Nitroplus Blasterz: Heroines Infinite Duel/Saya
Debuted in: Song of Saya
Voice Actor: 川村 みどり
Introduction: Saya is a flesh monster.
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.
If you are having trouble reading inputs, check out the Notation section!
3B - Command Normal
j.2+A/B/C - Meat Legs
236 A/B/C (air OK) - Meat Bomb
214 A/B/C - Meat Arm
- -> A - Anti Air
- -> B - Anti Ground
- -> C - Cancel
[623/421] A/B/C - Meat Manipulation
236+AB - Meat Feast
214+AB - Meat Strong Arm
j.236+AB - Meat Feast
236236+BC - Song of Saya
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
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 - 8 frames Additional Chain - Chains into cl.B
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.
cl.B - 9 frames Additional Chain - Chains into 6A
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.
st.B - 10 frames
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 - 11 frames Limited Chain - Does not chain into 2C
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 - 27 frames
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 - 6 frames
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 - 7 frames
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 - 9 frames
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.
Any move that could cancel into 2B, as well as 2B itself, can all cancel into 3B. 3B also has the same chaining options as 2B.
2C - 11 frames
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 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 - 14 frames
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.
j.A - 7 frames
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.
j.B - 9 frames
Stretches meat at a downward angle. Long reach makes it one of Saya’s main air pokes. Looks like a single-hitting move, but on startup it has a close hitbox and can hit multiple times. 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.
j.C - 16 frames
Stretches her legs straight downward. Has a very strong vertical hitbox and bounces on counterhit. Not very useful as an air-to-air because of its short 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.
j.E - 13 frames
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.
623 A/B/C -
+AB - - x frames + x frames post superflash
+AB - x frames + x frames post superflash?
x frame + x 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.
236236 BC -
Please check out the Notation section, for help on understanding how to read and write combos!
Click the pictures to see the full resolution.