Under Night In-Birth/UNIEL/Byakuya: Difference between revisions

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= Combos =
= Combos =


'''A-starters:'''
'''Standard route off ground A/B/C starters'''


2A (5B) 2B 5C (2C) 236B~4AAA 2C 236A~4AAA 2C > 236A~4AAA OR 236A~6A6A 236C/41236D
2A (5B) 2B 5C (2C) 236B~4AA~delayA 2B 236A~4AAA 2B > 236A~4AAA OR 236A~6A6A 236C/41236D


* Probably the best general use combo; can add normals in parens for extra damage with better starters but combo listed will work even off 2A.  Offers close-to-optimal meterless damage for most basic ground starters, substantial corner carry, and hits with four webs for massive GRD advantage.
* Probably the best general use combo; can add normals in parens for extra damage with better starters but combo listed will work even off 2A.  Offers close-to-optimal meterless damage for most basic ground starters, substantial corner carry, and hits with four webs for massive GRD advantage.
* End with rekkas instead of 4AAA if you want to go into IW or EX for more damage.
* End with rekkas instead of 4AAA if you want to go into IW or EX for more damage.
* Practical and optimal pretty much anywhere.  If you have to learn one combo, go with this one.


2A (5B) 2B 5C (2C) 236B~4AAA 2C 236A~6A6A 623C < web setup
2A (5B) 2B 5C (2C) 236B~4AA~delayA 2B 236A~6A6A 623C < web setup


* Same as above but gives up a bit of corner carry and GRD drain for 623C oki setup potential.  623C still does quite a bit of damage and drains an additional GRD on hit so the tradeoff isn't as severe as the shortened combo makes it look.  This should generally be your default route if you have the meter to spare.
* Same as above but gives up a bit of corner carry and GRD drain for 623C oki setup potential.  623C still does quite a bit of damage and drains an additional GRD on hit so the tradeoff isn't as severe as the shortened combo makes it look.  This should generally be your default route if you have the meter to spare.


2A>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
2A (5B) 2B 5C (2C) 236B~4AAB j.A(whiff) 2B > continue as above


* Easier 2A starter combo for bad proration starters. 4AAA part has to be really fast, and 2C pick up must be timed because you already used 2C once, so you have to wait until it's usable again.
* Sideswap route. Deals slightly less damage than the above and doesn't steal as much GRD, but otherwise works pretty much identically.
* If you delay 214B, you can switch the position.
 
* At corner, you can use 236C at the end for a bit more damage. At mid-screen, it may whiff.
 
* You can end it with 236A4AAA as well. (same with combos below). Some claim it's better for oki set up, but I personally like this easier input.
 
5A/2A>2B>5B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
 
* 5A/2A starter for quick punish. If you can start from 5A, you can use 5B as well.
 
5A/2A>2B>5B>2C>5C>214BCC>214CAA>2C>236A6A6A
 
* Basic carry from a quick 5A punish. You can start it from 2B or 2C if you want.
 
 
5A>5B>5C>236B4ABB>JA(whiff)>2C>236B4AAA>2C>236A6A6A
 
* A variant of B follow up combo.
 
* Switches side at the B follow up.
 
 
2A>2B>2C>236A4AAD>2C>236B4AAA>2C>236A6A6A>oki
 
* Oki set up at corner.
* 214AAD sets up a trap below your opponent, so you can go for oki on wake up. Be careful with their DP/ throw mash, tho.
 
5A/2A>5B>2B>2C>5C>214BBB>JA(whiff)>2C>236B4AAA>2C>236A6A6A
 
* If you are in corner, and when you could mash out of their blockstring, use this to reverse the side.
 
* Now your opponent is in the corner instead.  
 
'''B starters:'''


2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
5B/2B 5C 2C 236B~4AAC 214CC~delayA 2B 236A~6A6A (236C)


* Same as the one above. Pretty useful.  
* Corner carry route.  The standard route already carries pretty far but this one carries REALLY far, at the cost of having less GRD drain and no 623C oki option.
* Note that this only works off B starters or better.


2B>5B>2C>5C>214BCC>214CAA>2C>236A6A6A
2A 2B 2C 5C 214BBX etc.


* Same as one above. Good carry, so why not?
* Alternative route.  Generally not as good because being forced to keep 5C after 2C cuts off a lot of your pressure options.
* 2B works in lieu of 5C but is similarly impractical since it means cutting off a low option for mixup.


