Nitroplus Blasterz: Heroines Infinite Duel/Mora

From Mizuumi Wiki
Jump to navigation Jump to search
Mora
May your path be full of madder and hawthorne briars.

Profile

Name: Mora

Debuted in: Vampirdzhija Vjedogonia

Voice Actor: Hyakka Yamabishi (山菱白花)

Introduction: A young dhampir - one who was born of both a vampire and a human. She may look like a young girl on the outside, but on the inside, she is cool, calculated and experienced. Her superhuman athleticism gives her great prowess as a vampire hunter.

Summary

Because she has short reach and no projectiles, she does not have many effective strategies for long range fighting or dealing with an opponent’s projectiles. On the other hand, she can easily open up opponents with ambiguous left/right and high/low mixups due to having moves that are difficult to distinguish from one another. Recommended for players that like highly explosive close combat. Mora is a high damage character.

Command List

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


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

Mora's fastest normal. Hits crouching opponents. Good at anti airing opponents hovering in your face

  • Jump cancellable
  • Can chain into itself (strict timing)
6A
NPB Mora 6A.png
Damage Guard Startup Active Recovery Frame Adv
1000 HLA 8 - - -

Solid anti air with upper body invul. Can use 6A > 5C to bring down airborne opponents with the ground bounce that 5C causes

  • Jump cancellable
c.5B
NPB Mora 5B C.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA 9 - - -

Good combo starter

  • Jump cancellable
f.5B
NPB Mora 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA 10 - - -

Good combo starter

  • Jump cancellable
5C
NPB Mora 5C.png
Damage Guard Startup Active Recovery Frame Adv
1800 HLA 12 - - -

Knockdown on grounded opponents; ground bounces airborne opponents

  • Limited Chain: Cannot chain into 2C or 2E
5E / 5[E]
NPB Mora 5E.png
Damage Guard Startup Active Recovery Frame Adv
2400 (3000) HLA 27 (44) - - -

Goes over lows

  • It's on the slow side, so be careful about over using it. Not bad to use once in awhile, especially if you escape or special cancel it.
2A
NPB Mora 2A.png
Damage Guard Startup Active Recovery Frame Adv
900 HLA 7 - - -
  • Does not chain into itself
2B
NPB Mora 2B.png
Damage Guard Startup Active Recovery Frame Adv
1200 L 9 - - -

Fluff

2C
NPB Mora 2C.png
Damage Guard Startup Active Recovery Frame Adv
1400 HLA 6 - - -

Useful in combos and hit-confirms. You can chain 6A into 2C for an easy anti-air hit-confirm, or use it in place of 6A

  • Jump cancellable
  • Additional Chain: Can chain into 5C
2E
NPB Mora 2E.png
Damage Guard Startup Active Recovery Frame Adv
1500 L 15 - - -

Standard sweep into knockdown

  • Low profiles
jA
NPB Mora jA.png
Damage Guard Startup Active Recovery Frame Adv
700 HA 8 - - -
  • Double jump cancellable
jB
NPB Mora jB.png
Damage Guard Startup Active Recovery Frame Adv
1200 HA 9 - - -
  • Double jump cancellable
jC
NPB Mora jC.png
Damage Guard Startup Active Recovery Frame Adv
1400 HA 8 - - -

Amusingly faster than j.B. Can use it from 2D for a low overhead, though it has heavy proration

  • Additional Chain: Can chain into jB
jE / j[E]
NPB Mora jE.png
Damage Guard Startup Active Recovery Frame Adv
1500 (2000) HA 11 (22) - - -

Causes a soft knockdown when uncharged. Causes a groundbounce if fully charged. The uncharged version can still cause a ground bounce if it lands counterhit. Also Mora's best jump in in most neutral situations. Since it's chargeable, this move is also good at creating empty jumps to bait shield and do mixups. The charged version can be used from many situations, such as after 6A, an air to air exchange, a throw, or a combo blast

Sledgehammer Pressing
j2C
NPB Mora j2C.png
Damage Guard Startup Active Recovery Frame Adv
1300 HA 14 - - -

