Under Night In-Birth/UNI2/Phonon: Difference between revisions
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==Notable Rebeats and | ==Notable Rebeats, Gaps, and Install Cancels== | ||
{{RebeatGapTables-UNI | {{RebeatGapTables-UNI | ||
|rebeats= | |rebeats= | ||
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{{!}}- | {{!}}- | ||
}} | }} | ||
{| class="wikitable" | |||
|+ Install Cancels | |||
|- | |||
! Attack !! Advantage | |||
|- | |||
| 623A || +12 | |||
|- | |||
| 623B || +12 | |||
|- | |||
| 236A || +12 | |||
|- | |||
| 236B || +12 | |||
|- | |||
| 236[A] || +18 | |||
|- | |||
| 236[B] || +18 | |||
|- | |||
| 214A || +8 | |||
|- | |||
| 214AA(1) || +8 | |||
|- | |||
| 214AA || +5 | |||
|- | |||
| 214BB || +5 | |||
|- | |||
| 6FF(1) || +7 | |||
|- | |||
| 6FF(2) || +9 | |||
|- | |||
| 6FF(3) || +2 | |||
|- | |||
| 6FF~A || +1 | |||
|- | |||
| FF(1) || +10 | |||
|- | |||
| FF || +1 | |||
|- | |||
| 5C(1) || +1 | |||
|- | |||
| 5[C] || +1 | |||
|- | |||
| 3C || +1 | |||
|- | |||
| 5A/2A || -5 | |||
|- | |||
| 5B/2B|| -1 | |||
|- | |||
| 2C || +1 | |||
|- | |||
| 4B || +1 | |||
|- | |||
| 66C || +4 | |||
|- | |||
| 66B(1) || +3 | |||
|} | |||
==Videos== | ==Videos== | ||
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<!-- Add links to documents and the link here using this formt: *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] --> | <!-- Add links to documents and the link here using this formt: *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] --> | ||
*[https://replaytheater.app/?game=unib&c1=Phonon '''Phonon Match Database (Replay Theater)'''] | *[https://replaytheater.app/?game=unib&c1=Phonon '''Phonon Match Database (Replay Theater)'''] | ||
**[https://www.youtube.com/ | ** Check [https://wiki.gbl.gg/w/Under_Night_In-Birth/UNI2/Phonon#Players_to_Watch Players to Watch] section for descriptions of all the notable Phonon players on Replay Theater and links to their streams + socials | ||
**[https://www.youtube.com/channel/UCwt4RCvDvdA1xLfX74PZ2Xg Silent's Youtube Channel] | **[https://www.youtube.com/channel/UC_gEtSseEfEg9m1Lb11Jdkg Rippu's Youtube Channel], streams JP locals and online practice | ||
**[https://www.youtube.com/ | **[https://www.youtube.com/channel/UCwt4RCvDvdA1xLfX74PZ2Xg Silent's Youtube Channel], check playlists tab for his [https://www.youtube.com/playlist?list=PLGYf5zk0sZlhZ53Ei8outP9-yYPhTTqRA Tournament Set Playlist] | ||
**[https:// | **[https://www.youtube.com/@Glacey2 Glacey's Youtube Channel], uploads sets from majors and whole Detroit locals, streams Ranked | ||
*[https://docs.google.com/spreadsheets/d/1s7TiRPTMVoArDEluYoupUTFEBuvqvdcpzfqa4IAO3FQ/edit?usp=sharing '''Phonon ST -> cl-r Changelog + Combos'''] by [https:// | *[https://docs.google.com/spreadsheets/d/1q6BVRZbkNQpDmXPnC8YsjNfZ9a6rjqHn5sefU-krZe0/edit?usp=sharing '''Phonon EX Cancel Interactions'''] by [https://x.com/AriaEbenfalls Aria] | ||
*[http://phonon.wiki.fc2.com/ '''JP Phonon Wiki'''] by [https://x.com/Rippu_sion19 Rippu] | |||
*[https://docs.google.com/document/d/1sTBwI76VTbH8xMvj5UkN5kbVmjVYuZOv4bU9ZDv_JlI/edit?usp=drivesdk '''Phonon cl-r -> UNI2 Changelog'''] by [https://x.com/dmcAxle dmcAxle] | |||
*[https://docs.google.com/spreadsheets/d/1s7TiRPTMVoArDEluYoupUTFEBuvqvdcpzfqa4IAO3FQ/edit?usp=sharing '''Phonon ST -> cl-r Changelog + Combos'''] by [https://x.com/murinemach Spacemurine] | |||
== Players to Watch == | == Players to Watch == |
Latest revision as of 10:51, 20 June 2024
Story
Drunk on visions of comic book superheroics after acquiring a powerful EXS, Phonon frolicked along in the Night.
Her high spirits gave her the momentum she needed to defeat the evil boss--in turn boosting her confidence and pushing her even further.
That's when the foul Re-Birth appeared, plotting his Immortalize--his plan to bring the world to an end by flooding it with Voids.
