Under Night In-Birth/UNI2/Byakuya/Combos: Difference between revisions
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=====How do I do 5B/C 3C j.B j.2C j.C 66B/2C?===== | =====How do I do 5B/C 3C j.B j.2C j.C 66B/2C?===== | ||
As mentioned above, lots of delays in different places are needed for stability. | As mentioned above, lots of delays in different places are needed for stability. | ||
* | *Similarly to the above route, delay the web in 236B-B-4A. You'll want them about half a character height above the ground when the web hits. | ||
*Walk back slightly before doing 5B/C. | *Walk back slightly before doing 5B/C. | ||
*Slightly delay j.B until you are at the apex of your jump. | *Slightly delay j.B until you are at the apex of your jump. | ||
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*Delay j.C until you're about to hit the ground. When picking up with 66B, buffer 66 as you see j.C's animation start, and press B as soon as you land. | *Delay j.C until you're about to hit the ground. When picking up with 66B, buffer 66 as you see j.C's animation start, and press B as soon as you land. | ||
**2C pickup allows for less delay on the j.C, but isn't as consistent due to being slower than 66B. It is strongly recommended to practice picking up with 66B. | **2C pickup allows for less delay on the j.C, but isn't as consistent due to being slower than 66B. It is strongly recommended to practice picking up with 66B. | ||
*When doing j.2C j.C | *When doing j.2C j.C 66B, if 66B is input too early, Byakuya will whiff j.B instead and 66B will not come out. Take caution to time 66B properly. | ||
**You can also cast j.2C '''j.B''' 66B instead for a more lenient 66B timing. | |||
=====Why do I keep getting 66B 623A instead of 66B 236A?===== | =====Why do I keep getting 66B 623A instead of 66B 236A?===== | ||
Reset your directional to neutral in between 66B and 236A. | Reset your directional to neutral in between 66B and 236A. | ||
=====Why is my combo dropping before 2C/66B 236A-6A-6A (623C)?===== | =====Why is my combo dropping before 2C/66B 236A-6A-6A (623C)?===== | ||
*Usually due to proration, either from a weak starter or using the same move more than once in a combo (Same Move Proration, or SMP). Try to avoid | *Usually due to proration, either from a weak starter or using the same move more than once in a combo (Same Move Proration, or SMP). Try to avoid SMP early in a route when possible. | ||
*Adding a VERY slight delay to the web followup attack beforehand (236A-4A-A-dl.A > 66B) can also help if it won't cause a drop. | *Adding a VERY slight delay to the web followup attack beforehand (236A-4A-A-dl.A > 66B) can also help if it won't cause a drop. | ||
*Try buffering 66B earlier, as well as using directional inputs instead of the dash macro - macros have a much smaller buffer window of only 3f, while directional inputs have a 11f buffer window. | *Try buffering 66B earlier, as well as using directional inputs instead of the dash macro - macros have a much smaller buffer window of only 3f, while directional inputs have a 11f buffer window. | ||
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*Byakuya's routes are all very similar, fortunately, and a route similar to mission 4-2 will work for just about anything. | *Byakuya's routes are all very similar, fortunately, and a route similar to mission 4-2 will work for just about anything. | ||
*Force Function in particular can simply be picked up with 66B/2C into the usual. | *Force Function in particular can simply be picked up with 66B/2C into the usual. | ||
*3C (on counter and air hit) can be whiffed into 2A and picked up with 2C into the usual | *3C (on counter and air hit) can be whiffed into 2A and picked up with 2C into the usual. | ||
<span style="color: #ed3528">'''TO DO: REMAKE THIS'''</span> | <span style="color: #ed3528">'''TO DO: REMAKE THIS'''</span> | ||
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==Combos== | ==Combos== | ||
Listed meter gain is calculated without Vorpal for either player. | |||
===A Starters=== | ===A Starters=== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
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{{#var:starter1}} | {{#var:starter1}} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 5A 5B 2C 236B-6B-4A 5C j.2C j.C 66B 236A-4A-X-A 2C 236A-6A-6A | ||
| basedamage = | | basedamage = 3080 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 100 {{Property-UNI|EXS}} | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 86.65 | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Stable A button midscreen route. Works off 2AAA. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A | | combo = 5A 5B 2C 236B-6B-dl.4C-X-D 2B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 66B 236A-6A-4B-X-A | ||
| basedamage = 3070 | |||
| basedamage = | |||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 90.31 | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Corner}} | ||
| notes = | | notes = A button route that puts a floor web down mid-route. | ||
2B can be replaced with 5C for more damage, but is a very tight link. | |||
Corner allows for stable inclusion of 22A, 214X-X-B, and 236A-6A-4X-X-A in routes (better damage/meter gain). | |||
| combo = | |||
| basedamage = ( | 66B 22A-4A-X-A is technically possible midscreen but requires a finnickly delay between 66B and 22A and is generally unstable outside of corner. | ||