Mora halts her movement in the air and drops to the ground using her hammer. Crosses up. Great for doing crossup and non-crossup mixups using airdashes and other forms of air movement

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

Fluff

jBC
NPB Mora Air Throw.png
Air Throw
Air Throw
Damage Guard Startup Active Recovery Frame Adv
2500 UNB 4 - - -

Fluff

Specials

Sledgehammer
236A/B/C
NPB Mora 236X 1.png
NPB Mora 236X 2.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2000 HLA 7 - - -

Mora spins around with the hammer and does a few hits. Fairly safe if blocked, but possibly susceptible to shields if used predictably. Important combo tool

  • 2 hits
    • On standing hit: leave them standing
    • On aerial hit: send them flying backwards
Version Damage Guard Startup Active Recovery Frame Adv
B 2600 HLA 11 - - -
  • 3 hits
    • Always sends them flying backwards
Version Damage Guard Startup Active Recovery Frame Adv
C 3000 HLA 26 - - -
  • 3 hits
    • First swing of animation does not have a hitbox
    • On standing hit: crumples opponent
    • On aerial hit: send them flying backwards
Dead Rising
623A/B/C
NPB Mora 623X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 1800 HLA 7 - - -

Reversal. First hit is ground-to-ground. Second hit is anti-air

  • Not invul, but least recovery and causes knockdown
  • Even if the attack hits, if you cancel into 214AB before the rising section of the move, it still combos and you can chase down the opponent with a D cancel
  • This is safer to do if you have a partner with a fast activation to use as a followup if this is blocked
Version Damage Guard Startup Active Recovery Frame Adv
B 1500 HLA 7 - - -
  • Invul until active frames; causes knockdown.
Version Damage Guard Startup Active Recovery Frame Adv
C 1500 HLA 7 - - -
  • Invul during startup and active frames; does not cause knockdown
Jumping Sledgehammer
214A/B/C
NPB Mora 214X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 1800 HA 20 - - -

Leap forward and slam hammer on ground; overhead into hard knockdown. All versions can hop over lows and some some assists. When you cancel into 214AB, you will get a special version of 214AB that doesn't jump first, so that it will always combo. Must block with Vanishing Guard if in the air

  • Distance: Short
  • Useful as mixup tool, but unsafe on block so have cancel options available
Version Damage Guard Startup Active Recovery Frame Adv
B 1800 HA 25 - - -
  • Distance: Medium
  • Combo filler
Version Damage Guard Startup Active Recovery Frame Adv
C 1800 HA 30 - - -
  • Distance: Long
  • Combo filler
Somersault Sledgehammer
j214A/B/C
NPB Mora j214X 1.png
NPB Mora 214X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 1800 HA 12 - - -

Spin with hammer in the air with different trajectory and motion, depending on button used. The last hit is the same as 214X, as it causes hard knockdown, and can be canceled into 214AB and will always combo. Good no-meter combo ender after jE when in the corner, and after j.C when midscreen

  • Spins forward, preserving her air momentum
  • 2D > j214A is a faster overhead than 214A and can be converted into a full combo
  • Useful tool to whiff in neutral to build meter (jump, then do j214A as you fall down to not get the ground slam portion of the move)
Version Damage Guard Startup Active Recovery Frame Adv
B 1800 HA TODO - - -
  • Spins in place, then comes straight down with the hammer
Version Damage Guard Startup Active Recovery Frame Adv
C 1800 HA TODO - - -
  • Spins in place (but halts momentum more aggressively than the B version), then comes straight down with the hammer

Supers

Sledgehammer Combo
236AB
NPB Mora 236X 1.png
NPB Mora 236AB 2.png
Damage Guard Startup Active Recovery Frame Adv
4500 HLA 6 + 8 - - -

Strike invincible, but can be grabbed. Mora hits in front of her, then locks the opponent into a short sequence where she blows them away from the air. Good for setting up certain partners since it leaves the opponent high in the air when canceled. The strike invincibility and locking properties make this move a good candidate for safely punishing attacks while the opponent has dangerous partners on the screen

