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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
- The info on this page was copied from UNICLR and may not be up-to-date.
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Notation Help
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Glossary and Controls
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X+Y
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Buttons "X" and "Y" must be input simultaneously.
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X/Y
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Input "X" or "Y" can be used.
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dl.X
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There should be delay before inputting "X".
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w.X
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Attack "X" should whiff and not hit the opponent.
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j.X
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Button "X" is input while jumping or in the air.
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dj.X
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Button "X" is input after a double jump.
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jc
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Jump cancel the previous action. Usually will be omitted due to being obvious.
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md.X
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Perform a micro-dash before performing "X".
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TK.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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(X)
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Input "X" is optional. Typically the combo will be easier if omitted.
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[X]
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Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
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]X[
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Input "X" is released. Will only appear if a button is previously held down.
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{X}
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Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
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X(#)
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Attack "X" should only hit # of times.
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X > Y
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Cancel "X" into "Y".
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X, Y
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Link "X" into "Y", allowing "X" to fully recover before "Y".
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X~Y
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This notation has two meanings.
- Use attack "X" with "Y" follow-up input.
- Input "X" then within a few frames, input "Y". Usually used for option selects.
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CH
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The first attack must be Counter Hit.
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CS
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Perform a Chain Shift, which is performed by inputting D twice.
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CVO
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Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
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IW
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Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
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IWEX
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Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.
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Getting Started
Starter Combos
Combos to start off with
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Corner BnB to teach upkick combo theory
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Combo Theory
- Any combo with 5A can be done with 2A.
- End in 236C to dump meter at the end of your combos or 623C to kill
- After 236C ender in the corner use j.8C to meaty, j.A j.A to safe-jump or backdash as an all around safe option
- To get oki mid-screen meterlessly end in 236X-6A rather than 236XAA
- To avoid SMP (same move proration) avoid reusing 236A in a combo.
- For example, if using 236AXX first then end with 236BXX
- Damage is calculated with non-vorpal damage only (look at the smaller number)
- If ending with 2C in the corner you can always go into 2CCC if you don’t have meter into 236C
FAQ
- For combos with J.ABC, press J.A when you are at the apex of your jump
- For combos with 66B, buffer 66 before you land to ensure 66B lands
- For 1 upkick (623X) corner routes delay the upkick to get 2B out easier
- For combos involving a 2C link after 6[C] / divekick, these are tough 1 frame links. Getting used to the *timing with practice is the only advice I can give.
- For enders with 2C 5CCC (236C), appropriate delay should be used during 5CCC to land the 236C at the end
- The way I time the ender is as follows to land all hits: 2C small delay 5CC-delay-C small delay 236C
Enders
Combo
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Cost
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Location
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- Ender for good midscreen oki
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- Ender for good corner oki
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- Optimal for 200 meter
- Make sure to end on 236B-6A to make them close enough for 22C
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- 1 bounce left is needed
- Ol’ reliable at any proration of combo
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- 1 bounce left is needed
- Minimum proration it works at is 5a upkicks combo in corner and above
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- Trusty 22C IWEX always works at CVO proc
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- Depending on proration of starters beforehand the second 22C may whiff
- Do 1 22C into IWEX to be on the safer side if prorated
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- 1 bounce left is needed
- Corner below 30%
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Combos
A Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Optimal A starter BNB for damage and corner carry
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- Will work with any starter
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- Easy good dmg 5A anti air
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- Standard upkick BNB
- 5a confirms usually only have 1 upkick towards the corner
- This also works with 2 2A’s
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- Double upkick with A starter
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- ST side-swap route
- Easier and more damaging than 22[B] sideswap routes
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- Side-switch near corner VO-strip.
- 44 (backdash) to keep corner oki after
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- New CLR sideswap utilizing 22[B]
- When too far away to hop over with 66B
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- VO-strip from 22[B] sideswap when near corner
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B Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- If using 5B first use 2B after link 2C and vice versa
- These 2C links are hard, If they are too hard then do the same combo as the A starter it should do good damage.
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- Optimal and hardest combo
- The combo gives 1 whole grd block for 20 less dmg
- Mo.win route
- You should end in 236C to maintain meaty if ending in corner
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- If you start with 5B then pickup after upkicks with 2B and vice versa to avoid SMP
- If you don’t have meter end in 2CCC
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- If using 3 normals before 3C then do double upkicks into 2B ender instead as it’s too prorated otherwise
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- 66B side swap close to corner
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- 66B side swap corner VO strip
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- 22[B] side swap corner if far away from corner
- You should also use this mid-screen
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- 22[B] side swap corner VO strip
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5C Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Same as B starter chad optimal
- (2C) at the start is optional and still allows 2CCC ender
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- 2B pickup off of 5CC
- Delaying the 5C and 3C will help connect the air string more consistently
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- Same as B starter corner combo
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- 5CC starter with double upkicks
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- CH confirm off of 5C~C frame trap
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2C Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- CH confirm of 2[C]-C frame trap.