But Phonon greeted the catastrophe with a smile: ""Now THAT'S what I'm talking about!""
Ignoring her orders from the EFG, Phonon throws herself into the Night.
"I never played well with others anyway!"
“ |
Let's go crazy on this final stage, okay, partner? |
” |
Gameplay
Phonon boasts some of the best long-range normals in the entire game. She can easily dominate the entire screen, pushing and pulling foes to get them exactly where she wants them. Played well, Phonon's pressure game is extremely oppressive, with no clear way out; and any mistake can be punished harshly with her high-damage combo game. On the flipside, she's not great at dealing with pressure herself, lacking fast normals or meterless reversals to get out of a jam.
Strengths | Weaknesses |
---|---|
|
|
Enhanced Augmentation: Phonon's 22B+C install
- Lasts 900 frames, duration decreases by 250 frames every time she uses an enhanced special on hit or block (3-4 specials max). Timer does not change if the special whiffs.
- Buffs 236X, j236X, 623X; Increased damage, better framedata on block, more untech time, adds an additional hit
- Force Function startup decreased (17F -> 13F).
- Force Function Head invincibility begins sooner (10F -> 7F).
- 22B+C Install refunds 30 meter instead of 25
Move List
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
200 | Mid | 6 | 2 | 13 | -3 | N, SP, EX, CS | Strike |
- Hits above and in front of Phonon.
- Great option to mash out of pressure, as it has quite good range for a 6F normal.
- Large stagger window, good for tick-throws up close. 4A can be input to prevent Smart Steer
- Allows Smart Steer, which can be used to reuse 5B, 5BB or 5C in pressure.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | 490 | Mid | 10 | 3 | 18 | -5 | N, SP, EX, CS, -UNQ- | Strike |
- Can be canceled into 5BB on whiff or hit.
- Good combo starter.
- Large stagger window.
- Only -5, and advances Phonon forward slightly, so dash throw after or just no cancelling are reasonable options.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B~B | 480 | Mid | 12 | 4 | 24 | -10 | N, SP, EX, CS | Strike |
- Great combo filler, makes hitconfirming easy.
- Fairly negative on block, so it should be rebeated or canceled into something else.
- Stagger window is actually very narrow, and 4B and C buttons are the only normals that can frametrap afterwards. 6FF will also work; charged fireballs will leave a big gap.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5B | 30 | /Data#5B | ||||
5B~B | 39 | Launch | /Data#5B~B |
5B~B :
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 570, 570 (1071) | Mid, Low | 12 | 4, (9), 3 | 15 | -2 | N, SP, EX, CS | Strike |
- Very useful in pressure; a high-damage starter that vacuums, is easy to confirm off of, and is only -2 on no-cancel.
- Rebeating the first hit is a good way to reset pressure. Rebeating the second hit should generally be avoided, as it makes the move much more negative.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5[C] | 570, 710 (1194) | Mid, Low | 12 | 4, (16), 3 | 17 | -2 | N, SP, EX, CS | Strike |
- Often used as combo filler, as it does great damage.
- Also useful in pressure; the delay causes the second hit to frametrap automatically.
- The stagger window is worse than uncharged 5C's, but the vacuum is much better. It's still only -2 if left uncanceled though.
- Generally can only frametrap with 4B or 6FF afterwards, and 4B whiffs on some characters crouching up close.
- Will only connect both hits as a combo on counter-hit or air hit.
- A practical midscreen max-damage starter for DP punishes and similar things.
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | Low | 6 | 2 | 13 | -3 | N, SP, EX, CS | Strike, Foot |
- A 6f low with far reach.
- Great stagger window, and can cancel into itself.
- Useful for tick-throws, starting pressure after dashing in, and for mashing out of pressure when your opponent is up close.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490 | Mid | 9 | 3 | 18 | -5 | N, SP, EX, CS | Strike, Foot |
- Phonon's only crouching mid. Has foot property, so it can still be low crushed.
- Huge stagger window and only -5, but it has a fair bit of pushback. Dash up throw afterwards is a pretty decent option once your opponent respects it. Dash throw (6AB~D) can be used to tick throw with it point blank.
- Slightly faster than 5B, but has slightly less range. Commonly used to mash out of pressure when 5A won't reach.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
600 | Low | 11 | 4 | 23 | -10 | N, SP, EX, CS | Strike, Foot |
- Has great range for a low, can be used to catch people walking back in neutral.
- Also a pretty decent mash option if they push themselves far out, it's quite fast for its range.
- Lots of recovery on no-cancel or whiff, but has an extremely long stagger window and good rebeat data.
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High, Air Shield | 8 | 4 | 11 [2 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- With Vorpal, can use Assault j.A -> Chain Shift for an overhead that is quite hard to react to. Can be CS canceled on block.
- Can be used while rising to cover your jump; you have time to perform another move in the air afterwards (except j.[C])
- j.A j.C and j.A j.236A are a great low-committal ways to cover space in neutral.