If not dumping meter, recommended to end with 236A-6A-4B-X-B instead of A. | |||
With Vorpal, 66B onward can be replaced with '''236A-4A-A-B j.214C-C''' to create a meterless web setup. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 5A 5B 2C 236B-6B-4C-X-D 66B dl.22A-4A-X-B j.214C-C | |||
| basedamage = (2932) | |||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 61.75 | ||
| oppmetergain = | | oppmetergain = 26.48 | ||
| location = {{Property-UNI|corner}} | | location = {{Property-UNI|corner}} | ||
| notes = | | notes = Simple meterless web set route. | ||
Ending in 22A-4'''B'''-X-B instead places a web that is too tall for opponents to clear standblocking (except Merkava and Enkidu) , but will still combo on throw. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A 5B 2C 236B | | combo = 5A 5B 2C 236B-6B-4C-C-D 5C (tk.)214A-X-C tk.214B-X-A 22A-4B-X-B j.214C-C | ||
| basedamage = ( | | basedamage = (3362) | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 84.71 | ||
| oppmetergain = | | oppmetergain = 40.34 | ||
| location = {{Property-UNI|corner}} | | location = {{Property-UNI|corner}} | ||
| notes = | | notes = Higher damage route when opting for the j.214C-C webset ender. Will not work on 2AA starters. | ||
5C can be replaced with 2B for a more lenient link, but makes the rest of the route unstable and is not recommended. | |||
The tk on 214A is optional, makes the C web followup attack more consistent, and the tk.214B after less consistent (and vice versa for non-tk 214A). Pick your poison. | |||
}} | }} | ||
}} | }} | ||
===B/C | ===B/C Starters=== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-4A 5B 3C j.B j.2C j.C 66B 236A-4A-X-A 2C 236A-6A-6A | ||
| basedamage = | | basedamage = 2974 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 94.25 | ||
| oppmetergain = | | oppmetergain = 50.90 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Mission 5-2. Works off any B/C button except tip range 66C, with different normals being substituted in to avoid SMP. Recommended routing to learn first. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-4A run through 5C 214B-X-dl.C 66 5B/3C j.B j.2C j.C 66B 236A-4A-X-dl.A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3115 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 100.58 | ||
| oppmetergain = | | oppmetergain = 58.68 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = More advanced routing that uses 214X-X-C for guaranteed corner from any screen position. | ||
Somewhat tight dash and 5B/3C pickup after 214X-X-C but relatively stable with practice. | |||
}} | |||
}} | |||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-4A run through 5C 214B-X-dl.A 66 5B 5BB j.2C j.B 66B 236A-4A-X-dl.A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3115 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 100.24 | ||
| oppmetergain = | | oppmetergain = 58.51 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Early B rekka pickup into 214X-X-A route. Stable routing for near corner when 214X-X-C would otherwise launch the opponent over you. | ||
The dash through after the first snare is mandatory for 214B to not drop afterwards. You can use 214A instead to skip the dash. | |||
The j.2C after 5BB is not tk'd. | |||
Replace 5BB with 2B if starting with 5B. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-dl.4C-X-D 5C 5B j.B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 2C 236A-6A-4B-X-A | ||
| basedamage = 3122 | |||
| bonusdamage = | |||
| cost = | |||
| metergain = 82.44 | |||
| oppmetergain = 54.79 | |||
| basedamage = | |||
| bonusdamage = | |||
| cost = | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = | | notes = Corner BnB, sets a floor web. Recommended to learn first. | ||
66B onward can be done from midscreen start (without the floor web) if opponent is in corner by then. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-dl.4C-X 3[C] 214C-X-dl.A 5B 5BB j.dl2C j.B 66B 22A-4B-X-B j.A(whiff) 66B 236A-6A-4B-X-B j.A(whiff) | ||
| basedamage = | | basedamage = 3225 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 107.87 | ||
| oppmetergain = | | oppmetergain = 64.03 | ||
| location = {{Property-UNI|corner}} | | location = {{Property-UNI|corner}} | ||
| notes = | | notes = Corner route that excludes a floor web for higher damage. Also useful when you specifically do not want to end with a floor web (e.g. Akatsuki, Enkidu) | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-4C-X-D 5C 214A-X-C 7 j.2C j.214B-X-A 66B 236A-4B-X-B j.214C-X | ||
| basedamage = | | basedamage = (3408) | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = (81.45) | ||
| oppmetergain = | | oppmetergain = 46.71 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = | | notes = Meterless web set ender corner route. | ||
Same route as corner A starter with an extra j.2C and 66B thrown in. Pretty difficult to consistently do; the j.2C can be omitted for a -15 damage penalty to make the combo easier. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B 2C 236B-6B-dl.4C-X-D 5C 5B j.B j.2C j.C 66B 236A-4A-X-C tk.214B-X-B j.214C-X | ||
| basedamage = ( | | basedamage = (3376) | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = (80.12) | ||
