Nitroplus Blasterz: Heroines Infinite Duel/Ein
Name: Ein Phantom
Debuted in: Phantom - PHANTOM OF INFERNO
Voice Actor: 高垣彩陽
Introduction: Ein is a culprit of many mass shootings in schools. But since since she just runs really fast, the cops can't catch her.
Ein has normals with great startup, reach and hitboxes, as well as having the fastest mobility of any character. With extremely fast projectiles that can quickly create a gap and a command grab, she’s a character who can fight well at any range and positioning. To balance those strengths out, she has the lowest health of any character and weak reversal options, so when an opponent gets in or she makes a mistake in movement, it’s not uncommon for her to just lose. Ein is tough to use for beginners to fighting games, but capable in the hands of an intermediate or higher level player.
If you are having trouble reading inputs, check out the Notation section!
As mentioned above, Ein is top of the class in terms of mobility, largely due to her run, which is extremely fast (in contrast to her rather small 5D), and her forward airdash covers more space than anyone else's, too.
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
Standing low kick. Must be blocked low. Has short reach, so you might want to do it from a dash if you’re doing it on the opponent’s wakeup to make sure it hits. Has a higher hitbox than it looks, so it’s an option when juggling the opponent. Cancelable to escape, jump, and specials.
6A - 8 frames
Upward palm attack. Has upper-body invulnerability. Reaches very far upward and not so far horizontally. Using it as an anti-air while dashing helps with its horizontal reach. Doesn’t launch on ground hit, so can be used as a combo part in ground chains. Jump cancelable.
cl.B - 7 frames Additional Chain - Chains into 6A
Elbow to the solar plexus. Starts up quickly and has short range. Mostly sees use as combo filler, and since it doesn’t float very high on air hit, can be used to connect to a 2C or 2E in juggles low to the ground. Jump cancelable.
st.B - 8 frames
High kick. An excellent normal in terms of startup, hitbox , reach, priority, and even as a combo filler. Jump cancelable.
5C - 7 frames Limited Chain - Does not chain into 2C
Knife slash to the head. Fast, but has exceptionally short reach. Works well as an anti-air because of its hitbox, but tough to use in combos otherwise. Still useful as a grounded hit, as its hitstun is long enough to connect 5E after. Has a special effect similar to a guard crush when it clashes with an opponent’s attack. Can even be used to fight against attacks with long range (especially against Ignis or Saya) instead of vanishing guard.
5E - 23 frames (35 frames when fully charged)
Roundhouse kick. Long startup, but long reach to boot. Combos from 5C or from a counterhit. Guard crushes when fully charged, and using an escape cancel you can easily convert to a combo. Wallslams the opponent on hit, so you can continue a combo by cancelling it to a special or super, or using 6A if you’re close to the corner.
2A - 6 frames
Elbow to the foot. Ein’s fastest normal, which makes it best suited for mashing out of disadvantage. It’s actually not a low, so use 5A for hitting low instead. Can chain to itself.
2B - 9 frames
Crouching kick. Startup, hitbox, reach and priority make it a top class low-hitting normal. Can be used as a faux slide by using it immediately out of a microdash.
2C - 9 frames
Knife stab to the feet. Has the longest reach of Ein’s grounded normals, and has a great hitbox as well thanks to the knife. Its speed compared to similar normals makes it one of her go-to tools at neutral. It can even be used as an anti-air against a landing opponent. Hits low.
2E - 8 frames
Sweep. Knocks down on hit. Its reach is shorter than 2C’s, so be prepared for situations where it’ll miss from a 2C. Combos reliably from A or B normals. Hits low.
j.A - 6 frames
Flying knee. Short reach, but its fast startup makes it a useful air-to-air. Unlike other character’s j.As, you can’t chain this into itself, but it has a ton of active frames. Has a crossup hitbox; paired with its long active frames, not a bad choice. Double-jump cancellable.
j.B - 7 frames
Downward-angled kick. Superb in every respect, as always. Great against grounded and airborne opponents both. Double-jump cancelable.
j.C - 8 frames
Knife stab directly forward. Has a lot of reach to the side and a great hitbox, so it mainly sees air-to-air use. Doesn’t have much of a downward hitbox, so be careful using it in combos. Double-jump cancelable.
j.E - 10 frames
Kicks the opponent down to the floor. Ein protected her panties to the last. Similar to j.B, but with slower startup and a better hitbox. Mostly used to end air combos with a knockdown into okizeme, but has a ton of hitstun against grounded opponents as well. It’s possible to catch them before they hit the floor with another hit. If this counter hits, it'll ground bounce, which can lead to pretty huge numbers.
