Under Night In-Birth/UNI2/Kaguya: Difference between revisions
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| input = {{#invoke:InputsUNI|toIcons|5B+C}} | | input = {{#invoke:InputsUNI|toIcons|5B+C}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|kg_bc|caption= | {{MoveDataCargoImage|kg_bc|caption=This is the stance}} | ||
{{MoveDataCargoImage|kg_bc5X|caption= | {{MoveDataCargoImage|kg_bc5X|caption=~5X}} | ||
{{MoveDataCargoImage|kg_bc6X|caption= | {{MoveDataCargoImage|kg_bc6X|caption=~6X}} | ||
| hitboxes = | | hitboxes = | ||
| info = | | info = |
Revision as of 14:28, 6 February 2024
Under Construction
|
Story
Due to her exceptional combat prowess, Licht Kreis sends Kaguya on various missions all over the world.
Her next destination? Japan, where her best friend Orie is currently stationed.
Kaguya discovers that many other Licht Kreis commanding officers are gathered there, too, and becomes even more determined to protect her friends and the world.
“ |
I will fight my own fight. I will not back down. |
” |
Gameplay
Kaguya is a character.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | 5A > 5B~B > 236A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1100 | -970 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
4 | 1800 | 200 | 3200 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 31 | -57158 | 1~8 Full 9~10 Throw |
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 | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
190 | Mid | 6 | 2 | 13 | -3 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | 490 | Mid | 8 | 2 | 20 | -6 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | 490 | Mid | 17 | 3 | 30 | -8 |
- 5B > 5BB is a natural frame trap on block
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
680 | Mid | 10 | 3 | 22 | -7 |
- Shifts Kaguya's hurtbox back.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
34 | /Data#5C |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | Low | 6 | 2 | 12 | -2 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
450x2 | Mid | 8 | 5 | 24 | -10 |
- Hits twice, both are cancelable.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
36 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
260, 430 | Low, Low | 9 | 3 (10) 3 | 25 | -10 |
- Hits twice, both are cancelable.
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High, Air Shield | 8 | 3 | 15 [2 on landing] |
Varies |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
25 | /Data#jA |
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB | 420 | High, Air Shield | 9 | 2 | 28 [3 on landing] |
Varies |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jBB | 610 | High, Air Shield | 16 | 3 | 16 [3 on landing] |
Varies |
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
590 | High, Air Shield | 12 | 3 | 35 [4 on landing] |
Varies |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
770 | High, Air Shield | 19 | 3 | 35 [4 on landing] |
Varies |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
49 | /Data#jC | |||||
56 | Knockdown | /Data#j[C] |
j[C] :
Command Normals
4B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Mid | 8 | 2 | 26 | -8 | N, SP, EX, CS | Strike | 6~9 Head |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=4B
| 4B = A description for 4B
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | /Data#4B |
- Airborne during frames 8 to 18
6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Mid | 18 | 8 | 15 | -5 ~ +2 | 8~25 Foot |
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Mid | 14 | 2 | 26 | -6 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
41 | /Data#3C |
- Airborne during frames 9 to 23
3C~A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
710 | Mid | 4 | 3 | 23 | -10 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | Chip Damage | /Data#3C~A |
3C~B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
260, 430 | Low, Low | 8 | 3 (11) 4 | 20 | -6 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Chip Damage | /Data#3C~B |
3C~C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
598 | Mid | 21 | 2 | 39 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
61 | Chip Damage | /Data#3C~C |
3C~66/44
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Total 29 | -20 | 1~2 Throw |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=3C~66/44
| 3C~66/44 = A description for 3C~66/44
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | No Collision | /Data#3C~66/44 |
- Airborne during frames 3 to 12
j.2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
570 | High, Air Shield | 13 | 4 | 31 [4 on landing] |
Varies |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=j2C
| j2C = A description for j2C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
47 | /Data#j2C |
Dash Moves
66B
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
380*3 | Mid | 24 | Total 35 | +9 |
- Wallbounces on hit.
