...2E>Kaigen, 5B>5D, 632146C/41236C/Throw(5)>6321463214AB.

Kaigen allows Ethica to combo into Orgy for a whole bunch of damage considering how much it costs, so she's seen with her often.

2E>Franco, f.B (Franco hit), dash 6A>superjump j.B>j.E, superjump j.B>j.E.

Franco allows you to either convert or apply better pressure from slide, making the tool an even greater threat.

...5E>Miyuki>623C>236A+B>236A+B>236236B+C call Miyuki during wall carries



5B>5C>5E>2D>jE> land 5E> 623A> Alushia>236A+B>236A+B>236236B+C

  • corner combo

2E>Dragon>6A jB>jE>Dragon hits>623C>236A+B>236A+B>236236B+C

5B>5C>5E>Dragon>6D>5E>2D>jE>Dragon hits>623C>236A+B>236A+B>236236B+C

  • mid screen to corner carry

B+C grab>6D>236A+B>236A+B>236236B+C omit 6D if close to corner

632146+B/C > Partner cancel > IAD j.E > whatever.

If you are near the screen edge, you can use 5E instead of IAD j.E.

632146A > Partner cancel > 214C > whatever

Only works with the A version because the B and C versions have the opponent bounce differently.

41236+A/B/C > Partner cancel > airdash > j.E > whatever

There are many situations where you can use 41236+A/B/C since it is invincible, so this combo has many chances to occur. It is easier to do this combo with an airdash j.E instead of just a raw j.E

623+B/C > Partner cancel > 5E or 214+A/B/C > whatever

The only way to combo with a partner cancel from 623A requires Althea as your partner.

(filler) > 214C > Partner cancel > 5E > whatever

(filler) > 2E > Partner cancel > 5B > (5E) > whatever

Partner canceling is essential if you want to increase the damage you get off of a sweep since you cannot cancel into special moves from 2E.


632146A/C>EB,dash 5C>41236C, delay 2D, j.E, 5D, 5B>5E>2D, j.E, 6A>623B(>236AB etc.).

(near corner) 2E>EB, dash 6A>delay 41236C, delay 2D, j.E, dash 6A>neutral jump delay j.E>j.D, delay j.E, 6A>623B.

This is the most important utility EB provides for Ethica: A way to get much, much more damage off Brandish and slide. The command grab route is also doable off ground strings, too, through using dash 6A to go into the Charge.

Combo Blast > 6A > 623C > 5D > 6A > 623B > 5D > 6A > 623B > 236AB > (236AB > 236236BC)

Ethica’s basic combo blast route. You can start this from many situations.

Combo Blast > (5E > 2D > j.E) > land > 6A > 623C > 236AB > (236AB > 236236BC)

Ethica’s second combo blast route. The execution depends on your distance from the corner.

Combo Blast > (j.E > j.D > j.E) > land > 6A > 623C > 236AB > (236AB > 236236BC)

Ethica’s third combo blast route.

Combo Blast > (214C > 2D > j.E)x2 > 6A > 623C > 236AB > (236AB > 236236BC)

Grants a lot of damage, but the starters you can use for this are limited.

Route starters

2B > Combo Blast > stepdash > cl.B > 6A > 623C ~

2B low hit confirm.

j.A, j.B, or j.C > combo blast > 6A > 623C ~

Air hit confirm.

(filler) 2E > combo blast > 6A > 623C ~

Sweep starter. It is very easy to use, but the proration is not that good and it is difficult to extend damage with this.

B+C > combo blast during the final part of the throw > 6A > 623C ~

j.B+C > Combo Blast > 6A > 623C ~

(filler) 214+A/B/C > Combo Blast > 6A > 623C ~

41236+A/B/C > Combo Blast > land > 5E > 214C ~

Screwing of the Dead starter. There are many situations where you can use this due to the invincibility of the command grab.

41236+A/B/C > Combo Blast > airdash > land > 2A > cl.B > 623C ~

Second combo from Screwing of the Dead starter.

(Filler) 623B/C > Combo Blast > stepdash 6A > 623C ~

Stinger starter. Unfortunately, this will not work with 623A.

632146+A/B/C > immediate Combo Blast > low to the ground j.E > land > 214C > 2D > j.E > land > 214C > 6A > 623C ~

Brandishing of the Dead starter.

(Filler) 5E > 214C > Combo Blast > slightly delayed 214C > 2D > j.E > land > 214C > 6A > 623C ~

An advanced 214C starter.


Recommended Partners


There are some situations where you need to improvise after using a partner blitz in order to properly convert a combo with this character. Synergizes well with other partners, is good after canceling out of most of your specials, and has strong lockdown. Take advantage of the fact that this partner can OTG. You can do something like 2E > Henri OTG, then set up something like a throw or charged 5E while they’re being hit.


Use since this partner causes a crumple state whether the opponent is on the ground or in the air. As long as you have one gauge, can easily combo into Orgy of the Dead after calling Kaigen. However, it can be difficult to convert into a combo with Kaigen and it is often necessary to delay the cancellation timing.


Ethica has a lot of routes focusing on wall bounds from 5E and j.E and Spica is useful for comboing from that situation. This partner has a fast startup as well. Easy to convert with and can lead into Dead of the Dead.


May not seem good at first, but since this partner has a fast startup, she is useful. Easily combos from a command throw or a stinger. Useful against Ein and Saya.


Used much like how you use Spica for 5E and J.E wall bound combos. Easily converts into a combo. The damage of Amy herself is not that high, but she easily autocorrects spacing for the followup combo that you execute.


The height of her shot is closer to where the opponent will be after 5E and J.E wallbound combos and the comboability is good. Causes a crumple state, but only on grounded opponents. The slow startup of this partner is not really a big deal when used with Ethica.

Special Techniques

Previous stepdash inertia increase

Ethica’s previous stepdashes adds to the inertia of her next action. It is possible to input a command grab during a stepdash to hide the input and slide towards the opponent with the grab having increased range or to stepdash into a neutral jump for a subtle crossup j.A.

Forward canceling

At the end of a forward roll (5D), you can cancel with a special move. While avoiding projectiles with your roll, you can approach the opponent and buffer in a command throw. You must time this carefully, however, in order to have your throw come out once your roll animation is over.

Vanishing Guard Buffered Command Throw

If you hold down the D button after deploying a Vanishing Guard, the vanishing guard state will be maintained even if you are no longer holding a direction. While holding D, buffer the motion for a command grab such as 632146 or 6321463214. Then, when the Vanishing Guard succeeds and you block an opponent’s attack, you can immediately command throw them.

Safe 214C

It is possible to use 214C on okizeme without getting punished on block. If the spaced correctly in the corner, the disadvantage on block decreases (though you are still at frame disadvantage.) Can be set up from any basic combo that knocks down in the corner with a move like 2E. If timed correctly, a meaty 214C will not be punishable on block. However, this depends a lot on how fast the opponent techs, but it is still a technique worth noting.


JP: Ethica page on the Japanese NPB wiki

Video from pet, a Japanese player, detailing punishes Ethica can perform for various situations (some examples may have been invalidated by the 1.08 update)

Ethica trial combo collection


Click the pictures to see the full resolution.


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