Under Night In-Birth/UNI2/Kaguya/Strategy

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Uni2 profile kaguya.png

Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

In the simplest of terms, Kaguya's main gameplan is to get the opponent in the corner and loop her strong okizeme and mixup options until the end of the round. She can whiff punish moves that are usually safe to throw out from far away with 236C and poke at midrange with 2C and 5C, but her pressure is stronger up close and only truly shines in the corner. It is highly recommended to focus on corner carry routes to enact her win condition as quickly as possible.

Neutral

explain her neutral if you can

Approach

list approach options

Keep Away

lasers, but don't play keepaway too much

Offense

talk about her offense here

Pressure

list pressure options

Gimmicks

list gimmicks

Okizeme/Setplay

Kaguya's main strength is her oppresive and loopable grenade oki in the corner. Her main ender to go to said oki is 3C~B(1), which will then be cancelled into either 214A or 214B. She can also go for some mixups by ending combos with 623A > j.214C. Almost every single confirm that Kaguya gets allows her to go for these oki options in the corner, so being able to keep the opponent guessing in these situations is very important. The better one can remain unpredicatble or understand the opponent's defensive habits, the stronger Kaguya becomes.

214A Oki

Arguably the strongest one, highly recommended to learn. Combos that end with 3C~B(1) > 214A leave Kaguya at -2 on quick rise, but let her go for a variety of offensive and defensive options, such as:

  • Dashblock > Throw - Leads to throw comboing into the grenade explosion, which gives her better damage but more limited routes off of throw. On delayed wakeup, the timing to throw the opponent is tighter, but it leads to situations where she can use throw after the grenade explosion to go for a TRM as a read. Throw combos can loop into grenade oki.
  • Assault j.A - Overhead option. Can be timed to hit right before the grenade explosion (not on delay wakeup), letting Kaguya combo from assault j.A without spending resources. It's also possible to do it while the opponent is blocking the grenades, but she'll need to spend CS to confirm. Assault j.A combos can loop into grenade oki.
  • 66B - Low option. Very rewarding on hit. If Kaguya doesn't cancel 66B the grenades can leave her + on block to continue pressure. Easier to make safe if done from further away, but doing it up close can make the opponent think Kaguya's going for a throw or assault j.A instead.
  • Dashblock > 4ABD (Backdash OS) - OS/Reversal bait. Lets Kaguya avoid reversals (or block if she sees a super flash) and confirm into decent damage after the grenades explode. Should the opponent remain passive and block the grenades, Kaguya is still + on block and keeps her turn.
  • (whiff 5A) > 3C/623B > 214C - Allow Kaguya to go for 4 grenades mixups. Whiffing a 5A makes it slightly easier to time the following 3C/623B, which should be cancelled into 214C as quickly as possible. Should the opponent try to dashblock or use a forward moving attack to get away from the 214A grenades, Kaguya's 5A would not whiff but instead would push the opponent back into the grenades, allowing her to keep her pressure going.
  • Concentrate - Passive option. Should the opponent respect 214A oki, Kaguya can use it to concentrate and win a vorpal cycle.
  • Jump Assault/Instant j.236A/B - Both jump assault and instant j.236A/B allow Kaguya to go for multiple air buttons, essentially letting her go for double overhead mixups or empty assault > low mixups by doing a late j.[C]. This option is a bit more comittal than the previous ones as it's particularlly vulnerable to wakeup roll. While no option of Kaguya's okizeme outright beats wakeup roll, the ones that start with her dashing towards the opponent still leave enough room for Kaguya to react to a roll and punish it accordingly with a throw.

214B Oki

Very strong against quick/back rise, but not too good against delay wakeup. This oki differs from what ender is done before it, so the following notes apply to combos that end with 3C~B(1) > 214B but might not apply to every corner combo that ends with 214B.

214B is significantly riskier to go for than the other grenade oki options in certain matchups, as it can lose against most (if not all) of the opponent's defensive options that have a startup of 7F or less AND head invul properties should the opponent quick rise. Kaguya is able to act before landing on the ground, so she can catch opponents off guard with a falling j.C or j.B. j.B is the safer option, as it will safejump reversals that have a startup of at least 8F, but j.C is more rewarding to land and can also be mixed with an empty j.[C] to go for a low/throw. While it is possible to go for j.A, which can safejump reversals with a startup of at least 7F, j.A will whiff against the opponent, which leaves Kaguya open to options such as throw or wakeup 5A against most characters. It is also important to note that by crouching most characters can avoid the second grenade explosion of 214B. Kaguya can use this to her advantage and go for a throw in a timing where the opponent would expect to be in blockstun.

623A > j.214C Oki

One of Kaguya's metered enders. Thanks to the additional corner carry of 623A, it can be used from slightly further away than the meterless grenade enders. If done late, Kaguya is vulnerable to quick and far reaching reversals such as Gordeau's 623C or Hyde's 236BC, but doing it at the timing where it beats these reversals (cancelled slightly after the last hit of 623A to ensure it doesn't accidentally combo) makes her throw out her grenades at a timing that the opponent can simply avoid by doing a delayed wakeup. Fortunately, not all characters have fast and long reaching reversals that reach Kaguya after j.214C, so there's still merit to using this option (even in matchups that CAN punish her, might as well knowledge check them a few times to see how much they know). Kaguya's 214C grenades explode in a faster timing than her meterless ones and have larger hitboxes, so they don't allow throw mixups. Instead, should the opponent not try to roll, Kaguya can use the + frames from 214C to go for double overheads with jump assault/instant j.236X. She can also go for a standard high/low mixup with assault j.A or 66B or even try to setup a 214[B] for trickier mixups after the opponent is done blocking 214C.

Defense

list defense tips

Reversal Tools

623C

Option Selects

Aside from universal option selects, Kaguya has the following anti-air OSes:

  • 4B~AD (risky due to its input overlapping with backdash OS)
  • 4C~AD (5C, or 4C in the case for this OS, has relatively quick startup at 10f and a great hitbox for catching backdashes or assaults, but it has no invul and due to forcing stand it is vulnerable to run up lows)

Playing Against Kaguya

  • STOP BEING FULLSCREEN
  • Move forward, press buttons
  • Grenades DO NOT EXPLODE ON CONTACT, if Kaguya does them in neutral, you have 8 years to run all around the screen and avoid them to punish
  • There's a small gap on 623A > j214C oki where you can delay wakeup and dash under the grenades. This setup is also vulnerable to many larger reversals.
  • Kaguya has strong antiairs, but is helpless against in the upper corner zone of the screen where a few characters can dominate neutral while airborne, such as Yuzuriha and Vatista.
  • Force Function is not throw invulnerable, you can throw her as a callout in offense. It is also not frame 1 invuln; very small gaps can beat it, and she can't do it on wakeup.


Videos

External Links

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