Nitroplus Blasterz: Heroines Infinite Duel/Al
Name: Al Azif
Debuted in: Demonbane
Voice Actor: 神田理江
Al got kicked out of school for bringing guns to school and not wearing pants. Now she lives under a bridge.
Al possesses a large variety of tools, including a strong projectile, a DP, and large pokes for both ground and air, allowing to her perform well in a variety of situations. Also of note is her restand oki, which gives her a strong way of maintaining offensive momentum once already acquired.
If you are having trouble reading inputs, check out the Notation section!
Al is almost up there with Ein in regards to moving around the screen effectively: Her rolls aren't particularly remarkable, but her run is fast, her airdashes cover good space in little time, and her forward jump actually covers quite a large amount of space for what it is.
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 - 6 frames
Backhand. Short reach but fast startup, so use it in combos or to mash out. Doesn't chain into self, jump cancellable.
6A - 8 frames
High-kick anti-air. Has upper body invincibility, and is jump cancellable.
cl.B - 11 frames Additional Chain - Chains into 6A.
Fan-effect attack. Jump cancellable.
st.B - 8 frames
Similar motion to close 5B. It has much better reach by comparison, and a very lengthy cancel window. Jump cancellable.
5C - 15 frames Limited Chain - Does not chain into 2C
Forward scimitar slash. Farthest-reaching ground normal, covering a good amount of space, but kinda slow.
5E - 15 frames (41 frames when fully charged)
Al flashes light from her palm and sends the opponent flying. Short reach, but since it wallbounces the opponent, it’s good in combos to add damage. Guard crushes when fully charged.
2A - 7 frames
Low kick. Decent speed-range ratio, and also chains into both itself and 5A on whiff and block, making it an excellent 2A.
2B - 8 frames
Low kick similar to 2A in appearance and range. Use it to confirm from 2A or on its own.
2C - 12 frames Limited Chain - Does not chain into 2E.
Angled scimitar slash. It’s as good an anti-air as it looks, but be careful against strong jump-ins; it might be better to stick to 6A in those cases.
2E - 12 frames
Judo chop sweep. Extremely short reach for it's speed. Jump cancellable.
j.A - 7 frames
Jump kick. Strong horizontally, but not so much vertically.
j.B - 8 frames
Downward angled fan-effect attack. Useful in many situations from jumping in to combo filler.
j.C - 11 frames
Horizontal sword slash. Extremely long horizontal reach, so it’s one of Al’s main air-to-airs.
j.E - 12 frames
Al fires a flash of light downward and hits the opponent to the floor. Al’s momentum halts during the attack, and she can move after.
236 A/B/C - Cthugha & Ithaca
Gun shots. Very strong projectile, so use it at long range to poke at the opponent and build some meter.
236A - 13 frames - Fires Cthugha straight forward.
236B - 13 frames - Al fires Ithaca upwards. After going up, the shot will track the opponent, and also gives a freeze effect on hit, making it very easy to both catch people in the air with it and convert from such.
236C - 7 frames - Fires Ithaca, then quickly follows with Cthuha. Has more recovery than the previous two variations.
623 A/B/C - Scimitar of Balzai (AIR OK)
Scimitar uppercut followed by a downward smash. It’s easy to use as a reversal because of its strike invulnerability, but it lacks throw invulnerability so it’s not infallible.
623A (11F): The invuln depletes before the first hit.
623B (13F): The invuln lasts until the first hit.
623C (20F): The invuln remains past the first hit, but depletes before the second. Groundbounces, so you can combo after if the proration isn't too high.
624 A/B/C - Athlach-nacha
Shoots a thread at the floor, entangling the opponent. Starts up fairly slow, but is an unblockable containment move, so it’s useful both as a mixup and in combos. The hitstun on it both isn't affected by other attacks and negates their pushback. It's also immune to proration and can catch people low to the ground, so you can end with this into sweep to go into 22X mixups. Will not connect while the opponent is in blockstun.
624A - 22 frames - Shorter capture.
624B - 31 frames - Longer capture.
624C - 38 frames - Longest capture.
22 A/B/C - Mirror of Nitocris (55F total duration)
Al disguises herself among two clones, moving forward along with them with each in different positions. The button used determines which Al is real: A for the running one, B for the one jumping above them, and C for the one jumping above the second. Can be used as a kind of gimmicky pressure reset, but sees most of it's use post command grab ender for oki.