2B>2C>236A4A>land>66C>214CAA>2C>236B4AAA>2C>236A6A6A
5B/2B 2C 236B~4A 66C 214CAA 2C 236B4AAA 2C 236A~6A6A
 
* Cool looking carry it carries quite a bit, so use this if you are far enough from corner you are facing.
 
* If you do 236A4AA>land 2C instead of 236A4A>land>66C, then you can switch side.


* Swag carry combo for style points.


2B>5B>2C>5C>214BBB>JA(whiff)>66B>236A4ABB>JA(whiff)>66B>236A6A6A
2B>5B>2C>5C>214BBB>JA(whiff)>66B>236A4ABB>JA(whiff)>66B>236A6A6A
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* Switches side twice for swag (not really good, if you are looking for carry, unfortunately).
* Switches side twice for swag (not really good, if you are looking for carry, unfortunately).


'''Specific starters'''
2B>2C>236A4AAD>2C>236B4AAA>2C>236A6A6A>oki


* If you want oki set up.
3C (anti-air or grounded) J2C JC 2C 5C 214BAA 2C 236B4AAA 2C 236A6A6A
 
* Basic 3C anti-air combo.
 
* Works off ground hit but don't expect to hit it super often since the visual difference between 3C low and 3[C] overhead is super obvious.
 
'''C starters:'''
 
* Just use the same sequence as ones above and start from 2C>5C
 
* In the case of 5C hit without 2C being available, go straight into 236B into rest of the regular sequence.
 
3C(anti-air/ hits low on ground)>J2C>JC>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
* Basic 3C anti-air combo.  
3[C](overhead) 214CAA etc.


3[C](overhead)>214CAA>2C>236B4AAA>2C>236A6A6A
* Pickup from overhead. Goes into pretty much all standard routes, albeit with heavy damage proration.
 
* From an overhead. Yay, mix up with one above!




'''Dash attack starters:'''
'''Dash attack starters:'''


66B>236B4ACC>214CAA>2C>236A6A6A
66B 236B4A etc.
 
* Basic pick up from 66B. You can actually just use 66B>236B even when blocked, but, in that case, use 236BBB>JB(>JA) to keep the pressure going.
 
 
66C>214BCC>214CAA>2C>236A6A6A
 
* Basic pick up from 66C.
 
* You can cancel on any hits of 66C, so make sure you cancel the last hit.
 
* It can carry quite a bit too.  


66C 214B etc.
* Must cancel before last hit.  If last hit connects, opponent will wallbounce and be very difficult to pick up with a combo.


'''Force Function starters:'''
'''Force Function starters:'''


FF(overhead)>CS>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
B+C CS 2C etc.
* Standard pickup from B+C overheadCS is required in the general course.


* You can only follow up FF by using CS. 2C and beyond is the regular sequence used above.  
B+C (corner) 2A 5B j.ABC 2B 214BBB 2B etc.
* Pickup off point-blank B+C in the corner.  2A only reaches if very close in the corner.


* You can even use the 214BCC>214CAA>2C>236A6A6A instead for carry, if you are stuck in corner.  
B+C (CH) 2B 214B etc.
* Counterhit confirm off B+C.  Counterhit adds extra untech time allowing 2B to pick them up.  


'''Aerial starters:'''
'''Aerial starters:'''


6D>JC>5A>5B>2B>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
J2[C] land 5C 214A etc.
 
 
* From Assault JC. JC itself is slow, so not really reliable overhead, but it's there.
* The combo piece is same as the basic one, really.
 
 
J2[C]>land>5C>214ACC>214CAA>2C>236A6A6A
 
* Basic pick up from low air J2[C] hits.
* Basic pick up from low air J2[C] hits.


 
J2[C] land 5C JB JC J214BAA 2C 236B4AAA 2C 236A6A6A
J2[C]>land>5C>J2C>JC>C>214AAD>2C>236B4AAA>2C>236A4AAA>oki
 
* 214AAD sets up a trap below your opponent, so you can go for oki on wake up.
* Be careful with their DP/ throw mash, tho.
 
J2[C]>land>5C>J2C>JC>5C>214BCC>2C>66C>214CAA>2C>236B6BB>236C
 
* Can carry from end of the screen to the other. Use this if you got meter.
 
