Nitroplus Blasterz: Heroines Infinite Duel/Saya

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Saya
A world... just for me... and Fuminori...

Profile

Name: Saya

Debuted in: Song of Saya

Voice Actor: Midori Kawamura (川村 みどり)

Introduction: An inhuman being from another world. It can normally take on multiple forms, but to one Fuminori Sakisaka, who sees everything as piles of flesh, it appears as the world's only normal girl.

Summary

Saya has long reaching attacks and teleports, but slow walk speed and a floaty jump. Since missing attacks or failing to convert into combos can be very punishing for Saya, she’s recommended for expert players

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 Saya 5A.png
Damage Guard Startup Active Recovery Frame Adv
400 HLA 6 - - -

Hair poke. Fast startup and long range, but won’t hit a crouching opponent. Don’t mash it out on defense, but use it to stop airdashes or shorthops in their tracks. Can chain to itself. Jump cancellable

6A
NPB Saya 6A.png
Damage Guard Startup Active Recovery Frame Adv
1000 HLA 8 - - -

Upward meat-arm swing. Upper body invincibility, but short reach. Still an important anti-air at point blank because it hits on both sides, but be careful using it as it’ll lose to really strong jump-ins. Jump cancellable. Launches opponent on grounded hit

  • Chains into c.5B
c.5B
NPB Saya 5B C 1.png
NPB Saya 5B C 2.png
Damage Guard Startup Active Recovery Frame Adv
900 HLA 9 - - -

Spinning hair attack. Starts up fast, but doesn’t really function as an anti-air. If you want to use it as one, aim for the opponent’s landing. Useful for confirming and in okizeme. Tons of active frames, so it’s an easy meaty. Jump cancellable.

  • Chains into 6A
f.5B
NPB Saya 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1060 HLA 10 - - -

Meat extends at an upward angle from Saya’s foot. Has a strong hitbox and reach, but will often miss a crouching opponent. It’s easy to forget, but you can cancel this to 2B or 3B. Jump Cancellable. Forces standing on hit

5C
NPB Saya 5C.png
Damage Guard Startup Active Recovery Frame Adv
1736 HLA 11 - - -

Meat stretches out from Saya’s arm. Extremely long reach makes it one of her main tools. Since it’s angled lower than far 5B, it’ll hit crouching opponents easily. The meat part of the sprite has a hurtbox as well, so it can be hit by an opponent’s counterattack. Pushes out farm enough to be good on block, but easy to whiff on an opponent’s airdash or roll

5E / 5[E]
NPB Saya 5E.png
Not to scale
Damage Guard Startup Active Recovery Frame Adv
1800 (2400) HLA 27 - - -

Attacks by spreading meat in front of Saya. Giant hitbox, but slow to start up. Useful on okizeme or paired with a meat bomb being set up. Also useful to frametrap with. This move’s meat has a hurtbox as well. Guard crushes when fully charged (can be blocked with Vanishing Guard). On hit, launches the opponent and can be cancelled into a unique “chase jump” to follow up with an air combo. Long reach, and looks similar to her command grab. You’ll find yourself using this a lot

2A
NPB Saya 2A.png
Damage Guard Startup Active Recovery Frame Adv
400 L 6 - - -

Poke to the feet with Saya’s hair. A low with good startup and reach. If you’re mashing out of pressure, it’ll be with this. Hits low and chains into itself, so it’s also good for mixup and okizeme. It’s also a strong combo part and a good attack to use from Vanishing Guard

2B
NPB Saya 2B.png
Damage Guard Startup Active Recovery Frame Adv
1165 HLA 7 - - -

Stretchy spikes to the feet. Hits many times, so it’s easy to confirm from it. This attack and 3B both have a hurtbox, but you aren’t likely to get hit in them; the attack also low profiles so it’s incredibly good for poking at the opponent. Behind 2A it’s the fastest startup move she has at point blank range, so it’s not the worst thing to mash out. Input it carefully so you don’t get 3B on accident. Jump cancellable

3B
NPB Saya 3B.png
Damage Guard Startup Active Recovery Frame Adv
1080 HLA 9 - - -

Just like 2B, except it comes out farther away. There isn’t a hitbox on Saya’s hands, so be careful about the range. That said, this is one of her main midrange pokes. Be careful when inputting 3B so you don’t accidentally use her teleport. Jump cancellable. Pushes opponent toward Saya