623 A/B/C - Palm Strike
Launches the opponent with a dashing palm upper. Button strength determines startup time and dash length. It has upper-body invincibility, so it can come in handy as an anti-air or as a neutral tool in certain matchups. Punishable on block, so be ready to cancel if need be. Since its startup looks the same as Chris Reeve, you can use it to bait an opponent into jumping out of your command grab and nail them with an air unblockable.
All versions have the same frame data after the attack comes out.
623A - 10 frames - Shortest dash length.
623B - 13 frames - Medium dash length.
623C - 18 frames - Longest dash length.
214 A/B/C (AIR OK) - Vz61 Scorpion
Attacks by firing a machine gun, while also using that momentum to quickly move around. Makes Ein very hard to pin down. One of Ein’s most important neutral tools.
214A - 9 frames?
Jumps backward while firing forward and parallel to the ground. Goes airborne for the first half of the animation if used on the ground, so be careful when timing a super cancel. Has a quick startup befitting an A button attack, but keep its recovery in mind. If used in the air, Ein doesn’t recover until she hits the ground.
214B - 9 frames?
Flips while firing bullets in a 90 degree angle diagonally upward. Its momentum changes a little between air and ground versions. Air version doesn’t recover until it hits the ground. It’s safe as long as they block even one bullet, so you can easily use it to cover the A and C versions’ blind spots. Carries momentum out of a dash if you don’t want to move as far backward or link 6A afterwards. Using it as a combo ender creates a huge gap between both characters. Don’t spam this move, but don’t forget you have it, either.
214C - 9 frames
Fires downward while moving upward. Wherever it’s used, Ein recovers in the air. Slower startup and a less useful angle than the other two, but since Ein recovers in the air and it doesn’t use a jump option, you can use it to go into air combos from a 2E.
426 A/B/C - Chris Reeve
Command grab from a quick dash forward. The range means it'll basically always catch vanish attempts. Ein is either invincible or at least very hard to hit when she goes invisible during the dash, so you can use it to catch the opponent mashing out as well. Use Palm Strike or far B to keep people afraid of jumping out so they can get caught by this.
426A - 22 frames? - shortest distance
426B - 25 frames? - medium distance
426C - 28 frames? - longest distance
623+AB - Eblow to Plam Strike - 6 frames + 18 frames post superflash
A super version of Palm Strike. Dashes into an elbow before launching the opponent with a palm strike. Combos from 2C, Palm Strike and Chris Reeve, and into an air combo or Partner Blitz. It’s also useful to cancel the first (elbow) hit into an Infinite Blast or Partner Blitz in combos. Has invuln on frame 1.
236+AB - Colt Python 6 frames + 12 frames post superflash?
Fires repeatedly with a Colt Python. Can use to confirm from a grounded A version Vz61 Scorpion and potentially into a high damage combo. Has invincibility until the first hit, so you can use it as an anti-air or as a reversal.
j.214+AB - .44 Automag
Shoots a projectile at a downward angle, groundbouncing the opponent. Very fast for the distance it travels, can snipe people (although you already have Scorpions for that). Most air combos will end with you high enough relative to the opponent to end with this, and it'll also combo from A Scorpion. Can be followed up with Python or an Assist cancel into Variable Rush.
1 frame + 5 frames post superflash?
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.
Reasonable reversal. The A followups are projectiles with the same animation as Colt Python and ending with a Chris Reeve (the highest-damaging ender), the B version is a bunch of hits ending with a launcher, and the C version sees her spray Scorpion around the screen (highest damage raw).
236236 BC - GEPARD-M1 - 1 frame + 30 frames post superflash until Ein leaves the screen
Fires a single shot from a high-powered GEPARD-M1 rifle. Costs 3 meter. Ein becomes invincible as soon as it’s input, then leaves the screen. Aim using directional inputs and fire by pushing any button. Unblockable, but extremely slow and, as a projectile, can be rolled, even with a big-blockstun assist backing it (they can Vanish>roll), so it's rarely seen. Can be combo'd into, but doesn't have a big enough damage difference to be worthwhile over the more practical 214AB>Assist cancel>Variable routes.
Please check out the Notation section, for help on understanding how to read and write combos!