Child's Play
214AB
NPB Mora 214X.png
NPB Mora 214AB 2.png
Damage Guard Startup Active Recovery Frame Adv
4400 H TODO - - -

Mora leaps forward then slams the opponent on the ground, locking them into a sequence. She hits them a bunch of times while they're down, and the last hit bounces them back into the air. * Will combo on knocked down opponents, as well as airborne opponents

  • From shorter starters (i.e. 214A, 214B), you can link after with 6A. If you want to combo after with a more highly prorated starter, you need to use a partners or blast cancel
  • Air unblockable
Abyss of Nightmare
j214AB
NPB Mora j214X 1.png
NPB Mora 214X.png
Damage Guard Startup Active Recovery Frame Adv
5000 HA TODO - - -

Like her other supers, it will lock the opponent on the first hit. You want to combo into this move for the kill as it adds significant damage. Gives hard knockdown just like her 214X

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 Mora CE.png
Damage Guard Startup Active Recovery Frame Adv
Varies HLA 10 - - -

Half screen attack. Great for punishing unsafe stuff such as fireballs and partners on reaction since it will lock the opponent into an animation.

  • A route ends in soft knockdown, similar to 236X
  • B route ends in a launcher
  • C route ends in knocking the opponent to the ground and doing attacks similar to 214AB
    • You have to hit C several times to get all 3 hits

Lethal Blaze

Ashes to Ashes, Dust to Dust
236236BC
NPB Mora 623X.png
NPB Mora j214X 1.png
NPB Mora 236236BC 3.png
Damage Guard Startup Active Recovery Frame Adv
10500 HLA 10 - - -

Reversal. Similar to 623X, there is a ground hit and an air hit. In order to get the full damage, you need to hit with the ground hit. Usually combos well from 5C and j.[E], as well as 5E in the corner

Combos

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


NOTE: Most of Mora's combos ending in j.214A/B can also be ended with j.E 5D > j.D (OTG hit)

Meterless, Midscreen

...5B 2B (2C) 2E 5D > 2C DMG:3527

  • Basic combo to set up oki such as a left right mixup with j.2C after a high jump cancel. Don't use the first 2C if you're too far for it to connect.

...5B 2B (2C) 2E > [214A/B / 236A] DMG:3916

  • Basic combo alternative.

2B > 2C > 214A > 214AB > 6A > 2C > sj9.C > delayed j.E DMG:6080

2B > 2E > 214A > 214AB > 6A > 2C > sj9.B > j.C > j.E

623C (1st stage) > Child’s Play > 6A > 2C > sj9.C > sj.E DMG:4712

(anti-air) 6A > sj9.B > j.C > > j.214C > 214AB > 6A > 2C > sj9.C > j.E DMG:5591

(anti-air) 6A > j9.A > j.B > j9.C > j.[E] > microdash j9.A > j.B > j9.C > j.E

(anti-air) 6A > j9.C > j.[E] > microdash 5C > 5D > 2C > sj9.B > j.C > j.E

(anti air) 6A > j9.B dj9.C [E] > 66 6A 5C 5D > 2C > j9.A B > dj9.C E 214A/B

  • You can do a similar combo for air-to-air hits.

BC 5D > cl.B 5C > 6A > j9.C [E] > 66 6A 2C > j9.C B > dj9.C E 214A

  • Good damage from throw. ~6k

BC > 5D > cl.B > 5C > 5D > 6A > j9.C > j.[E] > 2C > sj9.B > j.C > j.E

BC > 5D > 5A > 2C > sj9.B > j.C > j.E DMG:4132

BC > 5D > cl.B > 5C > 5D > 2C > j9.A > j.C > j.E > j.214A DMG:4811

BC > 5D > cl.B > 5C > 5D > 6A > j9.C > delayed j.E > 2C > j.C > j.B > j9.C > j.E DMG:5780

BC > 5D > 214AB > 6A > 2C > sj9.B > j.C > j.E

BC > 5D > 236236BC

j.BC > 236236BC

  • You can alternatively follow up an air throw with 236AB

Meterless, Corner

...2E 236A > 66 6A 5C 5D > 2C > j9.C B > dj9.C E 214A/B

...2E 236A 66 (delay) 6A 2C > j9.C B > dj9.C E 214A/B

  • High damage in the corner, do not delay the 6A after dash in the first combo. If you are too far to make it connect without a delay, use the second combo.

