Under Night In-Birth/UNI2/Byakuya: Difference between revisions
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Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense. | Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense. | ||
Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's | Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's. | ||
[[#External Links | From Sketched & ThatGuy's Primer]] | [[#External Links | From Sketched & ThatGuy's Primer]] | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | *To be filled at a later date | ||
|cons= | |cons= | ||
* | *To be filled at a later date | ||
}} | }} | ||
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==Character Stats== | ==Character Stats== | ||
{{StatsInfobox- | {{StatsInfobox-UNI2 | ||
|character = Byakuya | |character = Byakuya | ||
|health = 10500 | |health = 10500 | ||
|smartSteer = | |smartSteer = | ||
|fWalkSpeed = | |fWalkSpeed = | ||
|bWalkSpeed = | |bWalkSpeed = | ||
|jumpStartup = | |jumpStartup = | ||
|jumpDuration = | |jumpDuration = | ||
|dashStartup = | |dashStartup = | ||
|iDashSpeed = | |iDashSpeed = | ||
|dashAccel = | |dashAccel = | ||
|maxDashSpeed = | |maxDashSpeed = | ||
|bDashStartup = | |bDashStartup = | ||
|bDashDuration = | |bDashDuration = | ||
|bDashDistance = | |bDashDistance = | ||
|bDashFullInvulStart = | |bDashFullInvulStart = | ||
|bDashFullInvulEnd = | |bDashFullInvulEnd = | ||
|bDashThrowInvulStart = | |bDashThrowInvulStart = | ||
|bDashThrowInvulEnd = | |bDashThrowInvulEnd = | ||
|throwWidth = | |throwWidth = | ||
|throwRange = | |throwRange = | ||
|trait = | |trait = | ||
*Several moves set web traps on the screen that will snare an opponent that touches them. | *Several moves set web traps on the screen that will snare an opponent that touches them. | ||
**Webs can be destroyed by special moves or | **Webs can be destroyed by special moves or any normal. Most projectiles will not destroy webs. | ||
**It's worth noting that after coming in contact with a web, it does not connect immediately. "Meaty" webs effectively have 14 frame startup for this reason. | **It's worth noting that after coming in contact with a web, it does not connect immediately. "Meaty" webs effectively have 14 frame startup for this reason. | ||
**Byakuya getting hit or either player teching a throw will clear all existing webs. Causing Byakuya to block will not, however. | **Byakuya getting hit or either player teching a throw will clear all existing webs. Causing Byakuya to block will not, however. |
Revision as of 11:06, 21 January 2024
Under Construction
|
“ |
They nest. The web will lure and consume any prey that goes near. He, for her, and her for |
” |
Story
He wanders with an unorthodox girl, Tsukuyomi. Byakuya's abilities enable him to cast out a myriad of blades. The power binds and rends his opponents alike. Their motivation is unknown, but it seems he fights to make Tsukuyomi's wish come true. On the Hollow Night, when many In-Births gather, they turn the town into their own "web", and hunt unsuspecting prey.
“ |
There's nothing to worry about... |
” |
Gameplay
Byakuya is primarily a "setplay"-type character with strong offense but weak defense. While the wide range of his normals are excellent for neutral and pressure, his flawed reversals means that it is very difficult for Byakuya to escape pressure once he is pushed on the defense.
Byakuya's neutral game is strongest at midrange, where he can make good use of his relatively fast, extremely long-ranged normals to keep opponents out of their comfortable ranges, which will generally be shorter than Byakuya's.
From Sketched & ThatGuy's Primer
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10500 | |||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 3 | 12 | 20 | -3 | - |
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Mid | N, SP, EX, CS, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | 17 | 31 | -6 | - |
A wide thrust with all of Byakuya's claws.
Followup to 5B. Shares an animation with the last hit of Byakuya's rekka.5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 22 | 36 | -7 | - |
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 13 | 20 | -3 | - |
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 19 | 32 | -8 | - |
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 5 | 25 | 40 | -12 | - |
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | N, SP, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 | 13 [2 on landing] |
22 | -3~+9 | - |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 | High, Air Shield | N, SP, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 26 [3 on landing] |
39 | -14~+12 | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | High, Air Shield | N, SP, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 19 [4 on landing] |
34 | -5~+13 [+6~+15 on assault] |
- |
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 22 | 35 | -7 | 8~12 Head |
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
674 | Mid, Air Shield | (N), SP, CS | - | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 20 | 9 [5 on landing] |
40 | -5~+12 | - |
A multi-hitting air attack all around Byakuya.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1125 | Mid, Air Shield | (N), SP, CS | Launch | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | - | +5~+13 | - |
Dash Moves
66B
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1228 | Mid | SP, EX, -CS- | Launch, Wall Bounce on last hit | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 18 | 23 | 55 | -9 | - |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | High | CS | Crumple on grounded hit, Knockdown on air hit | GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | 4 | 33 | 62 | -19 | - |
A fake web leading into an overhead.