| oppmetergain = | | oppmetergain = 45.30 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = | | notes = More stable routing for meterless corner web sets. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C(8) 214C | | combo = 66C(8) 214C-X-B(whiff) j.A(whiff) 2C 236B-6B-4A-X-A 66 5B 3C j.B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 66B 236A-6A-4A-X-B j.A(whiff) | ||
| basedamage = | | basedamage = 3155 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 108.57 | ||
| oppmetergain = | | oppmetergain = 64.54 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Far 66C confirm. Stable, but with finicky whiffs at the beginning. | ||
214X-X-B must be whiffed in front of snared opponent, the j.A after must be whiffed under opponent (just about as you land). | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C(8) 214C | | combo = 66C(8) 214C-X-dl.C 66 3C j.B j.2C j.C 2C 22A-4B-X-B j.A(whiff) 66B 236A-6A-4A-X-B j.A(whiff) | ||
| basedamage = | | basedamage = 3082 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 78.92 | ||
| oppmetergain = | | oppmetergain = 46.62 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Simpler far 66C confirm if you aren't feeling the whiffs in the above route. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C 66C(8) 214C | | combo = 66C 66C(8) 214C-C walk back 5B 3C j.B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 2C 236A-6A-4A-X-B j.A(whiff) | ||
| basedamage = | | basedamage = 2783 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 83.55 | ||
| oppmetergain = | | oppmetergain = 52.62 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Double 66C route for when the first one isn't cancelled into 214C in time. Great for stray hit confirms or if you just need more time to confirm a 66C hit. | ||
Omit 3C if 5B hits higher up. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C link 66B 236B | | combo = 66C link 66B 236B-6B-4C-C-D 5C 5B j.B j.2C j.C 2C 22A-4B-X-B j.A(whiff) 66B 236A-6A-4A-X-B j.A(whiff) | ||
| basedamage = | | basedamage = 3137 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 100.57 | ||
| oppmetergain = | | oppmetergain = 58.00 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = | | notes = In the corner, you can link 66B after 66C bounces opponent off the wall into a full combo. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D j.C 5A 5B 2C 236B | | combo = 6D j.C 5A 5B 2C 236B-6B-4A 5C j.2C j.B 66B 236A-4A-A-A 66B 236A-6A-6A 623C | ||
| basedamage = | | basedamage = 2745 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Same route as A button starters. Uses j.B instead of j.C in air series to avoid SMP. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH/GRD Break 6D j.C 5A 5B 5C 2C 236B | | combo = CH/GRD Break 6D j.C 5A 5B 5C 2C 236B-6B-4A 2B 3C j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3277 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = {{Property-UNI|EXS}} | | cost = {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 89.63 | ||
| oppmetergain = | | oppmetergain = 56.57 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Counter hit [st] route. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH/GRD Break 6D j.C 5A 5B 5C 2C 236B | | combo = CH/GRD Break 6D j.C 5A 5B 5C 2C 236B-6B-4A 2B 214B-B-C 66 3C j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3379 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = {{Property-UNI|EXS}} | | cost = {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 110.29 | ||
| oppmetergain = | | oppmetergain = 65.43 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Counter hit [clr] route. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 5A/3C (air hit) 5B j.B j.2C j.C 66B 236B-dl.4A 9 j214B-B-A 2C 236A-6A-6A | ||
| basedamage = | | basedamage = 2857 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 72.67 | ||
| oppmetergain = | | oppmetergain = 35.77 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Basic confirm off any non-counterhit air hit. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A (air hit) 5B j.B j.2C | | combo = 5A (air hit) 5B j.B j.214A-dl.X-A 66 2C dl.5C 236B-dl.6B-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 2963 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 78.72 | ||
| oppmetergain = | | oppmetergain = 43.48 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = More reliable route off tip 5A hits or if opponent gets hit lower to the ground. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = j.A j.B j.C 2B dl.2C 236B-6B-4A 8 j.2[C] j.214B-X-B j.A(whiff) 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3059 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 99.68 | ||
| oppmetergain = | | oppmetergain = 57.74 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = j.A air to air hit start route. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = CH3C (air hit) w.2A 2C dl.5C 236B-6B-4A 5B j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3282 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 92.58 | ||
| oppmetergain = | | oppmetergain = 52.54 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = On 3C (or 5B) air hit, you can go into any B/C button start route. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 3C (air hit) (dl.5B) j.B j.2C j.C 2B dl.2C dl.5C 214B-BX run through 236B-6B-4A-A-dl.A 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3354 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 101.76 | ||