236+AB - Cthugha & Ithaca True Form - 6 frames + 12 frames after superflash
Super fireball. Has invincibility on startup. The projectile is huge and moves very quickly, so it’s easy to connect in combos.
214+AB - Scimitar of Balzai - 6 + 14 frames after superflash
Throws the Scimitar of Balzai forward for a multi-hitting attack that launches. Pushing a button soon afterward will return the scimitar to Al; otherwise, it'll travell off the end of the screen. There's no recovery on the followup, so it's very plus, and the scimitar also has no maximum duration afterwards, so certain movement patterns can prolong it.
j.214+AB - Scimitar of Balzai: Stagnation - 6 + 22 frames after superflash
Throws the Scimitar of Balzai downward from the air for a multi-hitting attack. Stops moving when it hits the ground, but continues hitting. Very plus. The launch from this is typically how you get restand oki, connecting the command grab from it.
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.
Al doesn't have any high hitting attacks in her VR strings, but one of the C followups is a low. A finisher freezes them in the air with ice shots (highest damage and lowest scaling), B finisher is a launcher, and the C finisher is a large slash..
236236+BC - Lemuria Impact - 1 + 10 frames after superflash
Cinematic attack with a startup animation similar to 5E. Causes anime on hit only. Does huge damage. Doesn’t have much reach horizontally, so stick to using it in combos instead of trying to throw it out in neutral.
Please check out the Notation section, for help on understanding how to read and write combos!
Barebones, anytime anywhere confirm. You can go into 623C instead if you're close enough for better carry, though you obviously lose out on the knockdown.
(crouching hit)...5C>64321A, 5C>236A.
Crouching confirm. The 236A won't connect on Mora, Saya, Al, Anna, Sonico, or Ein.
...2E>236B, dash 6A>2C>j.B>j.B>j.C>j.E.
If you're close enough to connect with sweep, then you can go into this instead of the more standard routes.
Standard anti-air confirm. An immediate j.D crosses over the opponent unless they're in or close to the corner, so change the timing based on what you want to do.
Airthrow>j.D, j.623C, j.A.j.B>j.B>j.C>j.E>(delay) j.D.
The j.623C will sideswitch outside of the corner, where this is also your go-to route.
5A>5B>5C>623C, 6A>j.A>jB>dj.B[>j.C>623C] or [>j.E>j.D].
Most standard corner route. 623C may whiff or fail to combo if you're string doesn't start fairly close, so be mindful of that.
For when you're too far for the above route. Doesn't knock down, but you're still plus.
6A>j.A>j.C>j.623C, 6A>5E>delay 623C, j.A>j.B>j.A>j.C>j.E.
Not quite Ein anti-air damage, but close enough. Also works from air-to-air strings, the 5E can drop on Ruili from some heights.
Throw>5D, 5B>5E>2D, j.623C, 6A>air combo.
Airthrow>j.D, j.623B, 6A>5E>delay 623C, 6A>air combo.
The 5E here drops on Ruili more frequently than the anti-air combo, so you might want to try something different with her.
Partners and Meter
At most heights and prorations, j.623C can be combo'd into j.214AB while in the corner, which can then be followed up by 63214C, allowing you to chain into sweep into 22X oki. The command grab link can be kind of unforgiving, so you may want to consider whiffing another move during the 214AB launch to time it (even if this makes your followup more obvious), or just go straight into sweep (which will also give you some airdash mixups from the jump cancel) instead. If you have the extra meter, then you can also follow up j.214AB with VR to kill.
Not terribly high damage, but also the least resource intensive way of getting a knockdown from throw midscreen outside of just not converting at all.
...>236A>214AB>folllowup, delay neutral jump, dash under, jump over, air combo.
As stated previously, 214AB does not possess any maximum screen time, meaning that certain movement patterns will prolong it's activity. This route uses that to maximize damage, tailing the scimitar to have it hit the opponent a third time. If you're too close to the opponent, then this route results in the scimitar reaching you before you can bring it to them, but you can do superjump j.D (which, conversely, doesn't work if you're further away) post-super instead to rectify this.
...236A>214AB>delay followup, 236A, dash 63214C, dash string>2E.