(anti air, in or near corner) 6A > j9.A B dj9.C [E] > (cl.B) 5C 5E 214A/B

  • Same as the above, but you can add some extra hits in the corner for more damage.

5A > 2B > 2E > 236A > f.B > 2C > j9.C > j.B > j9.B > j.C > j.E

2B > 236B > 236A > 5A > 2C > j9.C > j.B > j9.B > j.C > j.E

BC > 5D > 236A > cl.B > 5C > 5E > 236C > 5A > 2C > j9.C > j.E

  • Builds a lot of meter.

2A > 2B > 2E > 236A > microdash f.B > 5C > 5E > 236C  DMG:5983

(mid-screen to corner) BC > 5D > 2A > 5B > j9.C > delayed j.E > delayed 5C > 5E > 236C > 2C > j9.C > j.E DMG:6197

(near corner) 2A > 2B > 2E > 236A > delayed 6A > 5C > 236C > 2C > j9.C > j.E DMG:6255

Metered and Assists

2B 2E 214A 214AB > 6A 2C > sj9.B C E 214A/B

... 2E 214AB > 2C > j9.C B > dj9.C E 214A/B

  • no more than 2 hits before the 2E.

214A <Franco> > 2B 2C 2D > j.214C 214A

(Completely in the corner) 2A > 2B > 623B > Franco > delayed j.E > 5C > 236C > 2C > j9.C > j.E DMG:7707 

...236AB <Aoi> > j.D > j.C <Alushia> (3 hits) > 5C 236236BC

  • Combo into level 3 using 4 meters via Aoi and Alushia.

BC 214AB > 2C > j9.C B > dj9.C E 214A/B

BC 5D > 236236BC

j.BC > 236236BC

  • Cancel it as Mora slams them to the ground.

2A > 2B > 623A (1st stage) > Henri > 5B > 5D > 5B > 236C > cl.B > f.B > 2C > 2E > 214+A/B/C  DMG:7281 

214A > Franco > 2B > 2C > 2D > j.214C > 214AB

5A > cl.B > 236AB (3rd stage) > Aoi > j.D > j.C > Althea > (Althea’s 3rd hit) 5C > 236236BC

CE(ABCABCABCCC)

  • A safe route. The third A is slightly delayed. Must delay the final section to get all of the hits. DMG:7744

CE (ABCABCB) > j.C > delayed j.E > j.D > delayed j.E > 2C > j9.C > j.B > j9.C > j.E DMG:8246

CE > A (safe on block)

CE > B B B (mid, low, high) - Ends in a launcher that automatically makes you jump towards the opponent.

CE > B B C (mid, low, low) - Third stage of this shifts into Child’s Play (214AB) and you can increase the amount of hits by continuously hitting buttons.

(near corner) Variable Rush (ABCABCABCC) > 5A > 5C > 5E > 236C > 2C > j9.C > j.B > j9.C > j.E DMG:10373


Blast

5A > cl.B > 5C > Combo Blast > 236C > (in the second half of the hard knockdown animation) 2C > j9.C > max charge j.E > 2C > j9.C > j.[E] > 2C > j9.C > j.B > j9.B > j.C > j.E

  • Beginner blast combo. Because the damage is low, practice the other combos here once you get used to this one.

...5C/2C ABC > 236C > (delay) [ 2C > j9.C [E] ]x2 > 2C j9.C B dj9.B C E 214A/B

...5C/2C ABC > 236C > 5D > BC > 5D > cl.B > j9.C [E] > 2C > j.C [E] > 2C > j9.B C <Alushia> (3 hits) > 5C 236236BC

BC/j.BC ABC > [ 2C j9.C [E] ]x2 > 2C > j9.B C <Alushia> (3 hits) > 5C 236236BC

j.214A 214AB > [ 2C > j9.C [E] ]x2 > 2C > j.C [E] > 2C > j9.B C <Alushia> (3 hits) > 5C 236236BC

5A/2A > cl.B ABC > (66) cl.B 623C(1) 5D > 2A cl.B 623B(1) 5D > cl.B > j9.C [E] > cl.B 623A(1) 5D > cl.B 2C > j9.B C <Alushia> (3 hits) > 5C 5D > 5C 236236BC

  • Swagger.

