The Katana is a Melee Weapon in NARAKA: BLADEPOINT.
Quality | Attack Power | Attack Power (Broken) | Durability |
---|---|---|---|
White (Common) | 100 | 75 | 40 |
Blue (Rare) | 120 | 90 | 50 |
Purple (Epic) | 140 | 105 | 60 |
Orange (Legendary) | 160 | 120 | 80 |
0.78
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.01
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Traditional technique of the Helioth Kingdom.
Gracefully unsheathe your blade and launch several strikes in quick succession.
Features great range and considerable damage.
1.17
* Attack Power1.17
* Attack Power1.17
* Attack Power1.17
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | 15 | 0.25 |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Traditional technique of the Helioth Kingdom.
Gracefully unsheathe your blade and launch several strikes in quick succession.
Features great range and considerable damage.
1.17
* Attack Power1.17
* Attack Power1.17
* Attack Power1.17
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | 15 | 0.25 |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Traditional technique of the Helioth Kingdom.
Gracefully unsheathe your blade and launch several strikes in quick succession.
Features great range and considerable damage.
1.07
* Attack Power1.07
* Attack Power1.07
* Attack Power1.07
* Attack Power1.07
* Attack Power1.07
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | 15 | 0.25 |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Traditional technique of the Helioth Kingdom.
Gracefully unsheathe your blade and launch several strikes in quick succession.
Features great range and considerable damage.
1.08
* Attack Power1.08
* Attack Power1.08
* Attack Power1.08
* Attack Power1.08
* Attack Power1.08
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | 15 | 0.25 |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Having sheathed your weapon after using Blink Strike, quickly draw again and launch a quick assault.
Usable in a combo or for striking a dodging opponent.
2.83
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | ?? | ?? |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Having sheathed your weapon after using Blink Strike, quickly draw again and launch a quick assault.
Usable in a combo or for striking a dodging opponent.
2.58
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | ?? | ?? |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
3.05
* Attack Power3.05
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.69
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.01
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.76
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.00
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.31
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.40
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.85
* Attack Power0.85
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.15
* Attack Power1.48
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.33
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.42
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.35
* Attack Power0.35
* Attack Power0.35
* Attack Power0.35
* Attack Power0.35
* Attack Power0.35
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.15
* Attack Power1.48
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
2.39
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.94
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.23
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
2.69
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
0.95
* Attack Power0.95
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.79
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
3.84
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | ?? | ?? |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
(3) Vertical
is guaranteed to hit as a follow-up.2.98
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Focus state start-up frame | ?? | ?? |
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.20
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
1.95
* Attack PowerState | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
A crystallized soul of Stardust, the Devil Slayer. Endows the holder with both his secret skill and his burning remorse.
Alters charged two-stage combos.
0.80
* Attack Power0.80
* Attack Power0.80
* Attack Power0.80
* Attack Power0.80
* Attack Power0.80
* Attack Power0.80
* Attack PowerHorizontal Focus (Stage 2)
State | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Thunderstorm
if hit from max distance.Alters charged two-stage combos.
0.73
* Attack Power0.73
* Attack Power0.73
* Attack Power0.73
* Attack Power0.73
* Attack Power0.73
* Attack Power0.73
* Attack Power0.73
* Attack PowerVertical Focus (Stage 2)
State | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Thunderstorm
if hit from max distance.Alters the vertical strike Thunderstrike attack. You recover 65% of the damage dealt to enemies as health or armor.
0.68
* Attack Power0.68
* Attack Power0.68
* Attack Power0.68
* Attack Power0.68
* Attack PowerVertical Thunderstrike (Blink Strike Follow-up)
State | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
Soul Slash
.The third strike in a combo restores 65% of the damage dealth as health or armor.
1.63
* Attack Power1.63
* Attack Power(2) Horizontal
State | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
The third strike in a combo restores 65% of the damage dealth as health or armor.
1.59
* Attack Power1.59
* Attack Power(2) Vertical
State | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
The last move of a Counterstrike Combo restores 75% of the damage dealt as health or armor.
6.38
* Attack PowerParry Riposte
State | Frame data | Time (seconds) |
---|---|---|
Active start frame | ?? | ?? |
Active end frame | ?? | ?? |
Total active frames | ?? | ?? |
Non-cancellable recovery frame | ?? | ?? |
Full recovery frame | ?? | ?? |
See Combo Notations to understand the notation system.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, A |
⭐ | ⭐⭐⭐⭐⭐ | ⭐ | ✔️ |
Not an optimal combo that you can do off of a horizontal attack, but sometimes its better to go for the second A rather than an uppercut because you are not "sure" about hitting the stagger of the first A.