2C
NPB Saya 2C.png
Damage Guard Startup Active Recovery Frame Adv
2097 HLA 11 - - -

Tentacle poke directly upwards. Likely the strongest anti-air hitbox in the game, but like her other meat attacks, it has a hurtbox. It’ll lose often when it’s attacked from the sides. On hit, cancel to shorthop (2D) or to a partner blitz to confirm. Has short horizontal reach on the ground, and when left on its own it’s easily punished with whatever the opponent likes. To prevent getting punished, cancel it into a teleport. You can also chase airtechs with it easily

2E
NPB Saya 2E.png
Damage Guard Startup Active Recovery Frame Adv
1718 L 14 - - -

Sliding sweep. Knocks down, and you can use it as a meaty, but only the last hit knocks down. Punishable on block on its own, so cancel into a teleport, partner blitz, or Meat Feast to keep it safe. Hits low. Low profile makes it an option to go under enemy attacks or projectiles, but as with any slide, try to make them block the end of the attack for better frames on block

jA
NPB Saya jA.png
Damage Guard Startup Active Recovery Frame Adv
400 HA 7 - - -

Hair poke. Fast startup makes it useful for rising air-to-air when next to the opponent or for mashing out of air blockstun. Jump cancellable. Chains to itself

jB
NPB Saya jB.png
Damage Guard Startup Active Recovery Frame Adv
1060 HA 9 - - -

Stretches meat at a downward angle. Long reach makes it one of Saya’s main air pokes. 2x hit move when close. Works very well as an air-to-ground attack when done as Saya lands. Has more untechable time on the second hit than the first, so try to hit both hits. Jump cancellable

jC
NPB Saya jC.png
Damage Guard Startup Active Recovery Frame Adv
1600 HA 16 - - -

Stretches her legs straight downward. Has a very strong vertical hitbox and bounces on counterhit. Bad Air-to-air due to poor horizontal reach. Can be used to beat out anti-airs and as a deep jump in. Against tall, crouching characters, it hits low enough to use as an instant overhead. Also has a crossup hitbox

jE
NPB Saya jE 1.png
NPB Saya jE 2.png
Damage Guard Startup Active Recovery Frame Adv
1600 HA 13 - - -

Crescent Hair Slash. Slow, but huge hitbox and long active frames make it a strong air normal to toss out. Has long upward reach as well as a bounce effect on air hit, so it’s excellent for keeping opponents from running away and in combos.

j.2A/B/C
NPB Saya j2X.png
Damage Guard Startup Active Recovery Frame Adv
Up to 1505 HA 12 - - -

Meat drill attack that changes angle based on button used

  • A - drill at almost horizontal angle
  • B - drill at 45° angle
  • C - drill at almost vertical angle
BC
NPB Saya Ground Throw.png
Ground Throw
Damage Guard Startup Active Recovery Frame Adv
2500 UNB 4? - - -

Fluff

j.BC
NPB Saya Air Throw.png
Air Throw
Damage Guard Startup Active Recovery Frame Adv
2500 UNB 4? - - -

Fluff

Specials

236A/B/C
NPB Saya 236X.png
Damage Guard Startup Active Recovery Frame Adv
1200 HLA 46 - - -

Spawn meat ball (mine) in front of Saya at increasing distances that explodes on contact. Will disappear after a few seconds

  • Projectile invulnerable moves (like Ignis [4]6C) can go through them
j.236A/B/C
NPB Saya j236X.png
Damage Guard Startup Active Recovery Frame Adv
1200 HLA 26 - - -

Spawn meat ball (mine), then hop up in the air in a direction based on the button pressed. Same properties as 236X

  • A - forward hop
  • B - neutral hop
  • C - backwards hop
214A/B/C
NPB Saya 214X.png
Damage Guard Startup Active Recovery Frame Adv
N/A HLA 29 - - -

Teleport in a direction, then enter stance

  • A - teleport forward
  • B - don't teleport (enter stance directly from neutral)
  • C - teleport backward
214X~X
NPB Saya 214X-X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 2520 UNB 29 - - -

When in 214X stance, perform angled up command grab

  • If you are too close, will turn into a mid that does not perform a command grab
Version Damage Guard Startup Active Recovery Frame Adv
B 2520 UNB 29 - - -

When in 214X stance, perform horizontal command grab

  • If you are too close, will turn into a mid that does not perform a command grab
Version Damage Guard Startup Active Recovery Frame Adv
C N/A N/A 1 1 1 -