- Useful in 171a~d OS. Confirms into j.236C on hit, beats a lot of up close neutral CS options.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | /Data#jA |
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB | 420 | High, Air Shield | 10 | 2 | 22 [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Not too useful; mostly combo filler for situations where jC is too slow.
- Can't combo off Assault j.B, unless you delay it quite a bit or it counter-hits.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[B] | 610 | High, Air Shield | 18 | 4 | 17 | Varies | N, SP, EX, CS | Strike, Head |
- Massive hitbox with fast startup. Hurtbox displacement from jumping makes it a strong option for mashing out of pressure.
- Great air to air option, hit confirmable into j.3[C] from anywhere, even while jumping backwards.
- Floats Phonon in the air while active.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jB | 33 | /Data#jB | ||||
j[B] | 39 | /Data#j[B] |
j[B] :
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jC | 590 | High, Air Shield | 13 | 4 | 14 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Useful tool for zoning characters out, or attacking them air-to-air.
- Also a great assault button; covers a big distance, and is plus as long as it's not shielded.
- Good in combos where you can't j[C], too.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[C] | 750 | High, Air Shield | 20 | 4 | 16 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Fantastic combo tool; it does good damage and launches opponents towards you.
- Floats Phonon in the air while active, can be used to delay your landing to trick opponents.
- Can be difficult to use as a starter without enough forward momentum or meter.
- Will not float as much if used from assault, but is difficult to combo off of on hit and is less advantageous than uncharged j.C.
- Has very low recovery, on whiff you can usually perform another air action (e.g. assault)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | 30 | /Data#jC | ||||
j[C] | 39 | Launch | /Data#j[C] |
j[C] :
Command Normals
j.3[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
750 | High, Air Shield | 20 | 4 | 16 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Useful to continue pressure or combo after j.22X series or j[B].
- Much easier to use as a starter compared to j.5[C].
- Can only be performed with backwards or neutral momentum; if performed after forward jump/or assault, it will behave the same as j.5[C].
- Floats phonon less than j.5[C].
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
39 | Launch | /Data#j3[C] |
4B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
480 | Mid | 14 | 2 | 35 | -19 | N, SP, EX, CS | Strike |
- Very negative on no-cancel, but is rebeatable and has a great stagger window.
- Vacuum is relatively small, similar to 5C.
- Phonon moves backwards during this move's recovery, but the backwards movement is negated if the move is canceled into anything else.
- Can be used to easily convert stray hits into combos, easily hit-confirm in pressure, or poke at your opponent in neutral.
- Has some damage proration, so it often lowers combo damage slightly compared to other buttons.
- Canceling into 22BC can be used to throw green shields.
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Low | 16 | 10 | 22 | -14 | (N), SP, EX, CS | Strike, Foot |
- Can be used to check your opponent's movements from fullscreen, though you'll be left vulnerable if they jump or assault. Good at challenging full-screen Concentrates or other long-distance options.
- Limited cancel options on block; can only be canceled into specials or force functions.
- Can also be used as a frametrap in pressure; it's slow, a low, and very active. It's especially good at calling out backdash attempts. Canceling into 236B allows you to hitconfirm with 236C from almost anywhere.
- However, most of all it's useful combo filler: it has exactly the same combo properties as 2C, with great damage and low proration, so it sees use in almost every combo.
j.2B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j2B | 320 | High, Air Shield | 8 | 4 | [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Very quick, but won't hit crouchers if performed immediately out of an Assault.
- Allows for a wide variety of crossup shenanigans to catch opponents unawares.
- Shield is a relatively strong option against this move, though not without risk.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j2[B] | 470 | High, Air Shield | 15 | 3 | [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Used in 99% of Phonon's combo routes, due to its useful ground-bounce property.
- Also pretty excellent when used with Assault; it's Phonon's highest-damage Assault starter, and is advantageous on block if unshielded. Used late, it can be +1 on shield.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j2B | /Data#j2B | |||||
j2[B] | Ground Bounce | /Data#j2[B] |
j2[B] :
j.4B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
470 | High, Air Shield | 10 | 2 | 12 [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Best option to remove landing recovery from Assault and jump; will almost always whiff on opponents in front of you, and hits opponents dashing under assault/jump. Commonly used to crush reactionary stand shields.
- Allows Phonon to cover space behind her. Jumping past > j.4b crushes a lot of throw OS's, j.5[C] past opponents > j.4b will beat out a lot of whiff punish attempts.
- Physically turns Phonon around; will steal the corner from opponents and can be used to Assault backwards. Often used in corner steal mixups on blocking opponents, must be done after recovery animation finishes to steal the corner.
Dash Moves
66B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
66B | 749 | Mid | 14 | 4, (4), 6 | 22 | -9 | SP, EX, CS | Strike | 4~13 , 20~40 Throw, 9~13 Foot, 20~27 Head |
- Has incredible property invincibility, crushing lows and throws during the first hit and anti-airing during the second.
