Nitroplus Blasterz: Heroines Infinite Duel/Saber
- 1 Profile
- 2 Summary
- 3 Command List
- 4 Combos
- 5 Strategy
- 6 Links
- 7 Colors
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".
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.
If you are having trouble reading inputs, check out the Notation section!
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.
Horizontal slash. Although it is not good to mash this move, it is not likely to be punished on block, even vanishing guard. Jump cancellable. Has a little more range than 2A.
Downwards slash. Be careful, as the upper hitbox is actually smaller than it looks. Jump cancellable.
Long range thrust. Your main poke.
Large downward slash. Has the best reach out of all of your normals. Will combo from f.B or 2B from any range. Not a suitable combo starter due to heavy proration.
Rising slash attack that launches on hit. Grants a guard crush when fully charged.
Upwards cut. An anti-air attack that grants upper body invincibility. Jump cancellable.
A long reaching sideways cut that hits mid. Rapid cancellable. Jump cancellable.
Hits low. Because 2A is not a low, this is your fastest low attack. The reach is slightly shorter than f.B.
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.
Long range sweep. Because the reach is very long and it is not too slow, it is a good low poke.
A sideways cut similar to 5A. Fast startup and long horizontal hitbox, so it is a good air to air. Jump cancellable.
Diagonal downward slash. Can be used for jump-ins. Crosses up.
A sword swing with wide range and high priority. Easy to use and very important in air to air battles.
A slashing attack. On hit, causes a knockdown. On counter-hit, it results in a ground bounce. Often used as an air combo ender.
A two part grab where you jump above the ground, then cut downwards. The first stage can be canceled with D.
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.
623 A/B/C - Rising Slash
A dragon punch. All versions are invincible to throws on startup. B and C versions are also hit invincible. Sends you flying into the air. Can easily combo into A or B version from 5C. In terms of damage C >B >C (if you did not connect both hits of it) >A.
236+A/B/C - Mana burst Charging
Dashes forward, then slashes the opponent. The A version knocks down the opponent. C version moves full screen. B and C versions provide a ground bounce when hitting airborne opponents. In terms of damage, C > B > A.
214+A/B/C - Mana burst Sweeping
A low hitting cut after a dash forward. Works like Mana burst Charging, 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. The damage is the same with any button.
j.214+A/B/C - Mana burst Aerial charging
Hits overhead. Depending on the position of the opponent, it can cross up and grants a knockdown. The C version is the easiest to use. 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.
j.22+A/B/C - Crashing Helm
A diving slash. Hits overhead. Useful for punishing the opponent’s anti-air attempt. If it’s guarded, you can cancel into a partner or super to make this safe.
236AB - Invisible Air (when sword is visible)
It is only possible to execute this move when your sword is visible. This is not an attack that deals damage. It simply makes your sword invisible. Your sword starts the battle in this state. The invisibility will disappear after taking the following actions:
- Using Strike Air
- Using the C series of your Variable Rush
- Using Excalibur
Since it has an invincible startup and it has fast recovery, it can be used to extend certain combos by canceling into it.
236AB - Strike Air (When sword is invisible)
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. After using this, your sword is visible again and your normals lose their chip damage, but their attack power is increased by 11%.
j.214AB - Combination Air
A 3 hit attack that looks similar to Mana burst Aerial charging. Results in a hard knockdown that you can follow up with various forms of okizeme.
Note: You cannot cancel into your partner if the first hit is vanishing guarded.\
Allows you to analyze the situation and you can combo into another variable rush route after these initial 3 hits.
Ends in a launcher.
Ends with Strike Air if your sword is invisible or Invisible Air if your sword is visible.
Emphasis on damage. Combo ender that results in the opponent flying in the air.
Emphasis on max damage. Your sword becomes visible after this, assuming you executed the Variable Rush with Invisible Air acviated.
236236BC - Excalibur
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. Has 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.
Please check out the Notation section, for help on understanding how to read and write combos!
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.B > 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.
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.
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.
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.B > 214A > combo blast > 5E > 623B > j.D > 236B > 5D > 6A > 2C > 623A > j.D > 236C > 5D > 6A > 2C > 9j.B > j.E
- 7126 damage.
(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.B > 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.B > 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.
(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.
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
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.
(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.
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.
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.
It is easy for you to move around in this situation. f.B 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.
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.
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.
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.
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.
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.