2A 2B 2E 214C > j.B dj9.B E
2A 2B 2E 214C > j.B dj9.B C 214AB
2A 2B 2E 214C > (delay) j.C > (land) 66 214B > 6A > j9.B > dj9.B E
- Meterless combos from a sweep. You need to be close enough for C Scorpion to juggle, so don’t expect this to work from long range, but it’ll do higher damage than longer ranged confirms. Rather than fishing for this route at neutral, expect to hit this from okizeme or from a jump-in. Tack on a .44 Auto Magnum for extra damage if it’ll kill.
(corner) ...2C>623C, dash 5A>6A>214B, 6A>j.B>j.C>j.214C, j.B>j.C>j.B>j.E
Standard corner route. The dash on the 5A needs to be very deep, make sure to buffer it. The second 6A will also drop if the confirm string contains 3 or more A moves or 2 or more Bs, so do something different in that situation.
(corner) ...2C>623C, dash 5A>6A, j.A>j.B>j.C>jc>j.C>j.E.
For when you have too much proration on your string to do the previous combo, or just don't feel confident that you'll hit it.
(near corner) 5A>5C>5E>623C, dash 5A>6A>j.A>j.B>j.C>j.C>j.E.
(corner) 5A>5C>5E>5D, 5A>6A>j.B>j.E>j.214C, j.B>j.C>j.B>j.E.
For when you get the rare 5C confirm. If you input the 5C as B+C, you’ll option select a throw break against an opponent’s vanishing guard.
Standard anti-air confirm with a knockdown.
(corner) dash 6A>214B, 5C>623C, dash 5A>6A>j.B>j.C>j.B>j.E.
For when you absolutely know they're going to try to jump out of your corner game and need to tell them to sit down, although j.C is pretty good at that too.
j.C air-to-air>j.D > j.C 214A
(j.C air-to-air>j.D > j.C 214C > j.B 214B
j.C air-to-air counter hit>j.D, delay j.C, dash 6A> j.A>air combo to j.E
(near corner) j.C air-to-air counter hit>j.D, delay j.C, dash 6A>214B, (dash) 5C>623C, dash 5A>6A>air combo.
(corner) j.C air-to-air counter hit>j.D, delay j.C, dash 6A>j.214B, dash 6A>214B, c.B>6A>air combo.
j.C on regular hit doesn't give you much, but on counter hit it really, really hurts for how many situations you can get the confirm in, especially in the corner.
j.E air CH, dash 6A>214B, dash 6A>air combo.
(corner) j.E CH, dash 6A>j.214B, dash 6A>214B, 5C>623C, dash 5A>6A>air combo.
j.E has a very good box for people below you, and if you score that corner counter hit they basically just die, so don't be afraid to try it instead of j.C.
Throw(1)>j.D, delay j.C, dash 214B, dash 6A>air combo.
(in or near corner) Throw(1)>j.D, delay j.C, dash 214B, dash 5C>623C, dash 5A>6A>air combo.
Confirms for throw. Also doable from airthrow, which also needs less distance from the corner for the second to work. The midscreen variant, meanwhile, has almost full corner carry, which is nice.
...2C>623AB, dash 6A> air combo.
For when you only have one stock and need to squeeze out a little more damage for the kill. Also works from Chris Reeve.
Any air combo>j.214A>j.214AB, 236AB/>Assist cancel, (delay) Variable Rush.
Generally what you end rounds with. The Variable Rush can be extended long enough using the A ender to combo into slow, damaging assists like Carol, so it can be worth choosing those. This is also possible from 214B, though that only really pops up in Extend Blast sequences.
Most reasonably fast assists (Henri, Franco etc.) can be combo'd similarly to the sequences shown in the above sections. This one is just going to detail where you can squeeze out more damage through less orthodox ones.
(near corner) 5/2B>2C>623B>Amy, dash 6A(Amy hits)>delay j.214B, dash 6A>214B, 5C>623C, dash 5A>6A>air combo.
Actually monstrous damage for a confirm that regular. Amy is also good at restricting movement, which is something Ein wants, so she's a reasonable choice.
j.C air hit>j.D, j.C>Amy, j.214B (Amy Hit), dash 6A>214B, dash 6A>air combo/dash 5C>623C etc.
She also makes your non-CH j.C hits significantly more rewarding. What a good, good girl.
Blocked move>Sakura, B Chris Reeve, 2A>5C>623C, dash 5A>6A>air combo.