- On block, the second hit can be canceled into j.236A to gain frame advantage, or canceled into j.22X for a high-risk frametrap situation.
- Can also be canceled into CS, allows for a mixup afterwards with jA/j2B/empty 2A/empty j4B throw.
- If the second hit is shielded, Phonon cannot special cancel and is helpless (unless she has CS). Shielding the first hit does nothing special.
- Canceling the first hit into 22B+C is plus on block and can be used to crush shield attempts on the second hit.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
66[B] | 840 | High | 28 | 6 | 30 | -13 | N, SP, EX, CS | Strike | 4~13 , 28~56 Throw, 9~13 Foot, 28~35 Head |
- Retains some of the invuln properties from the uncharged version, but the property invincibility properties run out before the move actually becomes active.
- On block, can be canceled into j.236A to stay safe, or j.22X for a riskier frametrap option.
- Can also be canceled into air normals; j2[B] is generally the best option.
- Like with 66B, if the kick is shielded, Phonon can only CS cancel.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
66B | 49 | Launch | /Data#66B | |||
66[B] | 63 | Launch | /Data#66[B] |
66[B] :
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
540 | Mid | 12 | 6 | 24 | -9 | SP, EX, CS | Strike |
- Mostly used as a combo tool - 66C 623B is an extremely common combo piece.
- On block, can be canceled into 6B+C or 236[A] to start pressure and/or frametrap.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
41 | Wall Bounce | /Data#66C |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1245 | Mid | SP, EX, CS | Ground Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 9, (6), 5 | 19 | - | -6 | 10~25 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1245 | Mid | SP, EX, CS | Ground Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 9, (6), 6 | 19 | - | -6 | 7~21 Head |
Phonon spins her whip over her head, then slams it to the floor with an explosion.
- A slow but highly active anti-air. Can combo off the groundbounce afterwards.
- Gains improved startup and invuln properties in vorpal, making it a little bit more reliable.
- Can be used as an Anti-air/Throw OS with B+C~A+D input.
- Best used pre-emptively, as it has such long startup - it's definitely possible to use on reaction, but it's slow, so you had best react fast!
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2140 | Mid | SP, EX, CS | Wall Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 27, (5), 5 | 19 | - | -6 | 10~43 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2140 | Mid | SP, EX, CS | Wall Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 27, (5), 6 | 19 | - | -6 | 7~39 Head |
Phonon spins her whip for even longer and the final explosion is even bigger.
- Holding the button makes it last longer; releasing it at any time before the final hit will give the same groundbounce as the uncharged version.
- Holding it until the last hit now wallbounces the opponent, letting you easily combo afterwards with 22A j236A.
- Great starter for punishing DPs and the like. Massive hitbox that does 2140 damage by itself and can be comboed out of easily.
Force Function Variant
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
943-1026(jf) | Mid | UNQ, SP, EX, CS | Launch | 1 GRD
0.5 GRD in Vorpal |
Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2(8)2(14)2 | 30 | 57 | -3 | - |
Phonon's alternate Force Function; she strikes three times with the whip, and can perform a followup after the third hit.
- Very strong as a meaty or in pressure; its hitbox is very disjointed, and it can be EX canceled even on whiff. With meter, you can react to the superflash of wakeup specials with DP or IW.
- All three hits are Special, EX and CS cancelable; the last hit gains the followup options on top of that.
- Followup can be input at any time during the move and it will automatically come out after the third hit, as long as the move connects; they have no stagger window and will always come out at the same timing,
- On hit, pressing a button as the whip makes contact causes a particle effect, slightly improving the damage but greatly improving the scaling. On 6FF starter combos, hitting these just frames results in a huge damage increase.
- Canceling into 22B+C is extremely plus and can be used to crush shield attempts.
- Aria made a video tutorial on this move here
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
176-228(jf) | Mid | N, SP, EX, CS | Vacuum, Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 20 | 35 | -5 | - |
A huge vacuuming sweep, similar to the second hit of 5C.
- Has a comparable vacuum to 5[C], but the stagger window is much better.
- Is Normal cancelable, allowing Phonon to resume or extend pressure.
- You can knowledge-check opponents by going into 2A or 2C; they'll have to fuzzy guard in case you do 6B+C~B. Savvy opponents will switch to low-block on reaction to this move, so don't rely too heavily on this.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | High | EX, CS | Ground Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 22 [13 on landing] |
41 | -8 | - |
Phonon jumps at the opponent with an animation similar to air-fireball. Hits overhead.
- Lightning-fast, unreactable gapless overhead.
- Leads into good damage on hit, but is unsafe on block without resources.
- Decent as a combo-ender; it gives a closer knockdown than 214AA and doesn't cost much damage.
- The overhead is very fast, but Phonon has no quick low option from 6FF, so the high/low mixup here can be fuzzy-guarded reliably.