When in 214X stance, cancel stance and return to neutral

Version Damage Guard Startup Active Recovery Frame Adv
4 / 6 N/A N/A 1 - - -

When in 214X stance, teleport backward / forward. Remain in stance afterward

421X / 623X
NPB Saya 421X 623X.png
Not to scale
Damage Guard Startup Active Recovery Frame Adv
N/A N/A 8 - - -

Teleport backwards / forwards at increasing distances and hop in air after

  • Can teleport behind opponent

Supers

236AB
NPB Saya 236AB.png
Damage Guard Startup Active Recovery Frame Adv
4612 HLA 6 + 17 - - -

Spawn meat ball (mine) at opponents feet. On contact, traps the opponent for a second then explodes. Launches them into air for followup combos

  • Will always track to where the opponent is
214AB
NPB Saya 214AB.png
Damage Guard Startup Active Recovery Frame Adv
4717 HLA 6 + 20 - - -

Send out a meat whip that will grab and ground bounce the opponent

  • Hit grab (not a command grab)
  • Has some invulnerability during startup; can be used to beat certain supers / VRs on reaction
j.236AB
NPB Saya j236AB.png
Damage Guard Startup Active Recovery Frame Adv
3500 HLA 6 + 11 - - -

Turn into a meat ball (mine), then explode and damage anything within a small radius around Saya

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 Saya CE.png
Not to scale horizontally
Damage Guard Startup Active Recovery Frame Adv
Varies HLA 18 - - -

Tentacles pop out of ground at opponents feet, knocking them into Saya

  • A series of buttons results in whip attacks that knock opponent to ground and allows them to tech in the air
  • B series of buttons results in launching the opponent into the air, allowing you to continue the combo
  • C series of buttons results in Saya eating her opponent and recovering health

Lethal Blaze

236236BC
NPB Saya 236236BC.png
Damage Guard Startup Active Recovery Frame Adv
10680 HLA 1 + 9 - - -

Very short hop attack into opponent

  • Hitbox is very small; make sure you are point blank

Combos

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


Common Starters for Saya:

  • 2A, 2B, 3B 5B, or 5C

Solo Combos

2A

  • 2A 2A 2B 3B 5C (214AB)
  • 2A 2A 2B 3B 5C CE ...

Crouching Only

  • 2A 2A 2B 3B 2E 236A/B
  • 2A 2A 2B 3B 2E 236236BC


6A

  • 6A 5E jc d.jB jc jB jE j2B
  • 6A 5E jc d.jB jc jB j236AB
  • 6A 5E jc d.jE ABC j2B 6A 214B~A jD jB 6A jc jB jE j2A (j236X)
    • Blast Combo

Counter Hit:

  • 6A 214B~A ...


2B

Air Hit:

  • 2B 3B jc jA jB jE j2A


5B

  • c.5B 6A 5E jc jB jc jA jB jE j2B
  • c.5B f.5B ABC 66 6A 5E d.214B~A j236AB 214B~B j236AB 214B~A
    • Blast Combo


2C

  • 2C 2D jE j2A
  • 2C 2D j236AB 214B~A
    • j236AB at peak of 2D


5E

  • 5E jc jB jc jB jE j2B

Guard Crush:

  • 5[E] 214B~B ...
  • 5[E] 5C CE ...


214X~A/B

  • 214B~B j236AB 214B~A j236AB (236B / jc jE j2A 236A)
    • 236B ender will Oki against neutral tech; j2A ender gets you closer and you can still Oki with 236A
  • 214B~B CE ...
  • 214B~B j236AB 214B~B CE ...
    • Tight window between 214B~B and CE


jX

  • jB jc jB jE j2B
  • IAD jC j2B 2A 2A 2B 3B 5C ...
  • 9jA j2A j236AB 214B~A j236AB 214B~A
    • IOH on 9jA

Counter Hit:

  • IAD jE j2B 6A 5E jc jB jE j2B (j236X ...)