For reasons seemingly unrevealed, canceling into Sakura specifically from a close enough move, then landing a Chris Reeve immediately after won't switch sides, and the B version has little enough recovery to combo after. Sakura is probably better used for oki, and it's not too much damage, but if you think the mixup will work (or just want to make people ask what exactly happened there), then go for it.
214A>Miyuki, dash 214B>dash 6A>air combo.
This doesn't exactly fit the stipulation of "less orthodox", but its included because its one of the best ways of converting A Scorpion, turning it from a nuisance to an actual threat without the need for meter. If they're nearer to the corner, you can do dash 5C>623C etc. instead of the 6A, although you have to hit the 5C kind of lower than usual to make the 623C hit.
214A>Akane, j.214B, dash 6A>air combo/5C>623C etc.
Another assist that lets you convert well off A Scorpion. You can push them forward with the dash for a good amount of time and still be able to follow up, so the corner carry is good.
Extend Blast Confirms
1/2 Hit string>EB, dash 5B>6A>5C>2E>214A>j.D, delay j.C, dash 214B, 5C>623C>5D, 5A>6A>air combo>j.214AB, 236B/>Assist cancel, Variable A ender.
Big numbers if you have all the resources plus a Carol. If you want to make this more burst safe, or just don't have an assist, you can do 623B>5D 214B then super instead of the 623C and land quick enough to connect Variable after.
(corner) Chris Reeve>EB, back throw>j.D, j.C>delay j.214B, 623C>5D, c.B>6A>air combo(>super extension).
Ein’s Scorpion is strong not only because of its movement and startup speed, but also because she doesn’t have to care if it hits or is blocked, only if it misses. Aim for making contact with the opponent rather than hitting them. 1 – C Scorpion is the version you’ll use the most. 2 – A Scorpion will miss if the opponent ducks, so you can’t just do it constantly, but you can mitigate that by using the ground version to catch a landing opponent and force them to take some chip, or as a counter to an opponent’s standing moves. 3 – B Scorpion is best for poking at an opponent above and far away from Ein. It’s safe as long as even one bullet touches the opponent, and sets up for using C or A Scorpion while the opponent falls after blocking.
When your opponent has a life deficit, it’s easy to make them hang themselves on your normals. Keep these in mind as your main strategy in those situations. 1. 2B and 2C as your main ground pokes 2. 6A and trip guard 2C as your main anti-airs, as well as jC and airthrow as your main air-to-airs 3. Keep forward jumps, airdashes and Escape in mind as varied angles the opponent could approach from
Each of these options can be hitconfirmed into combos. Ending that combo with a j.E and using Ein’s okizeme to score a stronger hit is the best plan.
Jump-in or Late Airdash
This is the basic oki that can be used following a j.E combo ender or a Chris Reeve. Easy to set up a safejump by just holding up-forward after j.E, from which you have a few options. Jump-in A or B, empty jump followed by a low with 5A or a throw. When going for a late airdash, use j.A j.B then land with 5A. If you manage to jump over the opponent, j.A and j.B both have crossup hitboxes, so you can also air backdash into them with that same chain.
Ein’s 5A is likely the best standing low in the game. It’s also jump cancellable, so you can easily move into an overhead from it. It’s great as a meaty, as well as being very strong against air Vanishing Guard because it doesn’t hit an opponent in the air very easily. Blasterz has slow jabs in general, so it’s still a relatively weak option in some mixups against an opponent mashing their own jab or a throw.
Ein’s j.C is really hard to hit a grounded opponent with, so it’s good as a whiff to throw off the opponent. On landing, you can go for 5A or throw. Since it’s such a good air-to-air it’ll also catch an opponent trying to jump out. Like 5A, this is also weak to an opponent mashing jabs or throw out of your pressure.
Ein has multiple jump attacks with great crossup hitboxes (jA, jB and jE). jB is a great standard crossup when you jump over the enemy. jA is useful on the opponent’s wakeup because of its long active frames. Crossup into air backdash crossup jB, jD to crossup the opponent, air-turning jA, meaty short-hop jA crossups, etc. Ein’s got a lot of wiggle room to make her crossups difficult to see, but you also need to worry about Vanishing Guard. It blocks on both sides, so pair her crossup ability with a Partner Blitz to force the opponent into guessing.
Ein’s command grab is a constant threat during all of her other mixups. It’s effective even when she throws it out from mid-range. Since you can cancel normals into it, it’s also a strong option to beat an opponent’s attempts to mash out. Cover an opponent’s attempts to jump out of it with Palm Strike, 6A, dashing 5B, or jC.
Click the pictures to see the full resolution.