Less damage and corner carry than the tailing routes, but worthwhile if it'll corner them because of the oki. The variations in timing you can get might make the command grab link kind of challenging, so experiment in training mode to see what works.
...5C>Henri, dash 2E>63214C, dash string>2E/236A.
Convenient 22X oki off literally any grounded string. Thanks, Henners.
...236A>Henri, dash 63214C, 5C>5D, string>2E/236C.
If they're far enough away when you 236A them, you can catch the opponent on the farther part of Henri's spread and get the above route with more carry.
623B/C(1)>Henri, j.B>j.C, 5[E]>22C, j.B>j.B>j.E>j.D.
Henri also gives you a strong DP combo while still allowing you pressure if they block. Again: Thanks, Henners.
...236A>Amy, dash 6A>5[E]>5D, microdash 5E>2D>j.623C, 6A>j.A>j.B>dj.A>j.C>j.E.
Midscreen only combo that carries really far, and does very high damage for the resources you're using. You can add 1 more 5E>5D rep after the first one if starting from 3/4ths of the screen away.
...236A>Amy, dash under 5A>5[E]>5D, dash 5E>5D, 5E>2D>j.623C, 6A>air combo.
Sideswap variant of the above.
...236A>delay Kaigen, dash 63214C, string>2E/236C.
Kaigen is another assist that affords you sweep oki in a very convenient manner, and at a higher amount of damage, although Henri has more utility.
6A or air-to-air j.A>j.B>dj.B>j.C>j.623A>Kaigen, 63214C, 5C>5D, string>2E/236C.
She's also able to give you the knockdown from air strings, too, which is nice.
...5/2B/C>EB, (dash) 623B>j.D, j.C, dash 5B>5E>623B>j.D, j.C>j.623C, 236C>236236BC.
The most standard EB route. Full screen corner carry, though you'll have to omit the 5E if they're not far enough in by then. Works after both throws (though you'll have to delay the 623B a bit for an aerial one), and can also end with 6A/j.A>air combo>etc. if you don't have 3 bars, which can itself go into with j.623C to Kaigen/Henri (which still allows you to Lethal Blaze after).
Throw>EB, 623B>j.C, dash 5B>5E>22B, j.B>j.B>j.C>j.623C, 236C>236236BC.
You may have to resort to this route from throw over the standard one if you're in the corner when you land it. Also works from airthrow, and the same alternate enders still apply.
j.A>j.B>EB, j.623B>j.D, j.C, dash 5B>623B>j.D, j.C, dash 5B>5E>236C>236236BC.
Air-to-air confirm that, as with the ground route, carries completely to the corner. If you're close enough, the first j.D will cross over them, in which case, assuming they're now near the corner, you can instead go into 623C, 5B>5E etc. after the j.C to still convert.
j.B/2A>5B>5C>EB, dash 5B>5C>236A>5D, 5B>236A>Amy>j.B(Amy hits), 6A>j.B>j.C>j.623C, 6A>j.A>j.B>j.623B, 6A>j.A>j.B>j.623B>Henri, 236C>236236BC.
Corner Blast combo with 3 meter and Amy/Henri assist. Doesn't work on small characters like Ruili and Mora.
(j.B/2A)>5B>5C>EB, dash 5B>5C>623B>j.D, j.C, 5E>5D, 236B>5D, 5E>63214C, 5B>5C>Henri, 236C>Variable/236236BC.
Alternate corner route using Henri. You want the opponent to be as high as possible for the first 5E so that you cross under them with the second roll, so it's best to delay the j.C a bit.
(Air) Throw>EB, (dash) 5B(B)>623B>j.D, j.C dash j.A>j.B>j.623B(1)>j.D>j.B>j.623B>Henri, > (land) 5B 5C 236A CE/236236BC. Slightly more consistent but less damaging throw route using Henri.
While this potentially isn't worth spending an assist slot on, if the opponent is near the corner then it's possible for Al to cancel a ground string into Yoishi, combo into another one ending with 236A, and have the cloud meaty the opponent. If they're cornered, then you can dash into command grab with them being unable to move away. This is beatable by Vanishing the cloud and backdashing/dashing up/calling assists, or through a horizontal reversal, but those options are either quite punishable or beaten by you dashing up and 2A'ing (unless they have an assist that can interrupt that), so this is still quite in your favour.
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