Throw

Mid:

  • Throw 66 f.5B 5E jc d.jB jc jB jE j2B
  • Throw 66 f.5B 5E jc jE ABC j2B 6A 214B~A j236AB 214B~B j236AB (jc jE / 236B)
    • Corner to corner blast combo


Corner:

  • Throw 66 c.5B f.5B 5E jc d.jB jc jB jE j2B
  • Throw 66 c.5B 6A jc d.jB j.2A(1) jD jA jE j2C 5A 6A jc jE j.2A (j.236X)
    • Much harder combo, but with it comes greater glory
  • Throw 236236BC
    • Throw causes poor scaling

Air:

  • AT jD jE 236B
    • Priotizie Oki
  • AT jD jE j2A
    • Prioritize damage

236AB

  • 236AB (623X) c.5B ABC 2C 5[E] 623B jE j2A 6A 214B~A CE ...
    • Punish from far away; 623X to close the gap in time for f.5B
    • Blast combo that can close the round

CE

  • ... CE~ACABA - Highest damage
  • ... CE~ACABB ... - End in launcher that allows you to continue combo
  • ... CE~CBBBA - Lower damage, but side switches
  • ... CE~ACACB ... - Corner carry and ends in launcher
  • ... CE~ACABC - Regain health

Partner Combos

Henri

  • 2A 2A 2B 3B 5C 214AB Henri jE j2C(w) 214B~B
    • Ending 214B~B in corner seems to whiff everytime against:
      • Saber
  • 2A 2A 2B 3B 5C Henri 5C 5D 214B~B j236AB 214B~A
  • 2A 2A 2B 3B 5C Henri 5C 5D 66 5B 5B 2C 3B 5C CE ...
  • 2A 2A 2B 3B 5C Henri 5C 623C (d.jB) j2B 2A 2A 2B 3B 5C CE ...
    • Side switch variation
  • 2A 2A 2B 3B 5C Henri 5C 5D 66 2E 236236BC
  • 6A 5E jc d.jB Henri jD d.jC jE
  • 214B~B j236AB Henri jE 214B~A
  • 214B~B d.Henri 236236BC

+ Akane

  • 2A 2A 2B 3B 5C Henri 5C 5D d.214B~B d.Akane f.5B 214B~A j236AB 214B~A


Akane

Note: When opponent's health is red, Akane's startup is longer. This will prevent some combo routes from working

Combo routes like ... 5C Akane 5C ... will allow opponent to recover in time to block Akane, due to longer startup

  • 2A 2A 2B 3B 5C Akane 5C 5D 236AB 66 236B d.jc jC jE (j2B)
    • Akane whiffs on crouching oppoennt
    • Delay jump after 236B until opponent at peak of the launcher
  • 214B~B d.Akane 5B 5E jc d.jB jc jB jE j2B
  • 214B~B d.Akane 5B 214B~A j236AB 214B~A
    • Delay Akane until opponent is parallel with Saya's head as they ground bounce up

Corner:

  • 214B~A/B Akane jB jE (66) 236236BC


Miyuki

  • 2A 2A 2B 3B 5C Miyuki 44 236236BC
  • 2A 2A 2B 3B 5C Miyuki 44 jc jB jc jB jE j2B
  • 214B~B Miyuki 236236BC


Amy

  • 214B~A/B Amy jB Microwalk d.5B 5E jc jB jc jB jE j2B
  • 214B~A/B Amy jB Microwalk d.5B 5E jc jA jB jE jD jA jB jE (j2B)
    • Seems to connect more consistently on larger characters (tested on Ignis vs. Ruili)


Alushia

  • 214x~A/B Alushia 214B~B
    • connects on the last hit

Carol

  • 2A 2A 2B 3B 5C Carol CE~CBBBA d.jc jB jE j236AB
    • Side switches with VR route to connect with Carol

+ Alushia

  • 236AB Carol 214X~B 214AB Alushia

Strategy

  • Ideally, you want to keep opponents at an optimal range where you can tentacle grab and hit them with normals without getting hit. Saya has many mixup options, including orb usage, teleport, dive kicks, tentacle grabs, slide, etc. Her 5C and 2E are multi hitting and one of the few normals in Nitroplus that can frame trap most barrier > button presses.

Links

JP: Saya page on the Japanese NPB wiki

Saya trial combo collection

Colors

Click the pictures to see the full resolution.

Saya1.png
Saya2.png
Saya3.png
Saya4.png
Saya5.png
Saya6.png
Saya7.png
Saya8.png
Saya9.png
Saya10.png
Saya11.png
Saya12.png
Saya13.png
Saya14.png
Saya15.png
Saya16.png
Saya17.png
Saya18.png
Saya19.png
Saya20.png
Saya21.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