J2[C]>land>5C>JB>JC>J214BAA>2C>236B4AAA>2C>236A6A6A


* Works only in corner, but does high damage (3.4k with Vorpal)
* Works only in corner, but does high damage (3.4k with Vorpal)


'''214 trap starters:'''
'''214 trap starters:'''


Trap hits>dash, if far from opponent>2C>5C>214BAA>2C>236B4AAA>2C>236A6A6A
Trap hits > 2C 236B~4A etc.
 
* Standard pickup.  It is possible to hit the opponent before they are launched by the trap (i.e. with 2B) but confirming it in practice can be difficult.  Better to go straight into 2C.
Trap hits>dash, if far from opponent>2C>5C>214BCC>214CAA>2C>236A6A6A
* Note that trap trigger will use up your first long-duration snare stun so you will have to go straight into followups after your first web set (no double web hits).
 
* Just use the regular pick ups.  


 
Trap hits > 66C 214B etc.
Trap hits>66C>214BCC>214CAA>2C>236A6A6A
* In case too far to dash in with 2C.
 
* In case too far to dash in.
 
 
 
'''623 command throw starter:'''
 
Use the same sequence as with the 214 trap starter for the most part, but command throw got quite some hitstun proration, so you need to cut the combo short.
 
623A/B>dash>2C>5C>214BAA>2C>236B4AAA
 
* You can't connect another 236s in there, unfortunately.  
* You should might as well cancel the last hit with 623C and go for oki set up.


'''Web trap placement follow up attack starter:'''
'''Web trap placement follow up attack starter:'''


Follow up A attack>dash>2C>5C>J2CJC>C>214BAA>2C>236B4AAA>2C>236A6A6A
Follow up A attack > dash 2C etc.
 
* Usual combo routes.
* Usual follow up.
 
Follow up B attack>J2[C]>land>5C>214BAA>2C>236B4AAA>2C>236A6A6A


* Works only in corner but does quite some damage (3.5k with Vorpal)
Follow up B attack > j.A(whiff) 2A 5B j.ABC 2B 214B etc.
* Standard followup route.  You have less time to follow up since the opponent is already on the ground, so go straight into a 2A pickup to be safe.


Follow up B attack > J2[C] land 5C 214B etc.
* Works only in corner but adds a fair bit of damage.


'''Oki set ups with web traps:'''
'''Oki set ups with web traps:'''
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* If the opponent doesn't have a DP or you don't think he will use it, you can delay the j.214BBB whiff slightly to get more forward movement and still get meaty falling j.B into an ambiguous landing crossup.
* If the opponent doesn't have a DP or you don't think he will use it, you can delay the j.214BBB whiff slightly to get more forward movement and still get meaty falling j.B into an ambiguous landing crossup.
* Opponent can avoid being safejumped by doing normal wakeup (not holding any buttons).  In this case you still have enough time to do a regular meaty.
* Opponent can avoid being safejumped by doing normal wakeup (not holding any buttons).  In this case you still have enough time to do a regular meaty.
* You can switch the order of the jumping and ground web placements (i.e. doing j.214AAD first instead of 214AAD to slightly alter the web arrangement if you prefer.


In corner: 214BB TK j.214BBD
In corner: 214BB TK j.214BBD

Revision as of 11:34, 19 August 2014

Byakuya

Introduction

fluff

Story

lol anime story

Unique Trait/Health

Certain of Byakuya's moves set webs onscreen, similar to Testament's traps. Webs will steal one block of GRD from the opponent if they hit, or half a block if they are destroyed by an attack. Additionally, webs will snare opponents on hit for a relatively long time, allowing for easy followup combos.
Health: 9500

Gameplay

stuff

Move List

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Quick horizontal stab with a single claw. Hitbox a bit shorter than the visual might make you think.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Short ranged slash. Can otg.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Attack with all of his claws, covering the space in front of him. Decent anti-air. Can otg.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Low hitting claw attack with good range (same as 5C). His best poke. Extends Byakuya’s hurtbox slightly. Goto normal!

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Moves slightly forward while thrusting his claws forward in a cone-like attack Extends Byakuya’s hurtbox a bit. OKish poke but hard to capitalize on at max range.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Long ranged sweeping claw attack, hitting low and leading into a knockdown. His longest reaching normal. Can otg. Moves very(!) slightly forward. Extends Byakuya’s horizontal hurtbox a lot.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Jumping single-claw attack with misleading visuals (the hitbox is a good deal shorter).

