Nitroplus Blasterz: Heroines Infinite Duel/Saber

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Saber
Let me ask you: Are you my master?

Profile

Name: Saber

Debuted in: Fate Stay/Night, although this version is based on her Fate/Zero incarnation.

Voice Actor: Ayako Kawasumi

Introduction: Even though her appearance is a girl, she is a Servant who was once a legendary swordsman. Her Noble Phantasm converts her mana into her holy sword and can project slashes of "light".

Summary

Saber is a close-mid range character. Her attacks provide long reach with low risk. While her sword is invisible, normals provide chip damage. When the sword is visible, normals lose their chip damage, but they provide more damage on hit. An easy to use character for beginners, but her strengths are also reliable for advanced users. Since her long range ability is lacking, she must make good use of her partners to cover more range.

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 Saber 5A.png
Damage Guard Startup Active Recovery Frame Adv
600 HLA TODO - - -

Horizontal slash. Although it is not good to mash this move, it is not likely to be punished on block, even if Vanishing Guarded. Has a little more range than 2A.

  • Jump cancellable
6A
NPB Saber 6A.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA TODO - - -

Upwards cut with upper body invincibility

  • Jump cancellable
c.5B
NPB Saber 5B C.png
Damage Guard Startup Active Recovery Frame Adv
1200 HLA TODO - - -

Downwards slash. Be careful, as the upper hitbox is actually smaller than it looks

  • Jump cancellable
f.5B
NPB Saber 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1200 HLA TODO - - -

Long range thrust. Your main poke

5C
NPB Saber 5C.png
Damage Guard Startup Active Recovery Frame Adv
1700 HLA TODO - - -

Large downward slash. Has the best reach out of all of your normals. Will combo from f.5B or 2B from any range

  • Not a suitable combo starter due to heavy proration
5E / 5[E]
NPB Saber 5E.png
Damage Guard Startup Active Recovery Frame Adv
2000 (3000) HLA TODO - - -

Rising slash attack that launches on hit. Grants a guard crush when fully charged.

2A
NPB Saber 2A.png
Damage Guard Startup Active Recovery Frame Adv
500 HLA TODO - - -

A long reaching sideways cut that hits mid

  • Jump cancellable
  • Chains into itself
2B
NPB Saber 2B.png
Damage Guard Startup Active Recovery Frame Adv
1100 L TODO - - -

Fastest low attack. Reach is slightly shorter than f.5B

2C
NPB Saber 2C.png
Damage Guard Startup Active Recovery Frame Adv
1500 HLA TODO - - -

Upward swing. Has a higher upwards hitbox than 6A, so it’s a good anti-air. Easy to use for starting anti-air combos

  • Jump cancellable
2E
NPB Saber 2E.png
Black line shows arc of attack
Damage Guard Startup Active Recovery Frame Adv
1500 L TODO - - -

Long range sweep. Because the reach is very long and it is not too slow, it is a good low poke

jA
NPB Saber jA.png
Damage Guard Startup Active Recovery Frame Adv
700 HA TODO - - -

A sideways cut similar to 5A. Fast startup and long horizontal hitbox, so it is a good air to air

  • Jump cancellable
jB
NPB Saber jB.png
Damage Guard Startup Active Recovery Frame Adv
1300 HA TODO - - -

Diagonal downward slash. Can be used for jump-ins. Crosses up

jC
NPB Saber jC.png
Damage Guard Startup Active Recovery Frame Adv
1600 HA TODO - - -

A sword swing with wide range and high priority. Easy to use and very important in air to air battles

jE
NPB Saber jE.png
Damage Guard Startup Active Recovery Frame Adv
1700 HA TODO - - -

A slashing attack. On hit, causes a knockdown. On counter-hit, it results in a ground bounce. Often used as an air combo ender

BC
NPB Saber Ground Throw.png
Ground Throw
Damage Guard Startup Active Recovery Frame Adv
2800 UNB 4 - - -

A two part grab where you jump above the ground, then cut downwards. The first part can be canceled with D

jBC
NPB Saber Air Throw.png
Air Throw
Damage Guard Startup Active Recovery Frame Adv
2800 UNB 4 - - -

Results in continuous strikes in the air, then the opponent hits the ground. It can be followed up with 236AB, but it is generally difficult to convert off of

Specials

Rising Slash
623A/B/C
NPB Saber 623X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2200 HLA TODO - - -

DP. All versions are invincible to throws on startup. Sends you flying into the air. Can easily combo into A or B version from 5C