5B > combo blast > cl.B > f.B > 623C (1st stage) > 5D > 2C > j9.C > delayed j.E > 5B > 623B (1st stage) > 5D > 5B > 623A (1st stage) > 5D > 5C > 236236BC DMG:11500

  • General purpose solo combo blast recipe.

(Requires 1.8 stocks of meter before starting) 5A > cl.B > 5C > Combo Blast > 236C > 5D > B+C > 5D > cl.B > j9.C > max charge j.E > 2C > j9.C > max charge j.E > 2C > j9.B > j.C > Althea > (Althea’s 3rd hit) 5C > 236236BC

(Requires 2 stocks of meter before starting) B+C or j.B+C > Combo Blast > 2C > j9.C > max charge j.E > 2C > j9.B > j.C > Althea > (Althea’s 3rd hit) 5C > 236236BC

(Requires 3 stocks of meter before starting) j.214A > 214AB > 2C > j9.C > max charge j.E > 2C > j9.C > max charge j.E > 2C > j9.B > j.C > Althea > (Althea’s 3rd hit) 5C > Kaigen > 236C > 236236BC

  • Also works from raw 214AB

5A > cl.B > Combo Blast > cl.B > 623C (1st stage) > 5D > 2A > cl.B > 623B (1st stage) > 5D > cl.B > j9.C > max charge j.E > cl.B > 623A (1st stage) > 5D > cl.B > 2C > j9.B > j.C > Althea > (Althea’s 3rd hit) 5C > 5D > 5C > 236236BC

(In the corner) 5B > combo blast > 5E > 623C (1st stage) > 5D >623B (1st stage) > 5D > 2A > 5B > j9.C > delayed j.E > delayed 5C > 5E > 623A (1st stage) > 5D > 236236BC  DMG:12389 

  • Easy solo high power corner combo blast recipe.

(Near the corner) > 5B > Variable Rush (ABCABCABCC) > 5A > combo blast > 5B > 623C (1st stage) > 5D > 5B > 623B (1st stage) > 5D > 5B > 623A (1st stage) > 5D > 5B > 623A (1st stage) > 5D > 5B > 623B (1st stage) > 5D > Variable Rush (ABCABCABCCC)  DMG:14765 

  • Corner solo recipe. It is possible to burst this combo, so check your opponent’s actions before you continue it. Dead Rising (623+A/B/C) is given in the order of CBAAB because it’s easier to input that way, but you can input anything and it should still connect.

Strategy

Hit them with the hammer and they will die. Be careful of having your j.2C parried.

Recommended Partners

Franco Call her on okizeme, then use 214A and it’s safe. If it hits, you get a hard knockdown. You can also just combo into 214A after activating Franco in a combo.

Henri Keeps the opponent in blockstun for a long time, so it is easier to open them up if you use this. It is easy to use with 236C because it keeps the opponent in place instead of having them knocked away if they were airborne.

Kaigen Combo into this after the first hit of j.214+A/B/C to trigger a hard knockdown. You’ll have more options after the hit because of this.

Sakura Much like Franco, this is useful when called on okizeme. Can follow up with Jumping Sledgehammer for Hard Knockdown.


Links

JP: Mora page on the Japanese NPB wiki

Mora trial combo collection

Colors

Click the pictures to see the full resolution.

Mora1.png
Mora2.png
Mora3.png
Mora4.png
Mora5.png
Mora6.png
Mora7.png
Mora8.png
Mora9.png
Mora10.png
Mora11.png
Mora12.png
Mora13.png
Mora14.png
Mora15.png
Mora16.png
Mora17.png
Mora18.png
Mora19.png
Mora20.png
Mora21.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