- Can be canceled into CS or j.236C to gain plus frames and reset pressure up close. CS cancel offers similar mixups to 66b CS.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
329 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2(8)2(8)2(8)3 | 29 | 50 | -12 | - |
Phonon swings four more times with a similar animation to the first three hits.
- Like with the first hits, timing inputs as the whip makes contact with the opponent will improve the damage.
- Can be special-canceled on all four hits, and normal-canceled on the last hit.
- 6FF-C 5A is Phonon's least negative rebeat option, and the final hit has a very long stagger window.
- Great for scamming time, and builds a solid amount of meter as a combo ender, but generally sees less use than the other options. Comboing into 5A+B extends duration even further, but costs a block of GRD to use at the end of a combo.
Steer Ender
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | Mid | CS | Ground Bounce | Varies | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -4 | - |
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1635 | Unblockable | - | Knockdown | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 26 | 30 | +46 | - |
Phonon chokes the opponent with her whip, then kicks them away.
- Can't combo afterwards, but Phonon's throw has very high frame advantage. You can quite easily safejump or set up a meaty afterwards.
- The throw of strike/throw.
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
22B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | - | 4 | 0 | 12 | - | - | - | - |
- Lasts 900 frames, duration decreases by 250 frames every time she uses an enhanced special on hit or block (3-4 specials max). Timer does not change if the special whiffs or upon Phonon taking damage.
- Buffs 236X, j236X, 623X; Increased damage, better framedata on block, more untech time, adds an additional hit
- When used in Vorpal, 30 meter is refunded
- 16 frames total, the recovery is so short that canceling moves into 22BC leaves Phonon + on block after from the recovery of the original move being longer than the total duration of 22BC
Functionally, cancelling into install can be used as a psuedo-CS, allowing Phonon to do the following:
- Making anything + on block by shortening the recovery. Very common example is 623B 22BC, which goes from -8 to +13 when 22BC canceled. Superflash makes it extremely easy to hitconfirm, and you can confirm into a combo that would normally require meter to pickup off of, while also being able to use the Install buff for extra damage in the combo, all while having install active for enhanced pressure after. Extremely strong both as a round start and as a pressure reset.
- Pickup off moves Phonon normally can't combo out of (i.e 214AA/214BB and 623A/623B)
- Checking common green shield points (66B(1), 6FF(1/2), anything at far range > 4B 22BC). Free GRD Break throw unless they Guard Thrust. Note that throws do less damage when GRD breaking a green shield, so it's worth considering baiting the Guard Thrust, as the superflash greenshield makes opponents very likely to Guard Thrust.
- Checking greenshields / jumps after the superflash, i.e 236A 22BC > 623A(i) enhanced antiair
While installed:
- 623B(i) pressure reset is greatly buffed, going from -8 on block to -4, and the extra untech time allows Phonon to easily hitconfirm into a high damage combo without spending any meter on the pickup.
- B fireball becomes a much stronger pressure tool. Upback B fireball can be used to low crush moves, TK B fireball can be used as an OS crush, and 22A j236B(i) can be used as a VO / reversal bait. All of the listed examples are very + on block after the fireball.
- TK A fireball is monstrously + on block, allowing Phonon to run mix in the corner.
- Extra plus frames on fireballs makes "fridging" stronger (walling out the opponent with uncontestable + frames)
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
16 | - | /Data#22B+C |
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | 800 / 1184(i) | Mid, Air | 18 | 30 | -2 / +4(i) | EX, CS | Strike, Projectile |
- Good pressure tool; it's -2 minimum, but the farther it travels, the more plus it becomes.
- Usually plus on block when spaced out. 6FF(2) 236A is generally plus and hard to challenge.
- Can be jumped or assaulted over. However it's EX cancelable on whiff, so if you're quick you can police jumps with 623C.
- Canceling into 22B+C makes it EXTREMELY plus (+12 point blank), superflash lets you check for jumps and punish with install-buffed 623x, and starts install pressure.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[A] | 928 | Mid, Air | 25 | 34 | +1 | EX, CS | Strike, Projectile |
- Always guaranteed to be plus. It's quite slow, so you can generally be mashed out of it on start-up, but that's a big risk on your opponent's part.
- As it's a multi-hit projectile, it'll cut straight through most non-EX projectiles. It can even hit the opponent afterwards if they don't recover in time.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B | 800 / 1184(i) | Mid, Air | 14 | 36 | -8 / -2(i) | EX, CS | Strike, Projectile |
- Like 236A, but faster and more negative on block.
- Often used after fullscreen 3C to check opponents - on hit, confirms into 236C for a full combo.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[B] | 1206 | Mid, Air | 21 | 40 | -5 | EX, CS | Strike, Projectile |
- Fantastic combo filler, however; does good damage and it's possible to continue the combo afterwards. A staple of Phonon routing, used in basically every single combo.
- Not commonly used during pressure, though as it's usually minus.