  • All versions are invul to throws on startup
  • Not hit invul
Version Damage Guard Startup Active Recovery Frame Adv
B 2400 HLA TODO - - -
  • Hit invul
Version Damage Guard Startup Active Recovery Frame Adv
C 2650 HLA TODO - - -
  • Hit invul
Mana burst Charging
236A/B/C
NPB Saber 236X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2200 HLA TODO - - -

Dash forward, then slash the opponent

  • Send opponent into air
Version Damage Guard Startup Active Recovery Frame Adv
B 2500 HLA TODO - - -
  • Send opponent into air
  • Ground bounce airborne opponents
Version Damage Guard Startup Active Recovery Frame Adv
C 2800 HLA TODO - - -
  • Moves full screen and knocks the opponent down
  • Ground bounce airborne opponents
Mana burst Sweeping
214A/B/C
NPB Saber 214X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2200 L TODO - - -

A low hitting cut after a dash forward. Works like 236X, but because the opponent is juggled for a short time, it is possible to cancel into a partner or other move to extend combos further

Version Damage Guard Startup Active Recovery Frame Adv
B 2200 L TODO - - -

Fluff

Version Damage Guard Startup Active Recovery Frame Adv
C 2200 L TODO - - -

Fluff

Mana burst Aerial Charging
j214A/B/C
NPB Saber j214X 1.png
NPB Saber j214X 2.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2000 HA TODO - - -

Hits overhead. Depending on the position of the opponent, it can cross up and grants a knockdown. Keep in mind that the opponent can guard your crossup with vanishing guard, so you may need to cancel with partners or combo blast to make it safe. Be careful with using a partner for this, however, as there is a slight gap between the activation and you being allowed to move and that you can be hit by a blow or throw at this time

Version Damage Guard Startup Active Recovery Frame Adv
B 2000 HA TODO - - -

Fluff

Version Damage Guard Startup Active Recovery Frame Adv
C 2000 HA TODO - - -

Fluff

Crashing Helm
j22A/B/C
NPB Saber j22X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2500 HA TODO - - -

A diving slash that hits overhead. Useful for punishing the opponent’s anti-air attempt. If blocked, cancel into a partner or super to make this safe

Version Damage Guard Startup Active Recovery Frame Adv
B 2500 HA TODO - - -

Fluff

Version Damage Guard Startup Active Recovery Frame Adv
C 2500 HA TODO - - -

Fluff

Supers

Invisible Air
236AB when sword is visible
NPB Saber 236AB Buff.png
Damage Guard Startup Active Recovery Frame Adv
0 N/A TODO - - -

Turn sword invisible. Has invincible startup and fast recovery, so can be used to extend certain combos by canceling into it

  • Invisibility lasts until you perform one of the following
    • Use Strike Air (236AB)
    • Using the C series of your Variable Rush
    • Using Excalibur (236236BC)
  • Round start: sword starts in invisible state
Strike Air
236AB when sword is invisible
NPB Saber 236AB Attack.png
Damage Guard Startup Active Recovery Frame Adv
5600 HLA TODO - - -

Summons a large gust of wind from your sword that carries the enemy to the edge of the screen. Fast, invincible launcher. Grants a ground knockdown

  • Can only use when sword is invisible
  • After using this, your sword is visible again and your normals lose their chip damage, but their attack power is increased by 11%
Combination Air
j214AB
NPB Saber j214X 1.png
NPB Saber j214X 2.png
Damage Guard Startup Active Recovery Frame Adv
4750 HA TODO - - -

A 3 hit attack that looks similar to j214X. Results in a hard knockdown that you can follow up with various forms of oki

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 Saber 236X.png
Damage Guard Startup Active Recovery Frame Adv
Varies HLA TODO - - -

Rushing attack (looks like 214X) into opponent. Cannot cancel into your partner if the first hit is vanishing guarded

  • A route lets you analyze the situation and you can combo into another variable rush route after these initial 3 hits
  • B route ends in a launcher
  • C route ends with Strike Air or Invisible Air (236AB; move depends on if sword is visible or invisible)

Lethal Blaze

Excalibur
236236BC
NPB Saber 236236BC.png
Imma Firin' Mah Lazer
Damage Guard Startup Active Recovery Frame Adv
3050 + 7450 HLA TODO - - -

When activated close to the opponent, it results in a total of 50 high powered hits. Even if you move back a small amount, the initial sword hit does not occur and the technique gives you less damage. Invincible startup. as a high amount of guaranteed damage regardless of proration (Around 5000?) so it is a good combo ender. Using it makes your sword turn visible.

