Under Night In-Birth/UNI2/Akatsuki/Combos: Difference between revisions

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{{Navigation-UNI2}}
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<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:10px">[[File:Uni2_profile_akatsuki.png|x500px]]</span></div>
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:10px">[[File:Uni2_profile_akatsuki.png|x500px]]</span></div>
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{{ComboLegend-UNI}}
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====214B Start====
<div class="mw-collapsible mw-collapsed">
214B is fast to be as threatening as it is. It's dangerous enough in the corner, but with practice, 214B can be a terrifying tool at multiple positions on screen.
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for Combo Ender Theory</b></font></div>
<div class="mw-collapsible-content">
== Ender Theory  ==
This list of enders will work any time, anywhere, no matter how prorated your combo is.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Hard}}:<br>214B , md.2B > 214A , 5B > 6C > 236A , 66 > 5C > 9jc > j.6[C] > md.2C > dl.5C > 6C > AB/214B
   | combo        = Air Throw
   | basedamage    = 3607/3616
  | cost          = 0
  | bonusdamage  = 3963/3972
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Air throw can be a little unintuitive to land as a combo ender, and the damage it does isn't stellar; however, it makes up for all of this by always giving Akatsuki a huge frame advantage at a very close range when it's landed.  
}}
{{ComboData-UNI
   | combo        = 214B/j.214B
   | cost          = 0
   | cost          = 0
   | metergain    = 87.xx
   | location      = {{Property-UNI|Anywhere}}
  | oppmetergain = 40.xx
  | notes        = 214B is your go to ender. It gives the highest damage of your meterless enders at the cost of the worst oki. Any knockdown is better than no knockdown though. If you're not sure what to do, just doing ''something'' into 214B is pretty safe.
   | location      = {{Property-UNI|Midscreen}}
}}
   | notes        = Midscreen 214B pickup. Extremely difficult. Microdash 2B is a three frame window. This is an extremely rewarding combo to have in your arsenal, but it isn't necessary to be good at Akatsuki. No delay is needed when chaining from 5B to 6C after 214A.
{{ComboData-UNI
  | combo        = AB
  | cost          = GRD (Sometimes)
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Chaining any normal into AB will make Akatsuki use his ender from his Smart Steer combo. On longer routes this will cost you a bit of GRD unless you can manage to route the full Smart Steer combo back into your route. This gives better oki than 214B, so if you have the cycle, it can be worth it just taking the knockdown.
}}
{{ComboData-UNI
  | combo        = 214B > CS, Air Throw
  | cost          = Vorpal
   | location      = {{Property-UNI|Anywhere}}
   | notes        = Really easy way to land air throw out of basically any route. Useful when you want to pin the opponent in place but don't have the meter for EX moves on the table.
}}
{{ComboData-UNI
  | combo        = 214B > j.214C
  | cost          = 100 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = j.214C will always work in routes ending in 214B it's a great way to tack on a bit more damage and give yourself a better knockdown.
}}
{{ComboData-UNI
  | combo        = 214B > CS , j.214C
  | cost          = 100 {{Property-UNI|EXS}} + Vorpal
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Like the above ender, but you refund yourself a bit of the {{Property-UNI|EXS}} that 214C costs you.
}}
{{ComboData-UNI
  | combo         = 214B > j.214C > CS , Air Throw
  | cost          = 100 {{Property-UNI|EXS}} + Vorpal
  | location      = {{Property-UNI|Anywhere}}
  | notes        = The ultimate in j.214C enders. You get j.214C's amazing minimum damage, your {{Property-UNI|EXS}} back, and the amazing oki off of Air Throw.
}}
{{ComboData-UNI
  | combo        = 6C > AB > IW/IWEX
  | cost          = 200 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Anywhere}}
  | notes        = Go to ender for cashing out IW when you don't have vorpal.
}}
 