| oppmetergain = | | oppmetergain = 58.01 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Non-Counter Hit 3C air hit confirm. 5B can be added for stability if opponent is high up in the air. | ||
'''66B 236A-4A-X-A''' must be replaced with '''66B 236A-4A-X-B j.A(whiff)''' or excluded if 5B is used. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236C (CS) 66 | | combo = 236C (CS) 66 2C 5C 236B-6B-4A 5B 3C j.B j.2C j.C 66B 236A-4A-X-A 2B 236A-6A-4B-X-B j.A(whiff) | ||
| basedamage = | | basedamage = 3623 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}} | | cost = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}} | ||
| metergain = 9. | | metergain = 9.89 | ||
| oppmetergain = | | oppmetergain = 79.38 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Simple 236 CS confirm. Important starter to look for with how good of an anti-air and punish tool Byakuya's 236C is. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = Throw (web snare) 3C j.2C j.C | | combo = Throw (web snare) 5B 3C j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 2160 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 68.84 | ||
| oppmetergain = | | oppmetergain = 39.65 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Basic throw combo that will work anywhere, including after 623C -> web setup. | ||
After a corner 623C setup, you can combo into the back web (tk214B) by either back throwing (4AD) or throwing and then holding 1 or 4 after. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = Throw (web snare) 3[C] 214C | | combo = Throw (web snare) 3[C] 214C-C-A 2C 236A-6A-4A-X-B j.A(whiff) 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 2272 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 73.47 | ||
| oppmetergain = | | oppmetergain = 43.22 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Corner throw combo. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = j.2C j. | | combo = j.2C j.A 5A 5B 2C 236B-6B-4A 5C dlj.B j.A jC 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = | | basedamage = 3138 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = | ||
| metergain = | | metergain = 90.09 | ||
| oppmetergain = | | oppmetergain = 50.54 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Confirm for tk.j2C OS(191CAD/171CAD). | ||
j.B after j.2C is technically more damage but j.A is more consistent against crouching opponents. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = j.2[C] 2C 236B | | combo = j.2[C] 2C 236B-6B-4A run through 5C 214B-X-C 66 j.B j.A j.C 66B 236A-4A-X-A 66B 236A-6A-6A | ||
| basedamage = 3582 | | basedamage = 3582 | ||
| bonusdamage = 3918 | | bonusdamage = 3918 | ||
Line 816: | Line 675: | ||
| oppmetergain = 68.74 | | oppmetergain = 68.74 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = j.2[C] confirm that uses a different air series that excludes j.2C to avoid SMP. | ||
The usual 5B 3C j.B etc route after 236B-6B-4A also works fine. | |||
}} | }} | ||
}} | }} |
Latest revision as of 07:11, 20 May 2024
Under Construction
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Notation Help | |
---|---|
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.
|
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
note: big wip, this page was imported over from clr's combo page, and appropriate edits/cuts will be made.
Notation for 236x 22x and 214x series
236X (rekka) and 214X (web) both have 2 unique followups. The first two parts of 236X and 22X can be cancelled into a web (and subsequently followed up) by pressing 4X (A/B/C), resulting in notations such as 236A-6A-4A-A-B or 22A-4B-B-B that look like an unreadable mess at first.
-4X after a rekka/22x input denotes a web cancel, more buttons following denotes web fling and followup.
- examples
- 236X-6X-4X = 2 rekka steps, cancel into web.
- 236X-6X-4X-X = 2 rekka steps, cancel into web > fling.
- 236X-4X-X-X = 1 rekka step, cancel into web > fling > followup attack.
- 22X-4X-X = 22X, cancel into web > fling.
Note: Web fling (214X-X) can be input with A/B/C.
Starter Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A 2B 2C 236A-dl.4A 66B 236A-4A-A-A 66B 236A-6A-6A | 2354 (2569) | 50.01 Opp: 40.55 |
Anywhere | |
Mission 4-2. A suitable day one combo that works off any normal starter (including assault j.C and 2AAA), has decent corner carry and allows for metered enders and side switching (press A again after the first 236A-4A and pick up with 2c - i.e., 2A 2B 2C 236A-dl.4A-A dl.2C 236A etc). | ||||
2A (2A) 2B 2C 236B-dl.6B-dl.4A-A 214A-A-B j.A(whiff) 66B 236A-6A-6A | 2514 (2746) | 67.45 Opp: 33.31 |
Anywhere | |
Mission 5-1, introduces combo structure that requires proper 236B delays integral to other Byakuya BNBs. | ||||
2A 2A 2C 236B-dl.6B-dl.4A-A land j.2[C] j.214B-B-B j.A(whiff) 66B 236A-6A-6A | 2653 (2899) | 79.79 Opp: 38.84 |
Anywhere | |
CLR/ST Mission 4-1, ol' reliable. Go-to route if unsure of starter. Higher meter generation than above route, but not necessarily mandatory to learn. | ||||
2B 5C 2C 236B-6B-4A 5B 3C j.B j.2C j.C 66B 236A-4A-A-A 2C 236A-6A-6A | 3153 (3454) | 102.6 Opp: 53.47 |
Anywhere | |
Mission 5-2. Go-to route for B button or stronger starters. Lots of small delays in different places are needed to do this right, refer to FAQ (or the demo in mission mode). | ||||
AD (web hit) 5C j.2C j.C 2C 236A-4A-A-A 66B 236A-6A-6A (623C) | 2180 (2389) | 69.33 Opp: 35.63 |
Anywhere | |
Basic route off throw -> web snare. |
FAQ
How do I do 236B-6B-4A-A j.2[C]?