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Jumping “starfish”-like attack in which Byakuya extends his claws all around himself. Good crossup or air-to-air normal.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Diagonally-downward angled cone-like attack. Good jump-in tool with decent range.


Command Normals

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Bends over for a low hitting, slow, porcupine resembling launcher. Little horizontal range and rather weak as an anti-air.

3[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Charged version of 3C. Hits overhead (one of his two grounded overheads, the other being his Force Function) and has vastly increased horizontal range (same as 2C!). Only special, EXS and IW(tho IW misses) cancelable (tip: 214C….).

j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Byakuya's claws circle around him for a while. Doesn’t hit overhead. Hitbox all around Byakuya. If done instantly after jumping the jump arc resembles that of 6D. If done while descending Byakuya does a small hop in the air and gains forward momentum. Good move in general, but the charged one has more use.

j.[2]C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Charged version of j2C. Same movement altering properties but a bigger hitbox and instead of 3 hits it does 6. Launches into an untechable knockdown which can be converted into a combo with basically anything (2C > 5C..). Plus on block! Very good move making Byakuya very scary if he is above the opponent. Use it!


Dashing Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Low hitting ground slide which travels a decent range. Leads to a knockdown. Can lowprofile and otg. Special, EXS and Infinite Words cancelable.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Extends his hands ordering his claws to rapidly attack an area one character space away from him, leaving the space between him and the claws unharmed. Blows away the victim leading to a wall bounce. Can be special, EXS or IW canceled before the last(9th) hit to continue the combo.


Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Overhead with the same startup animation as his 214-Series, fake web appears and claws attack from above leading into a knockdown. Misses point-blank and can only be followed up with Chain Shift.

Force Function (charged)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Charged version of Byakuya's Force Function. Same properties as the uncharged version but the claws appear further away.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Byakuya grabs the opponent with his claws and slams him into the ground. 4 can be held during the throw to make Byakuya toss the opponent behind him and possibly drop him into a web allowing followup.


Special Moves

How shall I cook you?
「どう料理しよう?」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x x x x -

Byakuya's rekka. Moves forward while hitting multiple times with spinning blades. Can go into 214X web series (by inputting 4X) or rekka followups with 6X.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

B version moves forward further and launches on hit. Otherwise identical to A version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX x x x x x x x -

Byakuya does a five-part rekka automatically. Mostly used as a combo ender for good extra damage as it will always combo from a rekka ender. Note that there is a slight gap on block between each rep of the rekkas where an opponent with an invulnerable reversal can mash out, so Chain Shift this on block early.

Is chopped fine?
「微塵切りがいいかな?」

6X
After How shall I cook you?
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x -8 x x -

Byakuya jumps up slightly while continuing to spin; best version for combos as B version often floats opponent too high to follow up with the last hit. Press 4X to cancel into j.214X series.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x -7 x x -

Byakuya jumps up higher than A version, letting you put a web higher up. Slightly safer on block (-7) but otherwise identical.

Or Maybe shredded to pieces?
「それとも八つ裂き?」

6X
Is chopped fine?
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x -21 x x -

Final rekka that knocks down. Has a massive hitbox so it will combo even if the opponent is really high up. Can delay the followup quite a bit after the second rekka for frametraps, but make sure you have Chain Shift or meter available to cancel out because this move is super unsafe on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

Pretty much identical to A version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C x x x x x x x -

fluff

Should I leave it around here?
「この辺に仕掛けておこうかな?」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x x x x -

Byakuya floats upward and sets a web. Very advantageous on block but has very slow startup and long recovery so opponent can easily mash out on reaction if you are too predictable with the set. The web trap has the following properties: - If the opponent is hit by the web, it will stun him for a long time and steal one block of GRD. Subsequent web hits will drain GRD but will only have normal hitstun, without the extra duration snaring animation. - The web can be destroyed by B and C level moves but doing so will drain (not steal) half a block of GRD. It will put the opponent in blockstun if blocked but will not drain GRD. - Byakuya can set three webs total: grounded 214X, air 214X, and ground web from 623X or 214X~X~D followup. - Webs take a few frames to trigger (around 15 frames for "meaty" oki web") once the opponent is in range. This means that your opponent CAN mash through your webs on wakeup even if they have no invul on the move.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

Byakuya sets the web slightly further and higher. Also has slightly more startup than A version. Air version sets the web lower than A version instead.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C x x x x x x x -

Sets the web even farther and higher (air version set the even even lower).

