Nitroplus Blasterz: Heroines Infinite Duel/Mora

From Mizuumi Wiki
Jump to: navigation, search
Mora

Profile

Name: Mora

Debuted in: Vampirdzhija Vjedogonia

Voice Actor: 山菱白花

Introduction: Mora is a little blonde girl. When she went to school everyone made fun of her giant head, so she learned to use a hammer to smash them to a pulp.

Summary

Mora is a high damage character.


Command List

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

j.2C - Sledge Press

236 A/B/C - Sledge Hammer

623 A/B/C - Dead Rising

214 A/B/C - Across the Nightmare

j.214 A/B/C - Dejon the Nightmare

236+AB - Combo Sledgehammer

214+AB - Childplay

j.214+AB - Abyss of Nightmare

236236+BC - Ashes to Ashes, Dust to Dust


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 - 6 frames

Jump cancelable. Mora's fastest normal. Hits crouchers. Good at anti airing opponents hovering in your face. 5A can combo into itself, but it's somewhat strict timing.


6A - 8 frames

Jump cancelable. Solid anti air.


cl.B - 9 frames

Jump cancelable. Good combo starter.


st.B - 10 frames

Jump cancelable. Good combo starter.


5C - 12 frames Limited Chain - Cannot chain into 2C or 2E.

Not jump cancelable, but still goes into specials and 5E. The most important thing about this move is that it ground-bounces airborne opponents, making it great in combos.


5E - 27 frames (44 frames when fully charged)

Not jump cancelable, but still special cancelable. 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 - 7 frames

Not jump cancelable, but still special cancelable. Standard 2A, does not combo into itself. Hits mid despite looking like a low.


2B - 9 frames

Not jump cancelable, but still special cancelable. Standard 2B, hits low.


2C - 6 frames Additional Chain - Chains into 5C.

Jump cancelable. 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.


2E - 15 frames

Not jump cancelable, but still special cancelable. Standard sweep, knocks down. Cancel into a special to do a combo.


j.A - 8 frames

Double jump cancelable. Standard j.A.


j.B - 9 frames

Double jump cancelable. Standard j.B.


j.C - 8 frames Additional Chain - chains into j.B.

Not double jump cancelable, but still special cancelable. Amusingly faster than j.B.


j.E - 11 frames (22 when fully charged)

Not double jump cancelable, but still special cancelable. Causes a soft-knockdown when uncharged. Causes a groundbounce if fully charged. The uncharged version can still cause a groundbounce if it lands counterhit. Also Mora's best jumpin in most neutral situations. Since it's chargeable, this move is also good at creating empty jumps to bait shield and do mixups.

Very important move for Mora.


Specials

j.2C - Sledge Press - 14 frames

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


236 A/B/C - Sledge Hammer

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

236A - 7 frames. Hits twice. On standing: leaves them standing. When airborne: sends them flying.

236B - 11 Frames. Hits 3 times. Always sends them flying.

236C - 26 Frames. Hits 3 times. The first swing of the animation does not actually connect and is just a part of the wind-up. On standing: crumples them. On airborne: sends them flying.


623 A/B/C - Dead Rising

Reversal. First hit is ground-to-ground. Second hit is anti-air. Different versions have different properties.

623A - 7 frames. Not fully invulnerable, but least recovery and causes knockdown.

623B - 7 frames. Seems at least invulnerable until it hits, and causes knockdown.

623C - 7 frames. Most invulnerable, does more damage, but has a lot of recovery, and does not cause a knockdown.


214 A/B/C - Across the Nightmare

Overhead. Hard knockdown. A version is a good mixup - just be careful, it's unsafe on block unless you cancel into assist or blast. B and C versions are mostly used for combos. Any of the versions can be situationally used to hop over lows, and even assists as a wild punish.

When you cancel into 214AB, you will get a special version of Childplay that doesn't jump first, so that it will always combo.

214A - 20 frames. Short movement.

214B - 25 frames. Medium movement.

214C - 30 frames. Long movement.


j.214 A/B/C - Dejon the Nightmare

The last hit is the same as Across the Nightmare, as it causes hard knockdown, and can be canceled into Childplay (214AB) and always combo. She spins differently before coming down with the hammer, depending on the version used. Good no-meter combo ender after j.E when in the corner, and after j.C when midscreen.

j.214A - 12 frames. Mora starts spinning while maintaining her air momentum. Last hit does the most damage of all the versions, so it's the best to use after j.E. j.214A is also good, because you can easily whiff it to build meter in neutral while staying safe (jump, then do it on the way down so you don't get the ground slam portion).

j.214B - ? frames, spins in place then comes straight down with the sledge.

j.214C - ? frames, spins in place (but halts momentum more aggressively than the B version?) then comes straight down with the sledge.

Supers

236+AB - Combo Sledgehammer - 6 frames pre-superflash + 8 frames post-superflash

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.


214+AB - Childplay - ? frames

Air unblockable. 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. Does a bit more damage than Combo Sledgehammer.

From shorter starters (i.e. 214A 214AB) you can link after with 6A. If you want to combo after with a more highly prorated starter, you need to use an partners or blast cancel.

There's a special win pose for getting a KO with this move.


j.214+AB - Abyss of Nightmare - ? frames

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 214 specials.


Variable Rush

10 frames?

Mora's VR is invincible and goes about half the screen. Great for punishing unsafe stuff such as fireballs and partners on reaction since it will lock the opponent into an animation.

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.

A Final blow knocks the opponent back and causes a soft knockdown, similar to her 236 specials.

B Final blow launches the opponent up in the air. Mora automatically jumps up and you can either do an air combo, or combo into j.214AB to make it un-blastable.

C Final blow knocks the opponent on the ground and does a series of smashes similar to Childplay (214AB). You need to hit C several times to get all 3 of the hits. Like Childplay, you can also get the special win pose when getting a KO with this attack. Causes a hard knockdown similar to Mora's 214 specials.

Useful Strings

CE > A (safe on block)

CE > B B B (mid, low, high)

CE > B B C (mid, low, low)

Lethal Blaze

236236 BC - Ashes to Ashes, Dust to Dust

Reversal. Similar to Mora's 623 specials, there is a ground hit and an air hit. In order to get the full damage, you need to hit with the ground hit. It goes without saying this move is very unsafe, you want to combo into it unless you are sure it will hit. Usually combos well from 5C and j.[E], as well as 5E in the corner.

When it connects, Mora beats the living bejeezus out of the opponent. In the cut scene you can see their inner juices flowing out.

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)

No Meter

...5B 2B (2C) 2E 5D > 2C

  • Basic combo to set up oki. Don't use the first 2C if you're too far for it to connect.

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

  • Basic combo alternative.

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

(corner) ...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) 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.

(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.

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

  • Good damage from throw. ~6k


Metered and Partners

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

...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.


Blast

...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.

Strategy

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


Links

[Mora page on the Japanese NPB wiki]

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



Nitroplus Blasterz: Heroines Infinite Duel
General

ControlsNotationHUDSystemFAQ

Characters

EinAlMoraRuiliSayaAnnaIgnisMuramasaEthicaSaberOukaHomuraSonicoHeart

Assists

NatsumiHenriFrancoAnother BloodDragonKaigenSpicaSakuraCarolMiyukiAoiSonicoMugenYoishiAlushiaAngelaIriaAkaneAmyYuki