- Deals chip damage on block
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Wall Bounce, Chip Damage | /Data#66C |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | No Collision, Counter State | 1 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 44 | - | 3~22 Strike |
No results Kaguya strikes a pose and dodges incoming attacks. Successful dodges allow her to use a follow-up beam attack by pressing a button.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
880 | Mid | CS | Knockdown | 1 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 [9] | 3 | 31 | 44 | -16 | - |
No results Shares its animation with 5C, and maintains its evasive properties. If Kaguya has Vorpal, she can cancel that follow-up with CS and get a full combo afterwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | Mid | CS | Knockdown | 1 GRD | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 [10] | - | - | - | -18 | - |
No results
- Placeholder
Throw
Smart Steer
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1618 | Mid | 9 | 3 (8) 3 (17) 3 | 19 | -4 | (EX) (only IW or IWEXS), CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
61 | Knockdown | /Data#5A+B |
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 |
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 |
No results 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 |
---|---|---|---|---|---|
698 | Mid | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2 | 28 | 41 | -6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
698 | Mid | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 31 | 41 | -7 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
898 | Mid | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 36 | 57 | -15 | - |
Three-hit rekka series. Only the muzzle flash has a hitbox.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
798 | All | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 3 | 29 | 48 | -9 | - |
Kaguya's other full screen beam attack.
- Whiffs against crouching opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | All | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 3 | 35 | 56 | -15 | - |
Follow-up that hits crouching opponents.
- Wallbounces on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1990 | All | - | - | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+8 | - | - | 112 (hit), 63 (block) | +9 | - |
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1553 | Mid | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 4 (2) 7 | 29 (Whiff, Block) | 46 (Whiff, Block) | -16 | 1~14 Head, 1~14 Dive |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1677 | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 (2) 10 | 32 (Whiff, Block) | 56 (Whiff, Block) | -16 | 3~24 Dive, 5~24 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2055 | - | - | - | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+2 | 3 (2) 10 | 32 | 52 (Whiff, Block) | -23 | 1~16 Full |
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
598 (702x2) | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 (88) | 2 (15) | 35 | 58 | - | - |
Kaguya drops two grenades and jumps backwards. One grenade explodes where she was, and the second explodes where she is when the animation ends. This is the safer of the two to use in neutral, but doing so gives up space.
- Grenades stay out when Kaguya blocks, but not when she gets hit.
- Cannot be used if any grenades are on the screen already.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
598 (702x2) | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
32 (85) | 2 (15) | 34 | 67 | +35 ~ +56 | - |
Kaguya drops two grenades and jumps forwards. One grenade explodes where she was, and the second explodes where she is when the animation ends. 214B is better for combos as it leaves Kaguya closer to the opponent, but it has a long total duration and a very obvious animation that makes using it in neutral somewhat dangerous.
- Grenades stay out when Kaguya blocks, but not when she gets hit.
- Cannot be used if any grenades are on the screen already.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
598 (1273x2) | - | - | - | 100 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+22 (4+39) | 2 (15) | 26 | 53 | +35 ~ +51 | - |
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 2 | 33 | 44 | - | - |
Kaguya dashes forward in the air a short distance.
- From full screen distance from opponent, gets a little bit under halfway towards opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 33 | 47 | - | - |
Kaguya dashes forward in the air a medium distance.
- From full screen distance from opponent, gets about halfway towards opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 35 | 54 | - | - |
Kaguya dashes forward in the air a long distance.
- From full screen distance from opponent, gets almost the full distance to the opponent.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3510 | Mid | - | Wall Bounce, Knockdown | 200 EXS | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8 | 3 (8) 5 | 31 | 55 | -18 | 1~24 Full |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3750 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | 67 | -25 | 1~26 Full |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
Attack | Chain | Frame Gap |
---|---|---|
5A | 5C | 1F |