Under Night In-Birth/UNI2/Nanase/Combos
Under Construction
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This page was originally copied from the UNICLR version and is a work-in-progress. Some sections may be outdated, but still contain information applicable to UNI2.
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | 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. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme.
Notes on Mission Mode
The game provides a Mission Mode that has many combos for players to try and learn.
- If you are newer to fighting games or consider yourself a novice, try reading the Starter Guide and practicing the "Beginner Combo" and "Intermediate Combo" missions.
- If you feel confident in your execution but you are unfamiliar with Under Night In-Birth's general combo timings or with Nanase specifically, practice the combos in the "Intermediate Combo" and "Advanced Combo" missions.
- If you have a lot of fighting game experience or you are very familiar with UNI2 already, try the combos in the "Expert Combos" missions.
Don't worry if you can't complete all the missions in the game. Some of them use unusual or uncommon combo tools that may not be frequently used by players in real matches, but they are still useful teaching tools if you want to see examples of what a combo looks like for Nanase. Check out the below section if you want additional combos to practice that feature more practical pieces and theory that should help you out.
If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.
Combos to Start With
Note: This section has not been updated yet and still features information from UNICLR, the previous version of the game. While all of the combos shown will still work, they might not be the "preferred" routing in UNI2 and may seem outdated or less effective.
The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with very practical starters, so players are comfortable with adapting them to other starters.
- It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
- Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
- "xN" means you can input the preceding button any number of times and still continue the route.
For video examples of the following combos, here is a "Bread and Butter" UNICLR Combo playlist by Wish. Links to the individual videos will also be available in the notes for the respective combos in the table below.
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A 2B 2C 5C j.[C] JBB j.2C Ender | 0 | Anywhere | ||
Basic combo that works anywhere, anytime off just about any starter. Likewise, just about any ender will work with this too. | ||||
5A/2A 2B 2C 236B~C j.[C] JBB j.2C Ender | 0 | Anywhere | ||
Variation of the basic BnB using 236B~C to continue the combo if 5C wouldn't reach. 236B~C is helpful for continuing a combo from a long-range or awkward poke, but note that you will sideswap when using it. This combo has similar flexibility to the previous combo, for both starters and enders. | ||||
5A/2A 2B 2C 5C j.[C] j.2[C] land JBB j.2C Ender | 0 | Anywhere | ||
A step up from the basic combo, and introducing the rejump with a simple continuation. | ||||
5A/2A 2C 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 0 | Anywhere | ||
A combo that requires you to confirm an A button with a C button. Note the 5B comes after 2C. This route introduces delays, with a delay before both j.2[C] and j.236A. See the #FAQ for more info. This route also introduces the air strings that are commonly seen in advanced routing. | ||||
6D j.B 5A/2A 2B 2C 5C j.[C] j.2[C] land JBB j.2C Ender | 0 | Anywhere | ||
Assault starter route for beginners. Assault starters have heavier scaling, so certain routing and enders are not possible. It should be noted that when an opponent is hit while crouching, an extra 1 frame of hitstun is added to all attacks that hit while the opponent is still grounded. This allows for 6D j.B 2A to work at the earliest possible timing. Otherwise, Nanase cannot combo off of earliest possible 6D j.B timing. However, on counter hit the scaling is relaxed and you can use typical routing. | ||||
(5B/2B) 2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 0 | Anywhere | ||
Combo off 5B/2B or 2C poke. This route is the definition of "bread and butter" for Nanase. Highly recommended to learn after mastering previous routes. For B and C starters, add j.B between j.[C] and j.2[C] to remove the need for delays in exchange for losing some damage. | ||||
66C 236B~C j.[C] JBB j.2C Ender | 0 | Anywhere | ||
A simple confirm off 66C. 66C uses a ground bounce right away, limiting potential combo extensions. | ||||
66C 66 3C JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 0 | Anywhere | ||
More optimized 66C starter combo for corner carry that conserves a combo bounce. This teaches microdash 3C into an air string, as well as an alternate air string that does not rely on j.2[C] | ||||
2B 2C dl.236B~A 5A 3C j.[C] dl.j.8C JBB j.2C Ender | 0 | Corner | ||
Corner route that can be done off 5B/2B or 2C pokes. This route introduces the building blocks of Nanase's corner routing with 236B~A. 236B~A 5A is a link; 5A must be correctly timed to connect. 236B~A should be delayed so that the opponent does not go over to the other side. See the #FAQ for more info. |
Combos with 214X
TODO: Add more examples, explain better. Maybe some videos too.
In UNI2, Nanase received changes to the frame data of her 214X follow-up attacks. These moves received faster recovery, which allows for significantly easier confirms than was possible in previous versions. This new routing offers slightly improved damage over the older routing, though with a higher learning curve.