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- Corner and side swap confirm.
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CH confirm of 2[C]-C frame trap.
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Grounded 4C Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- If close enough to land 2B 22B confirm
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- Highest dmg way to confirm off 4C
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- Just link 2B into normal B starter route
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- CH
- Unlike every other route do not delay the first J.A here.
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- CH
- Unlike every other route do not delay the first J.A here.
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Anti-Air 4C Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- CH no cancel into 5B confirm corner
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- For CH just use 2[C] in the same combo
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- CH no cancel into 5B confirm sideswap
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22X Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- If close enough for 2B do this
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- Optimal for both normal/CH
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- Only 22B CH will allow you to preserve a bounce if you press the next button quick enough
- 2B pickup is most reliable but 5B has more damage
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6[C] Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Safe way to get overhead confirm for the price of lower damage
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66B Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Auto-pilot into j.236a combo for normal hit
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- Normal hit combo using j.236a
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- 66B CH into 5C combo corner
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66C Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Kinda viable in corner just do this
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FF Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Damage calculated with all 4 hits of FF. j.236A 1st then j236b work too
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- Havoc FF starter
- React to FF hitting before confirming whether normal hit or not with j.236b
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- Hard corner combo when hugging the corner after FF
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FF CS
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Damage calculated with all 4 hits of FF. j.236A 1st then j236b work too
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3C Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- This always works off 3C if you auto-pilot
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236XB Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- You can omit the dl 5C if too hard
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- Pretty difficult Havoc punish but well worth the damage, if too hard take off the 5C
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- The only reason you should use this route is because it is way easier than the havoc route for 4 more damage (but requires CH)
- ~DP punish midscreen~
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- DP punish havoc/CH + corner (Highest dmg meterless)
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236XA Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Second hit rekka hitting as a frame-trap into B starter combo
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- Normal hit confirm of 236XAA
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- Frame-trap into normal B starter combo in corner
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236[B] Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Confirming off 236[B] max range-ish mid screen is impossible
- This works mid to low-mid range
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- Similarly to above is very hard to pull off mid-screen
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- Amazing damage for a 6C frame-trap or so in a corner blockstring
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236C Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Stable confirm that works at any range of 236C
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J.236X Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- If you have keen reactions here is a CH confirm j.236A with 2[C
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623X Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Grounded or low to the ground confirm
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- Anti-air combo if they are jumping
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- Make sure to use 623B only if a jump action is coming out
- Make sure they are low to the ground
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- 623A combo when they are grounded
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- J.236C can be used for stability
- Anti-air combo if they are jumping
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- Consistent CH 623A combo that doesn't drop if they are grounded
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- End in 4[C] 236BAA when wanting to kill
- 623C confirms are available when hitting the corner
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IW Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- You can walk back a bit after IW to make sure you get your 5C confirm
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Assault Starter
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Assault j.B/C CH into B optimal combo
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- I just do 6C after 5B at the end to make it easy for me during high proration
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Jump Anti-Air
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Normal assault J.C hit air-to-air
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- Air pickup if they are low to the ground
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- Normal assault J.C hit air-to-air
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A Parry CS
Combo
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Damage
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Cost
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Meter Gain
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Location
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- CS at 2 hits for best damage
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CVO
Midscreen above 30%
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Can add rekka before 236C
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- Optimal for 200 meter
- Make sure to end on 236B-6A to make them close enough for 22C
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Corner above 30%
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Below 200 meter and have used all bounces
- Exactly same as mid-screen route
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- 1 Bounce needed
- 200 meter
- Ol’ reliable at any proration of combo
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- 1 Bounce needed
- 200 meter
- Minimum proration it works at is 5a upkicks combo in corner and above
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Midscreen below 30%
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Trusty 22C IWEX always works at CVO proc
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- Depending on proration of starters beforehand the second 22C may whiff
- Do 1 22C into IWEX to be on the safer side if prorated
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Corner below 30%
Combo
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Damage
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Cost
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Meter Gain
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Location
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- 1 Bounce needed
- 200 meter
- Consistent high damage
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Videos
External Links
Mizuumi Wiki:Roadmap/UNI2
Starter and Resources
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Mechanics
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Characters
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