A slower version of Byakuya's Force Function with the attack moved further forward.Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1570 | Unblockable | - | Knockdown | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | - | - | - | +60 | - |
Byakuya grabs the opponent and slams them into the ground.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1570 | Unblockable | - | Knockdown | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +61 | - |
A followup to Byakuya's throw that places the opponent right behind Byakuya.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1570 | Unblockable | - | Knockdown | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +61 | - |
A followup to Byakuya's throw that leaves the opponent about a quarter-screen's length behind Byakuya.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1570 | Unblockable | - | Knockdown | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | +62 | - |
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
438 | Mid | -EX-, -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 26 | 40 | -6 | - |
The 4-hit first part of Byakuya's rekka series.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660 | Mid, Air | -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 6 | 28 | 49 | -8 | 7-21 Foot |
The 6-hit second part of Byakuya's rekka series.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
920 | Mid | -EX-, -CS- | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 12, (8), 6 | 33 | 67 | -21 | - |
The 7-hit final part of Byakuya's rekka series.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
438 | Mid | -EX-, -CS-, -UNQ- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 27 | 42 | -7 | - |
The first part of Byakuya's rekka, moving further than 236A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660 | Mid, Air | -CS-, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | 32 | 74 | -12 | 7-21 Foot |
The second part of Byakuya's rekka series, jumping much higher than 236A~6X.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
920 | Mid | -EX-, -CS- | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 12, (8), 6 | 33 | 67 | -21 | - |
The 7-hit final part of Byakuya's rekka series.
A 27-hit string ending in a knockdown.623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Unblockable (grab), Mid (web) | - | Snare (grab), GRD Steal, Snare (web) | - | Throw (grab), Strike (web) |
Startup | Active | Recovery | Overall | Advantage | Invul |
33 | 1 | 39 (28 on grab) | 72 (61 on grab) | - | 13~32 Throw, 33~37 Full |
Byakuya runs past the opponent, snaring them in a web.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Unblockable (grab), Mid (web) | - | Snare (grab), GRD Steal, Snare (web) | - | Throw (grab), Strike (web) |
Startup | Active | Recovery | Overall | Advantage | Invul |
35 | 1 | 40 (29 on grab) | 74 (63 on grab) | - | 13~34 Throw, 35~39 Full |
A further-reaching variant of 623A.
Byakuya snares the opponent for an extremely long period of time. A core component of Byakuya's corner okizeme, giving him time to set up three webs and still meaty the opponent.623[X]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid | - | GRD Steal, Snare | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
47 | - | - | 63 | +17 | - |
A feint of 623A, returning Byakuya to his initial location and setting a ground web.
A feint of 623B, returning Byakuya to his initial location and setting a ground web.214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid, Air | -CS-, -UNQ- | GRD Steal, Snare | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
47 | - | - | 53 | +22 | - |
Byakuya sets a web right in front of him that will snare the opponent on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid, Air | -CS-, -UNQ- | GRD Steal, Snare | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
49 | - | - | 59 | +18 | - |
Sets a web further away from Byakuya and a bit off the ground.
Sets a web far away from Byakuya and high off the ground.22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | Low | -EX-, -CS-, -UNQ- | Launch | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | 37 | -4 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | Low | -EX-, -CS-, -UNQ- | Launch | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | - | - | 46 | -9 | - |
j.214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid, Air | -CS-, -UNQ- | GRD Steal, Snare | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
43 | - | - | - | - | - |
Byakuya sets a web right in front of him while airborne.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid, Air | -CS-, -UNQ- | GRD Steal, Snare | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
49 | - | - | - | - | - |
Byakuya sets a web about a quarter screen away and right below him.
Byakuya sets a web about a half screen away and a character's-length below him.214X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -UNQ- | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | - | - | - | - | - |
214X~X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | High, Air Shield | -EX-, -CS- | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 12 on landing | - | - | - |
An overhead followup to 214X~X.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | High, Air Shield | -N-, -EX-, -CS-, -SP- during vorpal | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 12 on landing | - | - | - |
An overhead followup to 214X~X that bounces Byakuya into the air, allowing him to perform more air attacks. If you have vorpal you can special cancel this move into an aerial webset.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid, Air Shield | -EX-, -CS- | Wall Bounce | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 14 on landing | - | - | - |
A followup to 214X~X that hits behind Byakuya and wallbounces the opponent.
A followup to 214X~X that sets a ground web beneath Byakuya.214[X]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
214[X]~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | High, Air Shield | -EX-, -CS- | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 23 | 35 | - | - |
An overhead followup to 214[X] that hits behind Byakuya.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
647, 898 (1410) | Mid, Air Shield (falling attack), Mid, Air (web) | -EX-, -CS- | Launch (falling attack), GRD Steal, Snare (web) | - | Strike, Dive (falling attack), Strike (web) |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | 11 | - | - | - | 15~19 / 41~45 Full |
Byakuya teleports away, places a web at his previous location, and reappears with a multi-hitting air attack. Not an overhead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898, 898 (1481) | Low (slide), Mid, Air (web) | -CS- | Knockdown (slide), GRD Steal, Snare (web) | - | Strike, Foot (slide), Strike (web) |
Startup | Active | Recovery | Overall | Advantage | Invul |
22~36 | 11 | - | - | -9 (+15 when web connects) | 14~25 / 37~48 Full |
Byakuya teleports away, places a web at his previous location, and reappears with a low sliding attack similar to 66B.
Byakuya sets a web beneath him.Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3150 | Unblockable | - | Knockdown, Combo Ender | 200 EXS | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | - | 90 | - | - |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3+14 | 2 | 51 | 69 | -25 | 1~? Full |
Byakuya becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C/3C | 5A/2A | -3 |
5B/2B/5BB | 5A/2A | -5 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 5C | 1 |
5A/2A | 3C | 2 |
2C/5C | 5B(w) 5BB | 6 |
236B | 236B~6X | 1 |
236B~6X | 236B~6X~6X | 5 |
236A~6X | 236A~6X~6X | 1 |