Combos

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

Meterless, Midscreen

2A > 5B > 5C > 236C

  • 3183 damage. Your Basic ground combo. Even if guarded, it grants a good amount of chip damage.

Depending on your distance from the opponent, you can add in a cl.B and 2B for more damage. (2A > cl.B > f.5B > 2B > 5C > 236C)

2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E

  • 4047 damage. 5C > 5E will only connect on crouching opponents. This combo is more stable if j.B is delayed.

B+C (1 hit) > j.D > j.C > (land) > 7j.A > j.B > 9j.C > j.E

  • 3484 damage.

6A > 2C > 9j.B > 9j.C > j.E

  • 3880 damage. Basic anti-air combo.

j.A > j.B > 9j.C > j.E

  • 3048 Damage. Basic air-to-air combo.

2A > cl.B > 5C > 5E > 5D > 623A > 5C > 236B

  • 4225 damage. Only works on crouching opponents.

2B > 2C > 9j.B > j.E > 2A > 2C > 9j.B > j.E > 2A > 5B > 5C > 236C

  • 5200 damage. Ignis and Ouka only. Only works when the characters in question are standing.

B+C (1 hit) > j.D > j.C > microdash 6A > 623A > 5B > 236A

  • 3829 damage.

B+C (1 hit) > j.D > j.C > 236C > cl.B > 6A > 2C > sj9.B > j.C > j.E

  • 4412 damage. Delay the first j.C so it hits low to the ground. Does not work on Mora, Al, or Saya.

Meterless, Corner

B+C (1 hit) > j.D > 6A > 623A > cl.B > 2C > 9j.B > 9j.C > j.E

  • 4371 damage.

B+C (1 hit) > j.D > delayed j.C > 236C > 5B > 2C > j.B > 9j.A > j.C > j.E

  • 4387 damage.

B+C (1 hit) > j.D > immediate j.C > 623A > 2B > 2C > 9j.B > 9j.C > j.E

  • 4229 damage.

Metered

2A > 5B > 5C > 236C > 236AB

  • 5319 damage.

2A > 5B > 5C > 214A > 236AB (Invisible Air) > 2A > 2C > 9j.B > 9j.C > j.E

  • 4742 damage.

22+A/B/C > 236AB

  • 5946 damage. Use after a knockdown from j.214AB.

2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E > j.214AB

  • 4925 damage. Only works on crouching opponents.

B+C (1 hit) > j.D > j.C > land > 7j.A > j.B > 9j.C > j.E > 214AB

  • 4416 damage.

j.214+A/B/C > 236AB

  • 5776 damage. Crossup combo.

6A > 2C > 9j.B > 9j.C > j.E > j.214AB

  • 5208 damage. Anti-air combo.

j.A > j.B > 9j.C > j.E > 214AB

  • 4659 damage. Air-to-air combo. Delaying 9j.C or j.E depending on the opponent’s position makes them easier to connect.

623C (2 hits) > j.214AB

  • 4631 damage. Combo from invincible reversal.

Variable Rush (BCCCABCC)

  • 8123 damage.

2A > 5B > 5C > 214A > Variable Rush (BCAABCAAA)

  • 7234 damage.

2A > cl.B > 5C > 5E > 9j.B > 9j.A > j.C > j.E > j.214AB > 236AB

  • 7025 damage. j.214AB has to be immediately canceled into 236AB on hit.

B+C (1 hit) > j.D > j.C > land > 7j.A > j.B > 9j.C > j.E > j.214AB > 236AB

  • 6516 damage.

2A > 5B > 5C > 236C > 236236BC

  • 8519 damage.

214+A/B/C > 236236BC

  • 8228 damage.

B+C (2 hits) > 236236BC

  • 8008 damage. Opponent cannot escape blast.

CE~BCAABCAAA

  • Emphasis on damage. Combo ender that results in the opponent flying in the air.

CE~BCCCABCC

  • Emphasis on max damage. Your sword becomes visible after this, assuming you executed the Variable Rush with Invisible Air acviated.

Blast

2A > 5B > combo blast > 623B > j.D > cl.B > 236C > 5D > 236B > 5D > 623C > j.D > 623A > j.D > 236C > Variable Rush (BCAABCAAA) or 236236BC

  • 7984 damage (Variable Rush ending) or 10039 damage (Lethal Blaze ending). Opponent cannot escape blast after your combo blast.