- Occasionally useful in netural; it cuts through non-EX projectiles with less than 2 hits. Great for winning projectile wars against most characters.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C 100 EXS |
1560 | Mid, Air | 1+8 | 30 | +19 | CS | Strike, Projectile |
- Very plus on block; can be used to make unsafe things safe (e.g. 214AA) or force your turn by giving you enough frame advantage to get in.
- Can be used to combo off of certain moves that normally can't be followed up (e.g. full-screen 3C).
- Has enough hits to blow straight through most other projectiles in the game, too. (Most! Watch out for projectiles with many hits like Vat EX ball and Hyde EX Laser)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 48 | Launch | /Data#236A | |||
236[A] | 59 | Snare | /Data#236[A] | |||
236B | 50 | Launch | /Data#236B | |||
236[B] | 61 | Snare | /Data#236[B] | |||
236C | 39 | Snare | /Data#236C |
236[A] :
236B :
236[B] :
236C :
j.236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236A | 800 / 1184(i) | Mid, Air | 16 | [8 on landing] |
+4 / +16(i) | EX, CS, UNQ | Strike, Projectile |
- Staple of Phonon's neutral. Covers space well and is extremely plus on block and easy to hit confirm off of.
- +4 on block at a minimum if used while rising or falling, increased further with distance or install.
- Common combo filler for advanced Phonon routing, and a very good starter as well.
- Can also be canceled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236B | 800 / 1184(i) | Mid, Air | 16 | [8 on landing] |
0 / +12(i) | EX, CS, UNQ | Strike, Projectile |
- Causes Phonon to flip forward after throwing, overwriting her previous air momentum.
- TK fireball is neutral on block from point blank; it's plus if spaced further than that.
- Fireballs performed from normal jump height are generally negative, but usually not punishable unless Phonon lands super close to the opponent.
- Common combo filler for advanced Phonon routing and hit-confirm OSes, and a good starter too.
- Can be canceled into j.22X; usually used in combos but can be used as a frametrap or a safe retreat option.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236C 100 EXS |
1560 | Mid, Air | 1+7 | [8 on landing] |
+28 | CS | Strike, Projectile | 1~3 Throw |
- Extremely fast and high advantage on block.
- Can make risky air actions safe (e.g. 6B+C~B).
- Tanks combo damage, but can allow combo pickups that would otherwise be impossible (e.g. max distance j.5[C] hit).
- Very useful to combo off j.A hits too.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j236A | Launch | /Data#j236A | ||||
j236B | Launch | /Data#j236B | ||||
j236C | Snare | /Data#j236C |
j236B :
j236C :
623X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 1224 / 1560(i) | Mid | 9 | 12 | 25 | -6 / -2(i) | EX, CS | Strike, Projectile | 1~15 Dive, 5~15 Head |
- Hits quite high, is very active and has very good invincibility properties. A pretty solid anti-air all around, great meterless option to use post-CS.
- Can usually combo afterwards with 5A.
- Has instant Dive invuln, but the Head invuln doesn't kick in until a few frames afterwards.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | 1314 / 1661(i) | Mid | 11 | 12 | 27 | -8 / -4(i) | EX, CS | Strike, Projectile | 7~17 Dive, 7~17 Head |
- A very useful tool for checking movements at a distance.
- Although it's minus on block, many characters will struggle to meaningfully challenge afterwards due to its range.
- Still retains some anti-air invulnerability properties, but they're rarely relevant.
- Very high damage combo starter with resources (22C, 22BC or CS), and common combo filler for advanced routes. Immediate cancel into 22BC or CS is extremely plus, which makes Phonon extremely threatening to press against when she has meter or CS.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C 100 EXS |
1921 | Mid | 9 | 12 | 42 | -19 | (CS) | Strike, Projectile | 1~15 Full |
- Phonon's main reversal tool, also her best metered combo ender. Massive untech time and high base damage.
- You can always sideswap afterwards by dashing under the opponent while they're caught in the pillar.
- It gives a very advantageous knockdown too; even after a dash-under you still have time for a meaty.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 45 | Launch | /Data#623A | |||
623B | 49 | Launch | /Data#623B | |||
623C | 62 | Knockdown, Counter State | /Data#623C |
623B :
623C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 610 | Mid | 9 | 6 | 24 | -5 | EX, CS, UNQ | Strike |
- Generally used as a combo ender using the follow-up.
- Can be used on its own for risky tick-throw setups, as it's a rare advancing move and only -5.
- The second part of the rekka can be delayed to frametrap.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A~X | 1403 | Mid | 11 | 4, (14), 5 | 33 | -16 | EX, CS | Strike |
- Gives a good knockdown as a combo ender, or you can spend meter with 623C afterwards.
- Very unsafe on block without resources.
- Can be used in specific combo routes, which usually
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | 610 | Mid | 10 | 6 | 29 | -10 | EX, CS, UNQ | Strike | 5~10 Dive, 7~10 Head |
- A very good antiair; the head invulnerability is slightly slower than 623A's, but the move covers more horizontal range.