{{ComboData-UNI
  | combo        = 214B > j.236C , 22A > CVO , 236C > IW/IWEX
  | cost          = 200 {{Property-UNI|EXS}} + Vorpal
  | location      = {{Property-UNI|Corner}}
  | notes        = Requires you to be around 30% health. Max damage ender for corner combos where you have the cycle. If you think you're going to kill them, spend the cash.  
  }}
  }}
}}
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for 214B Start Routes</b></font></div>
<div class="mw-collapsible-content">
== 214B Start ==
214B is fast to be as threatening as it is. It's dangerous enough in the corner, but with practice, 214B can be a terrifying tool at multiple positions on screen.
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Hard}}:<br>214B , md.2B > 214A , 5B > 6C > 236A , 66 > 5C > 9jc > j.b > j.6C > md.2C > dl.5C > 6C > AB/214B
   | combo        = {{Property-UNI|Hard}}:<br>214B , md.2B > 214A , 5B > 6C > 236A , 66 > 5C > 9jc > j.B > j.6C > md.2C > dl.5C > 6C > AB/214B
   | basedamage    = 3605/3614
   | basedamage    = 3605/3614
   | bonusdamage  = 3959/3968
   | bonusdamage  = 3959/3968
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   | oppmetergain = 42.xx
   | oppmetergain = 42.xx
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = Midscreen 214B pickup. Extremely difficult. Microdash 2B is a three frame window. This route has a slightly easier ender than the above route.
   | notes        = Midscreen 214B pickup. Extremely difficult. Microdash 2B is a three frame window. This is an extremely rewarding combo to have in your arsenal, but it isn't necessary to be good at Akatsuki. No delay is needed when chaining from 5B to 6C after 214A.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Easy}}:<br>214B , c.5B > dlc.5C > 236A > 214A > c.5B > 8jc > j.2C , 2C > dl.5C > 6C > AB/214B
   | combo        = {{Property-UNI|Easy}}:<br>214B , c.5B > dlc.5C > 236A , 214A > c.5B > 8jc > j.2C , 2C > dl.5C > 6C > AB/214B
   | basedamage    = 3695/3709
   | basedamage    = 3695/3709
   | bonusdamage  = 4059/4074
   | bonusdamage  = 4059/4074
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  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = {{Property-UNI|Medium}}:<br>214B , c.5B > dlc.5C > 236A > 214A > c.5B > dl.c5C > 9jc > j.BCA , c.5B > 6C > AB
   | combo        = {{Property-UNI|Medium}}:<br>214B , c.5B > dlc.5C > 236A , 214A > c.5B > dl.c5C > 9jc > j.BCA , {{Property-UNI|Ender}}
   | basedamage    = 3632
   | basedamage    = 3632
   | bonusdamage  = 3989
   | bonusdamage  = 3989
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  }}
  }}
}}
}}
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Click here for 6C Start Routes</b></font></div>
<div class="mw-collapsible-content">
== 6C Start ==
6C is your go to button for putting the hurt on. When you know you've got a punish opportunity, this is the button you want to land. Great for punishing reversals or calling out predictable jump angles.
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = {{Property-UNI|Hard}}:<br>6C , 66 > 5C > 6B , 66B > 214A , c.5B > dl.2B > 6C > 236A , 66 > 5C > 9jc > j.B > j.6C , md.2C > dl.5C > 6C > AB/214B
  | basedamage    = 3952
  | bonusdamage  = 4341
  | cost          = 0
  | metergain    = 102.xx
  | oppmetergain = 53.xx
  | location      = {{Property-UNI|Midscreen}}
  | notes        = Midscreen 6C punish routing. Fairly difficult.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Easy}}:<br>6C , 66 > 5C > 6B , 66B , 2B > 6C > 236A , 66 > 5C > 9jc > j.B > j.6C , md.2C > dl.5C > 6C > AB/214B
  | basedamage    = 3792
  | bonusdamage  = 4165
  | cost          = 0
  | metergain    = 94.xx
  | oppmetergain = 46.xx
  | location      = {{Property-UNI|Midscreen}}
  | notes        = Much easier Midscreen 6C punish routing that still does solid damage. Being consistent with everything up to 66B is a great foundation for more difficult routing later! Don't sweat the small stuff.
}}
{{ComboData-UNI
  | combo        = {{Property-UNI|Medium}}:<br>6C , 66 > c.5C > 6B , 66B , c.5B > 236A , 214A , c.5B > 236A , 214B , c.5B > dl.2C > dl.2B > 5C > 9jc > j.BCA > {{Property-UNI|Ender}}
  | basedamage    = 4180
  | bonusdamage  = 4590
  | cost          = 0
  | metergain    = 117.xx
  | oppmetergain = 63.xx
  | location      = {{Property-UNI|Corner}}
  | notes        = Corner routing for 6C punishes. Myriad of enders available after j.BCA.
}}
}}
</div>
</div>