Combo | Difficulty | Reliability | Damage | True Combo | Optimal |
---|---|---|---|---|---|
(s.)A, M, A, A |
⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐ | ✔️ | ✔️ |
(s.)A, CC, A, A |
⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐ | ❌ | ✔️ |
(s.)A, s.A, A |
⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐ | ✔️ | ❌ |
Same as combo 1, the most optimal if you are not going for an uppercut combo. You want to go for combo this when you dont want to buffer the uppercut after an A. It's the "safest" combo that you can go for on katana.
Combo | Difficulty | Reliability | Damage | True Combo | Optimal |
---|---|---|---|---|---|
(s.)A, c.B, [A/D] A, c.A, B |
⭐⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐⭐ | ✔️ | ❌ |
(s.)A, CC, A, c.B, [A/D] A, c.A, B |
⭐⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐⭐ | ❌ | ❌ |
(s.)A, M, A, c.B, [A/D] A, c.A, B |
⭐⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐⭐ | ❌ | ❌ |
(s.)A, c.B, [A/D] B, c.A, B |
⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐⭐ | ✔️ | ✔️ |
(s.)A, CC, A, c.B, [A/D] B, c.A, B |
⭐⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐ | ❌ | ✔️ |
(s.)A, M, A, c.B, [A/D] B, c.A, B |
⭐⭐ | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐ | ❌ | ✔️ |
One of the best, if not the best combo because it's 100% guaranteed as long as you hit the A and it can be done at almost any type of terrain.
The last hit is not always true combo and can be skipped for a tech chase depending on terrain.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, c.B, [A+S/D+S] B, B, B |
⭐⭐⭐ | ⭐⭐ | ⭐⭐⭐ | ✔️ |
(s.)A, CC, A, c.B, [A+S/D+S] B, B, B |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, M, A, c.B, [A+S/D+S] B, B, B |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
This combo uses a restand to attempt to guarantee a (2) Vertical.
It deals very high damage but might not always be possible to guarantee due to terrain.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, sc.B, [W] j.A, [A/D] A, B, B |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
(s.)A, CC, A, sc.B, [W] j.A, [A/D] A, B, B |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, M, A, sc.B, [W] j.A, [A/D] A, B, B |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, sc.B, [A/D] A, A, [W] j.A, [A/D] A, B, B |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
These combos use a restand to attempt to guarantee a (2) Vertical.
It deals very high damage but might not always be possible to guarantee due to terrain.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, c.B, GG, [A/D] A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
(s.)A, c.B, GG, [A/D] B1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, sc.B, GT, [A/D] A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, sc.B, GT, [A/D] B1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
Very simple and very reliable grapple combo that does not require much space and usually works well with downwards terrain.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, c.B, [A/D] A, A, A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
(s.)A, sc.B, [A/D] B, A, A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, c.B, GG, c.B, a.A, A, A, A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, sc.B, [S] sc.B, [A/D] A, A, A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
(s.)A, sc.B, [S] sc.B, [W] j.A, [A/D] A, A, A1 |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
Devastating combo that requires high execution and is fairly unreliable when terrain is involved.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, c.B, GG, c.B, [W] a.A, [W] j.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
(s.)A, c.B, GG, c.B, [W] a.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, c.B, [W] j.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
(s.)A, sc.B, [S] sc.B, [W] j.A, [A/D] A, [W] j.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
Aerial combos are practical as their damage output are fairly high and if execution fails they cannot be punished and still deals good damage.
The magnetism effect of j.A
also helps in being reliable.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
A, [W] j.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
A ~ c.B, a.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
A ~ [W] c.B, [W] a.A, [A/D] B, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ❌ |
A ~ [W] c.B, [W] a.A, [W] j.A, [W] j.A |
⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ✔️ |
j.A
is a very reliable as a follow-up, the other combos are way more demanding in terms of execution and are much more riskier.
Combo | Difficulty | Reliability | Damage | True Combo |
---|---|---|---|---|
(s.)A, c.B, GG, [S] sc.B, GT, [S] sc.B, GT, [S] sc.B, ..., GT, [A/D] A1 |
⭐⭐⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐⭐⭐ | ✔️ |
Extremely high execution combo. It is an infinite combo as long as there's space and grapples in inventory.