2A > cl.B > 236A > combo blast > 236B > 5D > 623C > j.D > 623B > j.D > 623A > j.D > 236C > 5D > 6A > 2C > 9j.B > 9j.C > j.E

  • 5753 damage.

(OTG) > combo blast > 623A > 5D > 5B > 236B > 5D > 623C > j.D > 623B > j.D > 236C > 236B > Variable Rush (BCAABCAAA) or 236236BC

B+C > combo blast > j.C > j.D > j.C > 623B > 5D > 623A > 5D > 5C > 236C > 5D > 236B > Variable Rush (BCAABCAAA) or 236236BC

  • 6876 damage (Variable Rush ending) or 9070 damage (Lethal Blaze ending). Opponent cannot escape blast.

j.214+A/B/C > combo blast > 236C > 5D > 236B > 5D > 623C > j.D > 623B > j.D > 623A > j.D > 236C > Variable Rush (BCAABCAAA) or 236236BC

  • 9058 damage (Variable Rush ending) or 11001 damage (Lethal Blaze ending). Opponent cannot escape blast after your combo blast.

(corner) cl.B > f.5B > 214A > combo blast > 5E > 623B > j.D > 236B > 5D > 6A > 2C > 623A > j.D > 236C > 5D > 6A > 2C > 9j.B > j.E

  • 7126 damage.

Partners

Althea

(filler) > cl.B > 214A > combo blast > 236B > 5D > 623B > 5D > 623A > 5D > j.E > land > 236C > 5D > 6A > 2C > sj9.B > j.C > Althea > 22A > land > Althea (3rd hit) > 236C > 236236BC

(filler) > 214A > combo blast > 5E > slightly delayed 623A > C > 236C > D > 236B > D > 6A > 2C > sj9.B > j.C > Althea > j.22A > opponent hits the corner > 236C > 236236BC

  • A simple route that grants 11000 damage

cl.B > f.5B > 214A > combo blast > 236B > 5D > 623B > j.D > 623A > j.D > 236C > 2D > j.22A > 236AB > Althea > 5[E] > 236C > Variable Rush (ACBAA)

  • 14000 damage.

(filler) > 214C > Combo Blast > 5C > 236B > 2D > delayed j.C > land > 236C > 5D > 6A > 9j.B > 9j.B > j.C > Althea > Angela > 236236BC > 236A

  • 14000 damage.

5B > 5C > 214C > combo blast > 2C > 5E > 623B > j.D > 2C > 623A > j.D > delayed 5C > 236C > 5D > slightly delayed 236A > 236AB > Althea > 5[E] > 236B > Variable Rush

  • 11000 damage.

5B > 214A > combo blast > 236B > 5D > 623C > j.D > 623B > j.D > 623A > j.D > 236C > 2D > 22A > 236AB > Althea > opponent hits the corner > 5[E] > Althea (4th hit) > 214C > Variable Rush (ABCBCBAA)

5B > 5C > combo blast > 623C > 5D > 2C > 623A > j.D > delayed 5C > 236B > 5D > 5B > 236C > 5D > slightly delayed 236A > 236AB > Althea > 5[E] > 214A > Variable Rush

  • 11000 damage. For corner carry.

(corner) ...236AB > combo blast > 623A > D > 5C > 5E > 623B > D > 5C > 236C > 623C (2 hits) > Althea > Dragon > 5C > j.22C > 236236BC

(corner) cl.B > f.5B > 214A > combo blast > 5E > 623B > D > 236B > D > 6A > 2C > 623A > D > 236C > D > 6A > 2C > sj9.B > j.C > Althea > opponent hits the corner > 236C > 236236BC

  • The strongest route of all. 14000 damage.

Angela

(Near the corner) 2A > B > C > 236C > Combo Blast > 5C > 236C > Angela > dash > 6A > 2C > 623B > Another Blood > Angela hits > delayed 236236BC

  • After the Angela hit, time 236236BC to the opponent’s fall.

2A > 2B > cl.B > 6A > 5B > 2E > 623C > 5D > 623B > j.D > 623A > j.D > 5C > 236C > 5D >236B > 236AB > Angela > 236B >Variable Rush (A button series) > 236A > Another Blood

  • 13500 damage.