Delay the web (4A) after 236B~6B as much as possible (but not the fling after). The lower to the ground the web snare is, the easier the rest of the combo will be. Holding 8 (jump) after the web fling can help with understanding when to jump for the j2[C] when starting out, but is not recommended in practice.
How do I do 5B/C 3C j.B j.2C j.C 66B/2C?
As mentioned above, lots of delays in different places are needed for stability.
- Similarly to the above route, delay the web in 236B-B-4A. You'll want them about half a character height above the ground when the web hits.
- Walk back slightly before doing 5B/C.
- Slightly delay j.B until you are at the apex of your jump.
- j.2C does not need to be delayed.
- Delay j.C until you're about to hit the ground. When picking up with 66B, buffer 66 as you see j.C's animation start, and press B as soon as you land.
- 2C pickup allows for less delay on the j.C, but isn't as consistent due to being slower than 66B. It is strongly recommended to practice picking up with 66B.
- When doing j.2C j.C 66B, if 66B is input too early, Byakuya will whiff j.B instead and 66B will not come out. Take caution to time 66B properly.
- You can also cast j.2C j.B 66B instead for a more lenient 66B timing.
Why do I keep getting 66B 623A instead of 66B 236A?
Reset your directional to neutral in between 66B and 236A.
Why is my combo dropping before 2C/66B 236A-6A-6A (623C)?
- Usually due to proration, either from a weak starter or using the same move more than once in a combo (Same Move Proration, or SMP). Try to avoid SMP early in a route when possible.
- Adding a VERY slight delay to the web followup attack beforehand (236A-4A-A-dl.A > 66B) can also help if it won't cause a drop.
- Try buffering 66B earlier, as well as using directional inputs instead of the dash macro - macros have a much smaller buffer window of only 3f, while directional inputs have a 11f buffer window.
How do I convert off other starters, such as Force Function or 3C air hit (anti-air)?
- Byakuya's routes are all very similar, fortunately, and a route similar to mission 4-2 will work for just about anything.
- Force Function in particular can simply be picked up with 66B/2C into the usual.
- 3C (on counter and air hit) can be whiffed into 2A and picked up with 2C into the usual.
TO DO: REMAKE THIS
Theory
[st] Theory
Almost all [st] combos will look like
ground normals > 236B-6B-4A > 1-2 normals to pick up from web snare > air series (usually j.B j.2C j.C) > ground normal pickup > 236A-4A-A-A > otg (66B/2C) > ender
- Byakuya can side switch early in his combos by inputting A/B/C after a web snare (236B-6B-4A-A), and then continue with the route as usual.
- Combos that start in the corner can place a floor web without dropping. e.g. xx 236B~6B~dl.4C~C~D 5B/66B etc.
- Usual web snare pickups will be 5B, 5C, 3C, 5B 3C, 5C 5B.
- If only 5C is used, air series will typically exclude j.B. (e.g. 5C j.2C j.C 66B/2C)
- Try to avoid reusing normals where they can to avoid SMP (same move proration), which affects both hitstun and damage scaling negatively.
- If opponent is in the corner by the time you land xx > 236A after the air series, you can replace 236A~4A~A~A with 236A-4A-A-B j.A (whiff) instead for stabality, and sometimes extra damage.
- You can also use 3[C] 214C-C-A/B after a corner web snare (in exchange for the usual floor web in corner routes). This leads into Byakuya's most damaging routes, but unless going for a kill, the floor web is usually preferred for its stronger oki afterwards.
- For weaker starters or extra stability, the air series can be excluded, picking up with 2C post-web snare instead. (e.g. 5A 5B 5C 236B-6B-4A 2C 236A-4A-A-A etc)
- A ground bounce must be saved if letting the last rekka fully play out (236A-6A-6A) before a metered ender. Can end with otg > 236A(1) > 236C/623C/etc if 2 bounces were already used.
- Another niche ender that saves ground bounce is 236A-6A-6A(cancel last rekka before its final hit) > 236C/623C.
[clr] Theory
- The damage scaling nerf on 236X results in [st] optimal routes doing anywhere from 100-200 less damage.
- To circumvent having to use 236X early in a route to pick up, most starters go into 2C 5C/2B 214A/B to set up the first web snare in a combo.
- While necessary to be optimal damage-wise, this is harder to confirm into, and limits pressure options due to having to keep normals in reserve. It is more practical to use this kind of route for punish situations.
- Unless the opponent is in the corner by the time the air series finishes, it will also only steal GRD once due to only using ground webs. Being in the corner allows use of 236X-6X-4X (air web) instead of 236X~4X (ground web).