Latest revision as of 03:24, 15 May 2024

Uni2 profile akatsuki.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
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.

BNBs

Thanks to @Aifyrin

Combo Damage Cost Meter Gain Location
  • A Starter Routing
  • A starter Midscreen Route
  • Overhead Starter
  • A starter Corner Route
  • 214B Starter
Click here for Combo Ender Theory

Ender Theory

This list of enders will work any time, anywhere, no matter how prorated your combo is.

Combo Damage Cost Meter Gain Location

Air throw can be a little unintuitive to land as a combo ender, and the damage it does isn't stellar; however, it makes up for all of this by always giving Akatsuki a huge frame advantage at a very close range when it's landed.

214B is your go to ender. It gives the highest damage of your meterless enders at the cost of the worst oki. Any knockdown is better than no knockdown though. If you're not sure what to do, just doing something into 214B is pretty safe.

Chaining any normal into AB will make Akatsuki use his ender from his Smart Steer combo. On longer routes this will cost you a bit of GRD unless you can manage to route the full Smart Steer combo back into your route. This gives better oki than 214B, so if you have the cycle, it can be worth it just taking the knockdown.

Really easy way to land air throw out of basically any route. Useful when you want to pin the opponent in place but don't have the meter for EX moves on the table.

j.214C will always work in routes ending in 214B it's a great way to tack on a bit more damage and give yourself a better knockdown.

Like the above ender, but you refund yourself a bit of the EXS that 214C costs you.

The ultimate in j.214C enders. You get j.214C's amazing minimum damage, your EXS back, and the amazing oki off of Air Throw.

Go to ender for cashing out IW when you don't have vorpal.

Requires you to be around 30% health. Max damage ender for corner combos where you have the cycle. If you think you're going to kill them, spend the cash.

Click here for 214B Start Routes

214B Start

214B is fast to be as threatening as it is. It's dangerous enough in the corner, but with practice, 214B can be a terrifying tool at multiple positions on screen.

Combo Damage Cost Meter Gain Location

Midscreen 214B pickup. Extremely difficult. Microdash 2B is a three frame window. This is an extremely rewarding combo to have in your arsenal, but it isn't necessary to be good at Akatsuki. No delay is needed when chaining from 5B to 6C after 214A.

Routing corner combos for 214B start is much easier.

Slightly harder corner 214B routing. This is worth noting because corner routes ending in j.BCA are extremely versatile. You can land and do immediate air throw for better oki, c.5B > 214B for CVO routing, or just keep it simple with c.5B > 6C > AB > IW when you want to spend meter but don't have the cycle on your side.

Click here for 6C Start Routes

6C Start

6C is your go to button for putting the hurt on. When you know you've got a punish opportunity, this is the button you want to land. Great for punishing reversals or calling out predictable jump angles.

Combo Damage Cost Meter Gain Location

Midscreen 6C punish routing. Fairly difficult.

Much easier Midscreen 6C punish routing that still does solid damage. Being consistent with everything up to 66B is a great foundation for more difficult routing later! Don't sweat the small stuff.

Corner routing for 6C punishes. Myriad of enders available after j.BCA.