- Unfortunately it can be inconsistent, opponents occasionally drop out behind Phonon or just cross over her without being hit.
- Unlike 214A, the first hit is very unsafe on block.
- The followup can be delayed to frametrap.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B~X | 1403 | Mid | 10 | 4, (14), 5 | 31 | -14 | EX, CS | Strike | 2~ Dive, 11~ Head |
- Has a gigantic hitbox, especially horizontally, plus some extra head/dive invulnerability.
- Very unsafe on block without resources, and generally can't combo afterewards without resources either.
- With resources (22C or CS), very high damage output as a starter; generally your most rewarding anti-air option.
- Can be used as a combo ender instead of 214A. If you don't use 623C afterwards the opponent can air tech, which can gain (or cost!) them some GRD.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C 100 EXS |
1968 | Mid | 8 | Total 70 | -6 | EX, CS | Strike | 1~3 Throw |
- Only does 3 hits on whiff/block.
- Can be CSed on hit before the move completes. It won't kill until the last hit, so you can CS early to bank some meter for the next round.
- Less damage, but more corner carry than 623C. Long animation, so it can be used to stall for cycle.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 38 | /Data#214A | ||||
214A~X | 66 | Ground Bounce | /Data#214A~X | |||
214B | 44 | Launch | /Data#214B | |||
214B~X | 63 | Launch | /Data#214B~X | |||
214C | 70 | Knockdown | /Data#214C |
214A~X :
214B :
214B~X :
214C :
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 1203 | Mid, Air (last hit only) | 25 | 12 | 29 | -28 | SP, EX, CS | Strike, Projectile | 1~7 Throw |
- Mostly used for advanced high-damage routing.
- Has some use as a risky frame-trap option, but it's often awkward to combo afterwards. On block, your opponent can collect easy GRD with risk-free greenshields.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B | 1435 | Mid, Air (last hit only) | 28 | 14 | 29 | -15 | SP, EX, CS | Strike, Projectile | 1~10 Throw |
- Generally used as part of corner combos for high damage.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C 100 EXS |
1951 | High, Air (last hit only) | 1+22 | 12 | 30 | -16 | N, SP, EX, CS | Strike, Projectile | 1~6 Throw |
- Hits overhead, so can be used as a knowledge check for players who don't know to stand up after the super-flash.
- Very high damage as a starter, if you can get it.
- Practically speaking, mostly useful to extend combos from moves like 214B or 623B. It has been superseded a little by 22BC.
j.22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j22A | 1083 | Mid, Air (last hit only) | 21 | [11 on landing] |
N, SP, EX, CS | Strike, Projectile |
- Appears at a fixed distance if used raw; tracks to the opponent if canceled from another move.
- Moves Phonon quite far back horizontally.
- Unlike grounded 22X, you can cancel into normals, so it's easier to continue pressure afterwards, but it does less damage.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j22B | 1311 | Mid, Air (last hit only) | 28 | [11 on landing] |
N, SP, EX, CS | Strike, Projectile | 1~6 Throw |
- Appears at a fixed distance from Phonon if used raw, tracks to the opponent if canceled from another move.
- Compared to j22A, Phonon jumps higher vertically, but doesn't go as far horizontally.
- Can be canceled into air normals; usually j3[C] for combos or pressure.
- Used often in optimal max-damage routing.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j22C 100 EXS |
1692 | High, Air (last hit only) | 1+19 | [11 on landing] |
N, SP, EX, CS | Strike, Projectile |
- Tracks to the opponent, just like grounded 22C.
- Can be used as a whiff punish tool of sorts, or used to delay your landing to avoid reversals.
- Seperate move tracker from j.22a/b, can be used to stall landings even further.
- Still hits overhead; but since you're airborne anyway, the surprise/knowledge check factor is reduced.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j22A | Launch, Tracking | /Data#j22A | ||||
j22B | Launch, Tracking | /Data#j22B | ||||
j22C | Launch | /Data#j22C |
j22B :
j22C :
Supers
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3512 | Mid | 1+8 | Total 93 | -22 | Strike | 1~26 Full |
- Extremely high damage in UNI2, often worth saving meter to end combos with this.