It's useless to run
「逃げてもムダさ」

X
After Should I leave it around here?
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A/B/C x x x x x x x -

Command airdash. Distance traveled is determined by the web you set initially, the button pressed for the dash itself doesn't matter.

See, I caught you
「ほーら、 捕まえた」

X
After It's useless to run
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x x x x -

Byakuya does an attack with the same animation as his j.C. Usually advantageous on ground block depending on height and knocks down on hit allowing OTG pickup.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

Byakuya cancels his air momentum and floats upward while stabbing straight downwards, slamming the opponent down on hit. Hits overhead and has a good hitbox. Can be canceled into any air normal to eliminate the long landing recovery or to make it safer, but beware of opponents shielding this on reaction to prevent the cancel.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C x x x x x x x -

Spikes stick out in every direction. Wallbounces opponent on hit and has a very good crossup hitbox.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
D x x x x x x x -

Byakuya bounces up again while setting a web beneath him. Moves Byakuya really far forward and is good for certain pressure setups but beware of doing this anywhere where the web isn't guaranteed to make them block as the recovery on this move is REALLY long and easily punishable.

Isn't it good for eating now?
「そろそろ食べ頃かな?」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x 33 x x x x x -

Byakuya teleports forward and sets a web on the ground. This is actually a command throw, albeit a super obvious one with tons of startup; if the opponent is standing where the web would appear, Byakuya will automatically snare them in a web. Otherwise, he will simply set a ground web behind him. Note that despite the "disappearing" animation, Byakuya has NO invul during this move so you can be mashed out.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

Byakuya goes a bit further. Otherwise identical to A version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX x x x x x x x -

Has considerably faster startup and catches the opponent in a long-duration web similar to Carmine's crystal. Still doesn't have invul unfortunately.


Infinite Words

Become a part of me
「僕の一部になりなよ」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Byakuya sets his swords on the ground. If the opponent touches the swords he will be locked into a long anime sequence for high damage. This move is an UNBLOCKABLE command throw that can be comboed into but can ALWAYS be jumped out of on reaction. Also has NO invul so don't try to use it as a reversal.


Infinite Words EXS

Endless Nightmare
「終わらない悪夢」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Standard anime IWEX. Almost a legit move for Byakuya since it is his only move with any sort of reversal invulnerability.


Combos

Standard route off ground A/B/C starters

2A (5B) 2B 5C (2C) 236B~4AA~delayA 2B 236A~4AAA 2B > 236A~4AAA OR 236A~6A6A 236C/41236D

  • Probably the best general use combo; can add normals in parens for extra damage with better starters but combo listed will work even off 2A. Offers close-to-optimal meterless damage for most basic ground starters, substantial corner carry, and hits with four webs for massive GRD advantage.
  • End with rekkas instead of 4AAA if you want to go into IW or EX for more damage.
  • Practical and optimal pretty much anywhere. If you have to learn one combo, go with this one.

2A (5B) 2B 5C (2C) 236B~4AA~delayA 2B 236A~6A6A 623C < web setup

  • Same as above but gives up a bit of corner carry and GRD drain for 623C oki setup potential. 623C still does quite a bit of damage and drains an additional GRD on hit so the tradeoff isn't as severe as the shortened combo makes it look. This should generally be your default route if you have the meter to spare.

2A (5B) 2B 5C (2C) 236B~4AAB j.A(whiff) 2B > continue as above

  • Sideswap route. Deals slightly less damage than the above and doesn't steal as much GRD, but otherwise works pretty much identically.

5B/2B 5C 2C 236B~4AAC 214CC~delayA 2B 236A~6A6A (236C)

  • Corner carry route. The standard route already carries pretty far but this one carries REALLY far, at the cost of having less GRD drain and no 623C oki option.
  • Note that this only works off B starters or better.

2A 2B 2C 5C 214BBX etc.

  • Alternative route. Generally not as good because being forced to keep 5C after 2C cuts off a lot of your pressure options.
  • 2B works in lieu of 5C but is similarly impractical since it means cutting off a low option for mixup.

5B/2B 2C 236B~4A 66C 214CAA 2C 236B4AAA 2C 236A~6A6A

  • Swag carry combo for style points.