Aoi

2B > 2E > 214A > combo blast > 5C > 236C > 5D > 623C > D > 623B > j.D > 623A > j.D > j.22C > 236AB > Aoi > delayed 236B > Dragon > 236A > 236236BC

Carol

5B > 5C > 214B > Carol > 5A > 6A > 623C > Althea > 22C > 5C > 236C > 236236BC > Carol hits > 236C > j.E > j.E > 22C or 214C

5B > 2B > 5C > 214C > combo blast > dash > 5B > 6A > Carol > j.B > j.C > j.E > land > 2A > 5B > 236B > Dragon > 236B > 236AB > Dragon hits > 9j.C > j.214AB > Carol hit > 5B > 5C > 623A > j.214AB

  • 15000 damage.

(filler) > 214B > Combo Blast > 5A > 6A > Carol > 623B > D > 623C > Althea > 5C > 236C > 236236BC > Carol hits > j.C > 22C > 623C

  • 14000 damage.

Dragon

(filler) > 214A > combo blast > 623C > j.D > delayed 5C > 236C > delayed 5B > 236B > 5D > 6A > 9j.A > j.B > 9j.C > j.214AB > Dragon > 5C > 2E > 236AB (Dragon hits) > dash > sj.9C > j.214AB > Another Blood > 5C (Another Blood hits)

  • 13000 damage.

j.C > j.E > j.214AB > Dragon > delayed 5C > 236AB > Dragon hits

  • Air-to-Air combo.

Franco

214A > Franco > 5B > 5C > 5D > 5B > 2C > sj9.B > j.E

B+C (1 hit) > j.D > j.B > 623A > 5C > 214B > Franco > 236B > 236C

2A > 2B > combo blast > 623B > 5D > 5C > 236C > 5C > 236B > Franco > dash > 6A > 5B > 5C > 236A > 236AB > Aoi > 236C > 236236BC

  • 12000 damage.

Strategy

Neutral

Close range

2A’s range makes it a very strong tool to utilize.

  • 2A > microdash 2A allows you to keep attacking with lows
  • 2A > microdash throw allows you to fish for an opponent’s vanishing guard
  • 2A > 2C is used to fish for jumps.

When attacked, you can rely on your Rising Slash.

Mid range

It is easy for you to move around in this situation. f.5B has good reach to keep opponents in check. If attacked from the air, intercept with 6A or Rising Slash. Jump vertically, and if the opponent does not act, begin your air assault.

Long range

You do not have many options. You will need to calmly close the distance between you and your opponent. Some projectiles can be cleared away with Strike Air. It’s risky, but you can use 623A to build meter.

Recommended Partners

Saber works well with any support, as her solo performance is high.

Franco, Henri, Spica, Akane

Increase Saber’s low long ranged attacking power. If you cancel into one of these partners from 623+A/B/C or j.214+A/B/C, it will combo on hit and work as a followup for safety or continued pressure if guarded. The chance of success is high. It is easy to use these partners stably even in a drawn out battle.

Dragon, Carol, Angela

For high damage combos. Carol and Angela take a long time to use, so it is necessary to have a way to fight a drawn out battle.

Yuki

Attacks with zombies. If the opponent normal guards, you can cause a lot of chip damage with this move and specials. There are breaks between zombies near the middle and the end that can easily be Vanishing Guarded. Because it keeps the opponent locked down for a long time, it is a good way to stall until the other partner’s gauge recovers.

Sakura, Miyuki

Best used against characters that are strong from a long distance like Ein and Anna. When activated, Sakura can wipe out projectiles, so you can freely attack during this. Miyuki instantly locks onto the opponent from behind. You can limit their actions just by not using her and having the threat of her attacking from behind looming at all times.

Yoishi

Even if used from a distance, it makes it easier to get around because you can limit your opponent’s actions. When the shadow hits the opponent, they cannot jump, so it becomes easier to assault them from the air.

Links

JP: Saber page on the Japanese NPB wiki

Video of various combos

Saber trial combo collection

Colors

Click the pictures to see the full resolution.

NPB Saber Color 1.png
NPB Saber Color 2.png
NPB Saber Color 3.png
NPB Saber Color 4.png
NPB Saber Color 5.png
NPB Saber Color 6.png
NPB Saber Color 7.png
NPB Saber Color 8.png
NPB Saber Color 9.png
NPB Saber Color 10.png
NPB Saber Color 11.png
NPB Saber Color 12.png
NPB Saber Color 13.png
NPB Saber Color 14.png
NPB Saber Color 15.png
NPB Saber Color 16.png
NPB Saber Color 17.png
NPB Saber Color 18.png
NPB Saber Color 19.png
NPB Saber Color 20.png
NPB Saber Color 21.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

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