The new routing leverages 214A and 214B, and so both can be used interchangeably for the most part. 214A and 214B are used early in the combo, and the follow-up dive is used to confirm into an air string. This looks something like 214A/B~X > 5A/2A > 3C > air string > ender.
Pick 214A or 214B depending on which move you want to use for the ender. If you can't decide, 214B is usually easier to combo with due to its faster startup.
The follow-up attack should be selected depending on Nanase's height, how close she is to the opponent, and whether you want to sideswap or not. If you want to stay on the same side, the B follow-up makes this easier. Your timing can impact this, so practice the effects of delaying or not delaying the follow-up.
5A/2A represent the normal you link into after landing from the 214X~X follow-up attack. Typically we use one of these moves as they are Nanase's fastest buttons. There are rare situations and routing that allow you to pick up with 5B, but these usually require strict delays and timings.
3C is the most common move for re-launching the opponent. You can go for a simple air string from here. If you land 214X~X raw or with a starter that has good proration, you could get away with using 5B as a launcher into an extended air string.
Below are some examples of this routing, and how to use 214X to elevate your combo game.
Combo | Damage | Cost | Meter Gain | Location |
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5B/2B 2C 5[C] 214B~dl.C 2A 3C j.[C] j.8C j.B~B j.2C Ender | 0 | Anywhere | ||
Primary example of what 214XX routing looks like. |
Theory
Nanase's basic string can be summed up as:
- ground normals > launcher > air normals > ender
where the launcher is any move or combination of moves that puts the opponent in the air.
Nanase's combo structure is both flexible and inflexible. Your routing will be determined by the first two or three moves you land, as proration plays a heavy part in what combos she can do. Something as simple as hitting 5A/2A only once can open up a lot more options. You will need to pay close attention to hit confirming, and other factors so you can quickly determine what combo you should go for.
Regarding enders, Nanase wants to pick her ender based on the situation and what her goals are. Often, this can mean choosing not to go for a damaging ender to instead set a meaty fireball. It could also mean doing a 214B j.236C ender for corner carry and hard knockdown, or even going for a 623C ender to get enough damage to close out a round. Nanase has many different enders and different uses for her meter, so there is no "one size fits all" approach to her enders.
When in doubt, either set a fireball or go for 214X~X to get a hard knockdown.
FAQ
Why is it so hard to connect j.2C after JBB?
There could be a few reasons why. Either you aren't inputting JBB fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get the increased version.)
Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?
You need to delay the j.2[C] and the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff. Consult this video to get a better visual of the proper delay.
How do I do the 2C 3C (FF) j.2C j.236B ender?
Unfortunately there is no trick to this. You just need to input the moves as quickly as you can so that they can all connect. And yes, the opponent is supposed to tech after j.2C.
...How useful is that ender anyway? Do I really need to learn this?
The ender does have a niche use in combos where you don't use a jump cancel until the end and want to set a fireball. If you find yourself struggling to use this ender, you can safely ignore it for other options.
How do I continue a combo after 236B~A in the corner?
You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall over Nanase but instead remain in front of her.
Enders
Combo | Cost | Location |
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2C 214B~B | 0 | Anywhere |
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j.236B | 0 | Anywhere |
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2C FF j.236B | 1 GRD | Anywhere |
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land 66B | 0 | Anywhere |
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2C 5[C] (5B) 214B~B/C | 0 | Anywhere |
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2C 5[C] 22B | 0 | Anywhere |
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236B~A 236A~C 214A~B | 0 | Corner |
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236X~C 7j.2C w.j.A j.236A | 0 | Corner |
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2C 5[C] 214A/B j.236C | 100 EXS | Anywhere |
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2C 5[C] (5B) 623A j.236C | 100 EXS | Anywhere |
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2C 5[C] (5B) 214B~C 623C | 100 EXS | Anywhere |
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2C 5[C] 236B 214C (66C) 22B | 100 EXS | Anywhere |
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2C IC5C 5B 214B~C CVO | At least 100 EXS, Vorpal | Anywhere |
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2C IC5C 5B 623A CVO | At least 100 EXS, Vorpal | Anywhere |
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Combos
Note: This section was copied from UNICLR and has not been updated. Most of the routes below should still work in UNI2, but it should be considered a work-in-progress.
This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want basic combos, look at the "Bread and Butter" Combos section first to find routes suitable for beginners to Nanase.
Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.
- It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
- Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
A Starters
These combos start off 5A/2A. Damage is calculated off single 5A starter where applicable.
