SBX/Oda Nobunaga

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Overview

Overview
Oda Nobunaga is an all or nothing character. At the start of the round he's a basic character with a decent fireball with the most special thing being his meterless guard cancel move which can't be baited. However once he knockdowns the opponent he can set up 214C to get souls and then he becomes the best character in the game even rivaling  Motonari. Nobunaga when he has souls has incredible solo infinite potential getting an infinite off of most hits thanks to him being allowed to dash cancel most of his normals for as long as he has souls. And at the same time he has "Soul Lunch" which is the best projectile in the game which goes through all other projectiles (including supers) and can be fired at multiple angles. However Nobunaga's devastating combos come at the cost of them being the hardest combos in the game requiring 30 dash cancels in a row along with tight character specific juggles that also require 30 dash cancels in a row making Nobunaga the hardest character to play at an high level. And there is an element of risk to when Nobunga has souls because souls will rebel against you after a certain amount of time damaging you and interrupting your combo. And he has a big hurtbox making him combo fodder for the entire cast (making him the ideal training dummy).
SBX Oda Nobunaga Nameplate.png
SBX Oda Nobunaga Portrait.png
Damage Taken
100%
Prejump
3F
Backdash
24F

 Oda Nobunaga is a high risk very high reward character with the hardest execution in the game

Pros
Cons
  • Solo Meterless Infinites: Nobunaga is one of the few characters that can infinite you without any resources.
  • Soul Launch: A move so good it's a pro by itself. It goes through almost everything including all other projectiles and even supers, blowing through any opponent's zoning.
  • Meterless Guard Cancel: Nobunaga has some of the best defense with his meterless guard cancel which can't be baited.
  • High Execution: Nobunaga has very high execution for his infinites and there are severe consequences for dropping combos due to soul rebellion.
  • Constantly On A Timer: Souls rebel after 13 seconds of having them meaning Nobunaga has to act quickly to infinite the opponent in time. His combos also become worse when he has level 100 reinforcements.
  • Large Hurbox: Nobunaga has a large hurtbox, making combos easier on him and also has character specific infinites that only work on him.


Souls

Nobunaga gets souls by doing 214C, hitting the opponent during 214C, and landing 214214C and can have up to 3 souls. If Nobunaga has at least 1 soul he is able to dash cancel, air dash cancel, jump cancel, and super jump cancel all of his normals (exception being his A normals, 6B and 6C) on hit or block for as long as he has them. He is also able to spend his souls on certain special moves and some of them change depending on how many souls he has. If the opponent hits Nobunaga or if 708 frames pass, Nobunaga's souls will attack Nobunaga, dealing damage. Nobunaga's souls all have separate timers on when they rebel depending on when you get them. Nobunaga is able to block his own souls attacking him. They deal 44 damage, are mids, and are level 2.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 6 4 8 -3 28 1
Basic jab, nothing special. Can't be dash or jump canceled even if you have souls.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 10 4 15 -6 48 3
When soulless this normal is just combo fodder. This move really shines in Nobunaga's soul combos as he can repeatedly dash cancel this normal into itself all the way to the corner and is an important part of his main infinite. It is also used in your blocksrings while you have souls as repeatedly dash canceling this normal into itself creates a gapless blockstring.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 10 3 19 -6 68 4
By itself it's a whatever normal. But with souls, this normal is an important part of Nobunaga's main soul infinite.

6B

Guard Startup Active Recovery On-Block Damage Level
High 26 2 25 -11 60 4
A basic slow 6B overhead. Can't be dash or jump canceled even if you have souls. Can be comboed after if you use reinforcements.

6C

Guard Startup Active Recovery On-Block Damage Level
Mid 13 6 22 -15 54 3
An important normal for getting 214C off safely while also functioning as a good poke. Can't be dash canceled even if you have souls. Can be jump canceled with or without souls.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 6 4 8 -3 20 1
Basic crouching jab again, nothing special. Can't be dash or jump canceled even if you have souls.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 10 3 11 -1 40 3
This normal can be used in your main soul infinite against crouching  Maeda and  Oichi because 5B whiffs against them crouching but dash canceling this repeatedly into itself is extremely difficult.