2B>5B>2C>5C>214BBB>JA(whiff)>66B>236A4ABB>JA(whiff)>66B>236A6A6A

  • Combo from official Byakuya introduction video.
  • Switches side twice for swag (not really good, if you are looking for carry, unfortunately).

Specific starters

3C (anti-air or grounded) J2C JC 2C 5C 214BAA 2C 236B4AAA 2C 236A6A6A

  • Basic 3C anti-air combo.
  • Works off ground hit but don't expect to hit it super often since the visual difference between 3C low and 3[C] overhead is super obvious.

3[C](overhead) 214CAA etc.

  • Pickup from overhead. Goes into pretty much all standard routes, albeit with heavy damage proration.


Dash attack starters:

66B 236B4A etc.

66C 214B etc.

  • Must cancel before last hit. If last hit connects, opponent will wallbounce and be very difficult to pick up with a combo.

Force Function starters:

B+C CS 2C etc.

  • Standard pickup from B+C overhead. CS is required in the general course.

B+C (corner) 2A 5B j.ABC 2B 214BBB 2B etc.

  • Pickup off point-blank B+C in the corner. 2A only reaches if very close in the corner.

B+C (CH) 2B 214B etc.

  • Counterhit confirm off B+C. Counterhit adds extra untech time allowing 2B to pick them up.

Aerial starters:

J2[C] land 5C 214A etc.

  • Basic pick up from low air J2[C] hits.

J2[C] land 5C JB JC J214BAA 2C 236B4AAA 2C 236A6A6A

  • Works only in corner, but does high damage (3.4k with Vorpal)

214 trap starters:

Trap hits > 2C 236B~4A etc.

  • Standard pickup. It is possible to hit the opponent before they are launched by the trap (i.e. with 2B) but confirming it in practice can be difficult. Better to go straight into 2C.
  • Note that trap trigger will use up your first long-duration snare stun so you will have to go straight into followups after your first web set (no double web hits).

Trap hits > 66C 214B etc.

  • In case too far to dash in with 2C.

Web trap placement follow up attack starter:

Follow up A attack > dash 2C etc.

  • Usual combo routes.

Follow up B attack > j.A(whiff) 2A 5B j.ABC 2B 214B etc.

  • Standard followup route. You have less time to follow up since the opponent is already on the ground, so go straight into a 2A pickup to be safe.

Follow up B attack > J2[C] land 5C 214B etc.

  • Works only in corner but adds a fair bit of damage.

Oki set ups with web traps:

At center, set up TK214BBA>214A At corner, set up 214A>TK214C

  • Basic setups that put multiple webs out and give you plenty of time afterwards to act freeform.

At center: Jump back j.214CAA 214AAD

  • Sets two webs in front of opponent and one behind. Webs will not trigger immediately on the opponent's wakeup but will trigger if he moves at all. Ground and air web in front of opponent make it difficult for him to mash as he can potentially be snared by both webs if he fails to hit both of them in one attack. Moreover, if you block his attack, you can green shield him backwards into the web behind for a free combo.

In corner: 214AAD TK j.214BBB (whiff) falling j.B

  • Three-web setup that leads into a safejump setup. Do j.214BBB whiff as the opponent falls out of the 623C web, requires a bit of timing vs. faster DPs.
  • If the opponent doesn't have a DP or you don't think he will use it, you can delay the j.214BBB whiff slightly to get more forward movement and still get meaty falling j.B into an ambiguous landing crossup.
  • Opponent can avoid being safejumped by doing normal wakeup (not holding any buttons). In this case you still have enough time to do a regular meaty.
  • You can switch the order of the jumping and ground web placements (i.e. doing j.214AAD first instead of 214AAD to slightly alter the web arrangement if you prefer.

In corner: 214BB TK j.214BBD

  • Three-web setup that puts you into corner with one meaty web and webs above and behind opponent, cutting multiple wakeup options. You are DP-safe and mashing will lose to webs (either meaty ground web if not a low or otherwise green shield into web behind). They will be forced into blocking the web above if they jump leading to free air-unblockable.
  • Note that opponent can throw you to clear the webs (even if you tech the throw). Either just tech the throw for the free frame advantage or call it out with a meaty.

Colors

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Falsehood Night Maple October Dirty Wisteria Bamboo Spear Withered Lilac
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Blue Ripple Another Galaxy Knight of Mercury Mud Crater Bottom of Abyss
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Desert Sun Flash White Fullmoon Light Cunning Tiger Valley Magnolia
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