- Lots of iframes, fantastic high damage reversal option.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
93 | Knockdown, Counter State | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3760 | All | 1+14 | Total 67 | -25 | Strike | 1~26 Full |
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
67 | Knockdown | /Data#A+B+C+D |
Notable Rebeats, Gaps, and Install Cancels
Attack | Chain | Advantage |
---|---|---|
5B, 2B, 5C(2) | 5A/2A | -5 |
5BB, 4B, 2C, 5C(1), 5[C](2), 6BC~A | 5A/2A | -3 |
6BC~C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C | 1F |
5C(2)/5B | 3C | 1F |
5C(1) | 5[C](2) | 3F |
5C(1)/2C/3C | 236[B] | 4F |
66C | 236[A]/22A | 5F |
66B(1) | 236[A]/22A | 6F |
5C(1)/2C/3C | 236[A]/22A | 8F |
Attack | Advantage |
---|---|
623A | +12 |
623B | +12 |
236A | +12 |
236B | +12 |
236[A] | +18 |
236[B] | +18 |
214A | +8 |
214AA(1) | +8 |
214AA | +5 |
214BB | +5 |
6FF(1) | +7 |
6FF(2) | +9 |
6FF(3) | +2 |
6FF~A | +1 |
FF(1) | +10 |
FF | +1 |
5C(1) | +1 |
5[C] | +1 |
3C | +1 |
5A/2A | -5 |
5B/2B | -1 |
2C | +1 |
4B | +1 |
66C | +4 |
66B(1) | +3 |
Videos
External Links
- Phonon Match Database (Replay Theater)
- Check Players to Watch section for descriptions of all the notable Phonon players on Replay Theater and links to their streams + socials
- Rippu's Youtube Channel, streams JP locals and online practice
- Silent's Youtube Channel, check playlists tab for his Tournament Set Playlist
- Glacey's Youtube Channel, uploads sets from majors and whole Detroit locals, streams Ranked
- Phonon EX Cancel Interactions by Aria
- JP Phonon Wiki by Rippu
- Phonon cl-r -> UNI2 Changelog by dmcAxle
- Phonon ST -> cl-r Changelog + Combos by Spacemurine
Players to Watch
This is a list of notable Phonon players from mid to high level with short descriptions, useful for searching on Replay Theater.
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Aria Replay Theater Twitch |
Canada |
Active | Strongest Phonon player in Canada. Great fundamentals and character knowledge, responsible for a lot of early UNI 2 resources and labbing. Active in the Discord helping out new players. Lots of useful tech posted to Twitter. | |
Glacey Replay Theater YouTube |
United States |
Active | Phonon player from the Midwest. VERY strong defense and very hard to open up. Rank 1 Phonon on PC currently. | |
Garmfield Twitch Replay Theater |
Canada |
Active | Mains Hyde in tournament, but plays Phonon alongside a bunch of other characters on his Twitch streams. One of the strongest UNI players in NA, and a great commentator as well. Uses a custom color. Rank 2 Phonon on PC currently. | |
Kapibara (カピバラ) YouTube Replay Theater |
Japan |
Active | Streams to YouTube almost every day. Entered all the offline Golden Week events (EVO Japan, KGP 2024, UNI Meetup 2! in Shinbashi). Uses a custom color. | |
LuFL Replay Theater Twitch |
United States |
Active | New York Phonon known for utilizing risky mix-ups and air setups. Extremely active in tournaments with VODs available from most majors. Frequents netplay brackets as well. | |
Rippu Replay Theater YouTube |
Japan |
Active | Strongest Phonon player in Japan known for labwork and combo optimization. Fantastic combos and quick reactions on defense, plays to speed with Japan's top end. Streams netplay, labbing, and local tournaments to YouTube fairly often. Posts labwork and combo optimization to Twitter. Author of the Japanese Phonon wiki and general community / tournament organizer. Rank 1 Phonon on Console currently. | |
Silent Replay Theater Twitch Set playlist YouTube |
United States |
Active | Strongest Phonon player in North America by a large margin. Numerous major Top 8s, netplay bracket wins, and regional wins. Great fundamentals and offensive structure, plays aggressively and pushes for harder optimal combos. First player in the world to hit S+1 (max rank) on netplay, outpacing Ohittou | |
bm Replay Theater |
United States |
Semi-active | Strong Phonon sub, plays Byakuya in tournament. Plays a custom color. | |
Defiant Replay Theater Twitch |
United States |
Semi-active | Random select main. Arguably the strongest player in North America. Mostly known for their Hyde, Londrekia, and Carmine. | |
Disco Twitch |
United States |
Semi-active | Phonon player from the East Coast. Very good at utilizing Phonon's tools in neutral. Mostly plays netplay, no current version VODs available. | |
LTP YouTube |
United States |
Semi-active | Lab monster. Responsible for making lots of resources and tech videos for Phonon in all versions. Very knowledgeable of UNI in general. Currently plays both Tsurugi and Phonon. | |
Sato Len (さとりん) Replay Theater |
Japan |
Inactive | Netplay Phonon from Japan new to UNI2. High rank on both PC and Console, has been seen entering netplay tournaments and Matching Night. Uses a custom color. | |
MateoKK (マテオKK) Youtube |
Japan |
Inactive | The strongest Phonon player in the world in UNIST. The highest placing Phonon at EVO 2019 at 9th place. When it came to optimization, situational awareness, & knowledge of matchups and the system, he was unmatched. Didn't play UNICLR, and is currently focused on playing GBVS. Entered EVO Japan 2024 and got 25th place while unseeded, the highest of any Phonon player, without utilizing any of Phonons new tools from UNICLR and UNI2. |