2C

Guard Startup Active Recovery On-Block Damage Level
14 3 26 -13 60 4
A slow but far reaching move.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 7 6 13 24 2
Can be an instant overhead but trying to combo afterward is inconsistent. Can't be dash or jump canceled even if you have souls.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 9 3 10 44 3
Mostly used in some soul combos against  Masamune.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 8 7 16 64 4
Hits on both sides of Nobunaga. Good jump in move.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 4 1 9 50x2
Leaves the opponent almost fullscreen allowing you to get 214C off safely. Can combo afterwards using reinforcements.
Oda Nobunaga does not have an air throw.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 23~ 4 22 -10 60
Only used in one infinite.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 22 4 17 -12 60
This is used to confirm into space vacation infinites along with being a pretty good anti-air. One of the better Aerial Attacks.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
14 4 25 60
Just do j.236A instead.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 11 3 25 -14
Normal guard cancel, nothing special.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 25 4 74 28 2
5E Lv2 Mid 25 4 74 57 3
5E Lv3 25 4(23)4 74 81 3
Nobunga's reinforcements, when he has them, preferably at level 51, greatly increase his combo potential allowing him to infinite of off throw, his guard cancel move, 6B, and he can even do combos where he sets up 214C and then combo afterwards turning him from a 2 touch character into a 1 touch character. When Nobunaga's reinforcements go to level 100 it hits twice. Which is bad for Nobunaga because his reinforcement combos take longer which can cause soul rebellion.

2E

Guard Startup Active Recovery On-Block Damage Level
17 29 88 44~63
Hits 4 times regardless of level. Otherwise standard 2E.

Special Moves

Enraiharuka

236A

Version Guard Startup Active Recovery On-Block Damage Level
236A Mid 14 4(4)- Total 49 -3 17,44 2,3
236A-A with souls Mid 4 Total 25 ±0 44 2
A decent fireball that gets the job done. Nobunaga raising the shotgun itself has a hitbox. If Nobunaga has souls he can press A to spend an soul to fire it and he can keep on pressing A to keep on firing as many souls as he has. The soul being fired can go through other projectiles but can't be dash or jump canceled like the normal soul launch.

Air Enraiharuka

j.236A

Version Guard Startup Active Recovery On-Block Damage Level
j.236A Mid 4 4 After landing 44 3
j.236A-A with souls Mid 4 4 After landing 44
An air fireball that goes at a downward angle. Also makes Nobunaga jump slightly backwards when done. Has a minimum high restriction. Like the ground version, you can fire souls by pressing A for as many souls as you have. Every time you fire a soul you go backwards and higher for every soul fired. When used in an Aerial Attack combo it sends the opponent downwards much like an Aerial Spike.

Dokoku suru tamashi hado

214A With Souls

Version Guard Startup Active Recovery On-Block Damage Level
214A Mid 21 Total 42 -11 26,52 2,3
214A 3 souls Mid 24 Total 85 -24 24,105
Can only be done if you have souls. Fires a big and fast projectile that spends as many souls as you have. The move changes if you have three souls. It has significantly more startup, when it hits, it has the same effect as a fully charged Blowback attack and you can hold 6 to follow up. The 3 soul version is the only recommendable version and is used for some infinites that get rid of souls if they are about to rebel.

Kamitan kiri

236B

Guard Startup Active Recovery On-Block Damage Level
Mid 16 3 19 -6 88
Despite how this move looks, it isn't an overhead. Aside from this move having some upper body invincibility you won't be using it much.

Dokoku suru tamashi sange

214B With Souls

Version Guard Startup Active Recovery On-Block Damage Level
214B 1 soul Mid 61 Total 35 +47 44 2
214B 2 soul Mid 61 Total 35 +47 44x2 2
214B 3 soul Mid 61 Total 35 +47 44x3 2
Can only be done if you have souls. Makes all of your souls fire at the opponent after a delay. The souls being fired can go through other projectiles. If your souls are about to rebel you can knockdown the opponent and set this up for oki.