- 214X-X-C had its damage scaling buffed in [clr]. Most new optimal routes will make use of this move, other than 3[C] corner routes.
- Placement is flexible - it can be used early for corner carry after an initial web snare, or near the end of a route that has already put the opponent into corner for extra damage.
- With the heavy CVO nerfs in [clr], the only time a CVO ender outdamages whiff VO + CS enders is with 200 meter upon CVO activation and < 30% health.
UNI2 Theory
- Routes will mostly look the same as in previous versions, other than substituting a 236A use for 22A in corner to avoid rekka SMP. (e.g. j2C jC 66B 22A-4A instead of 66B 236A).
- When specifically casting 4A after 22A, make sure to delay the normal before the 22A a bit, otherwise the A web will whiff.
- If able to, using Chain Shift mid-combo to generate enough meter for a plain Infinite Worth/IWEXS ender will usually outdamage going into 623C -> whiff VO -> IW enders.
- Tweet by Clearlamp showcasing 22x implementation in typical routes: https://twitter.com/ClearLamp_o/status/1752522360719372698
Enders
Combo | Cost | Location |
---|---|---|
236A-6A-6A | Anywhere | |
| ||
236A-4A-A-A | Midscreen | |
| ||
236A-4A-A-B > j.A(whiff) or j.214C-C | Corner | |
| ||
236A-6A-4A-A-B > j.A(whiff) 5A/2A(whiff) | Corner | |
| ||
236A-6A-6A 623C or 236A-4A-A-A 623C | 100 EXS | Anywhere |
| ||
236A-6A-6A 236C | 100 EXS | Anywhere |
| ||
236A-4A-A-C VO (44) | 100 EXS | Corner |
| ||
236A-6A-6A 623C > run out 214A VO or tk.214B VO | 200 EXS | Corner |
| ||
236A-6A-6A IW or IWEXS | 200 EXS | Anywhere |
| ||
236A-6A-6A CS 2C 5AB IW or IWEXS | 165+ EXS, Vorpal, 3+ GRD | Anywhere |
| ||
236A-6A-6A CS 623C w.VO 236A 623C > 5C IW or 236A IWEXS | ~150-174 EXS, Vorpal | Corner |
| ||
236A-6A-6A 623C w.VO CS IW | >175 EXS, Vorpal | Corner |
| ||
236A-6A-6A 623C w.VO CS 236A 623C > 5C IW or 236A IWEXS | >175 EXS, Vorpal | Corner |
| ||
236A-4A-A-C CVO 623C (run up) 236A(1) 236C IWEXS | 200 EXS, Vorpal | Anywhere |
| ||
236A-6A-6A 623C (run up) 5C 3C 2C 236A-6A-6A CVO 236A 22C IWEXS | 190+ EXS, Vorpal | Anywhere |
| ||
236A-6A-6A 623C (run through) CS 5AAAAA IW/IWEXS | 200 EXS, Vorpal, 5+ GRD | Anywhere |
| ||
236A-6A-6A 236C CS (dash) 2C 3C 5AB IW/IWEXS | 200 EXS, Vorpal, 7+ GRD | Anywhere |
|
623C Web Set Oki
Combo | Cost | Location |
---|---|---|
623C TK.214BBD 214A | 100 EXS | Midscreen
|
623C 214A dash TK.214BBD | 100 EXS | Midscreen
|
623C TK.214A 214AAD | 100 EXS | Midscreen
|
623C 214BBD 214C | 100 EXS | Midscreen
|
623C dash 214B TK.214A | 100 EXS | Corner
|
623C TK.214BB 214B | 100 EXS | Corner
|
623C dash 214B 623[A] | 100 EXS | Corner
|
623C dash 214BBD TK.214B | 100 EXS | Corner |
Combos
Listed meter gain is calculated without Vorpal for either player.
A Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5A 5B 2C 236B-6B-4A 5C j.2C j.C 66B 236A-4A-X-A 2C 236A-6A-6A | 3080 | 100 EXS | 86.65 | Anywhere |
Stable A button midscreen route. Works off 2AAA. | ||||
5A 5B 2C 236B-6B-dl.4C-X-D 2B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 66B 236A-6A-4B-X-A | 3070 | 90.31 | Corner | |
A button route that puts a floor web down mid-route. 2B can be replaced with 5C for more damage, but is a very tight link. Corner allows for stable inclusion of 22A, 214X-X-B, and 236A-6A-4X-X-A in routes (better damage/meter gain). 66B 22A-4A-X-A is technically possible midscreen but requires a finnickly delay between 66B and 22A and is generally unstable outside of corner. If not dumping meter, recommended to end with 236A-6A-4B-X-B instead of A. With Vorpal, 66B onward can be replaced with 236A-4A-A-B j.214C-C to create a meterless web setup. | ||||
5A 5B 2C 236B-6B-4C-X-D 66B dl.22A-4A-X-B j.214C-C | (2932) | 61.75 Opp: 26.48 |
Corner | |
Simple meterless web set route. Ending in 22A-4B-X-B instead places a web that is too tall for opponents to clear standblocking (except Merkava and Enkidu) , but will still combo on throw. | ||||
5A 5B 2C 236B-6B-4C-C-D 5C (tk.)214A-X-C tk.214B-X-A 22A-4B-X-B j.214C-C | (3362) | 84.71 Opp: 40.34 |
Corner | |
Higher damage route when opting for the j.214C-C webset ender. Will not work on 2AA starters. 5C can be replaced with 2B for a more lenient link, but makes the rest of the route unstable and is not recommended. The tk on 214A is optional, makes the C web followup attack more consistent, and the tk.214B after less consistent (and vice versa for non-tk 214A). Pick your poison. |
B/C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B 2C 236B-6B-4A 5B 3C j.B j.2C j.C 66B 236A-4A-X-A 2C 236A-6A-6A | 2974 | 94.25 Opp: 50.90 |
Anywhere | |
Mission 5-2. Works off any B/C button except tip range 66C, with different normals being substituted in to avoid SMP. Recommended routing to learn first. | ||||
2B 2C 236B-6B-4A run through 5C 214B-X-dl.C 66 5B/3C j.B j.2C j.C 66B 236A-4A-X-dl.A 66B 236A-6A-6A | 3115 | 100.58 Opp: 58.68 |
Anywhere | |
More advanced routing that uses 214X-X-C for guaranteed corner from any screen position. Somewhat tight dash and 5B/3C pickup after 214X-X-C but relatively stable with practice. | ||||
2B 2C 236B-6B-4A run through 5C 214B-X-dl.A 66 5B 5BB j.2C j.B 66B 236A-4A-X-dl.A 66B 236A-6A-6A | 3115 | 100.24 Opp: 58.51 |
Anywhere | |
Early B rekka pickup into 214X-X-A route. Stable routing for near corner when 214X-X-C would otherwise launch the opponent over you. The dash through after the first snare is mandatory for 214B to not drop afterwards. You can use 214A instead to skip the dash. The j.2C after 5BB is not tk'd. Replace 5BB with 2B if starting with 5B. | ||||
2B 2C 236B-6B-dl.4C-X-D 5C 5B j.B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 2C 236A-6A-4B-X-A | 3122 | 82.44 Opp: 54.79 |
Corner | |
Corner BnB, sets a floor web. Recommended to learn first. 66B onward can be done from midscreen start (without the floor web) if opponent is in corner by then. | ||||
2B 2C 236B-6B-dl.4C-X 3[C] 214C-X-dl.A 5B 5BB j.dl2C j.B 66B 22A-4B-X-B j.A(whiff) 66B 236A-6A-4B-X-B j.A(whiff) | 3225 | 107.87 Opp: 64.03 |
Corner | |
Corner route that excludes a floor web for higher damage. Also useful when you specifically do not want to end with a floor web (e.g. Akatsuki, Enkidu) | ||||
2B 2C 236B-6B-4C-X-D 5C 214A-X-C 7 j.2C j.214B-X-A 66B 236A-4B-X-B j.214C-X | (3408) | (81.45) Opp: 46.71 |
Corner | |
Meterless web set ender corner route. Same route as corner A starter with an extra j.2C and 66B thrown in. Pretty difficult to consistently do; the j.2C can be omitted for a -15 damage penalty to make the combo easier. | ||||
2B 2C 236B-6B-dl.4C-X-D 5C 5B j.B j.2C j.C 66B 236A-4A-X-C tk.214B-X-B j.214C-X | (3376) | (80.12) Opp: 45.30 |
Corner | |
More stable routing for meterless corner web sets. |
66C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66C(8) 214C-X-B(whiff) j.A(whiff) 2C 236B-6B-4A-X-A 66 5B 3C j.B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 66B 236A-6A-4A-X-B j.A(whiff) | 3155 | 108.57 Opp: 64.54 |
Midscreen | |