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A 2B 2C 5[C] j.[C] JBB j.2C Ender | 2011 | 0 | 37.10 | Anywhere |
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5A/2A 2B 2C 236X~C j.[C] JBB j.2C Ender | 2235 | 0 | 38.08 | Anywhere |
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5A/2A 2C 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2499 | 0 | 47.05 | Anywhere |
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5A/2A 2C 5B JBB j.2[C] dl TK.j.236A 3C FF j.8C j.C j.2C Ender | 2523 | 1 GRD | 48.02 | Anywhere |
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5A/2A 2C 5[C] j.2[C] (66) 3C FF j.[C] j.8C JBB j.2C Ender | 2548 | 1 GRD | 49.59 | Anywhere |
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5A/2A 2C 2B j.2[C] (66) 3C 214B j.A j.8C JBB j.2C Ender | 2654 | 0 | 48.65 | Anywhere |
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5A/2A 3C j.8C j.2[C] TK.j.236B 66 3C FF j.[C] j.8C JBB j.2C Ender | 2720 | 1 GRD | 51.90 | Anywhere |
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5A/2A 2C 5[C] (j.C) j.2[C] (66) dl.236B~A 236A~C 214A~C | 2996 | 0 | 51.65 | Corner |
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5A/2A 2B 5B 5[C] 236A(w)~A 3C j.[C] j.8C JBB j.2C Ender | 2507 | 0 | 48.23 | Anywhere |
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5A/2A 2B 5B 5[C] 236A(w)~A 3C j.8C dl.j.B dl.j.BB land j.A j.C j.2C Ender | 2493 | 0 | 47.75 | Anywhere |
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5A/2A 2B 2C 236B~dl.A dl.214C j.8C j.C j.2C Ender | 2618 | 100 EXS | 24.28 | Anywhere |
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B Starters
These combos start off 5B/2B. Damage is calculated off 5B starter unless otherwise stated.
Combo | Damage | Cost | Meter Gain | Location |
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5B/2B 2C 5[C] j.[C] JBB j.2C | 2045 | 0 | 35.64 | Anywhere |
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5B/2B 2C 236B~C j.[C] JBB j.2C Ender | 2273 | 0 | 37.10 | Anywhere |
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5B/2B 2C 236B~C j.[C] dl.j.2[C] land j.A j.8C JBB j.2C Ender | 2591 | 0 | 47.24 | Anywhere |
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5B/2B 2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2741 | 0 | 51.44 | Anywhere |
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5B/2B 2C 5[C] j.[C] JBB j.2[C] dl.j.236[A] land j.8C j.C j.2C Ender | 2784 | 0 | 54.12 | Anywhere |
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5B/2B 5C 2C 3C j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2932 | 0 | 59.04 | Anywhere |
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5B/2B 3C 214B~A 66 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 3027 | 0 | 56.10 | Midscreen |
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5B/2B 2C 236B~dl.A 5A 3C j.[C] dl.j.8C JBB j.2C Ender | 2697 | 0 | 47 | Corner |
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5B/2B 5[C] 236A~A 3C j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.C j.2C Ender | 2985 | 0 | 55.56 | Anywhere |
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5B/2B 2C 236B~dl.A 5A 3C j.8C j.2[C] tk.j.236A j.B dl.j.BB dl.j.C 236A~dl.C 214A~A | 3318 | 0 | 65.53 | Corner |
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C Starters
These combos start with 5C/2C and 3C. Damage is calculated off the specified starter button.
Combo | Damage | Cost | Meter Gain | Location |
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2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2675 | 0 | 47 | Anywhere |
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2C w.2A 2B 236A 2A 3C dl.JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 2702 | 0 | 53 | Anywhere |
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5C/2C (2C/5C) 236B~C j.[C] dl.j.2[C] land j.A j.8C JBB j.2C Ender | 2705 | 0 | 48 | Anywhere |
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5[C] 236A~A 3C (8j.236A) j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 3139 | 0 | 57 | Anywhere |
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3C (8j.236A) j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2848 | 0 | 49 | Anywhere |
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3C j.8C j.2[C] dl.j.236B land JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 3184 | 0 | 57 | Anywhere |
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3C j.236A land j.8C j.2[C] dl.j.236B (JBB j.C) 2C (dl.5[C]) 236B~dl.A 236A~dl.C 214A~A | 3684 | 0 | 62 | Corner |
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D j.B/2C 2A 2B 2C 5C j.[C] JBB j.2C Ender | 1928 | 0 | 38 | Anywhere |
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6D j.B/2C 2A 2B 2C 5[C] j.[C] j.2[C] land j.8C j.C j.2C Ender | 2074 | 0 | 42 | Anywhere |
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6D j.B/2C 2A 2B 5B 5[C] 236A~A 3C j.[C] j.8C JBB j.2C Ender | 2232 | 0 | 48 | Anywhere |
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6D j.2[C] dl.3C 214B 66 j.A j.8C JBB j.2C Ender | 2327 | 0 | 41 | Midscreen |
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6D j.2[C] dl.3C 214A 5B j.A j.8C JBB j.2C Ender | 2410 | 0 | 44 | Anywhere |
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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3C Ender | Anywhere | |||
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CH 623A Ender | Anywhere | |||
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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