Yaku wazawai no toge

236C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 27~ Total 80 -17 26×3~10 3
Nobunaga plunges his sword into the ground causing swords to fire at an upwards angle. If Nobunaga holds the button and releases it, it will fire more swords. Has a deadzone in front of him. This move has some niche uses such as if  Motonari is staling with j.236[A] but otherwise due to the long startup it isn't very useful.

Dokoku suru tamashi

214C

Guard Startup Active Recovery On-Block Damage Level
1000 Total 58
When you do 214C you gain one soul and a timer activates which is seen under your reinforcement gauge. 214C can't be activated again while the timer is active. During this timer, whenever you hit the opponent with normals or special moves (including moves that cost souls) you gain souls and can have up to 3. If you have no souls you must do 40 damage, if you have one soul you must do 60 damage, and if you have 2 souls you must do 80 damage. This damage is added up during combos. The souls and the 214C timers are separate, meaning that if you were to hit the opponent just when 214C is just about to dissipate and get a soul, the soul will remain. When playing as Nobunaga your first priority is to get this move off safely, that way, you get to do your resourceless infinites.

Ugatareru Shinku

A, B, or C while stand or crouch blocking

Version Guard Startup Active Recovery On-Block Damage Level
A While Stand Guarding Mid 4 12 17 -16 17 3
A While Stand Guarding with a soul Mid 4 Total 17 -16 26 3
A While Crouch Guarding Mid 4 12 17 -20 17 3
A While Crouch Guarding With a soul Mid 4 Total 17 -20 26 3
One of Nobunaga's best moves. In order to activate it you must, while blocking either standing or crouching, press the same button that the opponent is pressing. For example if you want to do this move against a 5C you must press C while blocking. This only works with normals and doesn't work against specials and command normals. It can't be baited and can go into an infinite with reinforcements. With souls it fires a soul forwards going through projectiles. If the opponent calls their reinforcements, Nobunaga's guard cancel attempt will be interrupted.

Soul Launch

A during non command B or C normals

Guard Startup Active Recovery On-Block Damage Level
Mid 44 2
During non command B or C normals you can fire a soul which costs you one soul by pressing A. Depending on the normal, the soul will be launched at different angles. When the projectile hits you can cancel the recovery of the normal used to fire the soul by running, jumping, super jumping, or air dashing. This projectile goes through all other projectiles including supers, along with  Motonari's rings making it a great anti-zoning tool. It can be reflected with projectile reflector moves. Used heavily in combos.

Basara Attacks

Shi ni itari ru-byo

214214C

Guard Startup Active Recovery On-Block Damage Level
Mid 8+2 2 44 -27 120 5
Nobunaga slashes his sword and creates a cloud of miasma that surrounds him. When the opponent comes near him while he has the cloud of miasma, the opponent takes poison damage over time and stops if the opponent gets away from Nobunaga. The miasma cloud dissipates if the opponent hits Nobunaga. If Nobunaga lands 214214C he will get 3 souls along with the cloud of miasma. Can combo after this with reinforcements. This is Nobunaga's best use of meter as he can use this in the middle of his combos which not only helps to stabilize them but also acts as a good safety measure, so that even if you drop your combo, you will still do a lot of damage.

Ku o shoku mu kurenai

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C 4+0 6 35 90 5
236236C+E Lv1 14+25 Total 128 187 5
236236C+E Lv3 14+25 Total 128 271 5
Nobunaga's best anti air. Can't hit the opponent unless they are in the air or are in an airborne hitstun state. Also has super armor so if the opponent tries to burst it will be armored through. While it isn't bad, Nobunaga has better uses of meter. Same goes for his reinforcement super. A notable thing about Nobunaga's reinforcement super is that you can delay it so that Nobunaga can combo afterwards.

Basara K.O

Shikabane ni Otsuru Shiro

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 13+11 6 50 -24 Fatal
This is the most unique Basara K.O. Nobunaga sits on a throne of skulls and then fires a fullscreen laser beam from his eyes. The laser beam has a deadzone up close.



Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

To edit frame data, edit values in SBX/Oda Nobunaga/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links