Far 66C confirm. Stable, but with finicky whiffs at the beginning. 214X-X-B must be whiffed in front of snared opponent, the j.A after must be whiffed under opponent (just about as you land). | ||||
66C(8) 214C-X-dl.C 66 3C j.B j.2C j.C 2C 22A-4B-X-B j.A(whiff) 66B 236A-6A-4A-X-B j.A(whiff) | 3082 | 78.92 Opp: 46.62 |
Midscreen | |
Simpler far 66C confirm if you aren't feeling the whiffs in the above route. | ||||
66C 66C(8) 214C-C walk back 5B 3C j.B j.2C j.C 66B 22A-4B-X-B j.A(whiff) 2C 236A-6A-4A-X-B j.A(whiff) | 2783 | 83.55 Opp: 52.62 |
Midscreen | |
Double 66C route for when the first one isn't cancelled into 214C in time. Great for stray hit confirms or if you just need more time to confirm a 66C hit. Omit 3C if 5B hits higher up. | ||||
66C link 66B 236B-6B-4C-C-D 5C 5B j.B j.2C j.C 2C 22A-4B-X-B j.A(whiff) 66B 236A-6A-4A-X-B j.A(whiff) | 3137 | 100.57 Opp: 58.00 |
Corner | |
In the corner, you can link 66B after 66C bounces opponent off the wall into a full combo. |
Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D j.C 5A 5B 2C 236B-6B-4A 5C j.2C j.B 66B 236A-4A-A-A 66B 236A-6A-6A 623C | 2745 | Anywhere | ||
Same route as A button starters. Uses j.B instead of j.C in air series to avoid SMP. | ||||
CH/GRD Break 6D j.C 5A 5B 5C 2C 236B-6B-4A 2B 3C j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | 3277 | EXS | 89.63 Opp: 56.57 |
Midscreen |
Counter hit [st] route. | ||||
CH/GRD Break 6D j.C 5A 5B 5C 2C 236B-6B-4A 2B 214B-B-C 66 3C j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | 3379 | EXS | 110.29 Opp: 65.43 |
Midscreen |
Counter hit [clr] route. |
Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5A/3C (air hit) 5B j.B j.2C j.C 66B 236B-dl.4A 9 j214B-B-A 2C 236A-6A-6A | 2857 | 72.67 Opp: 35.77 |
Anywhere | |
Basic confirm off any non-counterhit air hit. | ||||
5A (air hit) 5B j.B j.214A-dl.X-A 66 2C dl.5C 236B-dl.6B-4A-X-A 66B 236A-6A-6A | 2963 | 78.72 Opp: 43.48 |
Anywhere | |
More reliable route off tip 5A hits or if opponent gets hit lower to the ground. | ||||
j.A j.B j.C 2B dl.2C 236B-6B-4A 8 j.2[C] j.214B-X-B j.A(whiff) 66B 236A-4A-X-A 66B 236A-6A-6A | 3059 | 99.68 Opp: 57.74 |
Anywhere | |
j.A air to air hit start route. | ||||
CH3C (air hit) w.2A 2C dl.5C 236B-6B-4A 5B j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | 3282 | 92.58 Opp: 52.54 |
Anywhere | |
On 3C (or 5B) air hit, you can go into any B/C button start route. | ||||
3C (air hit) (dl.5B) j.B j.2C j.C 2B dl.2C dl.5C 214B-BX run through 236B-6B-4A-A-dl.A 66B 236A-4A-X-A 66B 236A-6A-6A | 3354 | 101.76 Opp: 58.01 |
Midscreen | |
Non-Counter Hit 3C air hit confirm. 5B can be added for stability if opponent is high up in the air. 66B 236A-4A-X-A must be replaced with 66B 236A-4A-X-B j.A(whiff) or excluded if 5B is used. | ||||
236C (CS) 66 2C 5C 236B-6B-4A 5B 3C j.B j.2C j.C 66B 236A-4A-X-A 2B 236A-6A-4B-X-B j.A(whiff) | 3623 | 100 EXS, Vorpal | 9.89 Opp: 79.38 |
Midscreen |
Simple 236 CS confirm. Important starter to look for with how good of an anti-air and punish tool Byakuya's 236C is. |
Other Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Throw (web snare) 5B 3C j.B j.2C j.C 66B 236A-4A-X-A 66B 236A-6A-6A | 2160 | 68.84 Opp: 39.65 |
Anywhere | |
Basic throw combo that will work anywhere, including after 623C -> web setup. After a corner 623C setup, you can combo into the back web (tk214B) by either back throwing (4AD) or throwing and then holding 1 or 4 after. | ||||
Throw (web snare) 3[C] 214C-C-A 2C 236A-6A-4A-X-B j.A(whiff) 66B 236A-6A-6A | 2272 | 73.47 Opp: 43.22 |
Anywhere | |
Corner throw combo. | ||||
j.2C j.A 5A 5B 2C 236B-6B-4A 5C dlj.B j.A jC 66B 236A-4A-X-A 66B 236A-6A-6A | 3138 | 90.09 Opp: 50.54 |
Anywhere | |
Confirm for tk.j2C OS(191CAD/171CAD). j.B after j.2C is technically more damage but j.A is more consistent against crouching opponents. | ||||
j.2[C] 2C 236B-6B-4A run through 5C 214B-X-C 66 j.B j.A j.C 66B 236A-4A-X-A 66B 236A-6A-6A | 3582 (3918) | 100 EXS | 72.96 Opp: 68.74 |
Anywhere |
j.2[C] confirm that uses a different air series that excludes j.2C to avoid SMP. The usual 5B 3C j.B etc route after 236B-6B-4A also works fine. |
Videos
External Links
UNIELst Byakuya Combo Guide by iThatGuy_ and sketched
Uniclr Byakuya Preliminary Combo Doc by bickeringotters